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wip
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5 changed files with 67 additions and 10 deletions
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@ -23,9 +23,7 @@ There's also an easy mode for kids (slower ball).
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# Next
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- extract sound logic, only set the params as a gamestate object
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- separate particles by type
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- reuse coins and particles
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- separate particles by type, reuse coins and particles
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- sturdy bricks map of remaining hits
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# bugs
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29
dist/index.html
vendored
29
dist/index.html
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@ -2919,6 +2919,17 @@ function ballTick(gameState, ball, delta) {
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}
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}
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}
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function append(makeItem, where) {
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while(where.list[where.indexMin] && !where.list[where.indexMin].destroyed && where.indexMin < where.list.length)where.indexMin++;
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if (where.indexMin < where.list.length) {
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makeItem(where.list[where.indexMin]);
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where.indexMin++;
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} else where.list.push(makeItem(null));
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}
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function destroy(where, index) {
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where.list[index].destroyed = true;
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where.indexMin = Math.min(where.indexMin, index);
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}
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},{"./game_utils":"cEeac","./i18n/i18n":"eNPRm","./loadGameData":"l1B4x","./settings":"5blfu","./render":"9AS2t","./gameOver":"caCAf","./game":"edeGs","./recording":"godmD","./options":"d5NoS","@parcel/transformer-js/src/esmodule-helpers.js":"gkKU3"}],"9AS2t":[function(require,module,exports,__globalThis) {
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var parcelHelpers = require("@parcel/transformer-js/src/esmodule-helpers.js");
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@ -3762,8 +3773,22 @@ function newGameState(params) {
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balls: [],
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ballsColor: "white",
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bricks: [],
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flashes: [],
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coins: [],
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lights: {
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indexMin: 0,
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list: []
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},
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particles: {
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indexMin: 0,
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list: []
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},
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texts: {
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indexMin: 0,
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list: []
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},
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coins: {
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indexMin: 0,
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list: []
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},
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levelStartScore: 0,
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levelMisses: 0,
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levelSpawnedCoins: 0,
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@ -1,4 +1,4 @@
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import {Ball, BallLike, Coin, colorString, GameState, PerkId} from "./types";
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import {Ball, BallLike, Coin, colorString, GameState, PerkId, ReusableArray} from "./types";
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import {
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brickCenterX,
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@ -1244,3 +1244,23 @@ export function ballTick(gameState: GameState, ball: Ball, delta: number) {
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}
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}
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}
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function append<T>(makeItem:(match:T|null)=>T,where:ReusableArray<T>){
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while(where.list[where.indexMin] && !where.list[where.indexMin].destroyed
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&& where.indexMin<where.list.length){
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where.indexMin++
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}
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if(where.indexMin<where.list.length){
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makeItem(where.list[where.indexMin])
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where.indexMin++
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}else{
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where.list.push(makeItem(null))
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}
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}
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function destroy<T>(where:ReusableArray<T>, index:number){
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where.list[index].destroyed=true
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where.indexMin = Math.min(where.indexMin, index)
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}
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@ -5,6 +5,7 @@ import {defaultSounds, getPossibleUpgrades, makeEmptyPerksMap, sumOfKeys,} from
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import {dontOfferTooSoon, resetBalls} from "./gameStateMutators";
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import {isOptionOn} from "./options";
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export function newGameState(params: RunParams): GameState {
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const totalScoreAtRunStart = getTotalScore();
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const firstLevel = params?.level
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@ -49,8 +50,10 @@ export function newGameState(params: RunParams): GameState {
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balls: [],
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ballsColor: "white",
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bricks: [],
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flashes: [],
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coins: [],
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lights: {indexMin:0,list:[]},
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particles: {indexMin:0,list:[]},
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texts: {indexMin:0,list:[]},
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coins: {indexMin:0,list:[]},
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levelStartScore: 0,
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levelMisses: 0,
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levelSpawnedCoins: 0,
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15
src/types.d.ts
vendored
15
src/types.d.ts
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@ -150,6 +150,13 @@ export type PerksMap = {
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[k in PerkId]: number;
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};
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// TODO ensure T has a destroyed;boolean field
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export type ReusableArray<T> = {
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// All items below that index should not be destroyed
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indexMin:number;
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list:T[]
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}
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export type RunHistoryItem = RunStats & {
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perks?: PerksMap;
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appVersion?: string;
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@ -213,8 +220,12 @@ export type GameState = {
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// Array of bricks to display. 'black' means bomb. '' means no brick.
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bricks: colorString[];
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flashes: Flash[];
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coins: Coin[];
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particles: ReusableArray<ParticleFlash>
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texts: ReusableArray<TextFlash>
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lights: ReusableArray<BallFlash>
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coins: ReusableArray<Coin>;
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levelStartScore: number;
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levelMisses: number;
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levelSpawnedCoins: number;
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