import {H, PROJECTILE_MAX_SOUND_FREQUENCY, MAX_WIND, PROJECTILE_MIN_SOUND_FREQUENCY, PLAYER_COLORS, PLAYER_INITIAL_POWER, PROJECTILE_POWER_REDUCTION_FACTOR, W, Z, PROJECTILE_ITERATIONS_PER_FRAME, PROJECTILE_ITERATION_PROGRESS, PLAYER_MAX_ENERGY, PLAYER_ENERGY_POWER_MULTIPLIER, PLAYER_FALL_DAMAGE_FACTOR, PLAYER_FALL_DAMAGE_HEIGHT, PLAYER_WEAPON_CHANGE_DELAY, PARTICLE_AMOUNT, PROJECTILE_WIND_REDUCTION_FACTOR, PARTICLE_POWER_REDUCTION_FACTOR, PARTICLE_WIND_REDUCTION_FACTOR, PARTICLE_MIN_POWER_FACTOR, PARTICLE_MAX_POWER_FACTOR, PARTICLE_MIN_LIFETIME, PARTICLE_TIME_FACTOR, PLAYER_EXPLOSION_PARTICLE_POWER, EXPLOSION_SHAKE_REDUCTION_FACTOR, MAX_EXPLOSION_SHAKE_FACTOR, TRAJECTORY_FADE_SPEED, PARTICLE_FADE_AMOUNT, TRAJECTORY_FLOAT_SPEED} from './constants.js'; import {createCanvas, drawLine, drawRect, drawText, loop, plot, drawLineVirtual} from './gfx.js'; import {key} from './input.js'; import {clamp, deg2rad, parable, randomInt, vec, wrap, random} from './math.js'; import {createSky} from './sky.js'; import {audio, createOsc, playTickSound} from './sound.js'; import {collapseTerrain, createTerrain, isTerrain, landHeight, closestLand, clipTerrain} 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 idle = false; let state = 'start-game'; const players = []; let currentPlayer = 0; let projectile = null; let explosion = null; let wind = 0; let lastWeaponChangeTime = 0; let particles = []; let screenShake = 0; let trajectories = []; // Init layers const sky = createSky(W, H); const traces = createCanvas(W, H); const terrain = createTerrain(W, H); const foreground = createCanvas(W, H); for (let c of [sky, traces, terrain, 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, borderColor] of PLAYER_COLORS) { const x = 50 + (W-100) / 5 * i; const y = landHeight(terrain, x) + 1; const a = x > W/2 ? 45 : 180-45; players.push({ x, y, a, c: color, cb: borderColor, p: PLAYER_INITIAL_POWER, weapons: [ {type: 'babyMissile', ammo:Infinity}, {type: 'missile', ammo:5}, {type: 'babyNuke', ammo:3}, {type: 'nuke', ammo:1}, {type: 'dirt', ammo:3}, {type: 'largeDirt', ammo:1}, ], currentWeapon: 0, energy: PLAYER_MAX_ENERGY, ai: i !== 0 ? 'moron' : undefined, fallHeight: 0, dead: false, }); clipTerrain(terrain, (ctx) => drawRect(ctx, x-4, 0, 8, y, ctx.color)); i++; } function update() { idle = false; updateParticles(); if (state === 'start-game') { wind = randomInt(-MAX_WIND, +MAX_WIND); state = 'start-turn'; } else if (state === 'start-turn') { 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('Tab')) { if (Date.now() - lastWeaponChangeTime < PLAYER_WEAPON_CHANGE_DELAY) return; player.currentWeapon = wrap(0, player.currentWeapon+1, player.weapons.length); lastWeaponChangeTime = Date.now(); playTickSound(); } else if (key(' ')) { shoot = {a, p}; } else { idle = true; } if (shoot) { const {a, p} = shoot; const [px, py] = vec(x, y-3, a+180, 5); const weaponType = player.weapons[player.currentWeapon]; weaponType.ammo -= 1; projectile = { osc: createOsc(), player: player, weaponTypeId: weaponType.type, ox:px, oy:py, a, p, x:px, y:py, t: 0, c: player.c }; projectile.osc.start(); state = 'shoot'; } } else if (state === 'shoot') { const prevProjectile = {...projectile}; for (let i=0; i 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 || 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; } } fadeTrajectories(TRAJECTORY_FADE_SPEED); 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') { const explosionType = EXPLOSION_TYPES[explosion.type]; screenShake = ( clamp(0, explosion.r, MAX_EXPLOSION_SHAKE_FACTOR) / EXPLOSION_SHAKE_REDUCTION_FACTOR ); if (!explosionType.update(explosion)) { 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; state = 'land-collapse'; } } else if (state === 'land-collapse') { collapseTerrain(terrain); 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) { player.energy -= PLAYER_FALL_DAMAGE_FACTOR; } } } 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]; explosion = explosionType.create(explosionSpec, x, y); createParticles(x, y, PLAYER_EXPLOSION_PARTICLE_POWER, c); dyingPlayer.dead = true; state = 'explosion'; } else if (state === 'end-turn') { const player = players[currentPlayer]; const weaponType = player.weapons[player.currentWeapon]; if (weaponType.ammo <= 0) { player.weapons = player.weapons.filter(x => x !== weaponType); } player.currentWeapon = wrap(0, player.currentWeapon, player.weapons.length); player.fallHeight = 0; let nextPlayer; for (let p=0; p=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; } } function draw() { if (idle && particles.length===0) return; foreground.clearRect(0, 0, W, H); drawTrajectories(); drawPlayers(); drawProjectile(); drawExplosions(); drawParticles(); drawStatus(); drawScreenShake(); } function drawPlayers() { for (let player of players) { const {x, y, a, c, cb, dead} = player; if (dead) continue; const [px, py] = vec(x, y-3, a+180, 3); drawLine(foreground, x-1, y-3, px-1, py, cb); drawLine(foreground, x+1, y-3, px+1, py, cb); drawLine(foreground, x, y-4, px, py-1, cb); drawRect(foreground, x-4, y-3, 8, 1, cb); drawRect(foreground, x-5, y-2, 10, 2, cb); drawRect(foreground, x-4, y-0, 8, 1, cb); drawRect(foreground, x-3, y+1, 6, 1, cb); drawLine(foreground, x, y-3, px, py, c); drawRect(foreground, x-4, y-2, 8, 2, c); drawRect(foreground, x-3, y-0, 6, 1, c); } } function drawTrajectories() { traces.clearRect(0, 0, W, H); for (let {x, y, c, a} of trajectories) { traces.globalAlpha = a / 255; plot(traces, x, y, c); } traces.globalAlpha = 1; } function drawProjectile() { if (!projectile) return; plot(foreground, clamp(0, projectile.x, W), clamp(0, projectile.y, H), 'white'); } function fadeTrajectories(amount) { for (let i=trajectories.length-1; i>=0; i--) { const trajectory = trajectories[i]; trajectory.a -= amount; trajectory.y -= TRAJECTORY_FLOAT_SPEED; if ( trajectory.a <= 0 || trajectory.y <= 0 || isTerrain(terrain, trajectory.x, trajectory.y) ) { trajectories.splice(i, 1); } } } function drawExplosions() { if (!explosion) return; 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 drawScreenShake() { const x = randomInt(-screenShake, screenShake); const y = randomInt(-screenShake, screenShake); for (let c of [sky, terrain, traces, foreground]) { c.canvas.style.transform = `translate(${x}px, ${y}px)`; } } function drawStatus() { if (state === 'player-win') { const player = players[currentPlayer]; drawText(foreground, `Player ${currentPlayer+1} wins!`, 8, 8, player.c, 'left'); return; } else if (state === 'game-over') { drawText(foreground, `EVERYBODY IS DEAD`, 8, 8, 'white', 'left'); return; } const player = players[currentPlayer]; const {currentWeapon} = player; const weaponType = player.weapons[currentWeapon]; const weapon = WEAPON_TYPES.find(x => x.id === weaponType.type); drawText(foreground, `NRG:${player.energy} AIM:${player.a} PWR:${player.p} ${clamp(0, weaponType.ammo, 99)} ${weapon.name}`, 8, 8, player.c, 'left'); drawText(foreground, `WIND: ${wind<=0?'<':''}${Math.abs(wind)}${wind>=0?'>':''}`, W-8, 8, 'white', 'right'); } loop(() => { update(); draw(); });