]> git.plutz.net Git - flarejs/commitdiff
asset load helpers, less public object data
authorPaul Hänsch <paul@plutz.net>
Mon, 10 Feb 2020 21:08:58 +0000 (22:08 +0100)
committerPaul Hänsch <paul@plutz.net>
Mon, 10 Feb 2020 21:08:58 +0000 (22:08 +0100)
engine.js

index 456a882b811232f74adae720c98fe22c21dec047..46cb2299d7d5b3469c67fabcc2dbe175d72743bd 100644 (file)
--- a/engine.js
+++ b/engine.js
@@ -1,5 +1,19 @@
-var gamedata = {};
-var gfx = {};
+var gamedata = {
+  load: function(def) {
+    if (this[def]) return this[def];
+    else return this[def] = new Textfile(def);
+  }
+}
+var gfx = {
+  load: function(def) {
+    if (this[def]) return this[def];
+    else {
+      this[def] = document.createElement("img");
+      this[def].setAttribute("src", def);
+      return this[def];
+    }
+  }
+};
 
 function Textfile(txtfile) {
   var lines, fetch = new XMLHttpRequest();
@@ -69,14 +83,9 @@ function Textfile(txtfile) {
 
 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;
@@ -118,6 +127,7 @@ function Map(textdef) {
   }
 
   this.draw_tile = function(tile, x, y) {
+    x = x |0; y = y |0;
     var t = this.tileset.tile[tile];
     var f = this.tileset.animation[tile];
 
@@ -133,32 +143,28 @@ function Map(textdef) {
 }
 
 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) {
-    if ( a != this.animation ) {
-      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(x, y){
-    var f, a = this.info[this.animation];
-    var frame = ( performance.now() - this.frametime ) * a.frames / a.duration | 0;
+    var f, a = info[animation];
+    var frame = ( performance.now() - frametime ) * a.frames / a.duration | 0;
 
     switch(a.type){
       case "looped":
@@ -166,10 +172,10 @@ function Mob(textdef) {
         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;
@@ -181,9 +187,9 @@ function Mob(textdef) {
         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],
+    canvas.drawImage(gfx[info.image], f[0], f[1], f[2], f[3],
                      x - f[4], y - f[5],
                      f[2], f[3]);
   }
@@ -199,14 +205,14 @@ function Mob(textdef) {
 }
 
 function Hero(gender = "female", hair = "short"){
-  this.position = [0,0]; this.direction = 0;
-  this.hair = (gender == "female")?"long":hair;
-  this.animation = "stance";
+  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";
 
-  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"),
+  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"),
@@ -216,29 +222,29 @@ function Hero(gender = "female", hair = "short"){
   }
 
   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(x, y){
-    gamedata["/engine/hero_layers.txt"].layer[this.direction].forEach(limb => this.limbs[limb].draw(x, y));
+    layers.layer[direction].forEach(limb => limbs[limb].draw(x, y));
     return this;
   }