var gamedata = {
// associative array for gamedata files
- load: def => this[def] ? this[def] : this[def] = new Textfile(def)
+ load: function(def) { return this[def] ? this[def] : this[def] = new Textfile(def); }
}
var gfx = {
// associative array for game graphics
dy[y * w + x] = (x + y) * th / 2;
}
+ const npcs = [];
+ for (let def of this.info.npc) {
+ let npc = new Npc(def.filename)
+ let loc = def.location.split(',')[1] * 1 * w + def.location.split(',')[0] * 1;
+ npc.place(dx[loc], dy[loc]);
+ npcs[loc] = npc;
+ this.info.layer.find(l => l.type == "collision").data[loc] = 1;
+ }
+
// tile index for pixel position on map
this.tileAt = function(x, y) {
var r = (y + th / 2) / th; var c = (x - w * tw /2) / tw;
return ny * w + nx;
}
+ // vice versa the pixel coordinates of a given map tile
+ this.positionOf = tile => [dx[tile], dy[tile]];
+ this.xOf = tile => dx[tile];
+ this.yOf = tile => dy[tile];
+
// center map to pixel position (by setting drawing offsets)
this.center = function(x, y) {
posx = canvas.canvas.width / 2 - x;
for ( i = 0; i < h * w; 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]);
}
}
var frametime = performance.now();
gfx.load(info.image)
+ // some simplified npc files do not define animation frames
+ // render size and offset are given instead, and we
+ // assume, that we can just loop horizontally over the image
+ if (!info[animation].frame){
+ info[animation].frame = [];
+ let rs = info.render_size.split(/,/); rs = [ rs[0] * 1, rs[1] * 1 ];
+ let ro = info.render_offset.split(/,/); ro = [ ro[0] * 1, ro[1] * 1 ];
+
+ for (let i = 0; i < info[animation].frames; i++ )
+ info[animation].frame[i] = [[ i * rs[0], 0, rs[0], rs[1], ro[0], ro[1]]];
+ }
+
// place mob on x/y pixel coordinates
// e.g. when spawning, walking, etc.
this.place = function(x, y) {
this.swing = () => this.animate("swing" );
}
+function Npc(textdef){
+ this.info = gamedata.load(textdef);
+ const avatar = new Mob(this.info.gfx);
+
+ this.place = function(x, y) {
+ avatar.place(x,y);
+ return this;
+ }
+
+ this.draw = function(x, y) {
+ avatar.draw(x, y);
+ return this;
+ }
+}
+
function Hero(gender = "female", hair = "short"){
// Object for player character
// unique in single player
// player = new Mob("animations/enemies/zombie.txt"); player.stats = { speed: 3 };
player = new Hero();
map = new Map("/maps/arrival.txt");
-player.place(map.info.header.hero_pos.split(/,/)[0] * map.info.header.tilewidth,
- map.info.header.hero_pos.split(/,/)[1] * map.info.header.tileheight);
-player.direct(5).stance();
+player.place(map.xOf(map.info.header.hero_pos.split(',')[1] * 1 * map.info.header.width + map.info.header.hero_pos.split(',')[0] * 1),
+ map.yOf(map.info.header.hero_pos.split(',')[1] * 1 * map.info.header.width + map.info.header.hero_pos.split(',')[0] * 1));
+player.direct(6).stance();
map.center(player.position[0], player.position[1]);
c = new Controls(player, map);