]> git.plutz.net Git - flarejs/blobdiff - engine.js
shortcut functions for animation and dressing
[flarejs] / engine.js
index 30c06f6868d454318a24d897d60dc29200a68cfe..5f2c2093db9aa760512c152ec46ea6e58f99d991 100644 (file)
--- a/engine.js
+++ b/engine.js
@@ -1,11 +1,58 @@
+var gamedata = {};
+var gfx = {};
+
+function Textfile(txtfile) {
+  var lines, fetch = new XMLHttpRequest();
+  fetch.open("GET", txtfile, false);
+  fetch.send();
+
+  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];
+      break;
+    case /^frame=[0-9]+,[0-7](,[0-9-]+){6}$/.test(line):
+      key = line.split(/[=,]/).slice(1,3);  value = line.split(/,/).slice(-6);
+      if (!ref.frame) ref.frame = [];
+      if (!ref.frame[key[0]]) ref.frame[key[0]] = [];
+      ref.frame[key[0]][key[1]] = value;
+      break;
+    case /^layer=[0-9]+,/.test(line):
+      key = line.split(/[=,]/)[1];  value = line.split(/,/).slice(1);
+      if (!ref.layer) ref.layer = [];
+      ref.layer[key] = value;
+      break;
+    case /^duration=[0-9]+ms$/.test(line):
+      ref["duration"] = parseInt(line.split(/=|ms$/)[1]);
+      break;
+    case /^duration=[0-9]+s$/.test(line):
+      ref["duration"] = parseInt(line.split(/=|s$/)[1]) * 1000;
+      break;
+    case /^[^#].*=.+$/.test(line):
+      key = line.split(/[=]/)[0];  value = line.split(/=/).slice(1).join("=");
+      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;
+  }
+}
+
 function Mob(textdef) {
+  if (! gamedata[textdef]) gamedata[textdef] = new Textfile(textdef); 
+  this.info = gamedata[textdef];
   this.direction = 0;
   this.position = [0, 0];
-  this.info = gamedata[textdef];
   this.animation = "stance";
   this.previous_animation = "";
   this.frametime = performance.now();
-  this.image = document.querySelector("img[src='"+ this.info.image +"']");
+  if (! gfx[this.info.image]) {
+    gfx[this.info.image] = document.createElement("img");
+    gfx[this.info.image].setAttribute("src", this.info.image);
+  }
 
   this.place = function(x, y) { this.position = [x, y]; return this; }
   this.direct = function(d) { this.direction = d % 8; return this; }
@@ -18,14 +65,14 @@ function Mob(textdef) {
 
   this.draw = function(){
     var f, a = this.info[this.animation];
-    var frame = ( performance.now() - this.frametime ) * a.frames.length / a.duration | 0;
+    var frame = ( performance.now() - this.frametime ) * a.frames / a.duration | 0;
 
     switch(a.type){
       case "looped":
-        frame = frame % a.frames.length;
+        frame = frame % a.frames;
         break;
       case "play_once":
-        if ( frame >= a.frames.length ){
+        if ( frame >= a.frames ){
           this.animation = this.previous_animation;
           this.previous_animation = "";
           this.frametime = performance.now();
@@ -34,47 +81,85 @@ function Mob(textdef) {
         }
         break;
       case "back_forth":
-        frame = frame % (a.frames.length * 2 - 2);
-        if ( frame >= a.frames.length ){
-         frame = a.frames.length - frame % a.frames.length - 1;
+        frame = frame % (a.frames * 2 - 2);
+        if ( frame >= a.frames ){
+         frame = a.frames - frame % a.frames - 1;
         }
         break;
       default: break;
     }
-    f = a.frames[frame][this.direction];
+    f = a.frame[frame][this.direction];
 
-    canvas.drawImage(this.image, f[0], f[1], f[2], f[3],
+    canvas.drawImage(gfx[this.info.image], f[0], f[1], f[2], f[3],
                      this.position[0] - f[4], this.position[1] - f[5],
                      f[2], f[3]);
-
-  // var fetch = new XMLHttpRequest();
-  // fetch.open("GET", textdef, false); fetch.send();
-  // this.description = fetch.responseText.split('\n');
   }
+
+  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; };
 }
 
-function Player(gender = "female", hair = "short"){
-  // this.head  = new Mob("/animations/avatar/"+gender+"/head_short.txt")
-  // this.chest = new Mob("/animations/avatar/"+gender+"/default_chest.txt")
-  // this.hands = new Mob("/animations/avatar/"+gender+"/default_hands.txt")
-  // this.legs  = new Mob("/animations/avatar/"+gender+"/default_legs.txt")
-  // this.feet  = new Mob("/animations/avatar/"+gender+"/default_feet.txt")
-  this.limbs = [
-    (gender == "female")?new Mob("/animations/avatar/female/head_long.txt"):new Mob("/animations/avatar/male/head_"+hair+".txt"),
-    new Mob("/animations/avatar/"+gender+"/default_chest.txt"),
-    new Mob("/animations/avatar/"+gender+"/default_hands.txt"),
-    new Mob("/animations/avatar/"+gender+"/default_legs.txt"),
-    new Mob("/animations/avatar/"+gender+"/default_feet.txt")
-  ]
+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"),
+    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"),
+    feet : new Mob("/animations/avatar/"+gender+"/default_feet.txt"),
+    main : new Mob("/animations/avatar/"+gender+"/dagger.txt"),
+    off  : new Mob("/animations/avatar/"+gender+"/shield.txt")
+  }
+
+  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);
+    return this;
+  }
+
+  this.place   = function(x,y) {
+    this.position = [x,y];
+    for (var limb in this.limbs) this.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);
+    return this;
+  }
+  this.animate = function(anim){
+    this.animation = anim;
+    for (var limb in this.limbs) this.limbs[limb].animate(anim);
+    return this;
+  }
+  this.draw    = function(){
+    gamedata["/engine/hero_layers.txt"].layer[this.direction].forEach(limb => this.limbs[limb].draw());
+    return this;
+  }
 
-  this.place   = function(x,y){ this.limbs.forEach(limb => limb.place(x,y));   return this; }
-  this.direct  = function(x,y){ this.limbs.forEach(limb => limb.direct(x,y));  return this; }
-  this.animate = function(x,y){ this.limbs.forEach(limb => limb.animate(x,y)); return this; }
-  this.draw    = function(x,y){ this.limbs.forEach(limb => 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; };
 }
 
 canvas = document.getElementById("view").getContext("2d");
-// player = new Mob("/animations/avatar/male/clothes.txt");
-player = new Player().place(240, 160).direct(5);
+player = new Hero().place(240, 160).direct(5);
 
-setInterval( function() { canvas.clearRect(0,0, 480, 320); player.draw(); }, 50);
+setInterval( function() { canvas.clearRect(0,0, 480, 320); player.draw(); }, 33.33);