var gamedata = {
+ // associative array for gamedata files
load: def => this[def] ? this[def] : this[def] = new Textfile(def)
}
var gfx = {
+ // associative array for game graphics
load: function(def) {
if (!this[def]) {
this[def] = document.createElement("img");
};
function Textfile(txtfile) {
+ // fetch and parse gamedata file into structured object
var lines, fetch = new XMLHttpRequest();
fetch.open("GET", txtfile, false);
fetch.send();
var line, key, value, ref = this, section;
for (line of fetch.responseText.split('\n')) switch(true) {
+ // section headers that always become array elements
+ case /^\[(npc|event|layer|dialog)\]$/.test(line):
+ section = line.split(/[\]\[]/)[1]; ref = {};
+ if (!this[section]) this[section] = [ref];
+ else if ( Array.isArray(this[section])) this[section].push(ref);
+ break;
+ // general section headers (may or may not be unique)
case /^\[.*\]$/.test(line):
section = line.split(/[\]\[]/)[1]; ref = {};
if (!this[section]) this[section] = ref;
else if (!Array.isArray(this[section])) this[section] = [this[section],ref];
else if ( Array.isArray(this[section])) this[section].push(ref);
break;
+ // frame definition from animation files
+ // frame=#frame,direction,srcX,srcY,width,height,dstX,dstY
case /^frame=[0-9]+,[0-7](,[0-9-]+){6}$/.test(line):
key = line.split(/[=,]/).slice(1,3); value = line.split(/,/).slice(-6);
if (!ref.frame) ref.frame = [];
if (!ref.frame[key[0]]) ref.frame[key[0]] = [];
ref.frame[key[0]][key[1]] = value.map(x => parseInt(x));
break;
+ // order of gfx draw from engine/hero_layers.txt
+ // layer=direction,list,of,limbs,...
case /^layer=[0-9]+,/.test(line):
key = line.split(/[=,]/)[1]; value = line.split(/,/).slice(1);
if (!ref.layer) ref.layer = []; ref.layer[key] = value;
break;
+ // empty data= line starting map data in map files
case /^data=$/.test(line):
ref.data = [];
break;
+ // map data array
case /^[0-9,]+,$/.test(line):
value = line.split(/,/).slice(0,-1);
ref.data = ref.data.concat(value);
break;
+ // map data array (last line)
case /^[0-9,]+$/.test(line):
value = line.split(/,/);
ref.data = ref.data.concat(value);
ref.data = ref.data.map(x => parseInt(x));
break;
+ // tile description from tiledef file
+ // tile=#tile,srcX,srcY,width,height,dstX,dstY
case /^tile=[0-9]+,/.test(line):
key = line.split(/[=,]/)[1]; value = line.split(/,/).slice(1);
if (!ref.tile) ref.tile = []; ref.tile[key] = value.map(x => parseInt(x));
break;
+ // animated tile from tiledef file
+ // animation=#tile;(srcX,srcY,duration;)...
case /^animation=[0-9]+;.*;$/.test(line):
key = line.split(/[=;]/)[1]; value = line.split(/;/).slice(1,-1);
value = value.map(x => x.split(/,/));
value.forEach(x => x[2] = parseInt(x[2]));
if (!ref.animation) ref.animation = []; ref.animation[key] = value;
break;
+ // frame duration from animation file (im millisec)
case /^duration=[0-9]+ms$/.test(line):
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$/)[1] * 1000;
break;
+ // general numeric value (key=#)
case /^[^#].*=[0-9]+$/.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);
break;
+ // general key=value (non-numeric or non-scalar)
case /^[^#].*=.+$/.test(line):
key = line.split(/[=]/)[0]; value = line.split(/=/).slice(1).join("=");
if (!ref[key]) ref[key] = value;
}
function Map(textdef) {
+ // object for map operations (drawing coorinate transformation, etc.)
this.info = gamedata.load(textdef);
const tileset = gamedata.load(this.info.header.tileset);
const frametime = performance.now();
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
+ canvas.fillStyle = "rgba("+this.info.header.background_color+")";
+
+ // precalculated tile positions
+ // assign x/y coordinates to each tile index
+ // looks dumb but is faster than on the fly isometric calculations
+ const dx = [], dy = [];
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+")";
-
+ // 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;
var nx = r + c |0; var ny = r - c |0;
return ny * w + nx;
}
+ // center map to pixel position (by setting drawing offsets)
this.center = function(x, y) {
posx = canvas.canvas.width / 2 - x;
posy = canvas.canvas.height / 2 - y;
return this;
}
+ // draw the entire map, including all mobs
+ // mobs in an array of all heros, enemies, loot, npcs, etc.
this.draw = function(mobs) {
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 only have x/y pixel positions, to draw them in order with map tiles
+ // we set up an array with current tile positions of mobs
mobs.forEach(m => {
let i = this.tileAt(m.position[0], m.position[1]);
mm[i] = mobs.filter(m => i == this.tileAt(m.position[0], m.position[1]));
}
}
+ // draw a single map tile at screen position x/y
+ // tile may be animated, if so defined in tiledef
function draw_tile(tile, x, y) {
const t = tileset.tile[tile];
const f = tileset.animation[tile];
}
function Mob(textdef) {
+ // any mobile object, mostly for gfx representation
+ // may be hero, enemy, loot, npc, etc.
this.position = [0, 0];
const info = gamedata.load(textdef);
var direction = 0;
var frametime = performance.now();
gfx.load(info.image)
+ // place mob on x/y pixel coordinates
+ // e.g. when spawning, walking, etc.
this.place = function(x, y) {
this.position[0] = x, this.position[1] = y;
return this;
}
+
+ // change facing direction of mob
this.direct = function(d) { direction = d % 8; return this; }
+
+ // set animation cycle for drawing
+ // play_once animations will automatically fall back
+ // to previous loop after completion
this.animate = function(a) {
if ( a != animation ) {
previous_animation = animation;
return this;
}
+ // draw this mob to screen position x/y
this.draw = function(x, y){
var f, a = info[animation];
var f, frame = ( performance.now() - frametime ) * a.frames / a.duration | 0;
+ // determine current animation frame
switch(a.type){
case "looped":
frame = frame % a.frames;
f[2], f[3]);
}
+ // shortcut functions for specific animations
this.block = () => this.animate("block" );
this.cast = () => this.animate("cast" );
this.die = () => this.animate("die" );
}
function Hero(gender = "female", hair = "short"){
+ // Object for player character
+ // unique in single player
this.position = [0,0];
this.stats = gamedata.load("/engine/stats.txt");
const layers = gamedata.load("/engine/hero_layers.txt");
var direction = 0, animation = "stance";
hair = (gender == "female")?"long":hair;
+ // hero consists of multiple mobs, one for each clothing/item overlay
var limbs = {
head : new Mob("/animations/avatar/"+gender+"/head_"+hair+".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+"/cloth_pants.txt"),
feet : new Mob("/animations/avatar/"+gender+"/default_feet.txt"),
- main : null,// new Mob("/animations/avatar/"+gender+"/default_hands.txt"),
- off : null // new Mob("/animations/avatar/"+gender+"/default_hands.txt")
+ main : null, // main hand, e.g. melee weapon, magic weapon
+ off : null // off hand, e.g. shield, ranged weapon
}
+ // "dress" the player, i.e. assign clothing/item to limb
this.dress = function(limb, item) {
limbs[limb] = new Mob("/animations/avatar/"+gender+"/"+item+".txt")
limbs[limb].place(this.position[0], this.position[1]).direct(direction);
return this;
}
+ // // Wrapper functions for Mob class // //
+
+ // place all mobs beloning to hero (when spawning, walking, teleporting, etc.)
this.place = function(x,y) {
this.position[0] = x, this.position[1] = y;
for (var limb in limbs) limbs[limb] && limbs[limb].place(x,y);
return this;
}
+ // change facing direction of hero (i.e. of all mobs)
this.direct = function(d) {
direction = d;
for (var limb in limbs) limbs[limb] && limbs[limb].direct(d);
return this;
}
+ // start animation cycle
this.animate = function(anim){
animation = anim;
for (var limb in limbs) limbs[limb] && limbs[limb].animate(anim);
return this;
}
+ // shortcuts for animation
this.block = () => this.animate("block" );
this.cast = () => this.animate("cast" );
this.die = () => this.animate("die" );
}
function Controls(hero, map){
+ // processes keyboard / touch / mouse
+ // causes according player actions
+ // single player only, conrol will be assigned to server in multi player
var kbdmap = {
up: 87, altup: 38,
down: 83, altdown: 40,
window.addEventListener("keyup" , e => keys[e.keyCode] = false);
setInterval(() => input(), 33.33)
+ // cause player to walk, processes blocked terrain and player speed
+ // x/y are factors of speed and direction
+ // i.e. +/-1 for diagonal movement
+ // and +/-1.4 for horizontal/vertical movement
function translate(x, y){
var sx = map.info.header.tilewidth * hero.stats.speed / 33.33;
var sy = map.info.header.tileheight * hero.stats.speed / 33.33;
map.center(hero.position[0], hero.position[1]);
}
+ // process input and decide on according action
function input(){
+ // facing directions, indexed by OR of key press combinations
const dir = [ -1, 0, 4, -1, 2, 1, 3, 2, 6, 7, 5, 6, -1, 0, 4, -1 ];
+ // translation speed and direction, indexed by facing direction of movement
const trans = [ [-1.4,0], [-1,-1], [0,-1.4], [1,-1], [1.4,0], [1,1], [0,1.4], [-1,1] ];
var k = 0;
+ // OR of direction key presses
k += (keys[kbdmap.left] || keys[kbdmap.altleft]) ? 1 : 0;
k += (keys[kbdmap.right] || keys[kbdmap.altright]) ? 2 : 0;
k += (keys[kbdmap.up] || keys[kbdmap.altup]) ? 4 : 0;