X-Git-Url: http://git.plutz.net/?a=blobdiff_plain;f=engine.js;h=52cf869e871dcaf259a0b759f963c073e25cab77;hb=269ec3d8ebb9c20b030707d452e4b0b8c6eaeb7b;hp=0750e87e1a35ea9bc148b5cdae84ab3667c0cba4;hpb=e41f7106b273f6ef0e3eec364b4eb346915b5382;p=flarejs diff --git a/engine.js b/engine.js index 0750e87..52cf869 100644 --- a/engine.js +++ b/engine.js @@ -1,6 +1,6 @@ var gamedata = { // associative array for gamedata files - load: def => this[def] ? this[def] : this[def] = new Textfile(def) + load: function(def) { return this[def] ? this[def] : this[def] = new Textfile(def); } } var gfx = { // associative array for game graphics @@ -12,6 +12,7 @@ var gfx = { return this[def]; } }; +var map; function Textfile(txtfile) { // fetch and parse gamedata file into structured object @@ -79,22 +80,26 @@ function Textfile(txtfile) { break; // frame duration from animation file (im millisec) case /^duration=[0-9]+ms$/.test(line): - ref["duration"] = line.split(/=|ms$/)[1]; + ref.duration = line.split(/=|ms$/)[1]; break; // frame duration from animation file (in whole seconds) case /^duration=[0-9]+s$/.test(line): - ref["duration"] = line.split(/=|s$/)[1] * 1000; + ref.duration = line.split(/=|s$/)[1] * 1000; break; - // general numeric value (key=#) - case /^[^#].*=[0-9]+$/.test(line): - key = line.split(/[=]/)[0]; value = line.split(/=/).slice(1) * 1; - if (!ref[key]) ref[key] = value; - else if (!Array.isArray(ref[key])) ref[key] = [ref[key],value]; - else if ( Array.isArray(ref[key])) ref[key].push(value); + // mapmod events + case /^mapmod=.*$/.test(line): + ref.mapmod = line.split(/[=]/)[1].split(/[;]/).map( m => m.split(/[,]/).map( n => n * 1 ? n * 1 : n) ); + break; + // general array type, will not be aggregated + case /^[^#].*=.*,.*$/.test(line): + key = line.split(/[=]/)[0]; value = line.split(/[=]/)[1].split(/,/); + ref[key] = value.map(m => m * 1 ? m * 1 : m); // parse numerics break; - // general key=value (non-numeric or non-scalar) + // general key=value case /^[^#].*=.+$/.test(line): - key = line.split(/[=]/)[0]; value = line.split(/=/).slice(1).join("="); + key = line.split(/[=]/)[0]; + value = line.split(/=/).slice(1).join("="); + value = value * 1 ? value * 1 : value; // try to parse as numeric if (!ref[key]) ref[key] = value; else if (!Array.isArray(ref[key])) ref[key] = [ref[key],value]; else if ( Array.isArray(ref[key])) ref[key].push(value); @@ -124,6 +129,24 @@ function Map(textdef) { dy[y * w + x] = (x + y) * th / 2; } + const npcs = []; + if (this.info.npc) for (let def of this.info.npc) { + let loc = def.location[1] * w + def.location[0]; + npcs[loc] = new Npc(def.filename) + npcs[loc].place(dx[loc], dy[loc]); + this.info.layer.find(l => l.type == "collision").data[loc] = 1; + } + + this.events = []; + for (let ev of this.info.event) { + for (let x = ev.location[0]; x < ev.location[0] + ev.location[2]; x++) + for (let y = ev.location[1]; y < ev.location[1] + ev.location[3]; y++) { + let loc = y * w + x; + if (!this.events[loc]) this.events[loc] = []; + this.events[loc].push(ev); + } + } + // tile index for pixel position on map this.tileAt = function(x, y) { var r = (y + th / 2) / th; var c = (x - w * tw /2) / tw; @@ -131,6 +154,11 @@ function Map(textdef) { return ny * w + nx; } + // vice versa the pixel coordinates of a given map tile + this.positionOf = (tl, ty = -1) => (~ty) ? [dx[ty * w + tl], dy[ty * w + tl]] : [ dx[tl], dy[tl] ]; + this.xOf = (tl, ty = -1) => (~ty) ? dx[ty * w + tl] : dx[tl]; + this.yOf = (tl, ty = -1) => (~ty) ? dy[ty * w + tl] : dy[tl]; + // center map to pixel position (by setting drawing offsets) this.center = function(x, y) { posx = canvas.canvas.width / 2 - x; @@ -144,6 +172,8 @@ function Map(textdef) { const bg = this.info.layer.find(l => l.type == "background").data; const ob = this.info.layer.find(l => l.type == "object").data; var i, mm = []; + //var is = (posx > w * tw - canvas.canvas.width || posy < 0) ? 0 : this.tileAt(posx + canvas.canvas.width, posy); + // var ie = this.tileAt(posx, + canvas.canvas.height - posy); // mobs only have x/y pixel positions, // to draw them in order with map tiles we set up @@ -156,11 +186,14 @@ function Map(textdef) { // draw background layer first for ( i = 0; i < h * w; i++ ) draw_tile(bg[i], posx + dx[i], posy + dy[i]); + // for ( i = is; i < ie; i++ ) draw_tile(bg[i], posx + dx[i], posy + dy[i]); // draw object layer and mobs for ( i = 0; i < h * w; i++ ) { + // for ( i = is; i < ie; i++ ) { draw_tile(ob[i], posx + dx[i], posy + dy[i]); if (mm[i]) mm[i].forEach(m => m.draw(posx + m.position[0], posy + m.position[1])); + if (npcs[i]) npcs[i].draw(posx + dx[i], posy + dy[i]); } } @@ -173,9 +206,11 @@ function Map(textdef) { if (t && f) { frame = ((performance.now() - frametime) / f[0][2] |0) % f.length; + if ( x + t[2] - t[4] > 0 && y + t[3] - t[5] > 0 && x - t[4] < canvas.canvas.width && y - t[5] < canvas.canvas.height) canvas.drawImage(gfx[tileset.img], f[frame][0], f[frame][1], t[2], t[3], x - t[4], y - t[5], t[2], t[3]); } else if (t) { + if ( x + t[2] - t[4] > 0 && y + t[3] - t[5] > 0 && x - t[4] < canvas.canvas.width && y - t[5] < canvas.canvas.height) canvas.drawImage(gfx[tileset.img], t[0], t[1], t[2], t[3], x - t[4], y - t[5], t[2], t[3]); } @@ -193,6 +228,17 @@ function Mob(textdef) { var frametime = performance.now(); gfx.load(info.image) + // some simplified npc files do not define animation frames + // render size and offset are given instead, and we + // assume, that we can just loop horizontally over the image + if (!info[animation].frame){ + info[animation].frame = []; + let rs = info.render_size, ro = info.render_offset; + + for (let i = 0; i < info[animation].frames; i++ ) + info[animation].frame[i] = [[ i * rs[0], 0, rs[0], rs[1], ro[0], ro[1]]]; + } + // place mob on x/y pixel coordinates // e.g. when spawning, walking, etc. this.place = function(x, y) { @@ -260,6 +306,21 @@ function Mob(textdef) { this.swing = () => this.animate("swing" ); } +function Npc(textdef){ + this.info = gamedata.load(textdef); + const avatar = new Mob(this.info.gfx); + + this.place = function(x, y) { + avatar.place(x,y); + return this; + } + + this.draw = function(x, y) { + avatar.draw(x, y); + return this; + } +} + function Hero(gender = "female", hair = "short"){ // Object for player character // unique in single player @@ -324,7 +385,7 @@ function Hero(gender = "female", hair = "short"){ this.swing = () => this.animate("swing" ); } -function Controls(hero, map){ +function Controls(hero){ // processes keyboard / touch / mouse // causes according player actions // single player only, conrol will be assigned to server in multi player @@ -335,7 +396,6 @@ function Controls(hero, map){ right: 68, altright: 39, } var keys = []; - var col = map.info.layer.find(l => l.type == "collision").data; window.addEventListener("keydown", e => keys[e.keyCode] = true ); window.addEventListener("keyup" , e => keys[e.keyCode] = false); @@ -351,6 +411,7 @@ function Controls(hero, map){ var dx = x * sx, hx = hero.position[0]; var dy = y * sy, hy = hero.position[1]; var f = 2.1; + const col = map.info.layer.find(l => l.type == "collision").data; if (col[map.tileAt(hx + dx, hy + dy)] == 0 ) hero.place(hx + dx, hy + dy); @@ -365,6 +426,31 @@ function Controls(hero, map){ else player.stance(); map.center(hero.position[0], hero.position[1]); + events(hero.position[0], hero.position[1]); + } + + function events(x, y) { + const i = map.tileAt(x,y); let ev, e, n; + if (map.events[i]) { + // intramap (teleporters) + if ( ev = map.events[i].find(e => (e.activate == "on_trigger" && e.intramap)) ){ + ev = ev.intramap; + hero.place( map.xOf(ev[0], ev[1]), map.yOf(ev[0], ev[1]) ); + map.center( map.xOf(ev[0], ev[1]), map.yOf(ev[0], ev[1]) ); + } + // mapmod (e.g. opening doors, activating platforms, changing terrain, ...) + for (ev of map.events[i].filter(e => (e.activate == "on_trigger" && e.mapmod)) ){ + for (ev of ev.mapmod) + map.info.layer.find(l => l.type == ev[0]).data[ev[2] * map.info.header.width + ev[1]] = ev[3]; + } + // intermap (must be last because loading new map breaks further event search) + if ( ev = map.events[i].find(e => (e.activate == "on_trigger" && e.intermap)) ){ + ev = ev.intermap; + map = new Map(ev[0]); + hero.place( map.xOf(ev[1], ev[2]), map.yOf(ev[1], ev[2]) ); + map.center( map.xOf(ev[1], ev[2]), map.yOf(ev[1], ev[2]) ); + } + } } // process input and decide on according action @@ -402,12 +488,12 @@ window.addEventListener("resize", function(){ // player = new Mob("animations/enemies/zombie.txt"); player.stats = { speed: 3 }; player = new Hero(); -map = new Map("/maps/arrival.txt"); -player.place(map.info.header.hero_pos.split(/,/)[0] * map.info.header.tilewidth, - map.info.header.hero_pos.split(/,/)[1] * map.info.header.tileheight); -player.direct(5).stance(); +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(); map.center(player.position[0], player.position[1]); -c = new Controls(player, map); +c = new Controls(player); setInterval (() => map.draw([player]), 33.33 );