var gamedata = {
// associative array for gamedata files
- load: def => this[def] ? this[def] : this[def] = new Textfile(def)
+ load: function(def) { return this[def] ? this[def] : this[def] = new Textfile(def); }
}
+
var gfx = {
// associative array for game graphics
load: function(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
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;
+ // 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 (non-numeric or non-scalar)
+ // 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);
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) {
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;
// center map to pixel position (by setting drawing offsets)
this.center = function(x, y) {
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 = [];
+ var 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 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);
- for ( y = 0; y < h; y++ ) for ( x = 0; x < w; x++ ) {
- i = y * h + x;
- draw_tile(bg[i], posx + dx[i], posy + dy[i]);
- }
- for ( y = 0; y < h; y++ ) for ( x = 0; x < w; x++ ) {
- i = y * h + x;
+ // 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]);
}
}
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]);
}
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]]];
+ }
+
// place mob on x/y pixel coordinates
// e.g. when spawning, walking, etc.
this.place = function(x, y) {
this.swing = () => this.animate("swing" );
}
+function Npc(textdef){
+ this.info = gamedata.load(textdef);
+ const avatar = new Mob(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"){
// Object for player character
// unique in single player
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 = [];
+
+ 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
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]);
+ 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
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 = [];
+ }
}
}
// player = new Mob("animations/enemies/zombie.txt"); player.stats = { speed: 3 };
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();
+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 );