260 lines
7.8 KiB
JavaScript
260 lines
7.8 KiB
JavaScript
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 {checkLineWith, drawLineVirtual} from './gfx.js';
|
|
import {createParticles, isTank} from './main.js';
|
|
import {deg2rad, parable} from './math.js';
|
|
import {audio, createOsc} from './sound.js';
|
|
import {isTerrain, landHeight} 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, projectiles, 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;
|
|
},
|
|
},
|
|
|
|
roller: {
|
|
create(spec, player, weapon, ox, oy, a, p, wind) {
|
|
const osc = createOsc('sine');
|
|
osc.start();
|
|
|
|
return [{
|
|
type: 'roller',
|
|
player, weapon,
|
|
x:ox, y:oy, ox, oy, a, p,
|
|
t: 0, osc, wind,
|
|
state: 'flying',
|
|
d: 0,
|
|
}];
|
|
},
|
|
stop(projectile) {
|
|
projectile.osc.stop(0);
|
|
},
|
|
update(projectile, terrain, projectiles, trajectories, explosions) {
|
|
const prevProjectile = {...projectile};
|
|
const {state, weapon, player, wind} = projectile;
|
|
const weaponType = WEAPON_TYPES[weapon.type];
|
|
let finished = false;
|
|
|
|
if (state === 'flying') {
|
|
const {ox, oy, a, p, t} = projectile;
|
|
for (let i=0; i<PROJECTILE_ITERATIONS_PER_FRAME; i++) {
|
|
let [x, y] = parable(
|
|
t, ox, oy, deg2rad(180+a),
|
|
p / PROJECTILE_POWER_REDUCTION_FACTOR,
|
|
wind / PROJECTILE_WIND_REDUCTION_FACTOR,
|
|
);
|
|
|
|
if (isTerrain(terrain, x, y)) {
|
|
let prevPoint;
|
|
checkLineWith(
|
|
prevProjectile.x, prevProjectile.y, x, y,
|
|
(x, y) => {
|
|
if (prevPoint && isTerrain(terrain, prevPoint.x, prevPoint.y) && !isTerrain(terrain, x, y)) {
|
|
projectile.x = x;
|
|
projectile.y = y;
|
|
} else if (prevPoint && !isTerrain(terrain, prevPoint.x, prevPoint.y) && isTerrain(terrain, x, y)) {
|
|
projectile.x = prevPoint.x;
|
|
projectile.y = prevPoint.y;
|
|
}
|
|
prevPoint = {x, y};
|
|
}
|
|
);
|
|
} else {
|
|
projectile.t += PROJECTILE_ITERATION_PROGRESS;
|
|
projectile.x = x;
|
|
projectile.y = y;
|
|
}
|
|
|
|
x = projectile.x;
|
|
y = projectile.y;
|
|
|
|
if (y > H || isTank(x, y)) {
|
|
projectile.state = 'explode';
|
|
break;
|
|
} else {
|
|
const hitLeft = isTerrain(terrain, x-1, y) || isTerrain(terrain, x-1, y+1);
|
|
const hitRight = isTerrain(terrain, x+1, y) || isTerrain(terrain, x+1, y+1);
|
|
const hitBottom = isTerrain(terrain, x, y+1);
|
|
if (hitLeft || hitRight || hitBottom) {
|
|
projectile.state = 'rolling';
|
|
projectile.d = (
|
|
hitLeft? 1 :
|
|
hitRight? -1 :
|
|
Math.sign(projectile.x - prevProjectile.x)
|
|
);
|
|
break;
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
else if (state === 'rolling') {
|
|
const {x, y, d} = projectile;
|
|
const nextY = landHeight(terrain, x+d);
|
|
|
|
if (nextY < y || y > H || isTank(x, y)) {
|
|
projectile.state = 'explode';
|
|
} else {
|
|
projectile.x += d;
|
|
projectile.y = nextY;
|
|
}
|
|
}
|
|
|
|
else if (state === 'explode') {
|
|
const {x, y, p} = projectile;
|
|
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);
|
|
finished = true;
|
|
}
|
|
|
|
const f = (
|
|
(1 - (1 / H * projectile.y)) *
|
|
(PROJECTILE_MAX_SOUND_FREQUENCY - PROJECTILE_MIN_SOUND_FREQUENCY) +
|
|
PROJECTILE_MIN_SOUND_FREQUENCY
|
|
);
|
|
projectile.osc.frequency.setValueAtTime(f, audio.currentTime);
|
|
|
|
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 !finished;
|
|
},
|
|
},
|
|
|
|
mirv: {
|
|
create(spec, player, weapon, ox, oy, a, p, wind) {
|
|
const {n, s} = spec;
|
|
const projectiles = [];
|
|
const normalType = PROJECTILE_TYPES.normal;
|
|
|
|
for (let i=0; i<n; i++) {
|
|
projectiles.push(
|
|
normalType.create(
|
|
{}, player, weapon, ox, oy, a, p, wind-s*i
|
|
)[0]
|
|
);
|
|
}
|
|
|
|
return projectiles;
|
|
},
|
|
stop() {},
|
|
update() {},
|
|
},
|
|
|
|
leapfrog: {
|
|
create(spec, player, weapon, ox, oy, a, p, wind) {
|
|
const {n, s} = spec;
|
|
|
|
return [{
|
|
type:'leapfrog',
|
|
n, s, payload:null,
|
|
player, weapon, ox, oy, a, p, wind,
|
|
}];
|
|
},
|
|
stop() {},
|
|
update(projectile, terrain, projectiles, trajectories, explosions) {
|
|
const {player, weapon, ox, oy, a, p, wind, n, s} = projectile;
|
|
const projectileType = PROJECTILE_TYPES.normal;
|
|
|
|
// FIXME: Ugly
|
|
if (!projectile.payload) {
|
|
projectile.n--;
|
|
projectile.payload = projectileType.create(
|
|
{}, player, weapon, ox, oy, a, p, wind,
|
|
)[0];
|
|
}
|
|
|
|
const alive = projectileType.update(
|
|
projectile.payload, terrain, projectiles, trajectories, explosions
|
|
);
|
|
|
|
if (!alive) {
|
|
projectileType.stop(projectile.payload)
|
|
if (n <= 0) return;
|
|
|
|
projectile.n--;
|
|
projectile.payload = projectileType.create(
|
|
{}, player, weapon, projectile.payload.x, projectile.payload.y-2, a, p-s*n, wind, // FIXME: Y Hack
|
|
)[0];
|
|
}
|
|
|
|
return true;
|
|
},
|
|
},
|
|
}
|