2 // associative array for gamedata files
3 load: function(def) { return this[def] ? this[def] : this[def] = new Textfile(def); }
6 // associative array for game graphics
9 this[def] = document.createElement("img");
10 this[def].setAttribute("src", def);
16 function Textfile(txtfile) {
17 // fetch and parse gamedata file into structured object
18 var lines, fetch = new XMLHttpRequest();
19 fetch.open("GET", txtfile, false);
22 var line, key, value, ref = this, section;
23 for (line of fetch.responseText.split('\n')) switch(true) {
24 // section headers that always become array elements
25 case /^\[(npc|event|layer|dialog)\]$/.test(line):
26 section = line.split(/[\]\[]/)[1]; ref = {};
27 if (!this[section]) this[section] = [ref];
28 else if ( Array.isArray(this[section])) this[section].push(ref);
30 // general section headers (may or may not be unique)
31 case /^\[.*\]$/.test(line):
32 section = line.split(/[\]\[]/)[1]; ref = {};
33 if (!this[section]) this[section] = ref;
34 else if (!Array.isArray(this[section])) this[section] = [this[section],ref];
35 else if ( Array.isArray(this[section])) this[section].push(ref);
37 // frame definition from animation files
38 // frame=#frame,direction,srcX,srcY,width,height,dstX,dstY
39 case /^frame=[0-9]+,[0-7](,[0-9-]+){6}$/.test(line):
40 key = line.split(/[=,]/).slice(1,3); value = line.split(/,/).slice(-6);
41 if (!ref.frame) ref.frame = [];
42 if (!ref.frame[key[0]]) ref.frame[key[0]] = [];
43 ref.frame[key[0]][key[1]] = value.map(x => parseInt(x));
45 // order of gfx draw from engine/hero_layers.txt
46 // layer=direction,list,of,limbs,...
47 case /^layer=[0-9]+,/.test(line):
48 key = line.split(/[=,]/)[1]; value = line.split(/,/).slice(1);
49 if (!ref.layer) ref.layer = []; ref.layer[key] = value;
51 // empty data= line starting map data in map files
52 case /^data=$/.test(line):
56 case /^[0-9,]+,$/.test(line):
57 value = line.split(/,/).slice(0,-1);
58 ref.data = ref.data.concat(value);
60 // map data array (last line)
61 case /^[0-9,]+$/.test(line):
62 value = line.split(/,/);
63 ref.data = ref.data.concat(value);
64 ref.data = ref.data.map(x => parseInt(x));
66 // tile description from tiledef file
67 // tile=#tile,srcX,srcY,width,height,dstX,dstY
68 case /^tile=[0-9]+,/.test(line):
69 key = line.split(/[=,]/)[1]; value = line.split(/,/).slice(1);
70 if (!ref.tile) ref.tile = []; ref.tile[key] = value.map(x => parseInt(x));
72 // animated tile from tiledef file
73 // animation=#tile;(srcX,srcY,duration;)...
74 case /^animation=[0-9]+;.*;$/.test(line):
75 key = line.split(/[=;]/)[1]; value = line.split(/;/).slice(1,-1);
76 value = value.map(x => x.split(/,/));
77 value.forEach(x => x[2] = parseInt(x[2]));
78 if (!ref.animation) ref.animation = []; ref.animation[key] = value;
80 // frame duration from animation file (im millisec)
81 case /^duration=[0-9]+ms$/.test(line):
82 ref["duration"] = line.split(/=|ms$/)[1];
84 // frame duration from animation file (in whole seconds)
85 case /^duration=[0-9]+s$/.test(line):
86 ref["duration"] = line.split(/=|s$/)[1] * 1000;
88 // general numeric value (key=#)
89 case /^[^#].*=[0-9]+$/.test(line):
90 key = line.split(/[=]/)[0]; value = line.split(/=/).slice(1) * 1;
91 if (!ref[key]) ref[key] = value;
92 else if (!Array.isArray(ref[key])) ref[key] = [ref[key],value];
93 else if ( Array.isArray(ref[key])) ref[key].push(value);
95 // general key=value (non-numeric or non-scalar)
96 case /^[^#].*=.+$/.test(line):
97 key = line.split(/[=]/)[0]; value = line.split(/=/).slice(1).join("=");
98 if (!ref[key]) ref[key] = value;
99 else if (!Array.isArray(ref[key])) ref[key] = [ref[key],value];
100 else if ( Array.isArray(ref[key])) ref[key].push(value);
105 function Map(textdef) {
106 // object for map operations (drawing coorinate transformation, etc.)
107 this.info = gamedata.load(textdef);
108 const tileset = gamedata.load(this.info.header.tileset);
109 const frametime = performance.now();
110 gfx.load(tileset.img);
112 const h = this.info.header.height, w = this.info.header.width;
113 const th = this.info.header.tileheight, tw = this.info.header.tilewidth;
114 var posx = canvas.canvas.width / 2, posy = canvas.canvas.height / 2 - h * th/2;
116 canvas.fillStyle = "rgba("+this.info.header.background_color+")";
118 // precalculated tile positions
119 // assign x/y coordinates to each tile index
120 // looks dumb but is faster than on the fly isometric calculations
121 const dx = [], dy = [];
122 for ( let y = 0; y < h; y++ ) for ( let x = 0; x < w; x++ ) {
123 dx[y * w + x] = (w + x - y) * tw / 2;
124 dy[y * w + x] = (x + y) * th / 2;
128 for (let def of this.info.npc) {
129 let npc = new Npc(def.filename)
130 let loc = def.location.split(',')[1] * 1 * w + def.location.split(',')[0] * 1;
131 npc.place(dx[loc], dy[loc]);
133 this.info.layer.find(l => l.type == "collision").data[loc] = 1;
136 // tile index for pixel position on map
137 this.tileAt = function(x, y) {
138 var r = (y + th / 2) / th; var c = (x - w * tw /2) / tw;
139 var nx = r + c |0; var ny = r - c |0;
143 // vice versa the pixel coordinates of a given map tile
144 this.positionOf = tile => [dx[tile], dy[tile]];
145 this.xOf = tile => dx[tile];
146 this.yOf = tile => dy[tile];
148 // center map to pixel position (by setting drawing offsets)
149 this.center = function(x, y) {
150 posx = canvas.canvas.width / 2 - x;
151 posy = canvas.canvas.height / 2 - y;
155 // draw the entire map, including all mobs
156 // mobs in an array of all heros, enemies, loot, npcs, etc.
157 this.draw = function(mobs) {
158 const bg = this.info.layer.find(l => l.type == "background").data;
159 const ob = this.info.layer.find(l => l.type == "object").data;
162 // mobs only have x/y pixel positions,
163 // to draw them in order with map tiles we set up
164 // an array with current tile positions of mobs
166 let i = this.tileAt(m.position[0], m.position[1]);
167 mm[i] = mobs.filter(m => i == this.tileAt(m.position[0], m.position[1]));
169 canvas.fillRect(0,0, canvas.canvas.width, canvas.canvas.height);
171 // draw background layer first
172 for ( i = 0; i < h * w; i++ ) draw_tile(bg[i], posx + dx[i], posy + dy[i]);
174 // draw object layer and mobs
175 for ( i = 0; i < h * w; i++ ) {
176 draw_tile(ob[i], posx + dx[i], posy + dy[i]);
177 if (mm[i]) mm[i].forEach(m => m.draw(posx + m.position[0], posy + m.position[1]));
178 if (npcs[i]) npcs[i].draw(posx + dx[i], posy + dy[i]);
182 // draw a single map tile at screen position x/y
183 // tile may be animated, if so defined in tiledef
184 function draw_tile(tile, x, y) {
185 const t = tileset.tile[tile];
186 const f = tileset.animation[tile];
190 frame = ((performance.now() - frametime) / f[0][2] |0) % f.length;
191 canvas.drawImage(gfx[tileset.img], f[frame][0], f[frame][1], t[2], t[3],
192 x - t[4], y - t[5], t[2], t[3]);
194 canvas.drawImage(gfx[tileset.img], t[0], t[1], t[2], t[3],
195 x - t[4], y - t[5], t[2], t[3]);
200 function Mob(textdef) {
201 // any mobile object, mostly for gfx representation
202 // may be hero, enemy, loot, npc, etc.
203 this.position = [0, 0];
204 const info = gamedata.load(textdef);
206 var animation = "stance";
207 var previous_animation = "";
208 var frametime = performance.now();
211 // some simplified npc files do not define animation frames
212 // render size and offset are given instead, and we
213 // assume, that we can just loop horizontally over the image
214 if (!info[animation].frame){
215 info[animation].frame = [];
216 let rs = info.render_size.split(/,/); rs = [ rs[0] * 1, rs[1] * 1 ];
217 let ro = info.render_offset.split(/,/); ro = [ ro[0] * 1, ro[1] * 1 ];
219 for (let i = 0; i < info[animation].frames; i++ )
220 info[animation].frame[i] = [[ i * rs[0], 0, rs[0], rs[1], ro[0], ro[1]]];
223 // place mob on x/y pixel coordinates
224 // e.g. when spawning, walking, etc.
225 this.place = function(x, y) {
226 this.position[0] = x, this.position[1] = y;
230 // change facing direction of mob
231 this.direct = function(d) { direction = d % 8; return this; }
233 // set animation cycle for drawing
234 // play_once animations will automatically fall back
235 // to previous loop after completion
236 this.animate = function(a) {
237 if ( a != animation ) {
238 previous_animation = animation;
240 frametime = performance.now();
245 // draw this mob to screen position x/y
246 this.draw = function(x, y){
247 var f, a = info[animation];
248 var f, frame = ( performance.now() - frametime ) * a.frames / a.duration | 0;
250 // determine current animation frame
253 frame = frame % a.frames;
256 if ( frame >= a.frames ){
257 animation = previous_animation;
258 previous_animation = "";
259 frametime = performance.now();
265 frame = frame % (a.frames * 2 - 2);
266 if ( frame >= a.frames ){
267 frame = a.frames - frame % a.frames - 1;
272 f = a.frame[frame][direction];
274 canvas.drawImage(gfx[info.image], f[0], f[1], f[2], f[3],
279 // shortcut functions for specific animations
280 this.block = () => this.animate("block" );
281 this.cast = () => this.animate("cast" );
282 this.die = () => this.animate("die" );
283 this.hit = () => this.animate("hit" );
284 this.run = () => this.animate("run" );
285 this.shoot = () => this.animate("shoot" );
286 this.stance = () => this.animate("stance");
287 this.swing = () => this.animate("swing" );
290 function Npc(textdef){
291 this.info = gamedata.load(textdef);
292 const avatar = new Mob(this.info.gfx);
294 this.place = function(x, y) {
299 this.draw = function(x, y) {
305 function Hero(gender = "female", hair = "short"){
306 // Object for player character
307 // unique in single player
308 this.position = [0,0];
309 this.stats = gamedata.load("/engine/stats.txt");
310 const layers = gamedata.load("/engine/hero_layers.txt");
311 var direction = 0, animation = "stance";
312 hair = (gender == "female")?"long":hair;
314 // hero consists of multiple mobs, one for each clothing/item overlay
316 head : new Mob("/animations/avatar/"+gender+"/head_"+hair+".txt"),
317 chest: new Mob("/animations/avatar/"+gender+"/cloth_shirt.txt"),
318 hands: new Mob("/animations/avatar/"+gender+"/default_hands.txt"),
319 legs : new Mob("/animations/avatar/"+gender+"/cloth_pants.txt"),
320 feet : new Mob("/animations/avatar/"+gender+"/default_feet.txt"),
321 main : null, // main hand, e.g. melee weapon, magic weapon
322 off : null // off hand, e.g. shield, ranged weapon
325 // "dress" the player, i.e. assign clothing/item to limb
326 this.dress = function(limb, item) {
327 limbs[limb] = new Mob("/animations/avatar/"+gender+"/"+item+".txt")
328 limbs[limb].place(this.position[0], this.position[1]).direct(direction);
329 this.animate(animation);
333 // // Wrapper functions for Mob class // //
335 // place all mobs beloning to hero (when spawning, walking, teleporting, etc.)
336 this.place = function(x,y) {
337 this.position[0] = x, this.position[1] = y;
338 for (var limb in limbs) limbs[limb] && limbs[limb].place(x,y);
341 // change facing direction of hero (i.e. of all mobs)
342 this.direct = function(d) {
344 for (var limb in limbs) limbs[limb] && limbs[limb].direct(d);
347 // start animation cycle
348 this.animate = function(anim){
350 for (var limb in limbs) limbs[limb] && limbs[limb].animate(anim);
353 this.draw = function(x, y){
354 layers.layer[direction].forEach(limb => limbs[limb] && limbs[limb].draw(x, y));
358 // shortcuts for animation
359 this.block = () => this.animate("block" );
360 this.cast = () => this.animate("cast" );
361 this.die = () => this.animate("die" );
362 this.hit = () => this.animate("hit" );
363 this.run = () => this.animate("run" );
364 this.shoot = () => this.animate("shoot" );
365 this.stance = () => this.animate("stance");
366 this.swing = () => this.animate("swing" );
369 function Controls(hero, map){
370 // processes keyboard / touch / mouse
371 // causes according player actions
372 // single player only, conrol will be assigned to server in multi player
375 down: 83, altdown: 40,
376 left: 65, altleft: 37,
377 right: 68, altright: 39,
380 var col = map.info.layer.find(l => l.type == "collision").data;
382 window.addEventListener("keydown", e => keys[e.keyCode] = true );
383 window.addEventListener("keyup" , e => keys[e.keyCode] = false);
384 setInterval(() => input(), 33.33)
386 // cause player to walk, processes blocked terrain and player speed
387 // x/y are factors of speed and direction
388 // i.e. +/-1 for diagonal movement
389 // and +/-1.4 for horizontal/vertical movement
390 function translate(x, y){
391 var sx = map.info.header.tilewidth * hero.stats.speed / 33.33;
392 var sy = map.info.header.tileheight * hero.stats.speed / 33.33;
393 var dx = x * sx, hx = hero.position[0];
394 var dy = y * sy, hy = hero.position[1];
397 if (col[map.tileAt(hx + dx, hy + dy)] == 0 )
398 hero.place(hx + dx, hy + dy);
399 else if ( dy == 0 && col[map.tileAt(hx + dx / f, hy + sy / 1.5)] == 0 )
400 hero.place(hx + dx / f, hy + sy / 1.5);
401 else if ( dy == 0 && col[map.tileAt(hx + dx / f, hy - sy / 1.5)] == 0 )
402 hero.place(hx + dx / f, hy - sy / 1.5);
403 else if ( dx == 0 && col[map.tileAt(hx + sx / 1.5, hy + dy / f)] == 0 )
404 hero.place(hx + sx / 1.5, hy + dy / f);
405 else if ( dx == 0 && col[map.tileAt(hx - sx / 1.5, hy + dy / f)] == 0 )
406 hero.place(hx - sx / 1.5, hy + dy / f);
407 else player.stance();
409 map.center(hero.position[0], hero.position[1]);
412 // process input and decide on according action
414 // facing directions, indexed by OR of key press combinations
415 const dir = [ -1, 0, 4, -1, 2, 1, 3, 2, 6, 7, 5, 6, -1, 0, 4, -1 ];
416 // translation speed and direction, indexed by facing direction of movement
417 const trans = [ [-1.4,0], [-1,-1], [0,-1.4], [1,-1], [1.4,0], [1,1], [0,1.4], [-1,1] ];
420 // OR of direction key presses
421 k += (keys[kbdmap.left] || keys[kbdmap.altleft]) ? 1 : 0;
422 k += (keys[kbdmap.right] || keys[kbdmap.altright]) ? 2 : 0;
423 k += (keys[kbdmap.up] || keys[kbdmap.altup]) ? 4 : 0;
424 k += (keys[kbdmap.down] || keys[kbdmap.altdown]) ? 8 : 0;
427 hero.direct(dir[k]).run();
428 translate(trans[dir[k]][0], trans[dir[k]][1]);
429 } else hero.stance();
433 document.querySelector("body").setAttribute("style", "margin: 0; padding: 0;");
434 canvas = document.createElement("canvas").getContext("2d");
435 canvas.canvas.setAttribute("style", "display: block; border: 0; margin: 0; padding: 0;");
436 document.querySelector("body").appendChild(canvas.canvas);
438 canvas.canvas.width = window.innerWidth;
439 canvas.canvas.height = window.innerHeight;
440 window.addEventListener("resize", function(){
441 canvas.canvas.width = window.innerWidth;
442 canvas.canvas.height = window.innerHeight;
445 // player = new Mob("animations/enemies/zombie.txt"); player.stats = { speed: 3 };
447 map = new Map("/maps/arrival.txt");
448 player.place(map.xOf(map.info.header.hero_pos.split(',')[1] * 1 * map.info.header.width + map.info.header.hero_pos.split(',')[0] * 1),
449 map.yOf(map.info.header.hero_pos.split(',')[1] * 1 * map.info.header.width + map.info.header.hero_pos.split(',')[0] * 1));
450 player.direct(6).stance();
452 map.center(player.position[0], player.position[1]);
453 c = new Controls(player, map);
455 setInterval (() => map.draw([player]), 33.33 );