Canvas not supported<br/>
<img id="maptiles" src="tileset.png" width="64" style="overflow: hidden;" />
<tiles>
- <tile position="2" animated="1"></tile>
- <tile position="3" elevation=".125"></tile>
- <tile position="4" blocking="yes"></tile>
+ <tile position="0" name="air" fluid="1"></tile>
+ <tile position="1" name="cursor" animated=".125"></tile>
+ <tile position="2" name="grass" animated=".0625"></tile>
+ <tile position="3" name="parquet" elevation=".125"></tile>
+ <tile position="4" name="sand"></tile>
+ <tile position="5" name="dirt" blocking="1"></tile>
+ <tile position="6" name="brick" blocking="1"></tile>
+ <tile position="7" name="water" animated="1" fluid=".5"></tile>
</tiles>
<img id="character" src="character.png" speed="4"/>
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</div>
</canvas>
</body><script>
data: document.getElementById("map").textContent.split(',') || [],
tiles: document.getElementById("maptiles"),
- default_props: {animated: false, elevation: 0, blocking: false},
+ default_props: {animated: false, elevation: 0, blocking: false, fluid: false},
tileprops: [],
tw: 32, th: 16, sw: 16, sh: 8,
offset_x: 0, offset_y: 0,
for (prop of document.querySelectorAll("tiles > tile")) {
i = prop.getAttribute("position") * 1;
- if (i) this.tileprops[i] = {
+ if (i || i == 0) this.tileprops[i] = {
animated: prop.getAttribute("animated") || this.default_props.animated,
elevation: prop.getAttribute("elevation") * 1 || this.default_props.elevation,
- blocking: prop.getAttribute("blocking") || this.default_props.blocking
+ blocking: prop.getAttribute("blocking") || this.default_props.blocking,
+ fluid: prop.getAttribute("fluid") || this.default_props.fluid
}
+ if (!this.tileprops[0]) this.tileprops[0] = { animated: false, elevation: 0, blocking: false, fluid: 1 }
}
},
- props_of: function(n) { return this.tileprops[this.data[n]] || this.default_props; },
+ props_of: function(n) { return this.tileprops[this.data[n]] || this.tileprops[0]; },
tile_at: function(x, y, z) {
var my = (y / this.sh |0);
var py = player.n / this.cols % this.rows |0;
var px = player.n % this.cols;
var x, y, z, n, tile, props;
-
+
for (y = 0; y < this.rows; ++y) {
for (z = 0; z < this.data.length / (this.rows * this.cols); ++z)
for (x = 0; x < this.cols; ++x) {
n = x + y * map.cols + z * map.rows * map.cols;
- props = this.props_of(n);
- tile = ( n == ptr ) ? 5 : this.data[n];
+ tile = ( n == ptr ) ? 1 : this.data[n];
+ props = this.tileprops[tile] || this.default_props;
+
canvas.globalAlpha = ( y > py &&
- (z > player.z || z == (player.z |0) && props.blocking) &&
+ (z > player.z + 1 || z == (player.z |0) && props.blocking) &&
y < py + 6 &&
x > px - 2 &&
- x < px + 2
+ x < px + 2 &&
+ !props.fluid
) ? .25 : 1;
canvas.drawImage( this.tiles,
- this.tw * tile, 2 * this.th * ((frame / 16 |0) % 8) * props.animated,
+ this.tw * tile, 2 * this.th * ((props.animated * frame |0) % 8),
this.tw, 2 * this.th,
x * this.tw + y % 2 * this.sw - this.sw - this.offset_x,
y * this.sh - z * this.th - 3 * this.sh - this.offset_y,
player = {
frame: 0, d: 's',
- x: 40, y: 40, z: 0,
+ x: 40, y: 40, z: 1,
sprite: document.getElementById("character"),
init: function(){
case 'se': dy = .45 * this.speed; dx = .9 * this.speed; break;
}
- if (player.frame % 6 > 2) {
- dx *= 1.375;
- dy *= 1.375
- } else {
- dx *= .625;
- dy *= .625;
- }
+ if (player.frame % 6 > 2) { dx *= 1.375; dy *= 1.375; }
+ else { dx *= .625; dy *= .625; }
var n = map.tile_at(this.x + dx, this.y + dy, this.z);
- if (!map.props_of(n).blocking &&
- !map.data[n + map.rows * map.cols]
- ){ this.x += dx; this.y += dy; this.n = n;}
-
+ var prop = map.props_of(n), head = map.props_of(n + map.rows * map.cols);
+
+ if (prop.fluid) { dx *= prop.fluid; dy *= prop.fluid; }
+ else if (head.fluid) { dx *= head.fluid; dy *= head.fluid; }
+
+ if (!prop.blocking && head.fluid) {
+ this.x += dx; this.y += dy; this.n = n;
+ }
+
this.frame += this.frame < 255 ? 1 : -127;
map.offset_x = this.x - view.clientWidth / 2 |0;
zspeed: 0,
fall: function(){
- var zbase = (this.n / (map.rows * map.cols) |0) + map.props_of(this.n).elevation;
+ var props = map.props_of(this.n);
+ var bottom = map.props_of(this.n - map.rows * map.cols);
+ var zbase = (this.n / (map.rows * map.cols) |0) + props.elevation;
this.z += this.zspeed -= map.gravity;
if (this.z > zbase) {
this.speed = this.ospeed * 2;
- } else if (!map.data[this.n] && !map.props_of(this.n - map.rows * map.cols).blocking) {
+ } else if (props.fluid && !bottom.blocking) {
this.n -= map.rows * map.cols;
} else {
this.speed = this.ospeed;