-var gamedata = {};
-var gfx = {};
+var gamedata = {
+ load: function(def) {
+ if (this[def]) return this[def];
+ else return this[def] = new Textfile(def);
+ }
+}
+var gfx = {
+ load: function(def) {
+ if (this[def]) return this[def];
+ else {
+ this[def] = document.createElement("img");
+ this[def].setAttribute("src", def);
+ return this[def];
+ }
+ }
+};
function Textfile(txtfile) {
var lines, fetch = new XMLHttpRequest();
function Map(textdef) {
this.frametime = performance.now();
- if (gamedata[textdef]) this.info = gamedata[textdef];
- else gamedata[textdef] = this.info = new Textfile(textdef);
- if (gamedata[this.info.header.tileset]) this.tileset = gamedata[this.info.header.tileset];
- else gamedata[this.info.header.tileset] = this.tileset = new Textfile(this.info.header.tileset);
- if (! gfx[this.tileset.img]) {
- gfx[this.tileset.img] = document.createElement("img");
- gfx[this.tileset.img].setAttribute("src", this.tileset.img);
- }
+ this.info = gamedata.load(textdef);
+ this.tileset = gamedata.load(this.info.header.tileset);
+ gfx.load(this.tileset.img);
var h = this.info.header.height, w = this.info.header.width;
var th = this.info.header.tileheight, tw = this.info.header.tilewidth;
}
this.draw_tile = function(tile, x, y) {
+ x = x |0; y = y |0;
var t = this.tileset.tile[tile];
var f = this.tileset.animation[tile];
}
function Mob(textdef) {
- if (! gamedata[textdef]) gamedata[textdef] = new Textfile(textdef);
- this.info = gamedata[textdef];
- this.direction = 0;
this.position = [0, 0];
- this.animation = "stance";
- this.previous_animation = "";
- this.frametime = performance.now();
- if (! gfx[this.info.image]) {
- gfx[this.info.image] = document.createElement("img");
- gfx[this.info.image].setAttribute("src", this.info.image);
- }
+ var 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.direct = function(d) { this.direction = d % 8; return this; }
+ this.direct = function(d) { direction = d % 8; return this; }
this.animate = function(a) {
- if ( a != this.animation ) {
- this.previous_animation = this.animation;
- this.animation = a;
- this.frametime = performance.now();
+ if ( a != animation ) {
+ previous_animation = animation;
+ animation = a;
+ frametime = performance.now();
}
return this;
}
this.draw = function(x, y){
- var f, a = this.info[this.animation];
- var frame = ( performance.now() - this.frametime ) * a.frames / a.duration | 0;
+ var f, a = info[animation];
+ var frame = ( performance.now() - frametime ) * a.frames / a.duration | 0;
switch(a.type){
case "looped":
break;
case "play_once":
if ( frame >= a.frames ){
- this.animation = this.previous_animation;
- this.previous_animation = "";
- this.frametime = performance.now();
- a = this.info[this.animation];
+ animation = previous_animation;
+ previous_animation = "";
+ frametime = performance.now();
+ a = info[animation];
frame = 0;
}
break;
break;
default: break;
}
- f = a.frame[frame][this.direction];
+ f = a.frame[frame][direction];
- canvas.drawImage(gfx[this.info.image], f[0], f[1], f[2], f[3],
+ canvas.drawImage(gfx[info.image], f[0], f[1], f[2], f[3],
x - f[4], y - f[5],
f[2], f[3]);
}
}
function Hero(gender = "female", hair = "short"){
- this.position = [0,0]; this.direction = 0;
- this.hair = (gender == "female")?"long":hair;
- this.animation = "stance";
+ 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;
+ var direction = 0, animation = "stance";
- if (! gamedata["/engine/hero_layers.txt"])
- gamedata["/engine/hero_layers.txt"] = new Textfile("/engine/hero_layers.txt");
- this.limbs = {
- head: new Mob("/animations/avatar/"+gender+"/head_"+this.hair+".txt"),
+ limbs = {
+ head : new Mob("/animations/avatar/"+gender+"/head_"+hair+".txt"),
chest: new Mob("/animations/avatar/"+gender+"/default_chest.txt"),
hands: new Mob("/animations/avatar/"+gender+"/default_hands.txt"),
legs : new Mob("/animations/avatar/"+gender+"/default_legs.txt"),
}
this.dress = function(limb, item) {
- this.limbs[limb] = new Mob("/animations/avatar/"+gender+"/"+item+".txt")
- this.limbs[limb].place(this.position[0], this.position[1]).direct(this.direction);
- this.animate(this.animation);
+ limbs[limb] = new Mob("/animations/avatar/"+gender+"/"+item+".txt")
+ limbs[limb].place(this.position[0], this.position[1]).direct(direction);
+ this.animate(animation);
return this;
}
this.place = function(x,y) {
this.position = [x,y];
- for (var limb in this.limbs) this.limbs[limb].place(x,y);
+ for (var limb in limbs) limbs[limb].place(x,y);
return this;
}
this.direct = function(d) {
- this.direction = d;
- for (var limb in this.limbs) this.limbs[limb].direct(d);
+ direction = d;
+ for (var limb in limbs) limbs[limb].direct(d);
return this;
}
this.animate = function(anim){
- this.animation = anim;
- for (var limb in this.limbs) this.limbs[limb].animate(anim);
+ animation = anim;
+ for (var limb in limbs) limbs[limb].animate(anim);
return this;
}
this.draw = function(x, y){
- gamedata["/engine/hero_layers.txt"].layer[this.direction].forEach(limb => this.limbs[limb].draw(x, y));
+ layers.layer[direction].forEach(limb => limbs[limb].draw(x, y));
return this;
}