feat: add fill for enemy bodies
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+2
-2
@@ -86,8 +86,8 @@ const CONFIG = {
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projectileTrailAlpha: 0.6,
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projectileTrailAlpha: 0.6,
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projectileCircleAlpha: 0.5,
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projectileCircleAlpha: 0.5,
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enemyPulseRate: 0.05,
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enemyPulseRate: 0.05,
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enemyAlphaBase: 0.7,
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enemyAlphaBase: 1.0,
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enemyAlphaRange: 0.3,
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enemyAlphaRange: 0.0,
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enemyGlowPulse: 5,
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enemyGlowPulse: 5,
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particleDecayBase: 0.02,
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particleDecayBase: 0.02,
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particleDecayRange: 0.03,
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particleDecayRange: 0.03,
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@@ -151,6 +151,8 @@ class Enemy {
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ctx.lineTo(this.x - boxW / 2, this.y + boxH / 2 - off);
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ctx.lineTo(this.x - boxW / 2, this.y + boxH / 2 - off);
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ctx.lineTo(this.x - boxW / 2, this.y - boxH / 2 + off);
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ctx.lineTo(this.x - boxW / 2, this.y - boxH / 2 + off);
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ctx.closePath();
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ctx.closePath();
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ctx.fillStyle = flash ? "#ffffff" : "#0a0a0a";
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ctx.fill();
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ctx.stroke();
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ctx.stroke();
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const barW = boxW - S.armorBarPad;
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const barW = boxW - S.armorBarPad;
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@@ -228,6 +230,8 @@ class Enemy {
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ctx.lineTo(this.x - boxW / 2 + off, this.y + boxH / 2);
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ctx.lineTo(this.x - boxW / 2 + off, this.y + boxH / 2);
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ctx.lineTo(this.x - boxW / 2, this.y);
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ctx.lineTo(this.x - boxW / 2, this.y);
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ctx.closePath();
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ctx.closePath();
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ctx.fillStyle = flash ? "#ffffff" : "#0a0a0a";
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ctx.fill();
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ctx.stroke();
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ctx.stroke();
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const barW = boxW - S.armorBarPad;
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const barW = boxW - S.armorBarPad;
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@@ -262,6 +266,8 @@ class Enemy {
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ctx.fillStyle = flash ? CONFIG.colors.white : CONFIG.colors.heavy;
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ctx.fillStyle = flash ? CONFIG.colors.white : CONFIG.colors.heavy;
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ctx.fillText(this.text, this.x, this.y);
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ctx.fillText(this.text, this.x, this.y);
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} else {
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} else {
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ctx.fillStyle = flash ? "#ffffff" : "#0a0a0a";
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ctx.fillRect(this.x - boxW / 2, this.y - boxH / 2, boxW, boxH);
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ctx.strokeRect(this.x - boxW / 2, this.y - boxH / 2, boxW, boxH);
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ctx.strokeRect(this.x - boxW / 2, this.y - boxH / 2, boxW, boxH);
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ctx.shadowBlur = 0;
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ctx.shadowBlur = 0;
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+2
-1
@@ -298,7 +298,8 @@ function draw() {
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for (let p of projectiles) p.draw();
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for (let p of projectiles) p.draw();
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for (let p of particles) p.draw();
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for (let p of particles) p.draw();
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for (let e of enemies) e.draw();
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const sortedEnemies = enemies.slice().sort((a, b) => a.speed - b.speed);
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for (let e of sortedEnemies) e.draw();
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if (wavePauseActive) {
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if (wavePauseActive) {
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const alpha = wavePauseTimer > 30 ? 1 : wavePauseTimer / 30;
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const alpha = wavePauseTimer > 30 ? 1 : wavePauseTimer / 30;
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