return this[def];
}
};
+var map;
function Textfile(txtfile) {
// fetch and parse gamedata file into structured object
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;
- // general numeric value (key=#)
- case /^[^#].*=[0-9]+$/.test(line):
- key = line.split(/[=]/)[0]; value = line.split(/=/).slice(1) * 1;
- if (!ref[key]) ref[key] = value;
- else if (!Array.isArray(ref[key])) ref[key] = [ref[key],value];
- else if ( Array.isArray(ref[key])) ref[key].push(value);
+ // mapmod events
+ case /^mapmod=.*$/.test(line):
+ ref.mapmod = line.split(/[=]/)[1].split(/[;]/).map( m => m.split(/[,]/).map( n => n * 1 ? n * 1 : n) );
break;
- // general key=value (non-numeric or non-scalar)
+ // 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);
}
const npcs = [];
- for (let def of this.info.npc) {
- let npc = new Npc(def.filename)
- let loc = def.location.split(',')[1] * 1 * w + def.location.split(',')[0] * 1;
- npc.place(dx[loc], dy[loc]);
- npcs[loc] = npc;
+ 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.events = [];
+ for (let ev of this.info.event) {
+ 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.events[loc]) this.events[loc] = [];
+ this.events[loc].push(ev);
+ }
+ }
+
// 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;
}
+ 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 = tile => [dx[tile], dy[tile]];
- this.xOf = tile => dx[tile];
- this.yOf = tile => dy[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;
// center map to pixel position (by setting drawing offsets)
this.center = function(x, y) {
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]);
}
// assume, that we can just loop horizontally over the image
if (!info[animation].frame){
info[animation].frame = [];
- let rs = info.render_size.split(/,/); rs = [ rs[0] * 1, rs[1] * 1 ];
- let ro = info.render_offset.split(/,/); ro = [ ro[0] * 1, ro[1] * 1 ];
+ 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.swing = () => this.animate("swing" );
}
-function Controls(hero, map){
+function Controls(hero){
// processes keyboard / touch / mouse
// causes according player actions
// single player only, conrol will be assigned to server in multi player
left: 65, altleft: 37,
right: 68, altright: 39,
}
- var keys = [];
- var col = map.info.layer.find(l => l.type == "collision").data;
+ var keys = [], click = [];
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
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 player.stance();
map.center(hero.position[0], hero.position[1]);
+ events(hero.position[0], hero.position[1]);
+ }
+
+ // Process on_trigger events at pixel position x/y
+ function events(x, y) {
+ const i = map.tileAt(x,y); let ev, e, n;
+ if (map.events[i]) {
+ // intramap (teleporters)
+ if ( ev = map.events[i].find(e => (e.activate == "on_trigger" && e.intramap)) ){
+ ev = ev.intramap;
+ hero.place( map.xOf(ev[0], ev[1]), map.yOf(ev[0], ev[1]) );
+ map.center( map.xOf(ev[0], ev[1]), map.yOf(ev[0], ev[1]) );
+ }
+ // mapmod (e.g. opening doors, activating platforms, changing terrain, ...)
+ for (ev of map.events[i].filter(e => (e.activate == "on_trigger" && e.mapmod)) ){
+ for (ev of ev.mapmod)
+ map.info.layer.find(l => l.type == ev[0]).data[ev[2] * map.info.header.width + ev[1]] = ev[3];
+ }
+ // intermap (must be last because loading new map breaks further event search)
+ if ( ev = map.events[i].find(e => (e.activate == "on_trigger" && e.intermap)) ){
+ ev = ev.intermap;
+ map = new Map(ev[0]);
+ hero.place( map.xOf(ev[1], ev[2]), map.yOf(ev[1], ev[2]) );
+ map.center( map.xOf(ev[1], ev[2]), map.yOf(ev[1], ev[2]) );
+ }
+ }
}
// process input and decide on according action
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))
+ events(click[0], click[1]);
+ click = [];
+ }
}
}
// player = new Mob("animations/enemies/zombie.txt"); player.stats = { speed: 3 };
player = new Hero();
-map = new Map("/maps/arrival.txt");
-player.place(map.xOf(map.info.header.hero_pos.split(',')[1] * 1 * map.info.header.width + map.info.header.hero_pos.split(',')[0] * 1),
- map.yOf(map.info.header.hero_pos.split(',')[1] * 1 * map.info.header.width + map.info.header.hero_pos.split(',')[0] * 1));
+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();
map.center(player.position[0], player.position[1]);
-c = new Controls(player, map);
+c = new Controls(player);
setInterval (() => map.draw([player]), 33.33 );