273 lines
7.5 KiB
JavaScript
273 lines
7.5 KiB
JavaScript
const canvas = document.getElementById("game-canvas");
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const ctx = canvas.getContext("2d");
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let W, H;
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let gameState = "start";
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let score = 0,
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wave = 1,
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lives = 3;
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let enemies = [];
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let particles = [];
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let projectiles = [];
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let spawnTimer = 0;
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let spawnInterval = CONFIG.game.spawnIntervalBase;
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let waveTimer = 0;
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let shakeTimer = 0;
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let shakeAmount = 0;
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let bgOffset = 0;
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let gameLoopStarted = false;
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let introPlaying = false;
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let playerStats = {};
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const game = {
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launchProjectile(word, targetEnemy, isHit, username) {
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projectiles.push(new Projectile(word, targetEnemy, isHit, username));
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},
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onProjectileHit(projectile, enemy) {
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const dead = enemy.nextWord();
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if (dead) {
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score += enemy.isHeavy ? CONFIG.game.scoreHeavy : CONFIG.game.scoreSimple;
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document.getElementById("score").textContent = score;
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if (projectile.username) {
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if (!playerStats[projectile.username]) playerStats[projectile.username] = { kills: 0, misses: 0 };
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playerStats[projectile.username].kills++;
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}
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this.destroyEnemy(enemy);
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} else {
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spawnParticles(enemy.x, enemy.y, CONFIG.colors.heavy, S.particleArmorBreak);
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triggerShake(S.shakeHit, S.shakeHitDuration);
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}
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},
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onProjectileMiss(projectile) {
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spawnParticles(projectile.targetX, projectile.targetY, CONFIG.colors.miss, S.particleMiss);
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triggerShake(S.shakeMiss, S.shakeMissDuration);
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if (projectile.username) {
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if (!playerStats[projectile.username]) playerStats[projectile.username] = { kills: 0, misses: 0 };
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playerStats[projectile.username].misses++;
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}
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},
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destroyEnemy(enemy) {
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const idx = enemies.indexOf(enemy);
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if (idx > -1) {
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const color = enemy.isHeavy ? CONFIG.colors.heavy : CONFIG.colors.primary;
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const count = enemy.isHeavy
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? S.particleDestroyHeavy
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: S.particleDestroySimple;
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spawnParticles(enemy.x, enemy.y, color, count);
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enemies.splice(idx, 1);
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}
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},
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};
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function spawnEnemy() {
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enemies.push(new Enemy());
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}
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function takeDamage() {
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lives--;
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document.getElementById("lives").textContent = lives;
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triggerShake(S.shakeDamage, S.shakeDamageDuration);
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document.getElementById("game-container").classList.add("glitch");
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setTimeout(
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() => document.getElementById("game-container").classList.remove("glitch"),
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S.glitchDuration,
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);
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if (lives <= 0) {
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gameOver();
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}
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}
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let gameOverTimeout = null;
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function renderPlayerStats() {
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const container = document.getElementById("player-stats");
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container.innerHTML = "";
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const names = Object.keys(playerStats);
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if (names.length === 0) return;
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const byKills = names.slice().sort((a, b) => playerStats[b].kills - playerStats[a].kills);
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const top3 = byKills.slice(0, 3);
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const sectionTitle = document.createElement("div");
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sectionTitle.className = "stats-section-title";
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sectionTitle.textContent = "УБИЙЦЫ";
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container.appendChild(sectionTitle);
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top3.forEach((name, i) => {
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const row = document.createElement("div");
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row.className = "stats-row" + (i === 0 ? " stats-top1" : i === 1 ? " stats-top2" : " stats-top3");
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const place = i === 0 ? "1" : i === 1 ? "2" : "3";
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row.innerHTML = `<span class="stats-place">#${place}</span> <span class="stats-name">${name}</span> <span class="stats-kills">${playerStats[name].kills}</span>`;
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container.appendChild(row);
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});
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let maxMisses = 0;
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let mazilaName = "";
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for (const name of names) {
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if (playerStats[name].misses > maxMisses) {
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maxMisses = playerStats[name].misses;
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mazilaName = name;
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}
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}
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if (mazilaName && maxMisses > 0) {
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const mazila = document.createElement("div");
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mazila.className = "stats-mazila";
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mazila.innerHTML = `<span class="mazila-title">Мазила:</span> ${mazilaName} <span class="mazila-count">(${maxMisses})</span>`;
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container.appendChild(mazila);
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}
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}
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function gameOver() {
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gameState = "gameover";
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document.getElementById("final-score").textContent = score;
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renderPlayerStats();
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document.getElementById("gameover-screen").classList.remove("hidden");
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document.getElementById("gameover-subtitle").classList.add("hidden");
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if (gameOverTimeout) clearTimeout(gameOverTimeout);
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gameOverTimeout = setTimeout(() => {
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gameOverTimeout = null;
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document.getElementById("gameover-screen").classList.add("hidden");
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document.getElementById("ui-overlay").classList.add("hidden");
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document.getElementById("input-display").classList.add("hidden");
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gameLoopStarted = false;
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recalc();
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runIntro();
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}, 10000);
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}
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function startGame() {
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if (gameOverTimeout) {
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clearTimeout(gameOverTimeout);
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gameOverTimeout = null;
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}
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gameState = "playing";
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score = CONFIG.game.startScore;
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wave = CONFIG.game.startWave;
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lives = CONFIG.game.startLives;
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enemies = [];
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particles = [];
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projectiles = [];
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playerStats = {};
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spawnTimer = CONFIG.game.spawnIntervalBase;
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spawnInterval = CONFIG.game.spawnIntervalBase;
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waveTimer = 0;
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InputModule.clear();
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document.getElementById("score").textContent = score;
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document.getElementById("wave").textContent = wave;
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document.getElementById("lives").textContent = lives;
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document.getElementById("start-screen").classList.add("hidden");
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document.getElementById("gameover-screen").classList.add("hidden");
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document.getElementById("ui-overlay").classList.remove("hidden");
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document.getElementById("input-display").classList.remove("hidden");
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if (!gameLoopStarted) {
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gameLoopStarted = true;
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loop();
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}
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}
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function update() {
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if (gameState !== "playing") return;
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spawnTimer++;
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if (spawnTimer >= spawnInterval) {
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spawnEnemy();
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spawnTimer = 0;
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spawnInterval = Math.max(
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CONFIG.game.spawnIntervalMin,
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CONFIG.game.spawnIntervalBase - wave * CONFIG.game.spawnIntervalDecayPerWave,
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);
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}
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waveTimer++;
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if (waveTimer >= CONFIG.game.waveInterval) {
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wave++;
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waveTimer = 0;
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document.getElementById("wave").textContent = wave;
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spawnInterval = Math.max(
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CONFIG.game.spawnIntervalMin,
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CONFIG.game.spawnIntervalBase - wave * CONFIG.game.spawnIntervalDecayPerWave,
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);
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}
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for (let i = enemies.length - 1; i >= 0; i--) {
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const e = enemies[i];
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e.update();
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if (e.y > H - S.removeZone) {
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takeDamage();
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enemies.splice(i, 1);
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}
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}
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for (let i = particles.length - 1; i >= 0; i--) {
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particles[i].update();
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if (particles[i].life <= 0) particles.splice(i, 1);
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}
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for (let i = projectiles.length - 1; i >= 0; i--) {
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const alive = projectiles[i].update();
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if (!alive) {
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projectiles.splice(i, 1);
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}
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}
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if (shakeTimer > 0) {
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shakeTimer--;
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shakeAmount *= 0.9;
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}
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}
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function draw() {
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ctx.clearRect(0, 0, W, H);
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ctx.save();
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if (shakeTimer > 0) {
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ctx.translate((Math.random() - 0.5) * shakeAmount, (Math.random() - 0.5) * shakeAmount);
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}
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drawGrid();
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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 e of enemies) e.draw();
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ctx.save();
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ctx.fillStyle = CONFIG.colors.playerBase;
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ctx.fillRect(0, H - S.inputAreaHeight, W, S.inputAreaHeight);
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ctx.strokeStyle = CONFIG.colors.primary;
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ctx.lineWidth = 1;
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ctx.beginPath();
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ctx.moveTo(0, H - S.inputAreaHeight);
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ctx.lineTo(W, H - S.inputAreaHeight);
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ctx.stroke();
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ctx.fillStyle = CONFIG.colors.primary;
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ctx.shadowColor = CONFIG.colors.primary;
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ctx.shadowBlur = S.playerGlow;
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ctx.beginPath();
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ctx.arc(W / 2, H - S.playerY, S.playerRadius, 0, Math.PI * 2);
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ctx.fill();
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ctx.restore();
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ctx.restore();
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}
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function loop() {
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update();
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draw();
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if (gameLoopStarted) {
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requestAnimationFrame(loop);
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}
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}
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