From bea100632b573bd6874818f46f20b7aa2dc2c108 Mon Sep 17 00:00:00 2001 From: =?utf8?q?Paul=20H=C3=A4nsch?= Date: Mon, 10 Feb 2020 22:08:58 +0100 Subject: [PATCH] asset load helpers, less public object data --- engine.js | 104 +++++++++++++++++++++++++++++------------------------- 1 file changed, 55 insertions(+), 49 deletions(-) diff --git a/engine.js b/engine.js index 456a882..46cb229 100644 --- 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; } -- 2.39.2