X-Git-Url: http://git.plutz.net/?a=blobdiff_plain;f=engine.js;h=faeecc2a97cb35576f71a30b90e4c39ff8842415;hb=f9db9da6b9274fabb7c322db4e45018eaa8126d2;hp=5f2c2093db9aa760512c152ec46ea6e58f99d991;hpb=d71e8fb344ed2b3eb6db94e0df3d4b294904104c;p=flarejs diff --git a/engine.js b/engine.js index 5f2c209..faeecc2 100644 --- a/engine.js +++ b/engine.js @@ -1,5 +1,15 @@ -var gamedata = {}; -var gfx = {}; +var gamedata = { + load: def => this[def] ? this[def] : this[def] = new Textfile(def) +} +var gfx = { + load: function(def) { + if (!this[def]) { + this[def] = document.createElement("img"); + this[def].setAttribute("src", def); + } + return this[def]; + } +}; function Textfile(txtfile) { var lines, fetch = new XMLHttpRequest(); @@ -9,28 +19,54 @@ function Textfile(txtfile) { var line, key, value, ref = this, section; for (line of fetch.responseText.split('\n')) switch(true) { case /^\[.*\]$/.test(line): - section = line.split(/[\]\[]/)[1]; - if (!this[section]) this[section] = {}; - else if (!Array.isArray(this[section])) this[section] = [this[section],{}]; - else if ( Array.isArray(this[section])) this[section].push({}); - ref = this[section]; + section = line.split(/[\]\[]/)[1]; ref = {}; + if (!this[section]) this[section] = ref; + else if (!Array.isArray(this[section])) this[section] = [this[section],ref]; + else if ( Array.isArray(this[section])) this[section].push(ref); break; case /^frame=[0-9]+,[0-7](,[0-9-]+){6}$/.test(line): key = line.split(/[=,]/).slice(1,3); value = line.split(/,/).slice(-6); if (!ref.frame) ref.frame = []; if (!ref.frame[key[0]]) ref.frame[key[0]] = []; - ref.frame[key[0]][key[1]] = value; + ref.frame[key[0]][key[1]] = value.map(x => parseInt(x)); break; case /^layer=[0-9]+,/.test(line): key = line.split(/[=,]/)[1]; value = line.split(/,/).slice(1); - if (!ref.layer) ref.layer = []; - ref.layer[key] = value; + if (!ref.layer) ref.layer = []; ref.layer[key] = value; + break; + case /^data=$/.test(line): + ref.data = []; + break; + case /^[0-9,]+,$/.test(line): + value = line.split(/,/).slice(0,-1); + ref.data = ref.data.concat(value); + break; + case /^[0-9,]+$/.test(line): + value = line.split(/,/); + ref.data = ref.data.concat(value); + ref.data = ref.data.map(x => parseInt(x)); + break; + case /^tile=[0-9]+,/.test(line): + key = line.split(/[=,]/)[1]; value = line.split(/,/).slice(1); + if (!ref.tile) ref.tile = []; ref.tile[key] = value.map(x => parseInt(x)); + break; + case /^animation=[0-9]+;.*;$/.test(line): + key = line.split(/[=;]/)[1]; value = line.split(/;/).slice(1,-1); + value = value.map(x => x.split(/,/)); + value.forEach(x => x[2] = parseInt(x[2])); + if (!ref.animation) ref.animation = []; ref.animation[key] = value; break; case /^duration=[0-9]+ms$/.test(line): - ref["duration"] = parseInt(line.split(/=|ms$/)[1]); + ref["duration"] = line.split(/=|ms$/)[1]; break; case /^duration=[0-9]+s$/.test(line): - ref["duration"] = parseInt(line.split(/=|s$/)[1]) * 1000; + ref["duration"] = line.split(/=|s$/)[1] * 1000; + break; + case /^[^#].*=[0-9]+$/.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); break; case /^[^#].*=.+$/.test(line): key = line.split(/[=]/)[0]; value = line.split(/=/).slice(1).join("="); @@ -41,31 +77,95 @@ function Textfile(txtfile) { } } -function Mob(textdef) { - if (! gamedata[textdef]) gamedata[textdef] = new Textfile(textdef); - this.info = gamedata[textdef]; - this.direction = 0; - this.position = [0, 0]; - this.animation = "stance"; - this.previous_animation = ""; +function Map(textdef) { this.frametime = performance.now(); - if (! gfx[this.info.image]) { - gfx[this.info.image] = document.createElement("img"); - gfx[this.info.image].setAttribute("src", this.info.image); + this.info = gamedata.load(textdef); + this.tileset = gamedata.load(this.info.header.tileset); + gfx.load(this.tileset.img); + + var h = this.info.header.height, w = this.info.header.width; + var th = this.info.header.tileheight, tw = this.info.header.tilewidth; + var posx = canvas.canvas.width / 2, posy = canvas.canvas.height / 2 - h * th/2; + + canvas.fillStyle = "rgba("+this.info.header.background_color+")"; + + this.tileAt = function(x, y) { + nx = (y + th / 2) / th + (x - w * tw / 2) / tw |0; + ny = (y + th / 2) / th - (x - w * tw / 2) / tw |0; + return ny * w + nx; + } + + this.center = function(x, y) { + posx = canvas.canvas.width / 2 - x; + posy = canvas.canvas.height / 2 - y; + return this; + } + + this.draw = function(mobs) { + var x, y, dx, dy, i; + var bg = this.info.layer.find(l => l.type == "background").data; + var ob = this.info.layer.find(l => l.type == "object").data; + var mm = []; + mobs.forEach(m => { + i = this.tileAt(m.position[0], m.position[1]); + mm[i] = mobs.filter(m => i == this.tileAt(m.position[0], m.position[1])); + }); + canvas.fillRect(0,0, canvas.canvas.width, canvas.canvas.height); + + for ( y = 0; y < h; y++ ) for ( x = 0; x < w; x++ ) { + i = y * h + x; + dx = posx + (w + x - y) * tw /2; + dy = posy + (x + y) * th / 2; + this.draw_tile(bg[i], dx, dy); + } + for ( y = 0; y < h; y++ ) for ( x = 0; x < w; x++ ) { + i = y * h + x; + dx = posx + (w + x - y) * tw /2; + dy = posy + (x + y) * th / 2; + this.draw_tile(ob[i], dx, dy); + if (mm[i]) mm[i].forEach(m => m.draw(m.position[0] + posx, m.position[1] + posy)); + } } + this.draw_tile = function(tile, x, y) { + x = x |0; y = y |0; + var t = this.tileset.tile[tile]; + var f = this.tileset.animation[tile]; + + if (t && f) { + frame = ((performance.now() - this.frametime) / f[0][2] |0) % f.length; + canvas.drawImage(gfx[this.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) { + canvas.drawImage(gfx[this.tileset.img], t[0], t[1], t[2], t[3], + x - t[4], y - t[5], t[2], t[3]); + } + } +} + +function Mob(textdef) { + this.position = [0, 0]; + var info = gamedata.load(textdef); + var direction = 0; + var animation = "stance"; + var previous_animation = ""; + var frametime = performance.now(); + gfx.load(info.image) + this.place = function(x, y) { this.position = [x, y]; return this; } - this.direct = function(d) { this.direction = d % 8; return this; } + this.direct = function(d) { direction = d % 8; return this; } this.animate = function(a) { - this.previous_animation = this.animation; - this.animation = a; - this.frametime = performance.now(); + if ( a != animation ) { + previous_animation = animation; + animation = a; + frametime = performance.now(); + } return this; } - this.draw = function(){ - var f, a = this.info[this.animation]; - var frame = ( performance.now() - this.frametime ) * a.frames / a.duration | 0; + this.draw = function(x, y){ + var f, a = info[animation]; + var frame = ( performance.now() - frametime ) * a.frames / a.duration | 0; switch(a.type){ case "looped": @@ -73,10 +173,10 @@ function Mob(textdef) { break; case "play_once": if ( frame >= a.frames ){ - this.animation = this.previous_animation; - this.previous_animation = ""; - this.frametime = performance.now(); - a = this.info[this.animation]; + animation = previous_animation; + previous_animation = ""; + frametime = performance.now(); + a = info[animation]; frame = 0; } break; @@ -88,32 +188,32 @@ function Mob(textdef) { break; default: break; } - f = a.frame[frame][this.direction]; + f = a.frame[frame][direction]; - canvas.drawImage(gfx[this.info.image], f[0], f[1], f[2], f[3], - this.position[0] - f[4], this.position[1] - f[5], + canvas.drawImage(gfx[info.image], f[0], f[1], f[2], f[3], + x - f[4], y - f[5], f[2], f[3]); } - this.block = function() { this.animate("block" ); return this; }; - this.cast = function() { this.animate("cast" ); return this; }; - this.die = function() { this.animate("die" ); return this; }; - this.hit = function() { this.animate("hit" ); return this; }; - this.run = function() { this.animate("run" ); return this; }; - this.shoot = function() { this.animate("shoot" ); return this; }; - this.stance = function() { this.animate("stance"); return this; }; - this.swing = function() { this.animate("swing" ); return this; }; + this.block = () => this.animate("block" ); + this.cast = () => this.animate("cast" ); + this.die = () => this.animate("die" ); + this.hit = () => this.animate("hit" ); + this.run = () => this.animate("run" ); + this.shoot = () => this.animate("shoot" ); + this.stance = () => this.animate("stance"); + this.swing = () => this.animate("swing" ); } function Hero(gender = "female", hair = "short"){ - this.position = [0,0]; this.direction = 0; - this.hair = (gender == "female")?"long":hair; - this.animation = "stance"; - - if (! gamedata["/engine/hero_layers.txt"]) - gamedata["/engine/hero_layers.txt"] = new Textfile("/engine/hero_layers.txt"); - this.limbs = { - head: new Mob("/animations/avatar/"+gender+"/head_"+this.hair+".txt"), + this.position = [0,0]; + this.stats = gamedata.load("/engine/stats.txt"); + var layers = gamedata.load("/engine/hero_layers.txt"); + var hair = (gender == "female")?"long":hair; + var direction = 0, animation = "stance"; + + limbs = { + head : new Mob("/animations/avatar/"+gender+"/head_"+hair+".txt"), chest: new Mob("/animations/avatar/"+gender+"/default_chest.txt"), hands: new Mob("/animations/avatar/"+gender+"/default_hands.txt"), legs : new Mob("/animations/avatar/"+gender+"/default_legs.txt"), @@ -123,43 +223,114 @@ function Hero(gender = "female", hair = "short"){ } this.dress = function(limb, item) { - this.limbs[limb] = new Mob("/animations/avatar/"+gender+"/"+item+".txt") - this.limbs[limb].place(this.position[0], this.position[1]).direct(this.direction); - this.animate(this.animation); + limbs[limb] = new Mob("/animations/avatar/"+gender+"/"+item+".txt") + limbs[limb].place(this.position[0], this.position[1]).direct(direction); + this.animate(animation); return this; } this.place = function(x,y) { this.position = [x,y]; - for (var limb in this.limbs) this.limbs[limb].place(x,y); + for (var limb in limbs) limbs[limb].place(x,y); return this; } this.direct = function(d) { - this.direction = d; - for (var limb in this.limbs) this.limbs[limb].direct(d); + direction = d; + for (var limb in limbs) limbs[limb].direct(d); return this; } this.animate = function(anim){ - this.animation = anim; - for (var limb in this.limbs) this.limbs[limb].animate(anim); + animation = anim; + for (var limb in limbs) limbs[limb].animate(anim); return this; } - this.draw = function(){ - gamedata["/engine/hero_layers.txt"].layer[this.direction].forEach(limb => this.limbs[limb].draw()); + this.draw = function(x, y){ + layers.layer[direction].forEach(limb => limbs[limb].draw(x, y)); return this; } - this.block = function() { this.animate("block" ); return this; }; - this.cast = function() { this.animate("cast" ); return this; }; - this.die = function() { this.animate("die" ); return this; }; - this.hit = function() { this.animate("hit" ); return this; }; - this.run = function() { this.animate("run" ); return this; }; - this.shoot = function() { this.animate("shoot" ); return this; }; - this.stance = function() { this.animate("stance"); return this; }; - this.swing = function() { this.animate("swing" ); return this; }; + this.block = () => this.animate("block" ); + this.cast = () => this.animate("cast" ); + this.die = () => this.animate("die" ); + this.hit = () => this.animate("hit" ); + this.run = () => this.animate("run" ); + this.shoot = () => this.animate("shoot" ); + this.stance = () => this.animate("stance"); + this.swing = () => this.animate("swing" ); } -canvas = document.getElementById("view").getContext("2d"); -player = new Hero().place(240, 160).direct(5); +function Controls(hero, map){ + var kbdmap = { + up: 87, altup: 38, + down: 83, altdown: 40, + left: 65, altleft: 37, + 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); + setInterval(() => input(), 33.33) + + function translate(x, y){ + var sx = map.info.header.tilewidth * hero.stats.speed / 33.33; + var sy = map.info.header.tileheight * hero.stats.speed / 33.33; + var dx = x * sx, hx = hero.position[0]; + var dy = y * sy, hy = hero.position[1]; + var f = 2.1; + + if (col[map.tileAt(hx + dx, hy + dy)] == 0 ) + hero.place(hx + dx, hy + dy); + else if ( dy == 0 && col[map.tileAt(hx + dx / f, hy + sy / 1.5)] == 0 ) + hero.place(hx + dx / f, hy + sy / 1.5); + else if ( dy == 0 && col[map.tileAt(hx + dx / f, hy - sy / 1.5)] == 0 ) + hero.place(hx + dx / f, hy - sy / 1.5); + else if ( dx == 0 && col[map.tileAt(hx + sx / 1.5, hy + dy / f)] == 0 ) + hero.place(hx + sx / 1.5, hy + dy / f); + else if ( dx == 0 && col[map.tileAt(hx - sx / 1.5, hy + dy / f)] == 0 ) + hero.place(hx - sx / 1.5, hy + dy / f); + else player.stance(); + + map.center(hero.position[0], hero.position[1]); + } + + function input(){ + const dir = [ -1, 0, 4, -1, 2, 1, 3, 2, 6, 7, 5, 6, -1, 0, 4, -1 ]; + const trans = [ [-1.4,0], [-1,-1], [0,-1.4], [1,-1], [1.4,0], [1,1], [0,1.4], [-1,1] ]; + var k = 0; + + k += (keys[kbdmap.left] || keys[kbdmap.altleft]) ? 1 : 0; + k += (keys[kbdmap.right] || keys[kbdmap.altright]) ? 2 : 0; + k += (keys[kbdmap.up] || keys[kbdmap.altup]) ? 4 : 0; + k += (keys[kbdmap.down] || keys[kbdmap.altdown]) ? 8 : 0; + + if (~dir[k]) { + hero.direct(dir[k]).run(); + translate(trans[dir[k]][0], trans[dir[k]][1]); + } else hero.stance(); + } +} + +document.querySelector("body").setAttribute("style", "margin: 0; padding: 0;"); +canvas = document.createElement("canvas").getContext("2d"); +canvas.canvas.setAttribute("style", "display: block; border: 0; margin: 0; padding: 0;"); +document.querySelector("body").appendChild(canvas.canvas); + +canvas.canvas.width = window.innerWidth; +canvas.canvas.height = window.innerHeight; +window.addEventListener("resize", function(){ + canvas.canvas.width = window.innerWidth; + canvas.canvas.height = window.innerHeight; +}); + +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.center(player.position[0], player.position[1]); +c = new Controls(player, map); -setInterval( function() { canvas.clearRect(0,0, 480, 320); player.draw(); }, 33.33); +setInterval (() => map.draw([player]), 16.66 );