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);
17 function Textfile(txtfile) {
18 // fetch and parse gamedata file into structured object
19 var lines, fetch = new XMLHttpRequest();
20 fetch.open("GET", txtfile, false);
23 var line, key, value, ref = this, section;
24 for (line of fetch.responseText.split('\n')) switch(true) {
25 // section headers that always become array elements
26 case /^\[(npc|event|layer|dialog)\]$/.test(line):
27 section = line.split(/[\]\[]/)[1]; ref = {};
28 if (!this[section]) this[section] = [ref];
29 else if ( Array.isArray(this[section])) this[section].push(ref);
31 // general section headers (may or may not be unique)
32 case /^\[.*\]$/.test(line):
33 section = line.split(/[\]\[]/)[1]; ref = {};
34 if (!this[section]) this[section] = ref;
35 else if (!Array.isArray(this[section])) this[section] = [this[section],ref];
36 else if ( Array.isArray(this[section])) this[section].push(ref);
38 // frame definition from animation files
39 // frame=#frame,direction,srcX,srcY,width,height,dstX,dstY
40 case /^frame=[0-9]+,[0-7](,[0-9-]+){6}$/.test(line):
41 key = line.split(/[=,]/).slice(1,3); value = line.split(/,/).slice(-6);
42 if (!ref.frame) ref.frame = [];
43 if (!ref.frame[key[0]]) ref.frame[key[0]] = [];
44 ref.frame[key[0]][key[1]] = value.map(x => parseInt(x));
46 // order of gfx draw from engine/hero_layers.txt
47 // layer=direction,list,of,limbs,...
48 case /^layer=[0-9]+,/.test(line):
49 key = line.split(/[=,]/)[1]; value = line.split(/,/).slice(1);
50 if (!ref.layer) ref.layer = []; ref.layer[key] = value;
52 // empty data= line starting map data in map files
53 case /^data=$/.test(line):
57 case /^[0-9,]+,$/.test(line):
58 value = line.split(/,/).slice(0,-1);
59 ref.data = ref.data.concat(value);
61 // map data array (last line)
62 case /^[0-9,]+$/.test(line):
63 value = line.split(/,/);
64 ref.data = ref.data.concat(value);
65 ref.data = ref.data.map(x => parseInt(x));
67 // tile description from tiledef file
68 // tile=#tile,srcX,srcY,width,height,dstX,dstY
69 case /^tile=[0-9]+,/.test(line):
70 key = line.split(/[=,]/)[1]; value = line.split(/,/).slice(1);
71 if (!ref.tile) ref.tile = []; ref.tile[key] = value.map(x => parseInt(x));
73 // animated tile from tiledef file
74 // animation=#tile;(srcX,srcY,duration;)...
75 case /^animation=[0-9]+;.*;$/.test(line):
76 key = line.split(/[=;]/)[1]; value = line.split(/;/).slice(1,-1);
77 value = value.map(x => x.split(/,/));
78 value.forEach(x => x[2] = parseInt(x[2]));
79 if (!ref.animation) ref.animation = []; ref.animation[key] = value;
81 // frame duration from animation file (im millisec)
82 case /^duration=[0-9]+ms$/.test(line):
83 ref.duration = line.split(/=|ms$/)[1];
85 // frame duration from animation file (in whole seconds)
86 case /^duration=[0-9]+s$/.test(line):
87 ref.duration = line.split(/=|s$/)[1] * 1000;
90 case /^mapmod=.*$/.test(line):
91 ref.mapmod = line.split(/[=]/)[1].split(/[;]/).map( m => m.split(/[,]/).map( n => n * 1 ? n * 1 : n) );
93 // general array type, will not be aggregated
94 case /^[^#].*=.*,.*$/.test(line):
95 key = line.split(/[=]/)[0]; value = line.split(/[=]/)[1].split(/,/);
96 ref[key] = value.map(m => m * 1 ? m * 1 : m); // parse numerics
99 case /^[^#].*=.+$/.test(line):
100 key = line.split(/[=]/)[0];
101 value = line.split(/=/).slice(1).join("=");
102 value = value * 1 ? value * 1 : value; // try to parse as numeric
103 if (!ref[key]) ref[key] = value;
104 else if (!Array.isArray(ref[key])) ref[key] = [ref[key],value];
105 else if ( Array.isArray(ref[key])) ref[key].push(value);
110 function Map(textdef) {
111 // object for map operations (drawing coorinate transformation, etc.)
112 this.info = gamedata.load(textdef);
113 const tileset = gamedata.load(this.info.header.tileset);
114 const frametime = performance.now();
115 gfx.load(tileset.img);
117 const h = this.info.header.height, w = this.info.header.width;
118 const th = this.info.header.tileheight, tw = this.info.header.tilewidth;
119 var posx = canvas.canvas.width / 2, posy = canvas.canvas.height / 2 - h * th/2;
121 canvas.fillStyle = "rgba("+this.info.header.background_color+")";
123 // precalculated tile positions
124 // assign x/y coordinates to each tile index
125 // looks dumb but is faster than on the fly isometric calculations
126 const dx = [], dy = [];
127 for ( let y = 0; y < h; y++ ) for ( let x = 0; x < w; x++ ) {
128 dx[y * w + x] = (w + x - y) * tw / 2;
129 dy[y * w + x] = (x + y) * th / 2;
133 if (this.info.npc) for (let def of this.info.npc) {
134 let loc = def.location[1] * w + def.location[0];
135 npcs[loc] = new Npc(def.filename)
136 npcs[loc].place(dx[loc], dy[loc]);
137 this.info.layer.find(l => l.type == "collision").data[loc] = 1;
141 for (let ev of this.info.event) {
142 for (let x = ev.location[0]; x < ev.location[0] + ev.location[2]; x++)
143 for (let y = ev.location[1]; y < ev.location[1] + ev.location[3]; y++) {
145 if (!this.events[loc]) this.events[loc] = [];
146 this.events[loc].push(ev);
150 // tile index for pixel position on map
151 this.tileAt = function(x, y) {
152 var r = (y + th / 2) / th; var c = (x - w * tw /2) / tw;
153 var nx = r + c |0; var ny = r - c |0;
156 this.tileX = (x,y) => this.tileAt(x,y) % w;
157 this.tileY = (x,y) => this.tileAt(x,y) / w |0;
159 // vice versa the pixel coordinates of a given map tile
160 this.positionOf = (tl, ty = -1) => (~ty) ? [dx[ty * w + tl], dy[ty * w + tl]] : [ dx[tl], dy[tl] ];
161 this.xOf = (tl, ty = -1) => (~ty) ? dx[ty * w + tl] : dx[tl];
162 this.yOf = (tl, ty = -1) => (~ty) ? dy[ty * w + tl] : dy[tl];
164 // map pixel for given screen pixel
165 this.mapX = x => x - posx;
166 this.mapY = y => y - posy;
168 // center map to pixel position (by setting drawing offsets)
169 this.center = function(x, y) {
170 posx = canvas.canvas.width / 2 - x;
171 posy = canvas.canvas.height / 2 - y;
175 // draw the entire map, including all mobs
176 // mobs in an array of all heros, enemies, loot, npcs, etc.
177 this.draw = function(mobs) {
178 const bg = this.info.layer.find(l => l.type == "background").data;
179 const ob = this.info.layer.find(l => l.type == "object").data;
182 // mobs only have x/y pixel positions,
183 // to draw them in order with map tiles we set up
184 // an array with current tile positions of mobs
186 let i = this.tileAt(m.position[0], m.position[1]);
187 mm[i] = mobs.filter(m => i == this.tileAt(m.position[0], m.position[1]));
189 canvas.fillRect(0,0, canvas.canvas.width, canvas.canvas.height);
191 // draw background layer first
192 for ( i = 0; i < h * w; i++ ) draw_tile(bg[i], posx + dx[i], posy + dy[i]);
194 // draw object layer and mobs
195 for ( i = 0; i < h * w; i++ ) {
196 draw_tile(ob[i], posx + dx[i], posy + dy[i]);
197 if (mm[i]) mm[i].forEach(m => m.draw(posx + m.position[0], posy + m.position[1]));
198 if (npcs[i]) npcs[i].draw(posx + dx[i], posy + dy[i]);
202 // draw a single map tile at screen position x/y
203 // tile may be animated, if so defined in tiledef
204 function draw_tile(tile, x, y) {
205 const t = tileset.tile[tile];
206 const f = tileset.animation[tile];
210 frame = ((performance.now() - frametime) / f[0][2] |0) % f.length;
211 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)
212 canvas.drawImage(gfx[tileset.img], f[frame][0], f[frame][1], t[2], t[3],
213 x - t[4], y - t[5], t[2], t[3]);
215 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)
216 canvas.drawImage(gfx[tileset.img], t[0], t[1], t[2], t[3],
217 x - t[4], y - t[5], t[2], t[3]);
222 function Mob(textdef) {
223 // any mobile object, mostly for gfx representation
224 // may be hero, enemy, loot, npc, etc.
225 this.position = [0, 0];
226 const info = gamedata.load(textdef);
228 var animation = "stance";
229 var previous_animation = "";
230 var frametime = performance.now();
233 // some simplified npc files do not define animation frames
234 // render size and offset are given instead, and we
235 // assume, that we can just loop horizontally over the image
236 if (!info[animation].frame){
237 info[animation].frame = [];
238 let rs = info.render_size, ro = info.render_offset;
240 for (let i = 0; i < info[animation].frames; i++ )
241 info[animation].frame[i] = [[ i * rs[0], 0, rs[0], rs[1], ro[0], ro[1]]];
244 // place mob on x/y pixel coordinates
245 // e.g. when spawning, walking, etc.
246 this.place = function(x, y) {
247 this.position[0] = x, this.position[1] = y;
251 // change facing direction of mob
252 this.direct = function(d) { direction = d % 8; return this; }
254 // set animation cycle for drawing
255 // play_once animations will automatically fall back
256 // to previous loop after completion
257 this.animate = function(a) {
258 if ( a != animation ) {
259 previous_animation = animation;
261 frametime = performance.now();
266 // draw this mob to screen position x/y
267 this.draw = function(x, y){
268 var f, a = info[animation];
269 var f, frame = ( performance.now() - frametime ) * a.frames / a.duration | 0;
271 // determine current animation frame
274 frame = frame % a.frames;
277 if ( frame >= a.frames ){
278 animation = previous_animation;
279 previous_animation = "";
280 frametime = performance.now();
286 frame = frame % (a.frames * 2 - 2);
287 if ( frame >= a.frames ){
288 frame = a.frames - frame % a.frames - 1;
293 f = a.frame[frame][direction];
295 canvas.drawImage(gfx[info.image], f[0], f[1], f[2], f[3],
300 // shortcut functions for specific animations
301 this.block = () => this.animate("block" );
302 this.cast = () => this.animate("cast" );
303 this.die = () => this.animate("die" );
304 this.hit = () => this.animate("hit" );
305 this.run = () => this.animate("run" );
306 this.shoot = () => this.animate("shoot" );
307 this.stance = () => this.animate("stance");
308 this.swing = () => this.animate("swing" );
311 function Npc(textdef){
312 this.info = gamedata.load(textdef);
313 const avatar = new Mob(this.info.gfx);
315 this.place = function(x, y) {
320 this.draw = function(x, y) {
326 function Hero(gender = "female", hair = "short"){
327 // Object for player character
328 // unique in single player
329 this.position = [0,0];
330 this.stats = gamedata.load("/engine/stats.txt");
331 const layers = gamedata.load("/engine/hero_layers.txt");
332 var direction = 0, animation = "stance";
333 hair = (gender == "female")?"long":hair;
335 // hero consists of multiple mobs, one for each clothing/item overlay
337 head : new Mob("/animations/avatar/"+gender+"/head_"+hair+".txt"),
338 chest: new Mob("/animations/avatar/"+gender+"/cloth_shirt.txt"),
339 hands: new Mob("/animations/avatar/"+gender+"/default_hands.txt"),
340 legs : new Mob("/animations/avatar/"+gender+"/cloth_pants.txt"),
341 feet : new Mob("/animations/avatar/"+gender+"/default_feet.txt"),
342 main : null, // main hand, e.g. melee weapon, magic weapon
343 off : null // off hand, e.g. shield, ranged weapon
346 // "dress" the player, i.e. assign clothing/item to limb
347 this.dress = function(limb, item) {
348 limbs[limb] = new Mob("/animations/avatar/"+gender+"/"+item+".txt")
349 limbs[limb].place(this.position[0], this.position[1]).direct(direction);
350 this.animate(animation);
354 // // Wrapper functions for Mob class // //
356 // place all mobs beloning to hero (when spawning, walking, teleporting, etc.)
357 this.place = function(x,y) {
358 this.position[0] = x, this.position[1] = y;
359 for (var limb in limbs) limbs[limb] && limbs[limb].place(x,y);
362 // change facing direction of hero (i.e. of all mobs)
363 this.direct = function(d) {
365 for (var limb in limbs) limbs[limb] && limbs[limb].direct(d);
368 // start animation cycle
369 this.animate = function(anim){
371 for (var limb in limbs) limbs[limb] && limbs[limb].animate(anim);
374 this.draw = function(x, y){
375 layers.layer[direction].forEach(limb => limbs[limb] && limbs[limb].draw(x, y));
379 // shortcuts for animation
380 this.block = () => this.animate("block" );
381 this.cast = () => this.animate("cast" );
382 this.die = () => this.animate("die" );
383 this.hit = () => this.animate("hit" );
384 this.run = () => this.animate("run" );
385 this.shoot = () => this.animate("shoot" );
386 this.stance = () => this.animate("stance");
387 this.swing = () => this.animate("swing" );
390 function Controls(hero){
391 // processes keyboard / touch / mouse
392 // causes according player actions
393 // single player only, conrol will be assigned to server in multi player
396 down: 83, altdown: 40,
397 left: 65, altleft: 37,
398 right: 68, altright: 39,
400 var keys = [], click = [];
402 window.addEventListener("keydown", e => keys[e.keyCode] = true );
403 window.addEventListener("keyup" , e => keys[e.keyCode] = false);
404 window.addEventListener("click", m => click = [ map.mapX(m.clientX), map.mapY(m.clientY) ] );
405 setInterval(() => input(), 33.33)
407 // cause player to walk, processes blocked terrain and player speed
408 // x/y are factors of speed and direction
409 // i.e. +/-1 for diagonal movement
410 // and +/-1.4 for horizontal/vertical movement
411 function translate(x, y){
412 var sx = map.info.header.tilewidth * hero.stats.speed / 33.33;
413 var sy = map.info.header.tileheight * hero.stats.speed / 33.33;
414 var dx = x * sx, hx = hero.position[0];
415 var dy = y * sy, hy = hero.position[1];
417 const col = map.info.layer.find(l => l.type == "collision").data;
419 if (col[map.tileAt(hx + dx, hy + dy)] == 0 )
420 hero.place(hx + dx, hy + dy);
421 else if ( dy == 0 && col[map.tileAt(hx + dx / f, hy + sy / 1.5)] == 0 )
422 hero.place(hx + dx / f, hy + sy / 1.5);
423 else if ( dy == 0 && col[map.tileAt(hx + dx / f, hy - sy / 1.5)] == 0 )
424 hero.place(hx + dx / f, hy - sy / 1.5);
425 else if ( dx == 0 && col[map.tileAt(hx + sx / 1.5, hy + dy / f)] == 0 )
426 hero.place(hx + sx / 1.5, hy + dy / f);
427 else if ( dx == 0 && col[map.tileAt(hx - sx / 1.5, hy + dy / f)] == 0 )
428 hero.place(hx - sx / 1.5, hy + dy / f);
429 else player.stance();
431 map.center(hero.position[0], hero.position[1]);
432 events(hero.position[0], hero.position[1]);
435 // Process on_trigger events at pixel position x/y
436 function events(x, y) {
437 const i = map.tileAt(x,y); let ev, e, n;
439 // intramap (teleporters)
440 if ( ev = map.events[i].find(e => (e.activate == "on_trigger" && e.intramap)) ){
442 hero.place( map.xOf(ev[0], ev[1]), map.yOf(ev[0], ev[1]) );
443 map.center( map.xOf(ev[0], ev[1]), map.yOf(ev[0], ev[1]) );
445 // mapmod (e.g. opening doors, activating platforms, changing terrain, ...)
446 for (ev of map.events[i].filter(e => (e.activate == "on_trigger" && e.mapmod)) ){
447 for (ev of ev.mapmod)
448 map.info.layer.find(l => l.type == ev[0]).data[ev[2] * map.info.header.width + ev[1]] = ev[3];
450 // intermap (must be last because loading new map breaks further event search)
451 if ( ev = map.events[i].find(e => (e.activate == "on_trigger" && e.intermap)) ){
453 map = new Map(ev[0]);
454 hero.place( map.xOf(ev[1], ev[2]), map.yOf(ev[1], ev[2]) );
455 map.center( map.xOf(ev[1], ev[2]), map.yOf(ev[1], ev[2]) );
460 // process input and decide on according action
462 // facing directions, indexed by OR of key press combinations
463 const dir = [ -1, 0, 4, -1, 2, 1, 3, 2, 6, 7, 5, 6, -1, 0, 4, -1 ];
464 // translation speed and direction, indexed by facing direction of movement
465 const trans = [ [-1.4,0], [-1,-1], [0,-1.4], [1,-1], [1.4,0], [1,1], [0,1.4], [-1,1] ];
468 // OR of direction key presses
469 k += (keys[kbdmap.left] || keys[kbdmap.altleft]) ? 1 : 0;
470 k += (keys[kbdmap.right] || keys[kbdmap.altright]) ? 2 : 0;
471 k += (keys[kbdmap.up] || keys[kbdmap.altup]) ? 4 : 0;
472 k += (keys[kbdmap.down] || keys[kbdmap.altdown]) ? 8 : 0;
475 hero.direct(dir[k]).run();
476 translate(trans[dir[k]][0], trans[dir[k]][1]);
477 } else hero.stance();
480 let hx = map.tileX(hero.position[0], hero.position[1]);
481 let hy = map.tileY(hero.position[0], hero.position[1]);
482 let cx = map.tileX(click[0], click[1]);
483 let cy = map.tileY(click[0], click[1]);
484 if ( (cx == hx - 1 || cx == hx + 1 || cx == hx)
485 && (cy == hy - 1 || cy == hy + 1 || cy == hy))
486 events(click[0], click[1]);
492 document.querySelector("body").setAttribute("style", "margin: 0; padding: 0;");
493 canvas = document.createElement("canvas").getContext("2d");
494 canvas.canvas.setAttribute("style", "display: block; border: 0; margin: 0; padding: 0;");
495 document.querySelector("body").appendChild(canvas.canvas);
497 canvas.canvas.width = window.innerWidth;
498 canvas.canvas.height = window.innerHeight;
499 window.addEventListener("resize", function(){
500 canvas.canvas.width = window.innerWidth;
501 canvas.canvas.height = window.innerHeight;
504 // player = new Mob("animations/enemies/zombie.txt"); player.stats = { speed: 3 };
506 map = new Map("/maps/perdition_harbor.txt");
507 player.place(map.xOf(map.info.header.hero_pos[0], map.info.header.hero_pos[1]),
508 map.yOf(map.info.header.hero_pos[0], map.info.header.hero_pos[1]));
509 player.direct(6).stance();
511 map.center(player.position[0], player.position[1]);
512 c = new Controls(player);
514 setInterval (() => map.draw([player]), 33.33 );