var p = altitude / world.boss_altitude
var ip = 1.0 - p
glClearColor(0.3*ip, 0.3*ip, ip, 1.0)
- stars.alpha = (1.4*p-0.4).min(1.0).max(0.0)
+ stars.alpha = (1.4*p-0.4).clamp(0.0, 1.0)
# Randomly add smoke
var poss = [
# Realistic rotation, kept for reference and reality minded individuals
#var r = applied_rotation * 0.2
#rotation_inertia += r
- #rotation_inertia = rotation_inertia.min(2.0).max(-2.0)
+ #rotation_inertia = rotation_inertia.clamp(-2.0, 2.0)
# Inertia to position
rotation += rotation_inertia * dt
var local_tank = local_tank
if local_tank != null then
var tank_speed = local_tank.direction_forwards*local_tank.rule.max_speed
- tank_speed = tank_speed.min(0.5).max(-0.5)
+ tank_speed = tank_speed.clamp(-0.5, 0.5)
var prop_pos = local_tank.pos + local_tank.heading.to_vector(tank_speed * 16.0)
var old_pos = camera.center(display)
var screen_pos = tank.pos.to_screen(camera)
var damage = tank.rule.max_health - tank.health
- damage = damage.max(0).min(tank.rule.base_images.length)
+ damage = damage.clamp(0, tank.rule.base_images.length)
var base_image = tank.rule.base_images[damage]
display.blit_rotated(base_image, screen_pos.x, screen_pos.y, tank.heading)
do
# TODO use events
var direction_heading = direction_heading
- direction_heading = direction_heading.min(1.0).max(-1.0)
+ direction_heading = direction_heading.clamp(-1.0, 1.0)
tank.direction_heading = direction_heading*tank.rule.max_direction
var direction_forwards = direction_forwards
- direction_forwards = direction_forwards.min(1.0).max(-1.0)
+ direction_forwards = direction_forwards.clamp(-1.0, 1.0)
tank.direction_forwards = direction_forwards*tank.rule.max_speed
end
end
var vol = status.volume
if vol != null then
var new_vol = vol + diff
- new_vol = new_vol.max(0).min(100)
+ new_vol = new_vol.clamp(0, 100)
volume = new_vol
return
end