From d11b2e0a1de035ac7b8a9bb522aa8f0b7561eaa9 Mon Sep 17 00:00:00 2001 From: =?utf8?q?Paul=20H=C3=A4nsch?= Date: Wed, 12 Feb 2020 20:39:36 +0100 Subject: [PATCH] proper code commenting ;-) --- engine.js | 81 +++++++++++++++++++++++++++++++++++++++++++++++++++---- 1 file changed, 76 insertions(+), 5 deletions(-) diff --git a/engine.js b/engine.js index 8f5291a..4321640 100644 --- a/engine.js +++ b/engine.js @@ -1,7 +1,9 @@ var gamedata = { + // associative array for gamedata files load: def => this[def] ? this[def] : this[def] = new Textfile(def) } var gfx = { + // associative array for game graphics load: function(def) { if (!this[def]) { this[def] = document.createElement("img"); @@ -12,62 +14,85 @@ var gfx = { }; function Textfile(txtfile) { + // fetch and parse gamedata file into structured object 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) { + // section headers that always become array elements + case /^\[(npc|event|layer|dialog)\]$/.test(line): + section = line.split(/[\]\[]/)[1]; ref = {}; + if (!this[section]) this[section] = [ref]; + else if ( Array.isArray(this[section])) this[section].push(ref); + break; + // general section headers (may or may not be unique) case /^\[.*\]$/.test(line): section = line.split(/[\]\[]/)[1]; ref = {}; if (!this[section]) this[section] = ref; else if (!Array.isArray(this[section])) this[section] = [this[section],ref]; else if ( Array.isArray(this[section])) this[section].push(ref); break; + // frame definition from animation files + // frame=#frame,direction,srcX,srcY,width,height,dstX,dstY case /^frame=[0-9]+,[0-7](,[0-9-]+){6}$/.test(line): key = line.split(/[=,]/).slice(1,3); value = line.split(/,/).slice(-6); if (!ref.frame) ref.frame = []; if (!ref.frame[key[0]]) ref.frame[key[0]] = []; ref.frame[key[0]][key[1]] = value.map(x => parseInt(x)); break; + // order of gfx draw from engine/hero_layers.txt + // layer=direction,list,of,limbs,... case /^layer=[0-9]+,/.test(line): key = line.split(/[=,]/)[1]; value = line.split(/,/).slice(1); if (!ref.layer) ref.layer = []; ref.layer[key] = value; break; + // empty data= line starting map data in map files case /^data=$/.test(line): ref.data = []; break; + // map data array case /^[0-9,]+,$/.test(line): value = line.split(/,/).slice(0,-1); ref.data = ref.data.concat(value); break; + // map data array (last line) case /^[0-9,]+$/.test(line): value = line.split(/,/); ref.data = ref.data.concat(value); ref.data = ref.data.map(x => parseInt(x)); break; + // tile description from tiledef file + // tile=#tile,srcX,srcY,width,height,dstX,dstY case /^tile=[0-9]+,/.test(line): key = line.split(/[=,]/)[1]; value = line.split(/,/).slice(1); if (!ref.tile) ref.tile = []; ref.tile[key] = value.map(x => parseInt(x)); break; + // animated tile from tiledef file + // animation=#tile;(srcX,srcY,duration;)... case /^animation=[0-9]+;.*;$/.test(line): key = line.split(/[=;]/)[1]; value = line.split(/;/).slice(1,-1); value = value.map(x => x.split(/,/)); value.forEach(x => x[2] = parseInt(x[2])); if (!ref.animation) ref.animation = []; ref.animation[key] = value; break; + // frame duration from animation file (im millisec) case /^duration=[0-9]+ms$/.test(line): ref["duration"] = line.split(/=|ms$/)[1]; break; + // frame duration from animation file (in whole seconds) case /^duration=[0-9]+s$/.test(line): ref["duration"] = line.split(/=|s$/)[1] * 1000; break; + // general numeric value (key=#) case /^[^#].*=[0-9]+$/.test(line): key = line.split(/[=]/)[0]; value = line.split(/=/).slice(1) * 1; 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; + // general key=value (non-numeric or non-scalar) case /^[^#].*=.+$/.test(line): key = line.split(/[=]/)[0]; value = line.split(/=/).slice(1).join("="); if (!ref[key]) ref[key] = value; @@ -78,6 +103,7 @@ function Textfile(txtfile) { } function Map(textdef) { + // object for map operations (drawing coorinate transformation, etc.) this.info = gamedata.load(textdef); const tileset = gamedata.load(this.info.header.tileset); const frametime = performance.now(); @@ -87,31 +113,40 @@ function Map(textdef) { 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 + canvas.fillStyle = "rgba("+this.info.header.background_color+")"; + + // precalculated tile positions + // assign x/y coordinates to each tile index + // looks dumb but is faster than on the fly isometric calculations + const dx = [], dy = []; 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+")"; - + // tile index for pixel position on map this.tileAt = function(x, y) { 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; } + // center map to pixel position (by setting drawing offsets) this.center = function(x, y) { posx = canvas.canvas.width / 2 - x; posy = canvas.canvas.height / 2 - y; return this; } + // draw the entire map, including all mobs + // mobs in an array of all heros, enemies, loot, npcs, etc. this.draw = function(mobs) { 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 only have x/y pixel positions, to draw them in order with map tiles + // we set up an array with current tile positions of mobs mobs.forEach(m => { let i = this.tileAt(m.position[0], m.position[1]); mm[i] = mobs.filter(m => i == this.tileAt(m.position[0], m.position[1])); @@ -129,6 +164,8 @@ function Map(textdef) { } } + // draw a single map tile at screen position x/y + // tile may be animated, if so defined in tiledef function draw_tile(tile, x, y) { const t = tileset.tile[tile]; const f = tileset.animation[tile]; @@ -146,6 +183,8 @@ function Map(textdef) { } function Mob(textdef) { + // any mobile object, mostly for gfx representation + // may be hero, enemy, loot, npc, etc. this.position = [0, 0]; const info = gamedata.load(textdef); var direction = 0; @@ -154,11 +193,19 @@ function Mob(textdef) { var frametime = performance.now(); gfx.load(info.image) + // place mob on x/y pixel coordinates + // e.g. when spawning, walking, etc. this.place = function(x, y) { this.position[0] = x, this.position[1] = y; return this; } + + // change facing direction of mob this.direct = function(d) { direction = d % 8; return this; } + + // set animation cycle for drawing + // play_once animations will automatically fall back + // to previous loop after completion this.animate = function(a) { if ( a != animation ) { previous_animation = animation; @@ -168,10 +215,12 @@ function Mob(textdef) { return this; } + // draw this mob to screen position x/y this.draw = function(x, y){ var f, a = info[animation]; var f, frame = ( performance.now() - frametime ) * a.frames / a.duration | 0; + // determine current animation frame switch(a.type){ case "looped": frame = frame % a.frames; @@ -200,6 +249,7 @@ function Mob(textdef) { f[2], f[3]); } + // shortcut functions for specific animations this.block = () => this.animate("block" ); this.cast = () => this.animate("cast" ); this.die = () => this.animate("die" ); @@ -211,22 +261,26 @@ function Mob(textdef) { } function Hero(gender = "female", hair = "short"){ + // Object for player character + // unique in single player this.position = [0,0]; this.stats = gamedata.load("/engine/stats.txt"); const layers = gamedata.load("/engine/hero_layers.txt"); var direction = 0, animation = "stance"; hair = (gender == "female")?"long":hair; + // hero consists of multiple mobs, one for each clothing/item overlay var limbs = { head : new Mob("/animations/avatar/"+gender+"/head_"+hair+".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+"/cloth_pants.txt"), feet : new Mob("/animations/avatar/"+gender+"/default_feet.txt"), - main : null,// new Mob("/animations/avatar/"+gender+"/default_hands.txt"), - off : null // new Mob("/animations/avatar/"+gender+"/default_hands.txt") + main : null, // main hand, e.g. melee weapon, magic weapon + off : null // off hand, e.g. shield, ranged weapon } + // "dress" the player, i.e. assign clothing/item to limb this.dress = function(limb, item) { limbs[limb] = new Mob("/animations/avatar/"+gender+"/"+item+".txt") limbs[limb].place(this.position[0], this.position[1]).direct(direction); @@ -234,16 +288,21 @@ function Hero(gender = "female", hair = "short"){ return this; } + // // Wrapper functions for Mob class // // + + // place all mobs beloning to hero (when spawning, walking, teleporting, etc.) this.place = function(x,y) { this.position[0] = x, this.position[1] = y; for (var limb in limbs) limbs[limb] && limbs[limb].place(x,y); return this; } + // change facing direction of hero (i.e. of all mobs) this.direct = function(d) { direction = d; for (var limb in limbs) limbs[limb] && limbs[limb].direct(d); return this; } + // start animation cycle this.animate = function(anim){ animation = anim; for (var limb in limbs) limbs[limb] && limbs[limb].animate(anim); @@ -254,6 +313,7 @@ function Hero(gender = "female", hair = "short"){ return this; } + // shortcuts for animation this.block = () => this.animate("block" ); this.cast = () => this.animate("cast" ); this.die = () => this.animate("die" ); @@ -265,6 +325,9 @@ function Hero(gender = "female", hair = "short"){ } function Controls(hero, map){ + // processes keyboard / touch / mouse + // causes according player actions + // single player only, conrol will be assigned to server in multi player var kbdmap = { up: 87, altup: 38, down: 83, altdown: 40, @@ -278,6 +341,10 @@ function Controls(hero, map){ window.addEventListener("keyup" , e => keys[e.keyCode] = false); setInterval(() => input(), 33.33) + // cause player to walk, processes blocked terrain and player speed + // x/y are factors of speed and direction + // i.e. +/-1 for diagonal movement + // and +/-1.4 for horizontal/vertical movement 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; @@ -300,11 +367,15 @@ function Controls(hero, map){ map.center(hero.position[0], hero.position[1]); } + // process input and decide on according action function input(){ + // facing directions, indexed by OR of key press combinations const dir = [ -1, 0, 4, -1, 2, 1, 3, 2, 6, 7, 5, 6, -1, 0, 4, -1 ]; + // translation speed and direction, indexed by facing direction of movement 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; + // OR of direction key presses 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; -- 2.39.2