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appEffects.js
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appEffects.js
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/*
Javascript Space Game
By Frank Force 2021
*/
'use strict';
const precipitationEnable = 1;
const debugFire = 0;
///////////////////////////////////////////////////////////////////////////////
// sounds
const sound_shoot = [,,90,,.01,.03,4,,,,,,,9,50,.2,,.2,.01];
const sound_destroyTile = [.5,,1e3,.02,,.2,1,3,.1,,,,,1,-30,.5,,.5];
const sound_die = [.5,.4,126,.05,,.2,1,2.09,,-4,,,1,1,1,.4,.03];
const sound_jump = [.4,.2,250,.04,,.04,,,1,,,,,3];
const sound_dodge = [.4,.2,150,.05,,.05,,,-1,,,,,4,,,,,.02];
const sound_walk = [.3,.1,70,,,.01,4,,,,-9,.1,,,,,,.5];
const sound_explosion = [2,.2,72,.01,.01,.2,4,,,,,,,1,,.5,.1,.5,.02];
const sound_checkpoint = [.6,0,500,,.04,.3,1,2,,,570,.02,.02,,,,.04];
const sound_rain = [.02,,1e3,2,,2,,,,,,,,99];
const sound_wind = [.01,.3,2e3,2,1,2,,,,,,,1,2,,,,,,.1];
const sound_grenade = [.5,.01,300,,,.02,3,.22,,,-9,.2,,,,,,.5];
///////////////////////////////////////////////////////////////////////////////
// special effects
const persistentParticleDestroyCallback = (particle)=>
{
// copy particle to tile layer on death
ASSERT(particle.tileIndex < 0); // quick draw to tile layer uses canvas 2d so must be untextured
if (particle.groundObject)
tileLayer.drawTile(particle.pos, particle.size, particle.tileIndex, particle.tileSize, particle.color, particle.angle, particle.mirror);
}
function makeBlood(pos, amount=50)
{
const emitter = new ParticleEmitter(
pos, 1, .1, amount, PI, // pos, emitSize, emitTime, emitRate, emiteCone
undefined, undefined, // tileIndex, tileSize
new Color(1,0,0), new Color(.5,0,0), // colorStartA, colorStartB
new Color(1,0,0), new Color(.5,0,0), // colorEndA, colorEndB
3, .1, .1, .1, .1, // particleTime, sizeStart, sizeEnd, particleSpeed, particleAngleSpeed
1, .95, .7, PI, 0, // damping, angleDamping, gravityScale, particleCone, fadeRate,
.5, 1 // randomness, collide, additive, randomColorLinear, renderOrder
);
emitter.particleDestroyCallback = persistentParticleDestroyCallback;
return emitter;
}
function makeFire(pos = vec2())
{
return new ParticleEmitter(
pos, 1, 0, 60, PI, // pos, emitSize, emitTime, emitRate, emiteCone
0, undefined, // tileIndex, tileSize
new Color(1,1,0), new Color(1,.5,.5), // colorStartA, colorStartB
new Color(1,0,0), new Color(1,.5,.1), // colorEndA, colorEndB
.5, .5, .1, .01, .1, // particleTime, sizeStart, sizeEnd, particleSpeed, particleAngleSpeed
.95, .1, -.05, PI, .5, // damping, angleDamping, gravityScale, particleCone, fadeRate,
.5, 0, 1); // randomness, collide, additive, randomColorLinear, renderOrder
}
function makeDebris(pos, color = new Color, amount = 100)
{
const color2 = color.lerp(new Color, .5);
const emitter = new ParticleEmitter(
pos, 1, .1, amount, PI, // pos, emitSize, emitTime, emitRate, emiteCone
undefined, undefined, // tileIndex, tileSize
color, color2, // colorStartA, colorStartB
color, color2, // colorEndA, colorEndB
3, .2, .2, .1, .05, // particleTime, sizeStart, sizeEnd, particleSpeed, particleAngleSpeed
1, .95, .4, PI, 0, // damping, angleDamping, gravityScale, particleCone, fadeRate,
.5, 1 // randomness, collide, additive, randomColorLinear, renderOrder
);
emitter.elasticity = .3;
emitter.particleDestroyCallback = persistentParticleDestroyCallback;
return emitter;
}
function makeWater(pos, amount=400)
{
// overall spray
new ParticleEmitter(
pos, 1, .05, 400, PI, // pos, emitSize, emitTime, emitRate, emiteCone
0, undefined, // tileIndex, tileSize
new Color(1,1,1,.5), new Color(.5,1,1,.2), // colorStartA, colorStartB
new Color(1,1,1,.5), new Color(.5,1,1,.2), // colorEndA, colorEndB
.5, .5, 2, .1, .05, // particleTime, sizeStart, sizeEnd, particleSpeed, particleAngleSpeed
.9, 1, 0, PI, .5, // damping, angleDamping, gravityScale, particleCone, fadeRate,
.5, 0, 0, 0, 1e9 // randomness, collide, additive, randomColorLinear, renderOrder
);
// droplets
const emitter = new ParticleEmitter(
pos, 1, .1, amount, PI, // pos, emitSize, emitTime, emitRate, emiteCone
0, undefined, // tileIndex, tileSize
new Color(.8,1,1,.6), new Color(.5,.5,1,.2), // colorStartA, colorStartB
new Color(.8,1,1,.6), new Color(.5,.5,1,.2), // colorEndA, colorEndB
2, .1, .1, .2, 0, // particleTime, sizeStart, sizeEnd, particleSpeed, particleAngleSpeed
.99, 1, .5, PI, .2, // damping, angleDamping, gravityScale, particleCone, fadeRate,
.5, 1 // randomness, collide, additive, randomColorLinear, renderOrder
);
emitter.elasticity = .2;
emitter.trailScale = 2;
// put out fires
const radius = 3;
forEachObject(pos, 3, (o)=>
{
if (o.isGameObject)
{
o.burnTimer.isSet() && o.extinguish();
const d = o.pos.distance(pos);
const p = percent(d, radius/2, radius);
const force = o.pos.subtract(pos).normalize(p*radius*.2);
o.applyForce(force);
if (o.isDead && o.isDead())
o.angleVelocity += randSign()*rand(radius/4,.3);
}
});
debugFire && debugCircle(pos, radius, '#0ff', 1)
return emitter;
}
///////////////////////////////////////////////////////////////////////////////
function explosion(pos, radius=2)
{
ASSERT(radius > 0);
if (levelWarmup)
return;
const damage = radius*2;
// destroy level
for(let x = -radius; x < radius; ++x)
{
const h = (radius**2 - x**2)**.5;
for(let y = -h; y <= h; ++y)
destroyTile(pos.add(vec2(x,y)), 0, 0);
}
// cleanup neighbors
const cleanupRadius = radius + 1;
for(let x = -cleanupRadius; x < cleanupRadius; ++x)
{
const h = (cleanupRadius**2 - x**2)**.5;
for(let y = -h; y < h; ++y)
decorateTile(pos.add(vec2(x,y)).int());
}
// kill/push objects
const maxRangeSquared = (radius*1.5)**2;
forEachObject(pos, radius*3, (o)=>
{
const d = o.pos.distance(pos);
if (o.isGameObject)
{
// do damage
d < radius && o.damage(damage);
// catch fire
d < radius*1.5 && o.burn();
}
// push
const p = percent(d, radius, 2*radius);
const force = o.pos.subtract(pos).normalize(p*radius*.2);
o.applyForce(force);
if (o.isDead && o.isDead())
o.angleVelocity += randSign()*rand(p*radius/4,.3);
});
playSound(sound_explosion, pos);
debugFire && debugCircle(pos, maxRangeSquared**.5, '#f00', 2);
debugFire && debugCircle(pos, radius**.5, '#ff0', 2);
// smoke
new ParticleEmitter(
pos, radius/2, .2, 50*radius, PI, // pos, emitSize, emitTime, emitRate, emiteCone
0, undefined, // tileIndex, tileSize
new Color(0,0,0), new Color(0,0,0), // colorStartA, colorStartB
new Color(0,0,0,0), new Color(0,0,0,0), // colorEndA, colorEndB
1, .5, 2, .1, .05, // particleTime, sizeStart, sizeEnd, particleSpeed, particleAngleSpeed
.9, 1, -.3, PI, .1, // damping, angleDamping, gravityScale, particleCone, fadeRate,
.5, 0, 0, 0, 1e8 // randomness, collide, additive, randomColorLinear, renderOrder
);
// fire
new ParticleEmitter(
pos, radius/2, .1, 100*radius, PI, // pos, emitSize, emitTime, emitRate, emiteCone
0, undefined, // tileIndex, tileSize
new Color(1,.5,.1), new Color(1,.1,.1), // colorStartA, colorStartB
new Color(1,.5,.1,0), new Color(1,.1,.1,0), // colorEndA, colorEndB
.5, .5, 2, .1, .05, // particleTime, sizeStart, sizeEnd, particleSpeed, particleAngleSpeed
.9, 1, 0, PI, .05, // damping, angleDamping, gravityScale, particleCone, fadeRate,
.5, 0, 1, 0, 1e9 // randomness, collide, additive, randomColorLinear, renderOrder
);
}
///////////////////////////////////////////////////////////////////////////////
class TileCascadeDestroy extends EngineObject
{
constructor(pos, cascadeChance=1, glass=0)
{
super(pos, vec2());
this.cascadeChance = cascadeChance;
this.destroyTimer = new Timer(glass ? .05 : rand(.3, .1));
}
update()
{
if (this.destroyTimer.elapsed())
{
destroyTile(this.pos, 1, 1, this.cascadeChance);
this.destroy();
}
}
}
function decorateBackgroundTile(pos)
{
const tileData = getTileBackgroundData(pos);
if (tileData <= 0)
return; // no need to clear if background cant change
// round corners
for(let i=4;i--;)
{
// check corner neighbors
const neighborTileDataA = getTileBackgroundData(pos.add(vec2().setAngle(i*PI/2)));
const neighborTileDataB = getTileBackgroundData(pos.add(vec2().setAngle((i+1)%4*PI/2)));
if (neighborTileDataA > 0 | neighborTileDataB > 0)
continue;
const directionVector = vec2().setAngle(i*PI/2+PI/4, 10).int();
let drawPos = pos.add(vec2(.5)) // center
.scale(16).add(directionVector).int(); // direction offset
// clear rect without any scaling to prevent blur from filtering
const s = 2;
tileBackgroundLayer.context.clearRect(
drawPos.x - s/2|0,
tileBackgroundLayer.canvas.height - drawPos.y - s/2|0,
s|0, s|0);
}
}
function decorateTile(pos)
{
ASSERT((pos.x|0) == pos.x && (pos.y|0)== pos.y);
const tileData = getTileCollisionData(pos);
if (tileData <= 0)
{
tileData || tileLayer.setData(pos, new TileLayerData, 1); // force it to clear if it is empty
return;
}
if (tileData != tileType_dirt &
tileData != tileType_base &
tileData != tileType_pipeV &
tileData != tileType_pipeH &
tileData != tileType_solid)
return;
for(let i=4;i--;)
{
// outline towards neighbors of differing type
const neighborTileData = getTileCollisionData(pos.add(vec2().setAngle(i*PI/2)));
if (neighborTileData == tileData)
continue;
// hacky code to make pixel perfect outlines
let size = tileData == tileType_dirt ? vec2( rand(16,8), 2) : vec2( 16, 1);
i&1 && (size = size.flip());
const color = tileData == tileType_dirt ? levelGroundColor.mutate(.1) : new Color(.1,.1,.1);
tileLayer.context.fillStyle = color.rgba();
const drawPos = pos.scale(16);
if (tileData == tileType_dirt)
tileLayer.context.fillRect(
drawPos.x + ((i==1?14:0)+(i&1?0:8-size.x/2)) |0,
tileLayer.canvas.height - drawPos.y + ((i==0?-14:0)-(i&1?8-size.y/2:0)) |0,
size.x|0, -size.y|0);
else
tileLayer.context.fillRect(
drawPos.x + (i==1?15:0) |0,
tileLayer.canvas.height - drawPos.y + (i==0?-15:0) |0,
size.x|0, -size.y|0);
}
}
function destroyTile(pos, makeSound = 1, cleanNeighbors = 1, maxCascadeChance = 1)
{
// pos must be an int
pos = pos.int();
// destroy tile
const tileType = getTileCollisionData(pos);
if (!tileType) return 1; // empty
if (tileType == tileType_solid) return 0; // indestructable
const centerPos = pos.add(vec2(.5));
const layerData = tileLayer.getData(pos);
if (layerData)
{
makeDebris(centerPos, layerData.color.mutate());
makeSound && playSound(sound_destroyTile, centerPos);
setTileCollisionData(pos, tileType_empty);
tileLayer.setData(pos, new TileLayerData, 1); // set and clear tile
// cleanup neighbors
if (cleanNeighbors)
{
for(let i=-1;i<=1;++i)
for(let j=-1;j<=1;++j)
decorateTile(pos.add(vec2(i,j)));
}
// if weak earth, random chance of delayed destruction of tile directly above
if (tileType == tileType_glass)
{
maxCascadeChance = 1;
if (getTileCollisionData(pos.add(vec2(0,-1))) == tileType)
new TileCascadeDestroy(pos.add(vec2(0,-1)), 1, 1);
}
else if (tileType != tileType_dirt)
maxCascadeChance = 0;
if (rand() < maxCascadeChance && getTileCollisionData(pos.add(vec2(0,1))) == tileType)
new TileCascadeDestroy(pos.add(vec2(0,1)), maxCascadeChance * .4, tileType == tileType_glass);
}
return 1;
}
///////////////////////////////////////////////////////////////////////////////
function drawStars()
{
randSeed = levelSeed;
for(let i = lowGraphicsSettings ? 400 : 1e3; i--;)
{
let size = randSeeded(6, 1);
let speed = randSeeded() < .9 ? randSeeded(5) : randSeeded(99,9);
let color = (new Color).setHSLA(randSeeded(.2,-.3), randSeeded()**9, randSeeded(1,.5), randSeeded(.9,.3));
if (i < 9)
{
// suns or moons
size = randSeeded()**3*99 + 9;
speed = randSeeded(5);
color = (new Color).setHSLA(randSeeded(), randSeeded(), randSeeded(1,.5)).add(levelSkyColor.scale(.5)).clamp();
}
const w = mainCanvas.width+400, h = mainCanvas.height+400;
const screenPos = vec2(
(randSeeded(w)+time*speed)%w-200,
(randSeeded(h)+time*speed*randSeeded(1,.2))%h-200);
if (lowGraphicsSettings)
{
// drawing stars with gl wont work in low graphics mode, just draw rects
mainContext.fillStyle = color.rgba();
if (size < 9)
mainContext.fillRect(screenPos.x, screenPos.y, size, size);
else
mainContext.beginPath(mainContext.fill(mainContext.arc(screenPos.x, screenPos.y, size, 0, 9)));
}
else
drawTileScreenSpace(screenPos, vec2(size), 0, vec2(16), color);
}
}
function updateSky()
{
if (!skyParticles)
return;
let skyParticlesPos = cameraPos.add(vec2(rand(-40,40),0));
const raycastHit = tileCollisionRaycast(vec2(skyParticlesPos.x, levelSize.y), vec2(skyParticlesPos.x, 0));
if (raycastHit && raycastHit.y > cameraPos.y+10)
skyParticlesPos = raycastHit;
skyParticles.pos = skyParticlesPos.add(vec2(0,20));
if (rand() < .002)
{
skyParticles.emitRate = clamp(skyParticles.emitRate + rand(200,-200), 500);
skyParticles.angle = clamp(skyParticles.angle + rand(.3,-.3),PI+.5,PI-.5);
}
if (!levelWarmup && !skySoundTimer.active())
{
skySoundTimer.set(rand(2,1));
playSound(skyRain ? sound_rain : sound_wind, skyParticlesPos, 20, skyParticles.emitRate/1e3);
if (rand() < .1)
playSound(sound_wind, skyParticlesPos, 20, rand(skyParticles.emitRate/1e3));
}
}
///////////////////////////////////////////////////////////////////////////////
let tileParallaxLayers = [];
function generateParallaxLayers()
{
tileParallaxLayers = [];
for(let i=0; i<3; ++i)
{
const parallaxSize = vec2(600,300), startGroundLevel = rand(99,120)+i*30;
const tileParallaxLayer = tileParallaxLayers[i] = new TileLayer(vec2(), parallaxSize);
let groundLevel = startGroundLevel, groundSlope = rand(1,-1);
tileParallaxLayer.renderOrder = -3e3+i;
tileParallaxLayer.canvas.width = parallaxSize.x;
const layerColor = levelColor.mutate(.2).lerp(levelSkyColor,.95-i*.15);
const gradient = tileParallaxLayer.context.fillStyle = tileParallaxLayer.context.createLinearGradient(0,0,0,tileParallaxLayer.canvas.height = parallaxSize.y);
gradient.addColorStop(0,layerColor.rgba());
gradient.addColorStop(1,layerColor.subtract(new Color(1,1,1,0)).mutate(.1).clamp().rgba());
for(let x=parallaxSize.x;x--;)
{
// pull slope towards start ground level
tileParallaxLayer.context.fillRect(x,groundLevel += groundSlope = rand() < .05 ? rand(1,-1) :
groundSlope + (startGroundLevel - groundLevel)/2e3,1,parallaxSize.y)
}
}
}
function updateParallaxLayers()
{
tileParallaxLayers.forEach((tileParallaxLayer, i)=>
{
const distance = 4+i;
const parallax = vec2(150,30).scale((i*i+1));
const cameraDeltaFromCenter = cameraPos.subtract(levelSize.scale(.5)).divide(levelSize.scale(-.5).divide(parallax));
tileParallaxLayer.scale = vec2(distance/cameraScale);
tileParallaxLayer.pos = cameraPos
.subtract(tileParallaxLayer.size.multiply(tileParallaxLayer.scale).scale(.5))
.add(cameraDeltaFromCenter.scale(1/cameraScale))
.subtract(vec2(0,150/cameraScale))
});
}