}
function Map(textdef) {
- this.frametime = performance.now();
this.info = gamedata.load(textdef);
- this.tileset = gamedata.load(this.info.header.tileset);
- gfx.load(this.tileset.img);
+ const tileset = gamedata.load(this.info.header.tileset);
+ const frametime = performance.now();
+ gfx.load(tileset.img);
- var h = this.info.header.height, w = this.info.header.width;
- var th = this.info.header.tileheight, tw = this.info.header.tilewidth;
+ const h = this.info.header.height, w = this.info.header.width;
+ const th = this.info.header.tileheight, tw = this.info.header.tilewidth;
var posx = canvas.canvas.width / 2, posy = canvas.canvas.height / 2 - h * th/2;
+ const dx = [], dy = []; // precalculated tile positions
+ for ( let y = 0; y < h; y++ ) for ( let x = 0; x < w; x++ ) {
+ dx[y * w + x] = (w + x - y) * tw / 2;
+ dy[y * w + x] = (x + y) * 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;
+ var r = (y + th / 2) / th; var c = (x - w * tw /2) / tw;
+ var nx = r + c |0; var ny = r - c |0;
return ny * w + nx;
}
}
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 = [];
+ const bg = this.info.layer.find(l => l.type == "background").data;
+ const ob = this.info.layer.find(l => l.type == "object").data;
+ var x, y, i, mm = [];
+
mobs.forEach(m => {
- i = this.tileAt(m.position[0], m.position[1]);
+ let 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);
- this.draw_tile(ob[i], dx, dy);
- if (mm[i]) mm[i].forEach(m => m.draw(dx, dy));
+ draw_tile(bg[i], posx + dx[i], posy + dy[i]);
+ }
+ for ( y = 0; y < h; y++ ) for ( x = 0; x < w; x++ ) {
+ i = y * h + x;
+ 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]));
}
}
- this.draw_tile = function(tile, x, y) {
+ function draw_tile(tile, x, y) {
+ const t = tileset.tile[tile];
+ const f = tileset.animation[tile];
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]);
+ frame = ((performance.now() - frametime) / f[0][2] |0) % f.length;
+ canvas.drawImage(gfx[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]);
+ canvas.drawImage(gfx[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);
+ const 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.place = function(x, y) {
+ this.position[0] = x, this.position[1] = y;
+ return this;
+ }
this.direct = function(d) { direction = d % 8; return this; }
this.animate = function(a) {
if ( a != animation ) {
this.draw = function(x, y){
var f, a = info[animation];
- var frame = ( performance.now() - frametime ) * a.frames / a.duration | 0;
+ var f, frame = ( performance.now() - frametime ) * a.frames / a.duration | 0;
switch(a.type){
case "looped":
function Hero(gender = "female", hair = "short"){
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;
+ const layers = gamedata.load("/engine/hero_layers.txt");
var direction = 0, animation = "stance";
+ hair = (gender == "female")?"long":hair;
- limbs = {
+ var limbs = {
head : new Mob("/animations/avatar/"+gender+"/head_"+hair+".txt"),
- chest: new Mob("/animations/avatar/"+gender+"/default_chest.txt"),
+ chest: new Mob("/animations/avatar/"+gender+"/cloth_shirt.txt"),
hands: new Mob("/animations/avatar/"+gender+"/default_hands.txt"),
- legs : new Mob("/animations/avatar/"+gender+"/default_legs.txt"),
+ legs : new Mob("/animations/avatar/"+gender+"/cloth_pants.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")
+ main : null,// new Mob("/animations/avatar/"+gender+"/default_hands.txt"),
+ off : null // new Mob("/animations/avatar/"+gender+"/default_hands.txt")
}
this.dress = function(limb, item) {
}
this.place = function(x,y) {
- this.position = [x,y];
- for (var limb in limbs) limbs[limb].place(x,y);
+ this.position[0] = x, this.position[1] = y;
+ for (var limb in limbs) limbs[limb] && limbs[limb].place(x,y);
return this;
}
this.direct = function(d) {
direction = d;
- for (var limb in limbs) limbs[limb].direct(d);
+ for (var limb in limbs) limbs[limb] && limbs[limb].direct(d);
return this;
}
this.animate = function(anim){
animation = anim;
- for (var limb in limbs) limbs[limb].animate(anim);
+ for (var limb in limbs) limbs[limb] && limbs[limb].animate(anim);
return this;
}
this.draw = function(x, y){
- layers.layer[direction].forEach(limb => limbs[limb].draw(x, y));
+ layers.layer[direction].forEach(limb => limbs[limb] && limbs[limb].draw(x, y));
return this;
}
}
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(){
- var d = {};
- d.l = keys[65] || keys[37]; d.r = keys[68] || keys[39];
- d.u = keys[87] || keys[38]; d.d = keys[83] || keys[40];
- if ( d.l ) hero.direct(0).run(); if ( d.r ) hero.direct(4).run();
- if ( d.u ) hero.direct(2).run(); if ( d.d ) hero.direct(6).run();
- if ( d.u && d.l ) hero.direct(1).run();
- if ( d.u && d.r ) hero.direct(3).run();
- if ( d.d && d.l ) hero.direct(7).run();
- if ( d.d && d.r ) hero.direct(5).run();
- if ( ! (d.l || d.r || d.u || d.d) ) hero.stance();
+ 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();
}
- window.addEventListener("keydown", function(e){ keys[e.keyCode] = true ; input();} );
- window.addEventListener("keyup" , function(e){ keys[e.keyCode] = false; input();} );
}
document.querySelector("body").setAttribute("style", "margin: 0; padding: 0;");
canvas.canvas.height = window.innerHeight;
});
+// player = new Mob("animations/enemies/zombie.txt"); player.stats = { speed: 3 };
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() { map.center(player.position[0], player.position[1]).draw([player]);}, 33.33 );
+setInterval (() => map.draw([player]), 33.33 );