import {AI_TYPES} from './ai.js?v=6'; 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_TOOLS, PLAYER_STARTING_WEAPONS, PLAYER_TANK_BOUNDING_RADIUS, PLAYER_TANK_Y_FOOTPRINT, SHIELD_TYPES, TRAJECTORY_FADE_SPEED, TRAJECTORY_FLOAT_SPEED, W, WEAPON_TYPES, Z, STARTING_SCORE, SCORE_PER_KILL, SCORE_FOR_WIN, MARKET_ITEMS, NAPALM_SPAWN_RATE, FIRE_DURATION, FIRE_DAMAGE} from './constants.js?v=6'; import {createCanvas, drawLine, drawRect, drawSemiCircle, drawText, loop, plot, strokeCircle} from './gfx.js?v=6'; import {afterKeyDelay, key} from './input.js?v=6'; import {clamp, deg2rad, distance, parable, random, randomInt, vec, wrap} from './math.js?v=6'; import {PROJECTILE_TYPES} from './projectiles.js?v=6'; import {generateSky} from './sky.js?v=6'; import {playTickSound} from './sound.js?v=6'; import {clipTerrain, closestLand, collapseTerrain, generateTerrain, isTerrain, landHeight, startCollapseTerrain, collapseTerrainStep} from './terrain.js?v=6'; import {sample, shuffle} from './utils.js?v=6'; import {EXPLOSION_TYPES} from './weapons.js?v=6'; import {drawPanelBg, drawPanelTitle, drawPanelText, drawPanelDivider, drawPanelMenu, getPanelBounds} from './panel.js?v=6'; let state = 'start-game'; let players = []; let currentPlayer = 0; let projectiles = []; let explosions = []; let wind = 0; let particles = []; let screenShake = 0; let trajectories = []; let idle = false; let dt = 0; let collapseState = null; let napalmParticles = []; let fireCells = []; let smokeParticles = []; let napalmEmitter = null; let winner; let score = 0; let round = 0; let totalRounds = 1; let selectedPlayers = 6; let selectedTerrain = null; let menuState = null; // Music // const music = createAudioLoop('assets/battle.mp3'); // Init layers const sky = createCanvas(W, H); const traces = createCanvas(W, H); const terrain = createCanvas(W, H, true); const foreground = createCanvas(W, H); // Composited layer const framebuffer = createCanvas(W, H); framebuffer.canvas.style.width = `${W * Z}px`; framebuffer.canvas.style.height = `${H * Z}px`; document.body.appendChild(framebuffer.canvas); function init() { currentPlayer = 0; projectiles = []; explosions = []; particles = []; screenShake = 0; trajectories = []; idle = false; winner = null; wind = randomInt(-MAX_WIND, +MAX_WIND); initLevel(); initPlayers(); } function initNewGame() { score = STARTING_SCORE; round = 0; totalRounds = 1; selectedPlayers = 6; selectedTerrain = null; napalmParticles = []; fireCells = []; smokeParticles = []; napalmEmitter = null; menuState = { selected: 0, values: [1, 0, 0], }; state = 'start-menu'; } function updateStartMenu() { const options = ['Players', 'Rounds', 'Terrain']; const playerCounts = [2, 3, 4, 5, 6]; const roundCounts = [1, 3, 5, 10]; const terrains = ['Random', 'Mountain', 'Sand']; if (!menuState) { menuState = { selected: 0, values: [selectedPlayers, totalRounds, selectedTerrain || 0], }; } if (key('ArrowUp')) { if (afterKeyDelay()) { menuState.selected = (menuState.selected - 1 + options.length) % options.length; playTickSound(); } } else if (key('ArrowDown')) { if (afterKeyDelay()) { menuState.selected = (menuState.selected + 1) % options.length; playTickSound(); } } else if (key('ArrowLeft')) { if (afterKeyDelay()) { const opt = menuState.selected; if (opt === 0) { menuState.values[0] = (menuState.values[0] - 2 + playerCounts.length) % playerCounts.length; } else if (opt === 1) { menuState.values[1] = (menuState.values[1] - 1 + roundCounts.length) % roundCounts.length; } else if (opt === 2) { menuState.values[2] = (menuState.values[2] - 1 + terrains.length) % terrains.length; } playTickSound(); } } else if (key('ArrowRight')) { if (afterKeyDelay()) { const opt = menuState.selected; if (opt === 0) { menuState.values[0] = (menuState.values[0] + 1) % playerCounts.length; } else if (opt === 1) { menuState.values[1] = (menuState.values[1] + 1) % roundCounts.length; } else if (opt === 2) { menuState.values[2] = (menuState.values[2] + 1) % terrains.length; } playTickSound(); } } else if (key('Enter')) { if (afterKeyDelay()) { selectedPlayers = playerCounts[menuState.values[0]]; totalRounds = roundCounts[menuState.values[1]]; selectedTerrain = menuState.values[2] === 0 ? null : terrains[menuState.values[2]].toLowerCase(); menuState = null; score = STARTING_SCORE; initAllPlayerStats(); state = 'market'; } } } function initAllPlayerStats() { players = []; const playerCount = selectedPlayers; for (let i=0; i ({...x})), currentWeapon: 0, energy: PLAYER_MAX_ENERGY, shield: null, ai: i !== 0 ? sample(Object.keys(AI_TYPES)) : undefined, parachute: null, fallHeight: 0, score: 0, kills: 0, deaths: 0, shotsFired: 0, wins: 0, lastDamageSource: null, }); } } function updateMarket() { const marketItems = Object.keys(MARKET_ITEMS); if (!menuState) { menuState = { selected: 0, scrollOffset: 0, }; players.forEach(p => { if (p.ai) aiBuy(p); }); } if (key('ArrowUp')) { if (afterKeyDelay()) { menuState.selected = (menuState.selected - 1 + marketItems.length) % marketItems.length; if (menuState.selected < menuState.scrollOffset) menuState.scrollOffset = menuState.selected; if (menuState.selected >= menuState.scrollOffset + 8) menuState.scrollOffset = menuState.selected - 7; playTickSound(); } } else if (key('ArrowDown')) { if (afterKeyDelay()) { menuState.selected = (menuState.selected + 1) % marketItems.length; if (menuState.selected >= menuState.scrollOffset + 8) menuState.scrollOffset = menuState.selected - 7; if (menuState.selected < menuState.scrollOffset) menuState.scrollOffset = menuState.selected; playTickSound(); } } else if (key('ArrowRight')) { if (afterKeyDelay()) { const item = marketItems[menuState.selected]; const itemData = MARKET_ITEMS[item]; const humanPlayer = players.find(p => !p.ai); if (humanPlayer && score >= itemData.price && item !== 'babyMissile' && WEAPON_TYPES[item]) { score -= itemData.price; let existingWeapon = humanPlayer.weapons.find(w => w.type === item); if (existingWeapon) { existingWeapon.ammo += itemData.ammo; } else { humanPlayer.weapons.push({type: item, ammo: itemData.ammo}); } playTickSound(); } } } else if (key('ArrowLeft')) { if (afterKeyDelay()) { const item = marketItems[menuState.selected]; const itemData = MARKET_ITEMS[item]; const humanPlayer = players.find(p => !p.ai); if (humanPlayer && item !== 'babyMissile' && item !== 'tracer') { const weapon = humanPlayer.weapons.find(w => w.type === item); if (weapon && weapon.ammo > 0) { const refund = itemData.price / itemData.ammo; score += refund; weapon.ammo--; if (weapon.ammo <= 0) { humanPlayer.weapons = humanPlayer.weapons.filter(w => w.type !== item); } playTickSound(); } } } } else if (key(' ')) { idle = true; } else if (key('Enter')) { if (afterKeyDelay()) { menuState = null; state = 'round-start'; } } else { idle = true; } } function aiBuy(player) { player.score = STARTING_SCORE; const marketItems = Object.keys(MARKET_ITEMS).filter(x => x !== 'babyMissile' && x !== 'tracer'); let attempts = 0; while (player.score > 0 && attempts < 20) { const item = sample(marketItems); const itemData = MARKET_ITEMS[item]; if (player.score >= itemData.price) { player.score -= itemData.price; let existingWeapon = player.weapons.find(w => w.type === item); if (existingWeapon) { existingWeapon.ammo += itemData.ammo; } else { player.weapons.push({type: item, ammo: itemData.ammo}); } } attempts++; } } function initPlayers() { const playerCount = selectedPlayers; const existingPlayers = players.length === playerCount ? players : []; if (existingPlayers.length === playerCount) { for (let i=0; i ({...x})), currentWeapon: 0, energy: PLAYER_MAX_ENERGY, shield: {type:'springShield', energy:SHIELD_TYPES.springShield.energy}, ai: i !== 0 ? sample(Object.keys(AI_TYPES)) : undefined, parachute: null, fallHeight: 0, score: 0, kills: 0, deaths: 0, shotsFired: 0, wins: 0, lastDamageSource: null, }); } } players = shuffle(players); for (let i=0; i W/2 ? 45 : 180-45; clipTerrain(terrain, (ctx) => drawRect(ctx, player.x-4, 0, 8, player.y, ctx.color)); } } function initLevel() { generateSky(sky); generateTerrain(terrain); } function update() { idle = false; updateParticles(); updateNapalm(dt); if (state === 'start-game') { initNewGame(); } else if (state === 'start-menu') { updateStartMenu(); } else if (state === 'market') { updateMarket(); } else if (state === 'round-start') { round++; init(); state = 'start-turn'; } else if (state === 'start-turn') { state = 'aim'; } else if (state === 'aim') { const player = players[currentPlayer]; const {x, y, a, p, weapons, energy} = player; const maxPower = energy * PLAYER_ENERGY_POWER_MULTIPLIER; player.p = clamp(0, player.p, maxPower); const isPrecise = key('Alt'); const isFast = key('Shift'); const isReverse = key('Shift'); let shoot; if (player.ai) { let ai = AI_TYPES[player.ai]; const plan = ai.decide(player); player.a = wrap(0, plan.a, 180); player.p = clamp(0, plan.p, maxPower); player.currentWeapon = clamp(0, plan.currentWeapon, weapons.length-1); shoot = true; } else if (key('ArrowLeft')) { if (isPrecise && !afterKeyDelay()) return; let incr = isFast ? PLAYER_ANGLE_FAST_INCREMENT : PLAYER_ANGLE_INCREMENT; player.a = wrap(0, a -incr, 180); if (isPrecise || isFast || a % PLAYER_ANGLE_TICK_SOUND_INTERVAL === 0) playTickSound(); } else if (key('ArrowRight')) { if (isPrecise && !afterKeyDelay()) return; let incr = isFast ? PLAYER_ANGLE_FAST_INCREMENT : PLAYER_ANGLE_INCREMENT; player.a = wrap(0, a +incr, 180); if (isPrecise || isFast || a % PLAYER_ANGLE_TICK_SOUND_INTERVAL === 0) playTickSound(); } else if (key('ArrowUp')) { if (isPrecise && !afterKeyDelay()) return; let incr = isFast ? PLAYER_POWER_FAST_INCREMENT : PLAYER_POWER_INCREMENT; player.p = clamp(0, p +incr, maxPower); if (p < maxPower && (isPrecise || isFast || p % PLAYER_POWER_TICK_SOUND_INTERVAL === 0)) playTickSound(); } else if (key('ArrowDown')) { if (isPrecise && !afterKeyDelay()) return; let incr = isFast ? PLAYER_POWER_FAST_INCREMENT : PLAYER_POWER_INCREMENT; player.p = clamp(0, p -incr, maxPower); if (p > 0 && (isPrecise || isFast || p % PLAYER_POWER_TICK_SOUND_INTERVAL === 0)) playTickSound(); } else if (key('Tab')) { if (!afterKeyDelay()) return; const dir = isReverse ? -1 : 1; player.currentWeapon = wrap(0, player.currentWeapon+dir, player.weapons.length-1); playTickSound(); } else if (key(' ')) { if (!afterKeyDelay()) return; shoot = {a, p}; } else { idle = true; } if (shoot) { const {a, p, weapons, currentWeapon} = player; const [px, py] = vec(x, y-3, a+180, 5); const weapon = weapons[currentWeapon]; const {projectile} = WEAPON_TYPES[weapon.type]; const projectileType = PROJECTILE_TYPES[projectile.type]; weapon.ammo -= 1; player.shotsFired++; projectileType.create(projectile, player, weapon, px, py, a, p, wind) .forEach(x => projectiles.push(x)); state = 'shoot'; } } else if (state === 'shoot') { for (let i=projectiles.length-1; i>=0; i--) { const projectile = projectiles[i]; const projectileType = PROJECTILE_TYPES[projectile.type]; if (projectileType.update(projectile, terrain, projectiles, trajectories, explosions, dt)) continue; projectileType.stop(projectile); projectiles.splice(i, 1); } if (projectiles.length === 0) { state = 'explosions'; } } 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)) continue; screenShake = 0; explosionType.clip(explosion, terrain); explosionType.stop(explosion); for (let player of players) if (!player.dead) { let damage = explosionType.damage(explosion, player); let remainingDamage = damage; if (!damage) continue; if (explosion.source) player.lastDamageSource = explosion.source; if (player.shield) { remainingDamage = clamp(0, damage-player.shield.energy, Infinity); player.shield.energy = clamp(0, player.shield.energy-damage, Infinity); } player.energy -= remainingDamage; } explosions.splice(i, 1); } if (explosions.length === 0 && !napalmEmitter && fireCells.length === 0 && napalmParticles.length === 0) { state = 'land-collapse'; } } else if (state === 'land-collapse') { if (!collapseState) collapseState = startCollapseTerrain(terrain); if (collapseTerrainStep(terrain, collapseState)) { collapseState = null; 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) { stable = false; player.y++; if (player.fallHeight++ >= PLAYER_FALL_DAMAGE_HEIGHT) { if (player.energy > 0 && player.parachute) continue; const parachute = player.tools.find(x => x.type === 'parachute'); if (player.energy > 0 && parachute && parachute.ammo > 0) { player.parachute = parachute; parachute.ammo--; continue; } player.energy -= PLAYER_FALL_DAMAGE_FACTOR; } } else { player.parachute = null; } } 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, c} = dyingPlayer; const explosionSpec = sample(DEATH_SPECS); const explosionType = EXPLOSION_TYPES[explosionSpec.type]; explosions.push(explosionType.create(explosionSpec, x, y)); createParticles(x, y, PLAYER_EXPLOSION_PARTICLE_POWER, c); dyingPlayer.dead = true; dyingPlayer.deaths++; if (dyingPlayer.lastDamageSource && dyingPlayer.lastDamageSource !== dyingPlayer) { dyingPlayer.lastDamageSource.kills++; } state = 'explosions'; } else if (state === 'end-turn') { const alivePlayers = players.filter(x => !x.dead); if (alivePlayers.length === 0) { return state = 'round-end'; } else if (alivePlayers.length === 1) { winner = alivePlayers[0]; winner.wins++; return state = 'round-end'; } for (let player of players) { player.weapons = player.weapons.filter(x => x.ammo > 0); player.tools = player.tools.filter(x => x.ammo > 0); player.currentWeapon = wrap(0, player.currentWeapon, player.weapons.length-1); if (player.shield && player.shield.energy <= 0) player.shield = null; player.fallHeight = 0; } for (let p=0; p !p.ai); if (humanPlayer) { score += humanPlayer.kills * SCORE_PER_KILL; if (winner === humanPlayer) score += SCORE_FOR_WIN; } menuState.scoreAwarded = true; } if (key('Enter')) { if (afterKeyDelay()) { menuState = null; if (round < totalRounds) { state = 'market'; } else { state = 'game-over'; } } } idle = true; } else if (state === 'game-over') { if (key('Enter')) { if (afterKeyDelay()) { state = 'start-game'; } } idle = true; } else { throw new Error(`Invalid state, ${state}`); } } export function createParticles(x, y, p, c) { for (let i = 0; i < PARTICLE_AMOUNT; i++) { particles.push({ t: 0, ox: x, x: x, oy: y, y: y, a: randomInt(0, 359), p: p * random(PARTICLE_MIN_POWER_FACTOR, PARTICLE_MAX_POWER_FACTOR), // @ts-ignore: canvas color hack c, alpha: 255, }); } } function updateParticles() { for (let i=particles.length-1; i>=0; i--) { const particle = particles[i]; if ( particle.y > H || particle.alpha <= 0 || particle.t > PARTICLE_MIN_LIFETIME && isTerrain(terrain, particle.x, particle.y) ) { particles.splice(i, 1); continue; } const {ox, oy, t, a, p} = particle; const [tx, ty] = parable( t / PARTICLE_TIME_FACTOR, ox, oy, deg2rad(180+a), p / PARTICLE_POWER_REDUCTION_FACTOR, wind / PARTICLE_WIND_REDUCTION_FACTOR, ); particle.t++; particle.x = tx; particle.y = ty; particle.alpha -= PARTICLE_FADE_AMOUNT; } } export function spawnNapalm(x, y, totalParticles, source) { napalmEmitter = {x, y: y - 1, total: totalParticles, emitted: 0, totalEmitted: 0, source}; } function tryEmitParticle(x, y, source) { const p = {x, y, dir: 0, hasDir: false, alive: true, source}; const below = isTerrain(terrain, p.x, p.y + 1); if (!below) return p; const fire = hasFireAt(p.x, p.y); if (!fire) return p; const canFlowDL = !isTerrain(terrain, p.x - 1, p.y + 1); const canFlowDR = !isTerrain(terrain, p.x + 1, p.y + 1); const canSpillL = !isTerrain(terrain, p.x - 1, p.y); const canSpillR = !isTerrain(terrain, p.x + 1, p.y); if (canFlowDL || canFlowDR || canSpillL || canSpillR) return p; const blocking = napalmParticles.find(np => np.alive && np.x === p.x && np.y === p.y); if (blocking) { for (let y = p.y; y >= 0; y--) { const np = napalmParticles.find(n => n.alive && n.x === p.x && n.y === y); if (np) np.y--; else break; } return p; } return null; } function updateNapalm(dt) { if (napalmEmitter) { napalmEmitter.emitted += dt * NAPALM_SPAWN_RATE; while (napalmEmitter.emitted >= 1 && napalmEmitter.totalEmitted < napalmEmitter.total) { napalmEmitter.emitted--; napalmEmitter.totalEmitted++; const p = tryEmitParticle(napalmEmitter.x, napalmEmitter.y, napalmEmitter.source); if (p) napalmParticles.push(p); } if (napalmEmitter.totalEmitted >= napalmEmitter.total) napalmEmitter = null; } for (let p of napalmParticles) updateParticle(p); napalmParticles = napalmParticles.filter(p => p.alive); for (let f of fireCells) f.timeLeft -= dt; fireCells = fireCells.filter(f => f.timeLeft > 0); for (let f of fireCells) { if (Math.random() < dt * 6) smokeParticles.push({ x: f.x + (Math.random() > 0.5 ? 1 : -1) * Math.random(), y: f.y, vx: (Math.random() - 0.5) * 5, vy: -(8 + Math.random() * 12), alpha: 0.3 + Math.random() * 0.15, lifetime: 1 + Math.random() * 0.8, }); } for (let s of smokeParticles) { s.x += s.vx * dt; s.y += s.vy * dt; s.alpha -= dt / s.lifetime; s.vy *= 0.98; } smokeParticles = smokeParticles.filter(s => s.alpha > 0); applyFireDamage(dt); } function hasFireAt(x, y) { return fireCells.some(f => f.x === x && f.y === y); } function createFire(x, y, source) { if (!hasFireAt(x, y)) fireCells.push({x, y, timeLeft: FIRE_DURATION, source}); } function hasNapalmAt(x, y, exclude) { return napalmParticles.some(np => np.alive && np !== exclude && np.x === x && np.y === y); } function pushNapalmColumn(x, startY) { for (let y = startY; y >= 0; y--) { const np = napalmParticles.find(n => n.alive && n.x === x && n.y === y); if (np) np.y--; else break; } } function tryFlow(p, dir) { const nx = p.x + dir; const ny = p.y + 1; if (!isTerrain(terrain, nx, ny)) { if (hasNapalmAt(nx, ny, p)) pushNapalmColumn(nx, ny); p.x = nx; p.y = ny; if (!p.hasDir) { p.dir = dir; p.hasDir = true; } return true; } return false; } function trySpill(p, dir) { const nx = p.x + dir; if (!isTerrain(terrain, nx, p.y)) { if (hasNapalmAt(nx, p.y, p)) pushNapalmColumn(nx, p.y); p.x = nx; if (!p.hasDir) { p.dir = dir; p.hasDir = true; } return true; } return false; } function updateParticle(p) { const below = isTerrain(terrain, p.x, p.y + 1) || isTank(p.x, p.y + 1); const napalmBelow = hasNapalmAt(p.x, p.y + 1, p); if (!below && !napalmBelow) { if (p.y < H - 1) { p.y++; return; } p.alive = false; return; } if (!below && napalmBelow) { // standing on another napalm particle - behave as if on fire terrain } if (below && !hasFireAt(p.x, p.y) && !napalmBelow) { createFire(p.x, p.y, p.source); p.alive = false; return; } if (!p.hasDir) { const flowDirs = []; if (!isTerrain(terrain, p.x - 1, p.y + 1)) flowDirs.push(-1); if (!isTerrain(terrain, p.x + 1, p.y + 1)) flowDirs.push(1); if (flowDirs.length > 0) { const dir = sample(flowDirs); if (hasNapalmAt(p.x + dir, p.y + 1, p)) pushNapalmColumn(p.x + dir, p.y + 1); p.x += dir; p.y += 1; p.dir = dir; p.hasDir = true; return; } const spillDirs = []; if (!isTerrain(terrain, p.x - 1, p.y)) spillDirs.push(-1); if (!isTerrain(terrain, p.x + 1, p.y)) spillDirs.push(1); if (spillDirs.length > 0) { const dir = sample(spillDirs); if (hasNapalmAt(p.x + dir, p.y, p)) pushNapalmColumn(p.x + dir, p.y); p.x += dir; p.dir = dir; p.hasDir = true; return; } pushNapalmColumn(p.x, p.y); p.alive = false; return; } if (tryFlow(p, p.dir) || trySpill(p, p.dir)) return; p.alive = false; } function applyFireDamage(dt) { for (let player of players) { if (player.dead) continue; const fx = Math.round(player.x); const fy = player.y; for (let fire of fireCells) { if (fire.x >= fx - 5 && fire.x <= fx + 5 && fire.y >= fy - 3 && fire.y <= fy + 2) { player.energy -= FIRE_DAMAGE * dt; player.lastDamageSource = fire.source; } } } } function drawNapalm() { for (let s of smokeParticles) { foreground.globalAlpha = s.alpha * 0.4; drawRect(foreground, s.x, s.y - 1, 2, 2, '#666'); foreground.globalAlpha = 1; } for (let f of fireCells) { const t = f.timeLeft / FIRE_DURATION; const height = Math.max(1, Math.floor(10 * t * (0.6 + Math.random() * 0.4))); for (let i = 0; i < height; i++) { const alpha = 1 - i / height * 0.4; foreground.globalAlpha = alpha; const g = Math.floor(30 + 225 * (1 - i / height)); const b = Math.floor(Math.max(0, 40 - i * 8)); const sway = i > 2 ? (Math.random() > 0.5 ? 1 : -1) : 0; drawRect(foreground, f.x + sway, f.y - i, 1, 1, `rgb(255,${g},${b})`); } if (height > 8 && Math.random() > 0.5) { foreground.globalAlpha = 0.6 + Math.random() * 0.4; drawRect(foreground, f.x + (Math.random() > 0.5 ? 2 : -2), f.y - height + 1, 1, 1, '#fff'); } } foreground.globalAlpha = 1; for (let p of napalmParticles) { drawRect(foreground, p.x, p.y, 1, 1, '#ff8800'); } } export function isTank(x, y) { for (let player of players) { if (player.dead) continue; if ( distance(x, y, player.x, player.y+PLAYER_TANK_Y_FOOTPRINT) <= PLAYER_TANK_BOUNDING_RADIUS ) { return true; } } } export function isTankShield(x, y) { for (let player of players) { if (player.dead) continue; if (!player.shield) continue; const shieldType = SHIELD_TYPES[player.shield.type]; const playerDistance = distance(x, y, player.x, player.y+PLAYER_TANK_Y_FOOTPRINT); if (playerDistance - shieldType.r <= 1) { return {player, shieldType}; } } } function draw() { if (idle && particles.length===0 && fireCells.length===0 && smokeParticles.length===0 && napalmParticles.length===0 && state !== 'start-menu' && state !== 'market' && state !== 'round-end' && state !== 'game-over') return; foreground.clearRect(0, 0, W, H); drawTrajectories(); drawPlayers(); drawProjectile(); drawExplosions(); drawNapalm(); drawParticles(); drawStatus(); for (let c of [sky, traces, terrain, foreground]) { framebuffer.drawImage(c.canvas, 0, 0); } if (state === 'start-menu') { drawStartMenuPanel(); } else if (state === 'market') { drawMarketPanel(); } else if (state === 'round-end') { drawRoundEndPanel(); } else if (state === 'game-over') { drawGameOverPanel(); } drawScreenShake(); } function drawPlayers() { for (let player of players) { const {x, y, a, c, cb, energy, shield, dead} = player; if (dead) continue; // Shield if (shield) { const {type, energy} = shield; const shieldType = SHIELD_TYPES[type]; foreground.globalAlpha = energy / shieldType.energy; for (let i=0; i=0; i--) { const trajectory = trajectories[i]; const {x, y, c} = trajectory; traces.globalAlpha = trajectory.a / 255; plot(traces, x, y, c); } traces.globalAlpha = 1; } function fadeTrajectories() { for (let i=trajectories.length-1; i>=0; i--) { const trajectory = trajectories[i]; trajectory.a -= TRAJECTORY_FADE_SPEED; trajectory.y -= TRAJECTORY_FLOAT_SPEED; if (trajectory.a <= 0 || trajectory.y <= 0) { trajectories.splice(i, 1); } } } function drawProjectile() { 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 (!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) { foreground.globalAlpha = clamp(0, particle.alpha / 255, 255); plot(foreground, particle.x, particle.y, particle.c); } foreground.globalAlpha = 1; } function drawStartMenuPanel() { drawPanelBg(framebuffer); drawPanelTitle(framebuffer, 'RAVAGED PLANET'); const playerCounts = [2, 3, 4, 5, 6]; const roundCounts = [1, 3, 5, 10]; const terrains = ['Random', 'Mountain', 'Sand']; const y = 100; const labels = ['Players', 'Rounds', 'Terrain']; const values = [ playerCounts[menuState.values[0]], roundCounts[menuState.values[1]], terrains[menuState.values[2]], ]; for (let i=0; i ' : ' '; const color = isSelected ? 'yellow' : 'white'; drawPanelText(framebuffer, `${prefix}${labels[i]}: ${values[i]}`, 160, y + i * 30, color); } drawPanelDivider(framebuffer, 230); drawPanelText(framebuffer, 'Press ENTER to start', 160, 250, 'white'); } function drawMarketPanel() { drawPanelBg(framebuffer); drawPanelTitle(framebuffer, 'MARKET'); const humanPlayer = players.find(p => !p.ai); drawPanelText(framebuffer, `Score: ${score}`, 160, 100, 'yellow'); const marketItems = Object.keys(MARKET_ITEMS); const y = 120; const maxVisible = 8; for (let i=0; i= marketItems.length) break; const item = marketItems[itemIndex]; const itemData = MARKET_ITEMS[item]; const isSelected = menuState && menuState.selected === itemIndex; const prefix = isSelected ? '> ' : ' '; const color = isSelected ? 'yellow' : 'white'; let ammoText = ''; if (humanPlayer) { const weapon = humanPlayer.weapons.find(w => w.type === item); if (weapon) { ammoText = weapon.type === 'babyMissile' || weapon.type === 'tracer' ? '(owned)' : `(x${weapon.ammo})`; } else { ammoText = '(none)'; } } const priceText = itemData.price === 0 ? 'FREE' : `$${itemData.price}`; drawPanelText(framebuffer, `${prefix}${item}: ${priceText} ${ammoText}`, 140, y + i * 20, color); } drawPanelDivider(framebuffer, 280); drawPanelText(framebuffer, 'RIGHT: Buy LEFT: Sell ENTER: Start Round', 160, 290, 'white'); } function drawRoundEndPanel() { drawPanelBg(framebuffer); if (winner) { drawPanelTitle(framebuffer, `Round ${round} Complete!`); drawPanelText(framebuffer, `Winner: ${winner.name}`, 160, 100, winner.c); drawPanelText(framebuffer, `Kills: ${winner.kills}`, 160, 130, 'white'); drawPanelText(framebuffer, `Round Score: ${winner.kills * SCORE_PER_KILL + SCORE_FOR_WIN}`, 160, 160, 'white'); } else { drawPanelTitle(framebuffer, `Round ${round} Complete!`); drawPanelText(framebuffer, 'Nobody survived!', 160, 100, 'white'); } drawPanelText(framebuffer, `Total Score: ${score}`, 160, 200, 'yellow'); drawPanelDivider(framebuffer, 240); if (round < totalRounds) { drawPanelText(framebuffer, 'Press ENTER for next round', 160, 260, 'white'); } else { drawPanelText(framebuffer, 'Press ENTER for final results', 160, 260, 'white'); } } function drawGameOverPanel() { drawPanelBg(framebuffer); drawPanelTitle(framebuffer, 'GAME OVER'); const y = 100; const sortedPlayers = [...players].sort((a, b) => b.wins - a.wins || b.kills - a.kills); for (let i=0; i=0?'>':''}`, W-8, 8, 'white', 'right'); drawText(foreground, `Round: ${round}/${totalRounds} Score: ${score}`, W-8, 18, 'white', 'right'); } loop((deltaTime) => { dt = deltaTime; update(); draw(); });