-var gamedata = {};
-var gfx = {};
+var gamedata = {
+ load: def => this[def] ? this[def] : this[def] = new Textfile(def)
+}
+var gfx = {
+ load: function(def) {
+ if (!this[def]) {
+ this[def] = document.createElement("img");
+ this[def].setAttribute("src", def);
+ }
+ return this[def];
+ }
+};
function Textfile(txtfile) {
var lines, fetch = new XMLHttpRequest();
function Map(textdef) {
this.frametime = performance.now();
- if (gamedata[textdef]) this.info = gamedata[textdef];
- else gamedata[textdef] = this.info = new Textfile(textdef);
- if (gamedata[this.info.header.tileset]) this.tileset = gamedata[this.info.header.tileset];
- else gamedata[this.info.header.tileset] = this.tileset = new Textfile(this.info.header.tileset);
- if (! gfx[this.tileset.img]) {
- gfx[this.tileset.img] = document.createElement("img");
- gfx[this.tileset.img].setAttribute("src", this.tileset.img);
- }
+ this.info = gamedata.load(textdef);
+ this.tileset = gamedata.load(this.info.header.tileset);
+ gfx.load(this.tileset.img);
+
+ var h = this.info.header.height, w = this.info.header.width;
+ var th = this.info.header.tileheight, tw = this.info.header.tilewidth;
+ var posx = canvas.canvas.width / 2, posy = canvas.canvas.height / 2 - h * th/2;
+
+ canvas.fillStyle = "rgba("+this.info.header.background_color+")";
this.tileAt = function(x, y) {
- nx = y / this.info.header.tileheight + x / this.info.header.tilewidth |0;
- ny = y / this.info.header.tileheight - x / this.info.header.tilewidth |0;
- return ny * this.info.header.width + nx;
+ nx = (y + th / 2) / th + (x - w * tw / 2) / tw |0;
+ ny = (y + th / 2) / th - (x - w * tw / 2) / tw |0;
+ return ny * w + nx;
}
- this.draw = function(posx, posy, mobs) {
- var x, y, i, layer;
- var h = this.info.header.height;
- var w = this.info.header.width;
- var th = this.info.header.tileheight;
- var tw = this.info.header.tilewidth;
-
- posx = canvas.canvas.width / 2 - posx + w * tw / 2;
- posy = canvas.canvas.height / 2 - posy;
+ this.center = function(x, y) {
+ posx = canvas.canvas.width / 2 - x;
+ posy = canvas.canvas.height / 2 - y;
+ return this;
+ }
- canvas.fillStyle = "rgba("+this.info.header.background_color+")";
+ 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 = [];
+ mobs.forEach(m => {
+ 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);
- [ this.info.layer[0].data, this.info.layer[1].data ].forEach(layer => {
- for (y = 0; y < 2 * h - 1; y++ )
- if ( y < h ) for ( x = 0; x <= y; x++ ){
- i = (y - x) * w + x;
- if (layer[i]) this.draw_tile( layer[i],
- posx - (y / 2 - x) * tw,
- posy + y / 2 * th);
- } else for ( x = 0; x < 2 * h - y - 1; x++ ){
- i = (w - x - 2) * h + x + y + 1;
- if (layer[i]) this.draw_tile( layer[i],
- posx - (h - 1 - x - y / 2) * tw,
- posy + y / 2 * th);
- }
- })
+ 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);
+ }
+ 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(ob[i], dx, dy);
+ if (mm[i]) mm[i].forEach(m => m.draw(m.position[0] + posx, m.position[1] + posy));
+ }
}
this.draw_tile = function(tile, x, y) {
- t = this.tileset.tile[tile], x = x|0, y = y|0;
+ x = x |0; y = y |0;
+ var t = this.tileset.tile[tile];
+ var f = this.tileset.animation[tile];
- if (this.tileset.animation[tile]) {
- 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]);
- } else {
+ } 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]);
}
}
function Mob(textdef) {
- if (! gamedata[textdef]) gamedata[textdef] = new Textfile(textdef);
- this.info = gamedata[textdef];
- this.direction = 0;
this.position = [0, 0];
- this.animation = "stance";
- this.previous_animation = "";
- this.frametime = performance.now();
- if (! gfx[this.info.image]) {
- gfx[this.info.image] = document.createElement("img");
- gfx[this.info.image].setAttribute("src", this.info.image);
- }
+ var 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.direct = function(d) { this.direction = d % 8; return this; }
+ this.direct = function(d) { direction = d % 8; return this; }
this.animate = function(a) {
- this.previous_animation = this.animation;
- this.animation = a;
- this.frametime = performance.now();
+ if ( a != animation ) {
+ previous_animation = animation;
+ animation = a;
+ frametime = performance.now();
+ }
return this;
}
- this.draw = function(){
- var f, a = this.info[this.animation];
- var frame = ( performance.now() - this.frametime ) * a.frames / a.duration | 0;
+ this.draw = function(x, y){
+ var f, a = info[animation];
+ var frame = ( performance.now() - frametime ) * a.frames / a.duration | 0;
switch(a.type){
case "looped":
break;
case "play_once":
if ( frame >= a.frames ){
- this.animation = this.previous_animation;
- this.previous_animation = "";
- this.frametime = performance.now();
- a = this.info[this.animation];
+ animation = previous_animation;
+ previous_animation = "";
+ frametime = performance.now();
+ a = info[animation];
frame = 0;
}
break;
break;
default: break;
}
- f = a.frame[frame][this.direction];
+ f = a.frame[frame][direction];
- canvas.drawImage(gfx[this.info.image], f[0], f[1], f[2], f[3],
- this.position[0] - f[4], this.position[1] - f[5],
+ canvas.drawImage(gfx[info.image], f[0], f[1], f[2], f[3],
+ x - f[4], y - f[5],
f[2], f[3]);
}
- 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; };
+ this.block = () => this.animate("block" );
+ this.cast = () => this.animate("cast" );
+ this.die = () => this.animate("die" );
+ this.hit = () => this.animate("hit" );
+ this.run = () => this.animate("run" );
+ this.shoot = () => this.animate("shoot" );
+ this.stance = () => this.animate("stance");
+ this.swing = () => this.animate("swing" );
}
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"),
+ 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;
+ var direction = 0, animation = "stance";
+
+ limbs = {
+ head : new Mob("/animations/avatar/"+gender+"/head_"+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"),
}
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);
+ limbs[limb] = new Mob("/animations/avatar/"+gender+"/"+item+".txt")
+ limbs[limb].place(this.position[0], this.position[1]).direct(direction);
+ this.animate(animation);
return this;
}
this.place = function(x,y) {
this.position = [x,y];
- for (var limb in this.limbs) this.limbs[limb].place(x,y);
+ for (var limb in limbs) 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);
+ direction = d;
+ for (var limb in limbs) limbs[limb].direct(d);
return this;
}
this.animate = function(anim){
- this.animation = anim;
- for (var limb in this.limbs) this.limbs[limb].animate(anim);
+ animation = anim;
+ for (var limb in limbs) limbs[limb].animate(anim);
return this;
}
- this.draw = function(){
- gamedata["/engine/hero_layers.txt"].layer[this.direction].forEach(limb => this.limbs[limb].draw());
+ this.draw = function(x, y){
+ layers.layer[direction].forEach(limb => limbs[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; };
+ this.block = () => this.animate("block" );
+ this.cast = () => this.animate("cast" );
+ this.die = () => this.animate("die" );
+ this.hit = () => this.animate("hit" );
+ this.run = () => this.animate("run" );
+ this.shoot = () => this.animate("shoot" );
+ this.stance = () => this.animate("stance");
+ this.swing = () => this.animate("swing" );
+}
+
+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(){
+ 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();
+ }
}
document.querySelector("body").setAttribute("style", "margin: 0; padding: 0;");
canvas.canvas.height = window.innerHeight;
});
-player = new Hero().place(20 * 64 , 20 * 32).direct(5);
+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();
-setInterval (function() { map.draw(player.position[0], player.position[1], [player]) }, 33.33 );
+map.center(player.position[0], player.position[1]);
+c = new Controls(player, map);
+setInterval (() => map.draw([player]), 16.66 );