Files
ravaged-planet/main.js
T

296 lines
8.9 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, FALL_DAMAGE_FACTOR, FALL_DAMAGE_HEIGHT, PLAYER_WEAPON_CHANGE_DELAY} 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, playTickSound} from './sound.js';
import {collapseTerrain, createTerrain, isTerrain, landHeight, closestLand} 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 state = 'start-turn';
const players = [];
let currentPlayer = 0;
let projectile = null;
let prevProjectile = null;
let explosion = null;
let wind = 0;
let fadeCount = 0;
let lastWeaponChangeTime = 0;
// Init layers
const sky = createSky(W, H);
const terrain = createTerrain(W, H);
const projectiles = 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,
weapons: [
{type: 'baby-missile', ammo:Infinity},
{type: 'missile', ammo:5},
{type: 'baby-nuke', ammo:3},
{type: 'nuke', ammo:1},
{type: 'dirt', ammo:3},
{type: 'large-dirt', ammo:1},
],
currentWeapon: 0,
energy: PLAYER_MAX_ENERGY,
ai: i !== 0 ? 'moron' : undefined,
fallHeight: 0,
});
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;
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};
}
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 = prevProjectile = {
osc: createOsc(),
player: player,
weaponTypeId: weaponType.type,
ox:px, oy:py, a, p,
x:px, y:py, t: 0,
};
projectile.osc.start();
state = 'fire';
}
}
else if (state === 'fire') {
prevProjectile = {...projectile};
if (++fadeCount % 3 === 0) {
fadeProjectiles(2);
fadeCount = 0;
}
for (let i=0; i<PROJECTILE_ITERATIONS_PER_FRAME; i++) {
const {weaponTypeId, ox, oy, a, p, t} = projectile;
const weapon = WEAPON_TYPES.find(x => x.id === weaponTypeId);
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 explosionType = EXPLOSION_TYPES[explosion.type];
if (!explosionType.update(explosion)) {
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') {
const target = explosion ||projectile;
if (target) {
collapseTerrain(terrain, target.x, 100); // FIXME: Hardcoded radius
}
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++ >= FALL_DAMAGE_HEIGHT) {
player.energy -= 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} = dyingPlayer;
const explosionSpec = sample(DEATH_SPECS);
const explosionType = EXPLOSION_TYPES[explosionSpec.type];
explosion = explosionType.create(explosionSpec, x, y);
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<players.length; p++) {
const i = wrap(0, currentPlayer+p+1, players.length);
if (!players[i].dead) {nextPlayer = i; break}
}
if (nextPlayer == null) return state = 'game-over';
else if (nextPlayer === currentPlayer) return state = 'player-win';
else currentPlayer = nextPlayer;
projectile = null;
state = 'start-turn';
}
else if (state === 'player-win') {
//
}
else if (state === 'game-over') {
//
}
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, dead} = player;
if (dead) 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) {
// TODO: Very expensive, optimize
const data = projectiles.getImageData(0, 0, W, H);
for (let i=0; i<data.data.length; i+=4) data.data[i+3] -= amount;
projectiles.clearRect(0, 0, W, H);
projectiles.putImageData(data, 0, 0);
}
function drawExplosions() {
const explosionType = EXPLOSION_TYPES[explosion.type];
explosionType.draw(explosion, foreground);
}
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();
});