import {H, MAX_BULLET_SOUND_FREQUENCY, MAX_WIND, MIN_BULLET_SOUND_FREQUENCY, PLAYER_COLORS, PLAYER_INITIAL_POWER, REDUCTION_FACTOR, W, Z, PROJECTILE_ITERATIONS_PER_FRAME, PROJECTILE_ITERATION_PROGRESS, PLAYER_MAX_ENERGY, PLAYER_ENERGY_POWER_MULTIPLIER} from './constants.js'; import {createCanvas, drawLine, drawRect, drawText, loop} from './gfx.js'; import {key} from './input.js'; import {clamp, deg2rad, parable, randomInt, vec, wrap} from './math.js'; import {createSky} from './sky.js'; import {audio, createOsc, playTickSound} from './sound.js'; import {collapseTerrain, createTerrain, isTerrain, landHeight, closestLand} from './terrain.js'; import {WEAPON_TYPES, EXPLOSION_TYPES, DEATH_SPECS} from './weapons.js'; import {sample} from './utils.js'; import {AI_TYPES} from './ai.js'; let state = 'start-turn'; const players = []; let currentPlayer = 0; let projectile = null; let prevProjectile = null; let explosion = null; let wind = 0; let fadeCount = 0; // Init layers const sky = createSky(W, H); const terrain = createTerrain(W, H); const projectiles = createCanvas(W, H); const foreground = createCanvas(W, H); for (let c of [sky, terrain, projectiles, foreground]) { c.canvas.style.width = `${W * Z}px`; c.canvas.style.height = `${H * Z}px`; document.body.appendChild(c.canvas); } // Init players let i=0; for (let color of PLAYER_COLORS) { const x = Math.round(50 + (W-100) / 5 * i); const a = x > W/2 ? 45 : 180-45; players.push({ x, y: landHeight(terrain, x)+1, a, p: PLAYER_INITIAL_POWER, c: color, // weapon: WEAPON_TYPES[i % WEAPON_TYPES.length], weapon: WEAPON_TYPES[0], energy: PLAYER_MAX_ENERGY, ai: i !== 0 ? 'moron' : undefined, }); i++; } function update() { if (state === 'start-turn') { wind = randomInt(-MAX_WIND, +MAX_WIND); state = 'aim'; } else if (state === 'aim') { const player = players[currentPlayer]; const {x, y, a, p, energy} = player; const maxPower = energy * PLAYER_ENERGY_POWER_MULTIPLIER; let shoot; if (player.ai) { let ai = AI_TYPES[player.ai]; const plan = ai.decide(); const a = player.a = wrap(0, plan.a, 180); const p = player.p = wrap(0, plan.p, maxPower); shoot = {a, p}; } else if (key('ArrowLeft')) { player.a = wrap(0, a -1, 180); if (a % 2 === 0) playTickSound(); } else if (key('ArrowRight')) { player.a = wrap(0, a +1, 180); if (a % 2 === 0) playTickSound(); } else if (key('ArrowUp')) { player.p = clamp(0, p +2, maxPower); if (p < maxPower && p % 4 === 0) playTickSound(); } else if (key('ArrowDown')) { player.p = clamp(0, p -2, maxPower); if (p > 0 && p % 4 === 0) playTickSound(); } else if (key(' ')) { shoot = {a, p}; } if (shoot) { const {a, p} = shoot; const [px, py] = vec(x, y-3, a+180, 5); projectile = prevProjectile = { osc: createOsc(), player: player, weapon: player.weapon, ox:px, oy:py, a, p, x:px, y:py, t: 0, }; projectile.osc.start(); state = 'fire'; } } else if (state === 'fire') { prevProjectile = {...projectile}; if (++fadeCount % 3 === 0) { fadeProjectiles(2); fadeCount = 0; } for (let i=0; i H || 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); state = 'explosion'; return; } } } else if (state === 'explosion') { const explosionType = EXPLOSION_TYPES[explosion.type]; if (!explosionType.update(explosion)) { explosionType.clip(explosion, terrain); explosionType.stop(explosion); for (let player of players) if (!player.dead) { player.energy -= explosionType.damage(explosion, player) || 0; } explosion = null; state = 'land-collapse'; } } else if (state === 'land-collapse') { const target = explosion ||projectile; if (target) { collapseTerrain(terrain, target.x, 100); // FIXME: Hardcoded radius } state = 'land-players'; } else if (state === 'land-players') { let stable = true; for (let player of players) { if (player.dead) continue; const y = closestLand(terrain, player.x, player.y); if (player.y !== y) { player.y++; stable = false; } } if (stable) state = 'destroy-players'; } else if (state === 'destroy-players') { const dyingPlayer = players.find(x => x.energy<=0 && !x.dead); if (!dyingPlayer) {state = 'end-turn'; return} const {x, y} = dyingPlayer; const explosionSpec = sample(DEATH_SPECS); const explosionType = EXPLOSION_TYPES[explosionSpec.type]; explosion = explosionType.create(explosionSpec, x, y); dyingPlayer.dead = true; state = 'explosion'; } else if (state === 'end-turn') { let i = 0; let player; do { currentPlayer = wrap(0, currentPlayer+1, players.length); player = players[currentPlayer]; if (i++ === players.length) state = 'game-over'; } while (player.dead) projectile = null; state = 'start-turn'; } else { throw new Error(`Invalid state, ${state}`); } } function draw() { foreground.clearRect(0, 0, W, H); if (projectile) drawProjectile(); for (let tank of players) drawPlayer(tank); if (explosion) drawExplosions(); drawStatus(); } function drawPlayer(player) { const {x, y, a, c, dead} = player; if (dead) return; const [px, py] = vec(x, y-3, a+180, 3); drawLine(foreground, x, y-3, Math.round(px), Math.round(py), c); drawRect(foreground, x-3, y-2, 6, 3, c); } function drawProjectile() { const {x, y, player} = projectile; drawLine(projectiles, prevProjectile.x, prevProjectile.y, x, y, player.c); } function fadeProjectiles(amount) { // TODO: Very expensive, optimize const data = projectiles.getImageData(0, 0, W, H); for (let i=0; i=0?'>':''}`, W-8, 8, 'white', 'right'); } loop(() => { update(); draw(); });