gfx[this.tileset.img].setAttribute("src", 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;
+ var posx = canvas.canvas.width / 2, posy = canvas.canvas.height / 2 - h * th/2;
+
+ canvas.fillStyle = "rgba("+this.info.header.background_color+")";
+
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;
+ nx = (y + th / 2) / th + (x - w * tw / 2) / tw |0;
+ ny = (y + th / 2) / th - (x - w * tw / 2) / tw |0;
+ return ny * w + nx;
}
- 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;
-
- posx = canvas.canvas.width / 2 - posx + w * tw / 2;
- posy = canvas.canvas.height / 2 - posy;
+ this.center = function(x, y) {
+ posx = canvas.canvas.width / 2 - x;
+ posy = canvas.canvas.height / 2 - y;
+ return this;
+ }
- canvas.fillStyle = "rgba("+this.info.header.background_color+")";
+ this.draw = function(mobs) {
+ var x, y, dx, dy, i;
+ var bg = this.info.layer.find(l => l.type == "background").data;
+ var ob = this.info.layer.find(l => l.type == "object").data;
+ var mm = [];
+ mobs.forEach(m => {
+ 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);
- }
- })
+ for ( y = 0; y < h; y++ ) for ( x = 0; x < w; x++ ) {
+ i = y * h + x;
+ dx = posx + (w + x - y) * tw /2;
+ dy = posy + (x + y) * th / 2;
+ this.draw_tile(bg[i], dx, dy);
+ this.draw_tile(ob[i], dx, dy);
+ if (mm[i]) mm[i].forEach(m => m.draw(dx, dy));
+ }
}
this.draw_tile = function(tile, x, y) {
- t = this.tileset.tile[tile], x = x|0, y = y|0;
+ var t = this.tileset.tile[tile];
+ var f = this.tileset.animation[tile];
- if (this.tileset.animation[tile]) {
- f = this.tileset.animation[tile];
+ if (t && f) {
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 {
+ } else if (t) {
canvas.drawImage(gfx[this.tileset.img], t[0], t[1], t[2], t[3],
x - t[4], y - t[5], t[2], t[3]);
}
this.place = function(x, y) { this.position = [x, y]; return this; }
this.direct = function(d) { this.direction = d % 8; return this; }
this.animate = function(a) {
- this.previous_animation = this.animation;
- this.animation = a;
- this.frametime = performance.now();
+ if ( a != this.animation ) {
+ this.previous_animation = this.animation;
+ this.animation = a;
+ this.frametime = performance.now();
+ }
return this;
}
- this.draw = function(){
+ this.draw = function(x, y){
var f, a = this.info[this.animation];
var frame = ( performance.now() - this.frametime ) * a.frames / a.duration | 0;
f = a.frame[frame][this.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],
+ x - f[4], y - f[5],
f[2], f[3]);
}
for (var limb in this.limbs) this.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){
+ gamedata["/engine/hero_layers.txt"].layer[this.direction].forEach(limb => this.limbs[limb].draw(x, y));
return this;
}
this.swing = function() { this.animate("swing" ); return this; };
}
+function Controls(hero, map){
+ var keys = [];
+
+ function input(){
+ var d = {};
+ d.l = keys[65] || keys[37]; d.r = keys[68] || keys[39];
+ d.u = keys[87] || keys[38]; d.d = keys[83] || keys[40];
+ if ( d.l ) hero.direct(0).run(); if ( d.r ) hero.direct(4).run();
+ if ( d.u ) hero.direct(2).run(); if ( d.d ) hero.direct(6).run();
+ if ( d.u && d.l ) hero.direct(1).run();
+ if ( d.u && d.r ) hero.direct(3).run();
+ if ( d.d && d.l ) hero.direct(7).run();
+ if ( d.d && d.r ) hero.direct(5).run();
+ if ( ! (d.l || d.r || d.u || d.d) ) hero.stance();
+ }
+ window.addEventListener("keydown", function(e){ keys[e.keyCode] = true ; input();} );
+ window.addEventListener("keyup" , function(e){ keys[e.keyCode] = false; input();} );
+}
+
document.querySelector("body").setAttribute("style", "margin: 0; padding: 0;");
canvas = document.createElement("canvas").getContext("2d");
canvas.canvas.setAttribute("style", "display: block; border: 0; margin: 0; padding: 0;");
canvas.canvas.height = window.innerHeight;
});
-player = new Hero().place(20 * 64 , 20 * 32).direct(5);
+player = new Hero();
map = new Map("/maps/arrival.txt");
+player.place(map.info.header.hero_pos.split(/,/)[0] * map.info.header.tilewidth,
+ map.info.header.hero_pos.split(/,/)[1] * map.info.header.tileheight);
+player.direct(5).stance();
+c = new Controls(player, map);
-setInterval (function() { map.draw(player.position[0], player.position[1], [player]) }, 33.33 );
-
+setInterval (function() { map.center(player.position[0], player.position[1]).draw([player]);}, 33.33 );