Files
ravaged-planet/src/weapons.js
T

164 lines
4.7 KiB
JavaScript

import {drawCircle, plot} from './gfx.js';
import {clipTerrain} from './terrain.js';
import {within, cycle, random, randomInt} from './math.js';
import {createOsc, audio} from './sound.js';
import {PLAYER_TANK_BOUNDING_RADIUS} from './constants.js';
export function drawExplosion(ctx, x, y, r) {
const color = 255 - (16 * (r % 16));
drawCircle(ctx, x, y, r, `rgb(${color}, 0, 0)`);
}
export function drawDirt(ctx, x, y, r, c) {
drawCircle(ctx, x, y, r, c);
}
export const EXPLOSION_TYPES = {
tracer: {
create(spec, x, y) {
return {type:'tracer'};
},
update(explosion) {},
draw(explosion, foreground) {},
stop(explosion) {},
clip(explosion, terrain) {},
damage(explosion, player) {}
},
blast: {
create(spec, x, y) {
const {r} = spec;
const osc = createOsc('sawtooth');
osc.start();
return {type:'blast', x, y, r, cr:0, osc};
},
update(explosion) {
return ++explosion.cr < explosion.r;
},
draw(explosion, foreground) {
const {x, y, cr, osc} = explosion;
const f = cycle(explosion.cr, 6) % 2 === 0 ? 110 : 220;
osc.frequency.setValueAtTime(f, audio.currentTime);
drawExplosion(foreground, x, y, cr);
},
stop(explosion) {
const {osc} = explosion;
osc.stop();
},
clip(explosion, terrain) {
const {x, y, cr} = explosion;
clipTerrain(terrain, (ctx) => drawExplosion(ctx, x, y, cr));
},
damage(explosion, player) {
if (within(explosion.x, explosion.y, player.x, player.y, explosion.r)) {
return 100;
} else if (
within(explosion.x, explosion.y, player.x-PLAYER_TANK_BOUNDING_RADIUS, player.y, explosion.r) ||
within(explosion.x, explosion.y, player.x+PLAYER_TANK_BOUNDING_RADIUS, player.y, explosion.r)
) {
return 50;
}
}
},
dirt: {
create(spec, x, y) {
const {r} = spec;
const osc = createOsc('sawtooth');
osc.start();
return {type:'dirt', x, y, r, cr:0, osc};
},
stop(explosion) {
const {osc} = explosion;
osc.stop();
},
update(explosion) {
return ++explosion.cr < explosion.r;
},
draw(explosion, foreground, terrain) {
const {x, y, cr, osc} = explosion;
const f = explosion.cr % 2 === 0 ? 220 + explosion.cr : 0;
osc.frequency.setValueAtTime(f, audio.currentTime);
osc.frequency.setValueAtTime(0, audio.currentTime+0.1);
drawDirt(foreground, x, y, cr, terrain.color);
},
clip(explosion, terrain) {
const {x, y, cr} = explosion;
drawDirt(terrain, x, y, cr);
},
damage(explosion, player) {}
},
digBomb: {
create(spec, x, y) {
const {r} = spec;
const osc = createOsc('sawtooth');
osc.start();
return {type:'digBomb', x, y, r, cr:0, osc};
},
stop(explosion) {
const {osc} = explosion;
osc.stop();
},
update(explosion) {
return ++explosion.cr < explosion.r;
},
draw(explosion, foreground, terrain) {
const {x, y, cr, osc} = explosion;
const f = explosion.cr % 2 === 0 ? 440 - explosion.cr : 0;
osc.frequency.setValueAtTime(f, audio.currentTime);
osc.frequency.setValueAtTime(0, audio.currentTime+0.1);
drawDirt(foreground, x, y, cr, 'brown');
},
clip(explosion, terrain) {
const {x, y, cr} = explosion;
clipTerrain(terrain, (ctx) => drawDirt(ctx, x, y, cr));
},
damage(explosion, player) {}
},
dirtCone: {
create(spec, x, y) {
const {r} = spec;
const pattern = [];
const osc = createOsc('sawtooth');
osc.start();
return {type:'dirtCone', x, y, r, cr:0, osc, pattern};
},
stop(explosion) {
const {osc} = explosion;
osc.stop();
},
update(explosion) {
return ++explosion.cr < explosion.r;
},
draw(explosion, foreground, terrain) {
const {x, y, cr, osc, pattern} = explosion;
let row = [];
for (let cx=0; cx<=1+cr*2; cx++) {
row.push(randomInt(0, 3) === 0);
}
pattern.push(row);
for (let cy=0; cy<pattern.length; cy++) {
const row = pattern[cy];
for (let cx=0; cx<row.length; cx++) {
if (row[cx]) plot(foreground, x-cy+cx, y-cy, terrain.color);
}
}
const f = explosion.cr % 2 === 0 ? 220 + explosion.cr : 0;
osc.frequency.setValueAtTime(f, audio.currentTime);
osc.frequency.setValueAtTime(0, audio.currentTime+0.1);
},
clip(explosion, terrain) {
const {x, y, pattern} = explosion;
for (let cy=0; cy<pattern.length; cy++) {
const row = pattern[cy];
for (let cx=0; cx<row.length; cx++) {
if (row[cx]) plot(terrain, x-cy+cx, y-cy, terrain.color);
}
}
},
damage(explosion, player) {}
},
}