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]+$/.test(line):
- key = line.split(/[=]/)[0]; value = line.split(/=/).slice(1) * 1;
- if (!ref[key]) ref[key] = value;
- else if (!Array.isArray(ref[key])) ref[key] = [ref[key],value];
- else if ( Array.isArray(ref[key])) ref[key].push(value);
+ // general array type, will not be aggregated
+ case /^[^#].*=.*,.*$/.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);
const bg = this.info.layer.find(l => l.type == "background").data;
const ob = this.info.layer.find(l => l.type == "object").data;
var i, mm = [];
+ //var is = (posx > w * tw - canvas.canvas.width || posy < 0) ? 0 : this.tileAt(posx + canvas.canvas.width, posy);
+ // var ie = this.tileAt(posx, + canvas.canvas.height - posy);
// mobs only have x/y pixel positions,
// to draw them in order with map tiles we set up
// draw background layer first
for ( i = 0; i < h * w; i++ ) draw_tile(bg[i], posx + dx[i], posy + dy[i]);
+ // for ( i = is; i < ie; i++ ) draw_tile(bg[i], posx + dx[i], posy + dy[i]);
// draw object layer and mobs
for ( i = 0; i < h * w; i++ ) {
+ // for ( i = is; i < ie; 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]);
}
}
function events(x, y) {
- const i = map.tileAt(x,y); var ev;
+ const i = map.tileAt(x,y); let ev, e, n;
if (map.events[i]) {
- // intermap
+ // intramap (teleporters)
+ if ( ev = map.events[i].find(e => (e.activate == "on_trigger" && e.intramap)) ){
+ ev = ev.intramap;
+ hero.place( map.xOf(ev[0], ev[1]), map.yOf(ev[0], ev[1]) );
+ map.center( map.xOf(ev[0], ev[1]), map.yOf(ev[0], ev[1]) );
+ }
+ // mapmod (e.g. opening doors, activating platforms, changing terrain, ...)
+ for (ev of map.events[i].filter(e => (e.activate == "on_trigger" && e.mapmod)) ){
+ for (ev of ev.mapmod)
+ map.info.layer.find(l => l.type == ev[0]).data[ev[2] * map.info.header.width + ev[1]] = ev[3];
+ }
+ // intermap (must be last because loading new map breaks further event search)
if ( ev = map.events[i].find(e => (e.activate == "on_trigger" && e.intermap)) ){
- ev = ev.intermap.split(/[,]/);
+ ev = ev.intermap;
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) );
+ hero.place( map.xOf(ev[1], ev[2]), map.yOf(ev[1], ev[2]) );
+ map.center( map.xOf(ev[1], ev[2]), map.yOf(ev[1], ev[2]) );
}
}
}
// player = new Mob("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();