// associative array for gamedata files
load: function(def) { return this[def] ? this[def] : this[def] = new Textfile(def); }
}
+
var gfx = {
// associative array for game graphics
load: function(def) {
}
return this[def];
}
-};
+}
+
+// map object is global
var map;
+// quest status
+var qstatus = {};
+
function Textfile(txtfile) {
// fetch and parse gamedata file into structured object
var lines, fetch = new XMLHttpRequest();
case /^mapmod=.*$/.test(line):
ref.mapmod = line.split(/[=]/)[1].split(/[;]/).map( m => m.split(/[,]/).map( n => n * 1 ? n * 1 : n) );
break;
+ // status array used in events
+ case /^(requires_status|requires_not_status|set_status|unset_status)=.*$/.test(line):
+ key = line.split(/[=]/)[0]; value = line.split(/[=]/)[1];
+ ref[key] = value.split(/[,]/);
+ break;
// general array type, will not be aggregated
case /^[^#].*=.*,.*$/.test(line):
key = line.split(/[=]/)[0]; value = line.split(/[=]/)[1].split(/,/);
this.info.layer.find(l => l.type == "collision").data[loc] = 1;
}
- this.events = [];
- for (let ev of this.info.event) {
+ this.triggers = [];
+ for ( let ev of this.info.event.filter(e => e.activate == "on_trigger") ) {
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);
+ if (!this.triggers[loc]) this.triggers[loc] = [];
+ this.triggers[loc].push(ev);
}
}
var nx = r + c |0; var ny = r - c |0;
return ny * w + nx;
}
+ this.tileX = (x,y) => this.tileAt(x,y) % w;
+ this.tileY = (x,y) => this.tileAt(x,y) / w |0;
// 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];
+ // map pixel for given screen pixel
+ this.mapX = x => x - posx;
+ this.mapY = y => y - posy;
+
// center map to pixel position (by setting drawing offsets)
this.center = function(x, y) {
posx = canvas.canvas.width / 2 - x;
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
// 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]);
left: 65, altleft: 37,
right: 68, altright: 39,
}
- var keys = [];
+ var keys = [], click = [];
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) ] );
setInterval(() => input(), 33.33)
// cause player to walk, processes blocked terrain and player speed
else player.stance();
map.center(hero.position[0], hero.position[1]);
- events(hero.position[0], hero.position[1]);
+ triggers(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]) );
+ // 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]) )
+ ) {
+ // game status modification
+ if ( trigger.set_status ) for (item of trigger.set_status) {
+ qstatus[item] = true;
+ }
+ if ( trigger.unset_status ) for (item of trigger.unset_status) {
+ qstatus[item] = false;
+ }
+ if ( item = trigger.msg ) {
+ console.log(item);
+ }
+ // intramap (i.e. teleporters)
+ if ( item = trigger.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, ...)
- 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];
+ if ( trigger.mapmod ) for (item of trigger.mapmod) {
+ map.info.layer.find(l => l.type == item[0]).data[item[2] * map.info.header.width + item[1]] = item[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]) );
+ // intermap (i.e. enter new area)
+ if ( item = trigger.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]) );
+ break; // further events would not be valid on new map
}
}
}
hero.direct(dir[k]).run();
translate(trans[dir[k]][0], trans[dir[k]][1]);
} else hero.stance();
+
+ if (click[0]) {
+ let hx = map.tileX(hero.position[0], hero.position[1]);
+ let hy = map.tileY(hero.position[0], hero.position[1]);
+ let cx = map.tileX(click[0], click[1]);
+ let cy = map.tileY(click[0], click[1]);
+ if ( (cx == hx - 1 || cx == hx + 1 || cx == hx)
+ && (cy == hy - 1 || cy == hy + 1 || cy == hy))
+ triggers(click[0], click[1]);
+ click = [];
+ }
}
}