Files
ravaged-planet/src/main.js
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919 lines
28 KiB
JavaScript

import {AI_TYPES} from './ai.js?v=5';
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} from './constants.js?v=5';
import {createCanvas, drawLine, drawRect, drawSemiCircle, drawText, loop, plot, strokeCircle} from './gfx.js?v=5';
import {afterKeyDelay, key} from './input.js?v=5';
import {clamp, deg2rad, distance, parable, random, randomInt, vec, wrap} from './math.js?v=5';
import {PROJECTILE_TYPES} from './projectiles.js?v=5';
import {generateSky} from './sky.js?v=5';
import {playTickSound} from './sound.js?v=5';
import {clipTerrain, closestLand, collapseTerrain, generateTerrain, isTerrain, landHeight} from './terrain.js?v=5';
import {sample, shuffle} from './utils.js?v=5';
import {EXPLOSION_TYPES} from './weapons.js?v=5';
import {drawPanelBg, drawPanelTitle, drawPanelText, drawPanelDivider, drawPanelMenu, getPanelBounds} from './panel.js?v=5';
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 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);
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;
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<playerCount; i++) {
const [color, borderColor] = PLAYER_COLORS[i];
players.push({
name: `Player ${i+1}`,
dead: false,
x:0, y:0, a:0,
c: color, cb: borderColor,
p: PLAYER_INITIAL_POWER,
tools: [{type: 'parachute', ammo: 0}],
weapons: PLAYER_STARTING_WEAPONS.map(x => ({...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,
});
}
}
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') {
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<playerCount; i++) {
const player = existingPlayers[i];
player.dead = false;
player.x = 0;
player.y = 0;
player.a = 0;
player.p = PLAYER_INITIAL_POWER;
player.currentWeapon = 0;
player.energy = PLAYER_MAX_ENERGY;
player.shield = {type:'springShield', energy:SHIELD_TYPES.springShield.energy};
player.parachute = null;
player.fallHeight = 0;
player.kills = 0;
player.deaths = 0;
player.shotsFired = 0;
}
players = existingPlayers;
} else {
players = [];
for (let i=0; i<playerCount; i++) {
const [color, borderColor] = PLAYER_COLORS[i];
players.push({
name: `Player ${i+1}`,
dead: false,
x:0, y:0, a:0,
c: color, cb: borderColor,
p: PLAYER_INITIAL_POWER,
tools: [{type: 'parachute', ammo: 0}],
weapons: PLAYER_STARTING_WEAPONS.map(x => ({...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,
});
}
}
players = shuffle(players);
for (let i=0; i<players.length; i++) {
const player = players[i];
player.x = 50 + (W-100) / (players.length - 1) * i;
player.y = landHeight(terrain, player.x) + 1;
player.a = player.x > 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();
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)) 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 (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) {
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) {
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++;
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<players.length; p++) {
const i = wrap(0, currentPlayer+p+1, players.length-1);
if (!players[i].dead) {currentPlayer = i; break}
}
fadeTrajectories();
state = 'start-turn';
}
else if (state === 'round-end') {
if (!menuState) {
menuState = {scoreAwarded: false};
for (let player of players) {
player.score += player.kills * SCORE_PER_KILL;
}
if (winner) {
winner.score += SCORE_FOR_WIN;
}
const humanPlayer = players.find(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 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 && state !== 'start-menu' && state !== 'market' && state !== 'round-end' && state !== 'game-over') return;
foreground.clearRect(0, 0, W, H);
drawTrajectories();
drawPlayers();
drawProjectile();
drawExplosions();
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<shieldType.s; i++) {
strokeCircle(foreground, x, y+PLAYER_TANK_Y_FOOTPRINT, shieldType.r+i, shieldType.color);
}
foreground.globalAlpha = 1;
}
// Parachute
if (player.parachute) {
drawSemiCircle(foreground, x, y-15, 10, 'white');
drawLine(foreground, x-10, y-15, x-2, y, 'white');
drawLine(foreground, x-5, y-15, x-1, y, 'white');
drawLine(foreground, x, y-15, x, y, 'white');
drawLine(foreground, x+5, y-15, x+1, y, 'white');
drawLine(foreground, x+10, y-15, x+2, y, 'white');
}
// Cannon
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);
// Tank
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);
// Damage
const damage = clamp(0, 1 - energy/PLAYER_MAX_ENERGY, 1);
foreground.globalAlpha = damage * 0.7;
drawRect(foreground, x-4, y-2, 8, 2, cb);
foreground.globalAlpha = damage;
drawRect(foreground, x-3, y-0, 6, 1, cb);
foreground.globalAlpha = 1;
}
}
function drawTrajectories() {
traces.clearRect(0, 0, W, H);
for (let i=trajectories.length-1; 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<labels.length; i++) {
const isSelected = menuState.selected === i;
const prefix = isSelected ? '> ' : ' ';
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: ${score}`, 160, 90, 'yellow');
const marketItems = Object.keys(MARKET_ITEMS);
const y = 110;
const maxVisible = 8;
for (let i=0; i<Math.min(maxVisible, marketItems.length); i++) {
const itemIndex = i + (menuState ? menuState.scrollOffset : 0);
if (itemIndex >= marketItems.length) break;
const item = marketItems[itemIndex];
const itemData = MARKET_ITEMS[item];
const isSelected = menuState && menuState.selected === itemIndex;
const prefix = isSelected ? '> ' : ' ';
const color = isSelected ? 'yellow' : 'white';
let ammoText = '';
if (humanPlayer) {
const weapon = humanPlayer.weapons.find(w => w.type === item);
if (weapon) {
ammoText = weapon.type === 'babyMissile' || weapon.type === 'tracer' ? '(owned)' : `(x${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: ${score}`, 160, 200, 'yellow');
drawPanelDivider(framebuffer, 240);
if (round < totalRounds) {
drawPanelText(framebuffer, 'Press ENTER for next round', 160, 260, 'white');
} else {
drawPanelText(framebuffer, 'Press ENTER for final results', 160, 260, 'white');
}
}
function drawGameOverPanel() {
drawPanelBg(framebuffer);
drawPanelTitle(framebuffer, 'GAME OVER');
const y = 80;
const sortedPlayers = [...players].sort((a, b) => b.wins - a.wins || b.kills - a.kills);
for (let i=0; i<sortedPlayers.length; i++) {
const p = sortedPlayers[i];
const text = `${p.name}: W:${p.wins} K:${p.kills} D:${p.deaths} S:${p.shotsFired}`;
const color = i === 0 ? 'yellow' : 'white';
drawPanelText(framebuffer, text, 160, y + i * 16, color);
}
drawPanelDivider(framebuffer, 280);
drawPanelText(framebuffer, 'Press ENTER to play again', 160, 290, 'white');
}
function drawScreenShake() {
const x = randomInt(-screenShake, screenShake);
const y = randomInt(-screenShake, screenShake);
framebuffer.canvas.style.transform = `translate(${x}px, ${y}px)`;
}
function drawStatus() {
if (state === 'start-menu' || state === 'market' || state === 'round-end' || state === 'game-over') {
return;
}
const player = players[currentPlayer];
const {currentWeapon} = player;
const weapon = player.weapons[currentWeapon];
const weaponType = WEAPON_TYPES[weapon.type];
drawText(foreground, `${player.name} NRG:${player.energy} AIM:${player.a} PWR:${player.p} SHD:${player.shield?player.shield.energy:0} ${clamp(0, weapon.ammo, 99)} ${weaponType.name}`, 8, 8, player.c, 'left');
drawText(foreground, `WIND: ${wind<=0?'<':''}${Math.abs(wind)}${wind>=0?'>':''}`, W-8, 8, 'white', 'right');
drawText(foreground, `Round: ${round}/${totalRounds} Score: ${score}`, W-8, 18, 'white', 'right');
}
loop(() => {
update();
draw();
});