}
// draw the entire map, including all mobs
- // mobs in an array of all heros, enemies, loot, npcs, etc.
+ // mobs is an array of all heros, enemies, loot, npcs, etc.
this.draw = function(mobs) {
const bg = this.info.layer.find(l => l.type == "background").data;
const ob = this.info.layer.find(l => l.type == "object").data;
}
}
-function Mob(textdef) {
- // any mobile object, mostly for gfx representation
+function Sprite(textdef) {
+ // sprite object, mostly for gfx representation
// may be hero, enemy, loot, npc, etc.
this.position = [0, 0];
const info = gamedata.load(textdef);
info[animation].frame[i] = [[ i * rs[0], 0, rs[0], rs[1], ro[0], ro[1]]];
}
- // place mob on x/y pixel coordinates
+ // place sprite on x/y pixel coordinates
// e.g. when spawning, walking, etc.
this.place = function(x, y) {
this.position[0] = x, this.position[1] = y;
return this;
}
- // change facing direction of mob
+ // change facing direction of sprite
this.direct = function(d) { direction = d % 8; return this; }
// set animation cycle for drawing
return this;
}
- // draw this mob to screen position x/y
+ // draw this sprite to screen position x/y
this.draw = function(x, y){
var f, a = info[animation];
var f, frame = ( performance.now() - frametime ) * a.frames / a.duration | 0;
function Npc(textdef){
this.info = gamedata.load(textdef);
- const avatar = new Mob(this.info.gfx);
+ const avatar = new Sprite(this.info.gfx);
this.place = function(x, y) {
avatar.place(x,y);
// Object for player character
// unique in single player
this.position = [0,0];
- this.stats = gamedata.load("/engine/stats.txt");
- const layers = gamedata.load("/engine/hero_layers.txt");
+ this.stats = gamedata.load("engine/stats.txt");
+ const layers = gamedata.load("engine/hero_layers.txt");
var direction = 0, animation = "stance";
hair = (gender == "female")?"long":hair;
- // hero consists of multiple mobs, one for each clothing/item overlay
+ // hero consists of multiple sprites, one for each clothing/item overlay
var limbs = {
- head : new Mob("/animations/avatar/"+gender+"/head_"+hair+".txt"),
- chest: new Mob("/animations/avatar/"+gender+"/cloth_shirt.txt"),
- hands: new Mob("/animations/avatar/"+gender+"/default_hands.txt"),
- legs : new Mob("/animations/avatar/"+gender+"/cloth_pants.txt"),
- feet : new Mob("/animations/avatar/"+gender+"/default_feet.txt"),
+ head : new Sprite("animations/avatar/"+gender+"/head_"+hair+".txt"),
+ chest: new Sprite("animations/avatar/"+gender+"/cloth_shirt.txt"),
+ hands: new Sprite("animations/avatar/"+gender+"/default_hands.txt"),
+ legs : new Sprite("animations/avatar/"+gender+"/cloth_pants.txt"),
+ feet : new Sprite("animations/avatar/"+gender+"/default_feet.txt"),
main : null, // main hand, e.g. melee weapon, magic weapon
off : null // off hand, e.g. shield, ranged weapon
}
// "dress" the player, i.e. assign clothing/item to limb
this.dress = function(limb, item) {
- limbs[limb] = new Mob("/animations/avatar/"+gender+"/"+item+".txt")
+ limbs[limb] = new Sprite("animations/avatar/"+gender+"/"+item+".txt")
limbs[limb].place(this.position[0], this.position[1]).direct(direction);
this.animate(animation);
return this;
}
- // // Wrapper functions for Mob class // //
+ // // Wrapper functions for Sprite class // //
- // place all mobs beloning to hero (when spawning, walking, teleporting, etc.)
+ // place all sprites beloning to hero (when spawning, walking, teleporting, etc.)
this.place = function(x,y) {
this.position[0] = x, this.position[1] = y;
for (var limb in limbs) limbs[limb] && limbs[limb].place(x,y);
return this;
}
- // change facing direction of hero (i.e. of all mobs)
+ // change facing direction of hero (i.e. of all sprites)
this.direct = function(d) {
direction = d;
for (var limb in limbs) limbs[limb] && limbs[limb].direct(d);
}
var keys = [], click = [];
+ loadevents();
+
window.addEventListener("keydown", e => keys[e.keyCode] = true );
window.addEventListener("keyup" , e => keys[e.keyCode] = false);
window.addEventListener("click", m => click = [ map.mapX(m.clientX), map.mapY(m.clientY) ] );
// Process on_trigger events at pixel position x/y
function triggers(x, y) {
const i = map.tileAt(x,y);
- var trigger, item;
- if (map.triggers[i]) for ( trigger of map.triggers[i].filter(
- t => (!t.requires_status) ? true : t.requires_status.find(s => qstatus[s])
- ).filter( t => (!t.requires_not_status) ? true : !t.requires_not_status.find(s => qstatus[s]) )
- ) {
+ if ( map.triggers[i] ) events (
+ map.triggers[i].filter( t => (!t.requires_status) ? true : t.requires_status.find(s => qstatus[s])
+ ).filter( t => (!t.requires_not_status) ? true : !t.requires_not_status.find(s => qstatus[s]) )
+ );
+ }
+
+ function loadevents() {
+ if ( map.info.event ) events(
+ map.info.event.filter( ev => ev.activate == "on_load"
+ ).filter( t => (!t.requires_status) ? true : t.requires_status.find(s => qstatus[s])
+ ).filter( t => (!t.requires_not_status) ? true : !t.requires_not_status.find(s => qstatus[s]) )
+ )
+ }
+
+ function events( events ) {
+ var ev, item;
+
+ for ( ev of events ) {
// game status modification
- if ( trigger.set_status ) for (item of trigger.set_status) {
+ if ( ev.set_status ) for (item of ev.set_status) {
qstatus[item] = true;
}
- if ( trigger.unset_status ) for (item of trigger.unset_status) {
+ if ( ev.unset_status ) for (item of ev.unset_status) {
qstatus[item] = false;
}
- if ( item = trigger.msg ) {
+ if ( item = ev.msg ) {
console.log(item);
}
// intramap (i.e. teleporters)
- if ( item = trigger.intramap ){
+ if ( item = ev.intramap ){
hero.place( map.xOf(item[0], item[1]), map.yOf(item[0], item[1]) );
map.center( map.xOf(item[0], item[1]), map.yOf(item[0], item[1]) );
}
// mapmod (e.g. opening doors, activating platforms, changing terrain, ...)
- if ( trigger.mapmod ) for (item of trigger.mapmod) {
+ if ( ev.mapmod ) for (item of ev.mapmod) {
map.info.layer.find(l => l.type == item[0]).data[item[2] * map.info.header.width + item[1]] = item[3];
}
// intermap (i.e. enter new area)
- if ( item = trigger.intermap ){
+ if ( item = ev.intermap ){
map = new Map(item[0]);
hero.place( map.xOf(item[1], item[2]), map.yOf(item[1], item[2]) );
map.center( map.xOf(item[1], item[2]), map.yOf(item[1], item[2]) );
+ loadevents();
break; // further events would not be valid on new map
}
}
canvas.canvas.height = window.innerHeight;
});
-// player = new Mob("animations/enemies/zombie.txt"); player.stats = { speed: 3 };
+// player = new Sprite("animations/enemies/zombie.txt"); player.stats = { speed: 3 };
player = new Hero();
-map = new Map("/maps/perdition_harbor.txt");
+map = new Map("maps/perdition_harbor.txt");
player.place(map.xOf(map.info.header.hero_pos[0], map.info.header.hero_pos[1]),
map.yOf(map.info.header.hero_pos[0], map.info.header.hero_pos[1]));
player.direct(6).stance();