X-Git-Url: https://git.plutz.net/?a=blobdiff_plain;f=engine.js;h=0390d83372bb31f1000026bda84813bc6e5a68b9;hb=HEAD;hp=4321640070c6e70e4271365758fa6ef0d4e2d9b4;hpb=d11b2e0a1de035ac7b8a9bb522aa8f0b7561eaa9;p=flarejs diff --git a/engine.js b/engine.js index 4321640..0390d83 100644 --- a/engine.js +++ b/engine.js @@ -1,7 +1,8 @@ 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) { @@ -11,7 +12,13 @@ var gfx = { } return this[def]; } -}; +} + +// map object is global +var map; + +// quest status +var qstatus = {}; function Textfile(txtfile) { // fetch and parse gamedata file into structured object @@ -19,8 +26,23 @@ function Textfile(txtfile) { 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 = {}; @@ -34,6 +56,10 @@ function Textfile(txtfile) { 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): @@ -79,22 +105,31 @@ function Textfile(txtfile) { 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) + // 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); @@ -124,12 +159,41 @@ function Map(textdef) { 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) { @@ -139,28 +203,29 @@ function Map(textdef) { } // draw the entire map, including all mobs - // mobs in an array of all heros, enemies, loot, npcs, etc. + // 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 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]); } } @@ -173,17 +238,19 @@ function Map(textdef) { 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) { - // any mobile object, mostly for gfx representation +function Sprite(textdef) { + // sprite object, mostly for gfx representation // may be hero, enemy, loot, npc, etc. this.position = [0, 0]; const info = gamedata.load(textdef); @@ -193,14 +260,25 @@ function Mob(textdef) { var frametime = performance.now(); gfx.load(info.image) - // place mob on x/y pixel coordinates + // 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 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 mob + // change facing direction of sprite this.direct = function(d) { direction = d % 8; return this; } // set animation cycle for drawing @@ -215,7 +293,7 @@ function Mob(textdef) { return this; } - // draw this mob to screen position x/y + // 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; @@ -260,43 +338,58 @@ function Mob(textdef) { 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"){ // 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"); + 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 + // hero consists of multiple sprites, 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"), + 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) { - limbs[limb] = new Mob("/animations/avatar/"+gender+"/"+item+".txt") + 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 Mob class // // + // // Wrapper functions for Sprite class // // - // place all mobs beloning to hero (when spawning, walking, teleporting, etc.) + // place all sprites 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) + // change facing direction of hero (i.e. of all sprites) this.direct = function(d) { direction = d; for (var limb in limbs) limbs[limb] && limbs[limb].direct(d); @@ -324,7 +417,7 @@ function Hero(gender = "female", hair = "short"){ 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 @@ -334,11 +427,13 @@ function Controls(hero, map){ 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 @@ -351,6 +446,7 @@ function Controls(hero, map){ 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); @@ -365,6 +461,59 @@ function Controls(hero, map){ 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 @@ -385,6 +534,17 @@ function Controls(hero, map){ 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 = []; + } } } @@ -400,14 +560,14 @@ window.addEventListener("resize", function(){ canvas.canvas.height = window.innerHeight; }); -// player = new Mob("animations/enemies/zombie.txt"); player.stats = { speed: 3 }; +// player = new Sprite("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 );