Initial external projectile type

This commit is contained in:
zenoamaro committed 2019-06-30 21:07:32 +02:00
1 parent 9095d0c6b0
commit f3561d8baf
3 files changed
+135 -93

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+13 -13
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@@ -36,19 +36,19 @@ export const PLAYER_STARTING_WEAPONS = [
// {type: 'tracer', ammo:Infinity},
]
export const WEAPON_TYPES = [
{id:'tracer', name:'Tracer', explosion:{type:'tracer'}},
{id:'babyMissile', name:'Baby Missile', explosion:{type:'blast', r:5}},
{id:'missile', name:'Missile', explosion:{type:'blast', r:20}},
{id:'babyNuke', name:'Baby Nuke', explosion:{type:'blast', r:50}},
{id:'nuke', name:'Nuke', explosion:{type:'blast', r:100}},
{id:'smallDirt', name:'Small Dirt', explosion:{type:'dirt', r:25}},
{id:'dirt', name:'Dirt', explosion:{type:'dirt', r:50}},
{id:'largeDirt', name:'Ton of Dirt', explosion:{type:'dirt', r:75}},
{id:'smallDigBomb', name:'Small Dig Bomb', explosion:{type:'digBomb', r:25}},
{id:'digBomb', name:'Dig Bomb', explosion:{type:'digBomb', r:50}},
{id:'largeDigBomb', name:'Large Dig Bomb', explosion:{type:'digBomb', r:75}},
];
export const WEAPON_TYPES = {
tracer: {id:'tracer', name:'Tracer', projectile:{type:'normal'}, explosion:{type:'tracer'}},
babyMissile: {id:'babyMissile', name:'Baby Missile', projectile:{type:'normal'}, explosion:{type:'blast', r:5}},
missile: {id:'missile', name:'Missile', projectile:{type:'normal'}, explosion:{type:'blast', r:20}},
babyNuke: {id:'babyNuke', name:'Baby Nuke', projectile:{type:'normal'}, explosion:{type:'blast', r:50}},
nuke: {id:'nuke', name:'Nuke', projectile:{type:'normal'}, explosion:{type:'blast', r:100}},
smallDirt: {id:'smallDirt', name:'Small Dirt', projectile:{type:'normal'}, explosion:{type:'dirt', r:25}},
dirt: {id:'dirt', name:'Dirt', projectile:{type:'normal'}, explosion:{type:'dirt', r:50}},
largeDirt: {id:'largeDirt', name:'Ton of Dirt', projectile:{type:'normal'}, explosion:{type:'dirt', r:75}},
smallDigBomb: {id:'smallDigBomb', name:'Small Dig Bomb', projectile:{type:'normal'}, explosion:{type:'digBomb', r:25}},
digBomb: {id:'digBomb', name:'Dig Bomb', projectile:{type:'normal'}, explosion:{type:'digBomb', r:50}},
largeDigBomb: {id:'largeDigBomb', name:'Large Dig Bomb', projectile:{type:'normal'}, explosion:{type:'digBomb', r:75}},
};
export const DEATH_SPECS = [
{type: 'blast', r: 5},
+43 -80
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@@ -1,10 +1,11 @@
import {AI_TYPES} from './ai.js';
import {DEATH_SPECS, EXPLOSION_SHAKE_REDUCTION_FACTOR, H, MAX_EXPLOSION_SHAKE_FACTOR, MAX_WIND, PARTICLE_AMOUNT, PARTICLE_FADE_AMOUNT, PARTICLE_MAX_POWER_FACTOR, PARTICLE_MIN_LIFETIME, PARTICLE_MIN_POWER_FACTOR, PARTICLE_POWER_REDUCTION_FACTOR, PARTICLE_TIME_FACTOR, PARTICLE_WIND_REDUCTION_FACTOR, PLAYER_ANGLE_FAST_INCREMENT, PLAYER_ANGLE_INCREMENT, PLAYER_ANGLE_TICK_SOUND_INTERVAL, PLAYER_COLORS, PLAYER_ENERGY_POWER_MULTIPLIER, PLAYER_EXPLOSION_PARTICLE_POWER, PLAYER_FALL_DAMAGE_FACTOR, PLAYER_FALL_DAMAGE_HEIGHT, PLAYER_INITIAL_POWER, PLAYER_MAX_ENERGY, PLAYER_POWER_FAST_INCREMENT, PLAYER_POWER_INCREMENT, PLAYER_POWER_TICK_SOUND_INTERVAL, PLAYER_STARTING_WEAPONS, PLAYER_TANK_BOUNDING_RADIUS, PLAYER_TANK_Y_FOOTPRINT, PROJECTILE_ITERATIONS_PER_FRAME, PROJECTILE_ITERATION_PROGRESS, PROJECTILE_MAX_SOUND_FREQUENCY, PROJECTILE_MIN_SOUND_FREQUENCY, PROJECTILE_POWER_REDUCTION_FACTOR, PROJECTILE_WIND_REDUCTION_FACTOR, TRAJECTORY_FADE_SPEED, TRAJECTORY_FLOAT_SPEED, W, WEAPON_TYPES, Z} from './constants.js';
import {createCanvas, drawLine, drawLineVirtual, drawRect, drawText, loop, plot} from './gfx.js';
import {DEATH_SPECS, EXPLOSION_SHAKE_REDUCTION_FACTOR, H, MAX_EXPLOSION_SHAKE_FACTOR, MAX_WIND, PARTICLE_AMOUNT, PARTICLE_FADE_AMOUNT, PARTICLE_MAX_POWER_FACTOR, PARTICLE_MIN_LIFETIME, PARTICLE_MIN_POWER_FACTOR, PARTICLE_POWER_REDUCTION_FACTOR, PARTICLE_TIME_FACTOR, PARTICLE_WIND_REDUCTION_FACTOR, PLAYER_ANGLE_FAST_INCREMENT, PLAYER_ANGLE_INCREMENT, PLAYER_ANGLE_TICK_SOUND_INTERVAL, PLAYER_COLORS, PLAYER_ENERGY_POWER_MULTIPLIER, PLAYER_EXPLOSION_PARTICLE_POWER, PLAYER_FALL_DAMAGE_FACTOR, PLAYER_FALL_DAMAGE_HEIGHT, PLAYER_INITIAL_POWER, PLAYER_MAX_ENERGY, PLAYER_POWER_FAST_INCREMENT, PLAYER_POWER_INCREMENT, PLAYER_POWER_TICK_SOUND_INTERVAL, PLAYER_STARTING_WEAPONS, PLAYER_TANK_BOUNDING_RADIUS, PLAYER_TANK_Y_FOOTPRINT, TRAJECTORY_FADE_SPEED, TRAJECTORY_FLOAT_SPEED, W, WEAPON_TYPES, Z} from './constants.js';
import {createCanvas, drawLine, drawRect, drawText, loop, plot} from './gfx.js';
import {afterKeyDelay, key} from './input.js';
import {clamp, deg2rad, distance, parable, random, randomInt, vec, wrap} from './math.js';
import {PROJECTILE_TYPES} from './projectiles.js';
import {createSky} from './sky.js';
import {audio, createOsc, playTickSound} from './sound.js';
import {playTickSound} from './sound.js';
import {clipTerrain, closestLand, collapseTerrain, createTerrain, isTerrain, landHeight} from './terrain.js';
import {sample} from './utils.js';
import {EXPLOSION_TYPES} from './weapons.js';
@@ -13,8 +14,8 @@ import {EXPLOSION_TYPES} from './weapons.js';
let state = 'start-game';
const players = [];
let currentPlayer = 0;
let projectile = null;
let explosion = null;
let projectiles = [];
let explosions = [];
let wind = 0;
let particles = [];
let screenShake = 0;
@@ -131,95 +132,54 @@ function update() {
}
if (shoot) {
const {a, p, c, weapons, currentWeapon} = player;
const {a, p, weapons, currentWeapon} = player;
const [px, py] = vec(x, y-3, a+180, 5);
const weaponType = weapons[currentWeapon];
weaponType.ammo -= 1;
const weapon = weapons[currentWeapon];
const {projectile} = WEAPON_TYPES[weapon.type];
const projectileType = PROJECTILE_TYPES[projectile.type];
weapon.ammo -= 1;
projectile = {
osc: createOsc('sine'),
player: player,
weaponTypeId: weaponType.type,
ox: px, oy: py,
x: px, y: py,
a, p, c,
t: 0,
};
projectiles.push(
projectileType.create(projectile, player, weapon, px, py, a, p, wind)
);
projectile.osc.start();
state = 'shoot';
}
}
else if (state === 'shoot') {
const prevProjectile = {...projectile};
for (let i=0; i<PROJECTILE_ITERATIONS_PER_FRAME; i++) {
const {weaponTypeId, ox, oy, a, p, t} = projectile;
const weapon = WEAPON_TYPES.find(x => x.id === weaponTypeId);
const [x, y] = parable(
t, ox, oy, deg2rad(180+a),
p / PROJECTILE_POWER_REDUCTION_FACTOR,
wind / PROJECTILE_WIND_REDUCTION_FACTOR,
);
const f = (
(1 - (1 / H * y)) *
(PROJECTILE_MAX_SOUND_FREQUENCY - PROJECTILE_MIN_SOUND_FREQUENCY) +
PROJECTILE_MIN_SOUND_FREQUENCY
);
projectile.t += PROJECTILE_ITERATION_PROGRESS;
projectile.x = x;
projectile.y = y;
projectile.osc.frequency.setValueAtTime(f, audio.currentTime);
if (
projectile.y > H ||
isTank(projectile.x, projectile.y) ||
isTerrain(terrain, projectile.x, projectile.y)
) {
projectile.osc.stop();
const explosionSpec = weapon.explosion;
const explosionType = EXPLOSION_TYPES[explosionSpec.type];
explosion = explosionType.create(explosionSpec, projectile.x, projectile.y);
// @ts-ignore: canvas color hack
createParticles(projectile.x, projectile.y, projectile.p, terrain.color);
state = 'explosion';
break;
for (let i=projectiles.length-1; i>=0; i--) {
const projectile = projectiles[i];
const projectileType = PROJECTILE_TYPES[projectile.type];
if (projectileType.update(projectile, terrain, trajectories, explosions)) continue;
projectileType.stop(projectile);
projectiles.splice(i, 1);
}
if (projectiles.length === 0) {
state = 'explosions';
}
}
let trajectory = drawLineVirtual(
prevProjectile.x, prevProjectile.y,
projectile.x, projectile.y,
projectile.c,
)
trajectory = trajectory
.slice(0, trajectory.length-1) // Cut last pixel to prevent overlap
.map(x => ({...x, a:255})); // Add alpha to all lines
trajectories = [
...trajectories,
...trajectory,
];
}
else if (state === 'explosion') {
else if (state === 'explosions') {
for (let i=explosions.length-1; i>=0; i--) {
const explosion = explosions[i];
const explosionType = EXPLOSION_TYPES[explosion.type];
screenShake = (
clamp(0, explosion.r, MAX_EXPLOSION_SHAKE_FACTOR) /
EXPLOSION_SHAKE_REDUCTION_FACTOR
);
if (!explosionType.update(explosion)) {
if (explosionType.update(explosion)) continue;
screenShake = 0;
explosionType.clip(explosion, terrain);
explosionType.stop(explosion);
for (let player of players) if (!player.dead) {
player.energy -= explosionType.damage(explosion, player) || 0;
}
explosion = null;
explosions.splice(i, 1);
}
if (explosions.length === 0) {
state = 'land-collapse';
}
}
@@ -252,10 +212,10 @@ function update() {
const {x, y, c} = dyingPlayer;
const explosionSpec = sample(DEATH_SPECS);
const explosionType = EXPLOSION_TYPES[explosionSpec.type];
explosion = explosionType.create(explosionSpec, x, y);
explosions.push(explosionType.create(explosionSpec, x, y));
createParticles(x, y, PLAYER_EXPLOSION_PARTICLE_POWER, c);
dyingPlayer.dead = true;
state = 'explosion';
state = 'explosions';
}
else if (state === 'end-turn') {
@@ -283,7 +243,6 @@ function update() {
if (!players[i].dead) {currentPlayer = i; break}
}
projectile = null;
fadeTrajectories();
state = 'start-turn';
}
@@ -301,7 +260,7 @@ function update() {
}
}
function createParticles(x, y, p, c) {
export function createParticles(x, y, p, c) {
for (let i = 0; i < PARTICLE_AMOUNT; i++) {
particles.push({
t: 0,
@@ -344,7 +303,7 @@ function updateParticles() {
}
}
function isTank(x, y) {
export function isTank(x, y) {
for (let player of players) {
if (player.dead) continue;
@@ -423,15 +382,19 @@ function fadeTrajectories() {
}
function drawProjectile() {
if (!projectile) return;
if (!projectiles.length) return;
for (let projectile of projectiles) {
plot(foreground, clamp(0, projectile.x, W-1), clamp(0, projectile.y, H-1), 'white');
}
}
function drawExplosions() {
if (!explosion) return;
if (!explosions.length) return;
for (let explosion of explosions) {
const explosionType = EXPLOSION_TYPES[explosion.type];
explosionType.draw(explosion, foreground, terrain);
}
}
function drawParticles() {
for (let particle of particles) {
@@ -460,9 +423,9 @@ function drawStatus() {
const player = players[currentPlayer];
const {currentWeapon} = player;
const weaponType = player.weapons[currentWeapon];
const weapon = WEAPON_TYPES.find(x => x.id === weaponType.type);
drawText(foreground, `${player.name} NRG:${player.energy} AIM:${player.a} PWR:${player.p} ${clamp(0, weaponType.ammo, 99)} ${weapon.name}`, 8, 8, player.c, 'left');
const weapon = player.weapons[currentWeapon];
const weaponType = WEAPON_TYPES[weapon.type];
drawText(foreground, `${player.name} NRG:${player.energy} AIM:${player.a} PWR:${player.p} ${clamp(0, weapon.ammo, 99)} ${weaponType.name}`, 8, 8, player.c, 'left');
drawText(foreground, `WIND: ${wind<=0?'<':''}${Math.abs(wind)}${wind>=0?'>':''}`, W-8, 8, 'white', 'right');
}
+79
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@@ -0,0 +1,79 @@
import {H, PROJECTILE_ITERATIONS_PER_FRAME, PROJECTILE_ITERATION_PROGRESS, PROJECTILE_MAX_SOUND_FREQUENCY, PROJECTILE_MIN_SOUND_FREQUENCY, PROJECTILE_POWER_REDUCTION_FACTOR, PROJECTILE_WIND_REDUCTION_FACTOR, WEAPON_TYPES} from './constants.js';
import {drawLineVirtual} from './gfx.js';
import {isTank, createParticles} from './main.js';
import {deg2rad, parable} from './math.js';
import {audio, createOsc} from './sound.js';
import {isTerrain} from './terrain.js';
import {EXPLOSION_TYPES} from './weapons.js';
export const PROJECTILE_TYPES = {
normal: {
create(spec, player, weapon, ox, oy, a, p, wind) {
const osc = createOsc('sine');
osc.start();
return {
type: 'normal',
player, weapon,
x:ox, y:oy, ox, oy, a, p,
t: 0, osc, wind,
};
},
stop(projectile) {
projectile.osc.stop(0);
},
update(projectile, terrain, trajectories, explosions) {
const prevProjectile = {...projectile};
const {weapon, player, wind} = projectile;
const weaponType = WEAPON_TYPES[weapon.type];
let exploded = false;
for (let i=0; i<PROJECTILE_ITERATIONS_PER_FRAME; i++) {
const {ox, oy, a, p, t} = projectile;
const [x, y] = parable(
t, ox, oy, deg2rad(180+a),
p / PROJECTILE_POWER_REDUCTION_FACTOR,
wind / PROJECTILE_WIND_REDUCTION_FACTOR,
);
projectile.x = x;
projectile.y = y;
projectile.t += PROJECTILE_ITERATION_PROGRESS;
const f = (
(1 - (1 / H * y)) *
(PROJECTILE_MAX_SOUND_FREQUENCY - PROJECTILE_MIN_SOUND_FREQUENCY) +
PROJECTILE_MIN_SOUND_FREQUENCY
);
projectile.osc.frequency.setValueAtTime(f, audio.currentTime);
if (
y > H ||
isTank(x, y) ||
isTerrain(terrain, x, y)
) {
const explosionSpec = weaponType.explosion;
const explosionType = EXPLOSION_TYPES[explosionSpec.type];
explosions.push(explosionType.create(explosionSpec, x, y));
// @ts-ignore: canvas color hack
createParticles(x, y, p, terrain.color);
exploded = true;
break;
}
}
let trajectory = drawLineVirtual(
prevProjectile.x, prevProjectile.y,
projectile.x, projectile.y, player.c,
);
trajectory
.slice(0, trajectory.length-1) // Cut last pixel to prevent overlap
.map(x => ({...x, a:255})) // Add alpha to all lines
.forEach(x => trajectories.push(x));
return !exploded;
},
}
}