Files
ravaged-planet/src/projectiles.js
T

80 lines
2.5 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 {drawLineVirtual} from './gfx.js';
import {isTank, createParticles} from './main.js';
import {deg2rad, parable} from './math.js';
import {audio, createOsc} from './sound.js';
import {isTerrain} 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, 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;
},
}
}