}
function Map(textdef) {
- this.frametime = performance.now();
this.info = gamedata.load(textdef);
- this.tileset = gamedata.load(this.info.header.tileset);
- gfx.load(this.tileset.img);
+ const tileset = gamedata.load(this.info.header.tileset);
+ const frametime = performance.now();
+ gfx.load(tileset.img);
- var h = this.info.header.height, w = this.info.header.width;
- var th = this.info.header.tileheight, tw = this.info.header.tilewidth;
+ const h = this.info.header.height, w = this.info.header.width;
+ const th = this.info.header.tileheight, tw = this.info.header.tilewidth;
var posx = canvas.canvas.width / 2, posy = canvas.canvas.height / 2 - h * th/2;
+ const dx = [], dy = []; // precalculated tile positions
+ for ( let y = 0; y < h; y++ ) for ( let x = 0; x < w; x++ ) {
+ dx[y * w + x] = (w + x - y) * tw / 2;
+ dy[y * w + x] = (x + y) * th / 2;
+ }
+
canvas.fillStyle = "rgba("+this.info.header.background_color+")";
this.tileAt = function(x, y) {
- nx = (y + th / 2) / th + (x - w * tw / 2) / tw |0;
- ny = (y + th / 2) / th - (x - w * tw / 2) / tw |0;
+ 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.draw = function(mobs) {
- var x, y, dx, dy, i;
- var bg = this.info.layer.find(l => l.type == "background").data;
- var ob = this.info.layer.find(l => l.type == "object").data;
- var mm = [];
+ 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 = [];
+
mobs.forEach(m => {
- i = this.tileAt(m.position[0], m.position[1]);
+ 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;
- dx = posx + (w + x - y) * tw /2;
- dy = posy + (x + y) * th / 2;
- this.draw_tile(bg[i], dx, dy);
+ 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;
- dx = posx + (w + x - y) * tw /2;
- dy = posy + (x + y) * th / 2;
- this.draw_tile(ob[i], dx, dy);
- if (mm[i]) mm[i].forEach(m => m.draw(m.position[0] + posx, m.position[1] + posy));
+ 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]));
}
}
- this.draw_tile = function(tile, x, y) {
+ function draw_tile(tile, x, y) {
+ const t = tileset.tile[tile];
+ const f = tileset.animation[tile];
x = x |0; y = y |0;
- var t = this.tileset.tile[tile];
- var f = this.tileset.animation[tile];
if (t && f) {
- frame = ((performance.now() - this.frametime) / f[0][2] |0) % f.length;
- canvas.drawImage(gfx[this.tileset.img], f[frame][0], f[frame][1], t[2], t[3],
- x - t[4], y - t[5], t[2], t[3]);
+ frame = ((performance.now() - frametime) / f[0][2] |0) % f.length;
+ 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) {
- canvas.drawImage(gfx[this.tileset.img], t[0], t[1], t[2], t[3],
- x - t[4], y - t[5], t[2], t[3]);
+ 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) {
this.position = [0, 0];
- var info = gamedata.load(textdef);
+ const info = gamedata.load(textdef);
var direction = 0;
var animation = "stance";
var previous_animation = "";
var frametime = performance.now();
gfx.load(info.image)
- this.place = function(x, y) { this.position = [x, y]; return this; }
+ this.place = function(x, y) {
+ this.position[0] = x, this.position[1] = y;
+ return this;
+ }
this.direct = function(d) { direction = d % 8; return this; }
this.animate = function(a) {
if ( a != animation ) {
this.draw = function(x, y){
var f, a = info[animation];
- var frame = ( performance.now() - frametime ) * a.frames / a.duration | 0;
+ var f, frame = ( performance.now() - frametime ) * a.frames / a.duration | 0;
switch(a.type){
case "looped":
function Hero(gender = "female", hair = "short"){
this.position = [0,0];
this.stats = gamedata.load("/engine/stats.txt");
- var layers = gamedata.load("/engine/hero_layers.txt");
- var hair = (gender == "female")?"long":hair;
+ const layers = gamedata.load("/engine/hero_layers.txt");
var direction = 0, animation = "stance";
+ hair = (gender == "female")?"long":hair;
- limbs = {
+ var limbs = {
head : new Mob("/animations/avatar/"+gender+"/head_"+hair+".txt"),
- chest: new Mob("/animations/avatar/"+gender+"/default_chest.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+"/default_legs.txt"),
+ legs : new Mob("/animations/avatar/"+gender+"/cloth_pants.txt"),
feet : new Mob("/animations/avatar/"+gender+"/default_feet.txt"),
- main : new Mob("/animations/avatar/"+gender+"/dagger.txt"),
- off : new Mob("/animations/avatar/"+gender+"/shield.txt")
+ main : new Mob("/animations/avatar/"+gender+"/default_hands.txt"),
+ off : new Mob("/animations/avatar/"+gender+"/default_hands.txt")
}
this.dress = function(limb, item) {
}
this.place = function(x,y) {
- this.position = [x,y];
+ this.position[0] = x, this.position[1] = y;
for (var limb in limbs) limbs[limb].place(x,y);
return this;
}
map.center(player.position[0], player.position[1]);
c = new Controls(player, map);
-setInterval (() => map.draw([player]), 16.66 );
+setInterval (() => map.draw([player]), 33.33 );