X-Git-Url: https://git.plutz.net/?a=blobdiff_plain;f=engine.js;h=0390d83372bb31f1000026bda84813bc6e5a68b9;hb=HEAD;hp=459a9dd6057e358ba3715e7b63451854c26e46cb;hpb=2dfe049d1c5a406c241106aa493b6f601e2bf2d7;p=flarejs diff --git a/engine.js b/engine.js index 459a9dd..0390d83 100644 --- a/engine.js +++ b/engine.js @@ -26,8 +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 = {}; @@ -41,6 +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): @@ -184,7 +203,7 @@ 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; @@ -230,8 +249,8 @@ function Map(textdef) { } } -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); @@ -252,14 +271,14 @@ function Mob(textdef) { info[animation].frame[i] = [[ i * rs[0], 0, rs[0], rs[1], ro[0], ro[1]]]; } - // place mob on x/y pixel coordinates + // 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 @@ -274,7 +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; @@ -321,7 +340,7 @@ function Mob(textdef) { function Npc(textdef){ this.info = gamedata.load(textdef); - const avatar = new Mob(this.info.gfx); + const avatar = new Sprite(this.info.gfx); this.place = function(x, y) { avatar.place(x,y); @@ -338,39 +357,39 @@ 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); @@ -410,6 +429,8 @@ function Controls(hero){ } 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) ] ); @@ -446,36 +467,50 @@ function Controls(hero){ // Process on_trigger events at pixel position x/y function triggers(x, y) { const i = map.tileAt(x,y); - var trigger, item; - if (map.triggers[i]) for ( trigger of 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]) ) - ) { + 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 ( trigger.set_status ) for (item of trigger.set_status) { + if ( ev.set_status ) for (item of ev.set_status) { qstatus[item] = true; } - if ( trigger.unset_status ) for (item of trigger.unset_status) { + if ( ev.unset_status ) for (item of ev.unset_status) { qstatus[item] = false; } - if ( item = trigger.msg ) { + if ( item = ev.msg ) { console.log(item); } // intramap (i.e. teleporters) - if ( item = trigger.intramap ){ + 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 ( trigger.mapmod ) for (item of trigger.mapmod) { + 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 = trigger.intermap ){ + 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 } } @@ -525,9 +560,9 @@ 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/perdition_harbor.txt"); +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();