X-Git-Url: https://git.plutz.net/?a=blobdiff_plain;f=engine.js;h=0390d83372bb31f1000026bda84813bc6e5a68b9;hb=HEAD;hp=cca0717553e14c084fd11dffa96a8b2d8aa7fb3b;hpb=f01d5a0d558f4d6037f5a6d3770d12571cc60fa9;p=flarejs diff --git a/engine.js b/engine.js index cca0717..0390d83 100644 --- a/engine.js +++ b/engine.js @@ -2,6 +2,7 @@ var gamedata = { // associative array for gamedata files load: function(def) { return this[def] ? this[def] : this[def] = new Textfile(def); } } + var gfx = { // associative array for game graphics load: function(def) { @@ -11,17 +12,37 @@ 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 var lines, fetch = new XMLHttpRequest(); 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 = {}; @@ -35,6 +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): @@ -80,27 +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; - // numeric array types - case /^(location|hero_pos|render_size|render_offset)=[0-9,-]+$/.test(line): - key = line.split(/[=]/)[0]; value = line.split(/[=]/)[1].split(/,/); - ref[key] = value.map(m => m * 1); + // mapmod events + case /^mapmod=.*$/.test(line): + ref.mapmod = line.split(/[=]/)[1].split(/[;]/).map( m => m.split(/[,]/).map( n => n * 1 ? n * 1 : n) ); break; - // general numeric value (key=#) - case /^[^#].*=[0-9]+$/.test(line): - key = line.split(/[=]/)[0]; value = line.split(/=/).slice(1) * 1; - if (!ref[key]) ref[key] = value; - else if (!Array.isArray(ref[key])) ref[key] = [ref[key],value]; - else if ( Array.isArray(ref[key])) ref[key].push(value); + // status array used in events + case /^(requires_status|requires_not_status|set_status|unset_status)=.*$/.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); @@ -138,13 +167,13 @@ function Map(textdef) { this.info.layer.find(l => l.type == "collision").data[loc] = 1; } - this.events = []; - for (let ev of this.info.event) { + 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.events[loc]) this.events[loc] = []; - this.events[loc].push(ev); + if (!this.triggers[loc]) this.triggers[loc] = []; + this.triggers[loc].push(ev); } } @@ -154,12 +183,18 @@ function Map(textdef) { 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) { posx = canvas.canvas.width / 2 - x; @@ -168,7 +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; @@ -203,17 +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); @@ -234,14 +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 @@ -256,7 +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; @@ -303,7 +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); @@ -320,39 +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); @@ -390,10 +427,13 @@ function Controls(hero){ left: 65, altleft: 37, right: 68, altright: 39, } - var keys = []; + 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 @@ -421,18 +461,57 @@ function Controls(hero){ else player.stance(); map.center(hero.position[0], hero.position[1]); - events(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(x, y) { - const i = map.tileAt(x,y); var ev; - if (map.events[i]) { - // intermap - if ( ev = map.events[i].find(e => (e.activate == "on_trigger" && e.intermap)) ){ - ev = ev.intermap.split(/[,]/); - map = new Map(ev[0]); - hero.place( map.xOf(ev[1] * 1, ev[2] * 1), map.yOf(ev[1] * 1, ev[2] * 1) ); - map.center( map.xOf(ev[1] * 1, ev[2] * 1), map.yOf(ev[1] * 1, ev[2] * 1) ); + 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 } } } @@ -455,6 +534,17 @@ function Controls(hero){ 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 = []; + } } } @@ -470,9 +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/arrival.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();