Files
ravaged-planet/main.js
T
2019-06-26 21:05:18 +02:00

205 lines
6.1 KiB
JavaScript

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} from './sound.js';
import {collapseTerrain, createTerrain, isTerrain, landHeight, closestLand} from './terrain.js';
import {WEAPON_TYPES, EXPLOSION_TYPES} from './weapons.js';
let state = 'start-turn';
const players = [];
let currentPlayer = 0;
let projectile = null;
let prevProjectile = null;
let explosion = null;
let wind = 0;
// Init layers
const sky = createSky(W, H);
const terrain = createTerrain(W, H);
const projectiles = createCanvas(W, H);
const prevProjectiles = 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],
energy: PLAYER_MAX_ENERGY,
});
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;
if (key('ArrowLeft')) {
player.a = wrap(0, a -1, 180);
} else if (key('ArrowRight')) {
player.a = wrap(0, a +1, 180);
} else if (key('ArrowUp')) {
player.p = clamp(0, p +1, energy * PLAYER_ENERGY_POWER_MULTIPLIER);
} else if (key('ArrowDown')) {
player.p = clamp(0, p -1, energy * PLAYER_ENERGY_POWER_MULTIPLIER);
} else if (key(' ')) {
state = 'fire';
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();
}
}
else if (state === 'fire') {
prevProjectile = {...projectile};
fadeProjectiles(5);
for (let i=0; i<PROJECTILE_ITERATIONS_PER_FRAME; i++) {
const {weapon, ox, oy, a, p, t} = projectile;
const [x, y] = parable(t, ox, oy, deg2rad(180+a), p/REDUCTION_FACTOR, wind/REDUCTION_FACTOR);
const f = (1-(1/H*y)) * (MAX_BULLET_SOUND_FREQUENCY-MIN_BULLET_SOUND_FREQUENCY) + MIN_BULLET_SOUND_FREQUENCY;
projectile.t += PROJECTILE_ITERATION_PROGRESS;
projectile.x = Math.ceil(x);
projectile.y = Math.floor(y);
projectile.osc.frequency.setValueAtTime(f, audio.currentTime);
if (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);
state = 'explosion';
return;
}
}
}
else if (state === 'explosion') {
const {weapon} = projectile;
const explosionType = EXPLOSION_TYPES[weapon.explosion.type];
if (!explosionType.update(explosion)) {
explosionType.clip(explosion, terrain);
for (let player of players) {
if (player.energy > 0) {
player.energy -= explosionType.damage(explosion, player) || 0;
}
}
explosion = null;
state = 'land-collapse';
}
}
else if (state === 'land-collapse') {
collapseTerrain(terrain, projectile.x, 100); // FIXME: Hardcoded radius
projectile = null;
state = 'land-players';
}
else if (state === 'land-players') {
let stable = true;
for (let player of players) {
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') {
state = 'end-turn';
}
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.energy <= 0)
state = 'start-turn';
}
else {
throw new Error(`Invalid state, ${state}`);
}
}
function draw() {
foreground.clearRect(0, 0, W, H);
if (projectile) drawProjectile();
for (let tank of players) drawPlayer(tank);
if (explosion) drawExplosions();
drawStatus();
}
function drawPlayer(player) {
const {x, y, a, c, energy} = player;
if (energy <= 0) return;
const [px, py] = vec(x, y-3, a+180, 3);
drawLine(foreground, x, y-3, Math.round(px), Math.round(py), c);
drawRect(foreground, x-3, y-2, 6, 3, c);
}
function drawProjectile() {
const {x, y, player} = projectile;
drawLine(projectiles, prevProjectile.x, prevProjectile.y, x, y, player.c);
}
function fadeProjectiles(amount) {
// This leaves traces during rendering. Zeno's paradox :(
prevProjectiles.globalAlpha = 1 - (amount / 255);
prevProjectiles.clearRect(0, 0, W, H);
prevProjectiles.drawImage(projectiles.canvas, 0, 0, W, H);
projectiles.clearRect(0, 0, W, H);
projectiles.drawImage(prevProjectiles.canvas, 0, 0, W, H);
}
function drawExplosions() {
const {weapon} = projectile;
const explosionType = EXPLOSION_TYPES[weapon.explosion.type];
explosionType.draw(explosion, foreground);
}
function drawStatus() {
const player = players[currentPlayer];
const {weapon} = player;
drawText(foreground, `AIM:${player.a} PWR:${player.p} ${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();
});