-var gamedata = {};
-var gfx = {};
+var gamedata = {
+ // associative array for gamedata files
+ load: function(def) { return 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");
+ this[def].setAttribute("src", def);
+ }
+ return this[def];
+ }
+}
+
+// map object is global
+var map;
+
+// quest status
+var qstatus = {};
function Textfile(txtfile) {
+ // fetch and parse gamedata file into structured object
var lines, fetch = new XMLHttpRequest();
fetch.open("GET", txtfile, false);
fetch.send();
+ function merge(obj, file) {
+ for (each in file) {
+ if (Array.isArray(obj[each]) && Array.isArray(file[each])) obj[each] = [ ...obj[each], ...file[each] ];
+ else if (Array.isArray(obj[each])) obj[each] = [ ...obj[each], file[each] ];
+ else if (Array.isArray(file[each])) obj[each] = [ obj[each], ...file[each] ];
+ else if (each in obj) obj[each] = [ obj[each], file[each] ];
+ else obj[each] = file[each];
+ }
+ }
+
var line, key, value, ref = this, section;
for (line of fetch.responseText.split('\n')) switch(true) {
+ // INCLUDE file
+ case /^INCLUDE .+$/.test(line):
+ //console.log("Including: " + line.split(/ /)[1]);
+ merge(ref, new Textfile(line.split(/ /)[1]));
+ break;
+ // 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;
+ // Clear section on empty line
+ case /^ *$/.test(line):
+ ref = this;
+ break;
+ // frame definition from animation files
+ // frame=#frame,direction,srcX,srcY,width,height,dstX,dstY
case /^frame=[0-9]+,[0-7](,[0-9-]+){6}$/.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];
+ 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$/)[1] * 1000;
+ ref.duration = line.split(/=|s$/)[1] * 1000;
break;
- case /^[^#].*=[0-9]+$/.test(line):
- key = line.split(/[=]/)[0]; value = line.split(/=/).slice(1) * 1;
- if (!ref[key]) ref[key] = value;
- else if (!Array.isArray(ref[key])) ref[key] = [ref[key],value];
- else if ( Array.isArray(ref[key])) ref[key].push(value);
+ // mapmod events
+ case /^mapmod=.*$/.test(line):
+ ref.mapmod = line.split(/[=]/)[1].split(/[;]/).map( m => m.split(/[,]/).map( n => n * 1 ? n * 1 : n) );
+ break;
+ // status array used in events
+ case /^(requires_status|requires_not_status|set_status|unset_status)=.*$/.test(line):
+ key = line.split(/[=]/)[0]; value = line.split(/[=]/)[1];
+ ref[key] = value.split(/[,]/);
break;
+ // general array type, will not be aggregated
+ case /^[^#].*=.*,.*$/.test(line):
+ key = line.split(/[=]/)[0]; value = line.split(/[=]/)[1].split(/,/);
+ ref[key] = value.map(m => m * 1 ? m * 1 : m); // parse numerics
+ break;
+ // general key=value
case /^[^#].*=.+$/.test(line):
- key = line.split(/[=]/)[0]; value = line.split(/=/).slice(1).join("=");
+ key = line.split(/[=]/)[0];
+ value = line.split(/=/).slice(1).join("=");
+ value = value * 1 ? value * 1 : value; // try to parse as numeric
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);
}
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);
+ // 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();
+ gfx.load(tileset.img);
+
+ 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;
+
+ 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;
+ }
+
+ const npcs = [];
+ if (this.info.npc) for (let def of this.info.npc) {
+ let loc = def.location[1] * w + def.location[0];
+ npcs[loc] = new Npc(def.filename)
+ npcs[loc].place(dx[loc], dy[loc]);
+ this.info.layer.find(l => l.type == "collision").data[loc] = 1;
}
+ this.triggers = [];
+ for ( let ev of this.info.event.filter(e => e.activate == "on_trigger") ) {
+ for (let x = ev.location[0]; x < ev.location[0] + ev.location[2]; x++)
+ for (let y = ev.location[1]; y < ev.location[1] + ev.location[3]; y++) {
+ let loc = y * w + x;
+ if (!this.triggers[loc]) this.triggers[loc] = [];
+ this.triggers[loc].push(ev);
+ }
+ }
+
+ // tile index for pixel position on map
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;
+ 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.tileX = (x,y) => this.tileAt(x,y) % w;
+ this.tileY = (x,y) => this.tileAt(x,y) / w |0;
+
+ // vice versa the pixel coordinates of a given map tile
+ this.positionOf = (tl, ty = -1) => (~ty) ? [dx[ty * w + tl], dy[ty * w + tl]] : [ dx[tl], dy[tl] ];
+ this.xOf = (tl, ty = -1) => (~ty) ? dx[ty * w + tl] : dx[tl];
+ this.yOf = (tl, ty = -1) => (~ty) ? dy[ty * w + tl] : dy[tl];
+
+ // map pixel for given screen pixel
+ this.mapX = x => x - posx;
+ this.mapY = y => y - posy;
- 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;
+ // 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;
+ }
- posx = canvas.canvas.width / 2 - posx + w * tw / 2;
- posy = canvas.canvas.height / 2 - posy;
+ // draw the entire map, including all mobs
+ // mobs is 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 i, mm = [];
- canvas.fillStyle = "rgba("+this.info.header.background_color+")";
+ // 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]));
+ });
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);
- }
- })
+ // draw background layer first
+ for ( i = 0; i < h * w; i++ ) draw_tile(bg[i], posx + dx[i], posy + dy[i]);
+
+ // draw object layer and mobs
+ for ( i = 0; i < h * w; i++ ) {
+ 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]));
+ if (npcs[i]) npcs[i].draw(posx + dx[i], posy + dy[i]);
+ }
}
- this.draw_tile = function(tile, x, y) {
- t = this.tileset.tile[tile], x = x|0, y = y|0;
-
- if (this.tileset.animation[tile]) {
- f = this.tileset.animation[tile];
- 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 {
- canvas.drawImage(gfx[this.tileset.img], t[0], t[1], t[2], t[3],
- x - t[4], y - t[5], t[2], t[3]);
+ // 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];
+ x = x |0; y = y |0;
+
+ if (t && f) {
+ frame = ((performance.now() - frametime) / f[0][2] |0) % f.length;
+ if ( x + t[2] - t[4] > 0 && y + t[3] - t[5] > 0 && x - t[4] < canvas.canvas.width && y - t[5] < canvas.canvas.height)
+ 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) {
+ if ( x + t[2] - t[4] > 0 && y + t[3] - t[5] > 0 && x - t[4] < canvas.canvas.width && y - t[5] < canvas.canvas.height)
+ 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) {
- if (! gamedata[textdef]) gamedata[textdef] = new Textfile(textdef);
- this.info = gamedata[textdef];
- this.direction = 0;
+function Sprite(textdef) {
+ // sprite object, mostly for gfx representation
+ // may be hero, enemy, loot, npc, etc.
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);
+ const info = gamedata.load(textdef);
+ var direction = 0;
+ var animation = "stance";
+ var previous_animation = "";
+ var frametime = performance.now();
+ gfx.load(info.image)
+
+ // some simplified npc files do not define animation frames
+ // render size and offset are given instead, and we
+ // assume, that we can just loop horizontally over the image
+ if (!info[animation].frame){
+ info[animation].frame = [];
+ let rs = info.render_size, ro = info.render_offset;
+
+ for (let i = 0; i < info[animation].frames; i++ )
+ info[animation].frame[i] = [[ i * rs[0], 0, rs[0], rs[1], ro[0], ro[1]]];
}
- this.place = function(x, y) { this.position = [x, y]; return this; }
- this.direct = function(d) { this.direction = d % 8; return this; }
+ // place sprite 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 sprite
+ 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) {
- 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;
+ // draw this sprite 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;
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; };
+ // shortcut functions for specific animations
+ 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 Npc(textdef){
+ this.info = gamedata.load(textdef);
+ const avatar = new Sprite(this.info.gfx);
+
+ this.place = function(x, y) {
+ avatar.place(x,y);
+ return this;
+ }
+
+ this.draw = function(x, y) {
+ avatar.draw(x, y);
+ return this;
+ }
}
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"),
- 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"),
- 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")
+ // 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 sprites, one for each clothing/item overlay
+ var limbs = {
+ head : new Sprite("animations/avatar/"+gender+"/head_"+hair+".txt"),
+ chest: new Sprite("animations/avatar/"+gender+"/cloth_shirt.txt"),
+ hands: new Sprite("animations/avatar/"+gender+"/default_hands.txt"),
+ legs : new Sprite("animations/avatar/"+gender+"/cloth_pants.txt"),
+ feet : new Sprite("animations/avatar/"+gender+"/default_feet.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) {
- 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 Sprite("animations/avatar/"+gender+"/"+item+".txt")
+ limbs[limb].place(this.position[0], this.position[1]).direct(direction);
+ this.animate(animation);
return this;
}
+ // // Wrapper functions for Sprite class // //
+
+ // place all sprites beloning to hero (when spawning, walking, teleporting, etc.)
this.place = function(x,y) {
- this.position = [x,y];
- for (var limb in this.limbs) this.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;
}
+ // change facing direction of hero (i.e. of all sprites)
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] && limbs[limb].direct(d);
return this;
}
+ // start animation cycle
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] && 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] && 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; };
+ // shortcuts for animation
+ 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){
+ // 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,
+ left: 65, altleft: 37,
+ right: 68, altright: 39,
+ }
+ var keys = [], click = [];
+
+ loadevents();
+
+ window.addEventListener("keydown", e => keys[e.keyCode] = true );
+ window.addEventListener("keyup" , e => keys[e.keyCode] = false);
+ window.addEventListener("click", m => click = [ map.mapX(m.clientX), map.mapY(m.clientY) ] );
+ 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;
+ var dx = x * sx, hx = hero.position[0];
+ var dy = y * sy, hy = hero.position[1];
+ var f = 2.1;
+ const col = map.info.layer.find(l => l.type == "collision").data;
+
+ 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]);
+ triggers(hero.position[0], hero.position[1]);
+ }
+
+ // Process on_trigger events at pixel position x/y
+ function triggers(x, y) {
+ const i = map.tileAt(x,y);
+
+ if ( map.triggers[i] ) events (
+ map.triggers[i].filter( t => (!t.requires_status) ? true : t.requires_status.find(s => qstatus[s])
+ ).filter( t => (!t.requires_not_status) ? true : !t.requires_not_status.find(s => qstatus[s]) )
+ );
+ }
+
+ function loadevents() {
+ if ( map.info.event ) events(
+ map.info.event.filter( ev => ev.activate == "on_load"
+ ).filter( t => (!t.requires_status) ? true : t.requires_status.find(s => qstatus[s])
+ ).filter( t => (!t.requires_not_status) ? true : !t.requires_not_status.find(s => qstatus[s]) )
+ )
+ }
+
+ function events( events ) {
+ var ev, item;
+
+ for ( ev of events ) {
+ // game status modification
+ if ( ev.set_status ) for (item of ev.set_status) {
+ qstatus[item] = true;
+ }
+ if ( ev.unset_status ) for (item of ev.unset_status) {
+ qstatus[item] = false;
+ }
+ if ( item = ev.msg ) {
+ console.log(item);
+ }
+ // intramap (i.e. teleporters)
+ if ( item = ev.intramap ){
+ hero.place( map.xOf(item[0], item[1]), map.yOf(item[0], item[1]) );
+ map.center( map.xOf(item[0], item[1]), map.yOf(item[0], item[1]) );
+ }
+ // mapmod (e.g. opening doors, activating platforms, changing terrain, ...)
+ if ( ev.mapmod ) for (item of ev.mapmod) {
+ map.info.layer.find(l => l.type == item[0]).data[item[2] * map.info.header.width + item[1]] = item[3];
+ }
+ // intermap (i.e. enter new area)
+ if ( item = ev.intermap ){
+ map = new Map(item[0]);
+ hero.place( map.xOf(item[1], item[2]), map.yOf(item[1], item[2]) );
+ map.center( map.xOf(item[1], item[2]), map.yOf(item[1], item[2]) );
+ loadevents();
+ break; // further events would not be valid on new map
+ }
+ }
+ }
+
+ // 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;
+ 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();
+
+ if (click[0]) {
+ let hx = map.tileX(hero.position[0], hero.position[1]);
+ let hy = map.tileY(hero.position[0], hero.position[1]);
+ let cx = map.tileX(click[0], click[1]);
+ let cy = map.tileY(click[0], click[1]);
+ if ( (cx == hx - 1 || cx == hx + 1 || cx == hx)
+ && (cy == hy - 1 || cy == hy + 1 || cy == hy))
+ triggers(click[0], click[1]);
+ click = [];
+ }
+ }
}
document.querySelector("body").setAttribute("style", "margin: 0; padding: 0;");
canvas.canvas.height = window.innerHeight;
});
-player = new Hero().place(20 * 64 , 20 * 32).direct(5);
-map = new Map("/maps/arrival.txt");
+// player = new Sprite("animations/enemies/zombie.txt"); player.stats = { speed: 3 };
+player = new Hero();
+map = new Map("maps/perdition_harbor.txt");
+player.place(map.xOf(map.info.header.hero_pos[0], map.info.header.hero_pos[1]),
+ map.yOf(map.info.header.hero_pos[0], map.info.header.hero_pos[1]));
+player.direct(6).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);
+setInterval (() => map.draw([player]), 33.33 );