2 // associative array for gamedata files
3 load: function(def) { return this[def] ? this[def] : this[def] = new Textfile(def); }
7 // associative array for game graphics
10 this[def] = document.createElement("img");
11 this[def].setAttribute("src", def);
17 // map object is global
23 function Textfile(txtfile) {
24 // fetch and parse gamedata file into structured object
25 var lines, fetch = new XMLHttpRequest();
26 fetch.open("GET", txtfile, false);
29 function merge(obj, file) {
31 if (Array.isArray(obj[each]) && Array.isArray(file[each])) obj[each] = [ ...obj[each], ...file[each] ];
32 else if (Array.isArray(obj[each])) obj[each] = [ ...obj[each], file[each] ];
33 else if (Array.isArray(file[each])) obj[each] = [ obj[each], ...file[each] ];
34 else if (each in obj) obj[each] = [ obj[each], file[each] ];
35 else obj[each] = file[each];
39 var line, key, value, ref = this, section;
40 for (line of fetch.responseText.split('\n')) switch(true) {
42 case /^INCLUDE .+$/.test(line):
43 //console.log("Including: " + line.split(/ /)[1]);
44 merge(ref, new Textfile(line.split(/ /)[1]));
46 // section headers that always become array elements
47 case /^\[(npc|event|layer|dialog)\]$/.test(line):
48 section = line.split(/[\]\[]/)[1]; ref = {};
49 if (!this[section]) this[section] = [ref];
50 else if ( Array.isArray(this[section])) this[section].push(ref);
52 // general section headers (may or may not be unique)
53 case /^\[.*\]$/.test(line):
54 section = line.split(/[\]\[]/)[1]; ref = {};
55 if (!this[section]) this[section] = ref;
56 else if (!Array.isArray(this[section])) this[section] = [this[section],ref];
57 else if ( Array.isArray(this[section])) this[section].push(ref);
59 // Clear section on empty line
60 case /^ *$/.test(line):
63 // frame definition from animation files
64 // frame=#frame,direction,srcX,srcY,width,height,dstX,dstY
65 case /^frame=[0-9]+,[0-7](,[0-9-]+){6}$/.test(line):
66 key = line.split(/[=,]/).slice(1,3); value = line.split(/,/).slice(-6);
67 if (!ref.frame) ref.frame = [];
68 if (!ref.frame[key[0]]) ref.frame[key[0]] = [];
69 ref.frame[key[0]][key[1]] = value.map(x => parseInt(x));
71 // order of gfx draw from engine/hero_layers.txt
72 // layer=direction,list,of,limbs,...
73 case /^layer=[0-9]+,/.test(line):
74 key = line.split(/[=,]/)[1]; value = line.split(/,/).slice(1);
75 if (!ref.layer) ref.layer = []; ref.layer[key] = value;
77 // empty data= line starting map data in map files
78 case /^data=$/.test(line):
82 case /^[0-9,]+,$/.test(line):
83 value = line.split(/,/).slice(0,-1);
84 ref.data = ref.data.concat(value);
86 // map data array (last line)
87 case /^[0-9,]+$/.test(line):
88 value = line.split(/,/);
89 ref.data = ref.data.concat(value);
90 ref.data = ref.data.map(x => parseInt(x));
92 // tile description from tiledef file
93 // tile=#tile,srcX,srcY,width,height,dstX,dstY
94 case /^tile=[0-9]+,/.test(line):
95 key = line.split(/[=,]/)[1]; value = line.split(/,/).slice(1);
96 if (!ref.tile) ref.tile = []; ref.tile[key] = value.map(x => parseInt(x));
98 // animated tile from tiledef file
99 // animation=#tile;(srcX,srcY,duration;)...
100 case /^animation=[0-9]+;.*;$/.test(line):
101 key = line.split(/[=;]/)[1]; value = line.split(/;/).slice(1,-1);
102 value = value.map(x => x.split(/,/));
103 value.forEach(x => x[2] = parseInt(x[2]));
104 if (!ref.animation) ref.animation = []; ref.animation[key] = value;
106 // frame duration from animation file (im millisec)
107 case /^duration=[0-9]+ms$/.test(line):
108 ref.duration = line.split(/=|ms$/)[1];
110 // frame duration from animation file (in whole seconds)
111 case /^duration=[0-9]+s$/.test(line):
112 ref.duration = line.split(/=|s$/)[1] * 1000;
115 case /^mapmod=.*$/.test(line):
116 ref.mapmod = line.split(/[=]/)[1].split(/[;]/).map( m => m.split(/[,]/).map( n => n * 1 ? n * 1 : n) );
118 // status array used in events
119 case /^(requires_status|requires_not_status|set_status|unset_status)=.*$/.test(line):
120 key = line.split(/[=]/)[0]; value = line.split(/[=]/)[1];
121 ref[key] = value.split(/[,]/);
123 // general array type, will not be aggregated
124 case /^[^#].*=.*,.*$/.test(line):
125 key = line.split(/[=]/)[0]; value = line.split(/[=]/)[1].split(/,/);
126 ref[key] = value.map(m => m * 1 ? m * 1 : m); // parse numerics
129 case /^[^#].*=.+$/.test(line):
130 key = line.split(/[=]/)[0];
131 value = line.split(/=/).slice(1).join("=");
132 value = value * 1 ? value * 1 : value; // try to parse as numeric
133 if (!ref[key]) ref[key] = value;
134 else if (!Array.isArray(ref[key])) ref[key] = [ref[key],value];
135 else if ( Array.isArray(ref[key])) ref[key].push(value);
140 function Map(textdef) {
141 // object for map operations (drawing coorinate transformation, etc.)
142 this.info = gamedata.load(textdef);
143 const tileset = gamedata.load(this.info.header.tileset);
144 const frametime = performance.now();
145 gfx.load(tileset.img);
147 const h = this.info.header.height, w = this.info.header.width;
148 const th = this.info.header.tileheight, tw = this.info.header.tilewidth;
149 var posx = canvas.canvas.width / 2, posy = canvas.canvas.height / 2 - h * th/2;
151 canvas.fillStyle = "rgba("+this.info.header.background_color+")";
153 // precalculated tile positions
154 // assign x/y coordinates to each tile index
155 // looks dumb but is faster than on the fly isometric calculations
156 const dx = [], dy = [];
157 for ( let y = 0; y < h; y++ ) for ( let x = 0; x < w; x++ ) {
158 dx[y * w + x] = (w + x - y) * tw / 2;
159 dy[y * w + x] = (x + y) * th / 2;
163 if (this.info.npc) for (let def of this.info.npc) {
164 let loc = def.location[1] * w + def.location[0];
165 npcs[loc] = new Npc(def.filename)
166 npcs[loc].place(dx[loc], dy[loc]);
167 this.info.layer.find(l => l.type == "collision").data[loc] = 1;
171 for ( let ev of this.info.event.filter(e => e.activate == "on_trigger") ) {
172 for (let x = ev.location[0]; x < ev.location[0] + ev.location[2]; x++)
173 for (let y = ev.location[1]; y < ev.location[1] + ev.location[3]; y++) {
175 if (!this.triggers[loc]) this.triggers[loc] = [];
176 this.triggers[loc].push(ev);
180 // tile index for pixel position on map
181 this.tileAt = function(x, y) {
182 var r = (y + th / 2) / th; var c = (x - w * tw /2) / tw;
183 var nx = r + c |0; var ny = r - c |0;
186 this.tileX = (x,y) => this.tileAt(x,y) % w;
187 this.tileY = (x,y) => this.tileAt(x,y) / w |0;
189 // vice versa the pixel coordinates of a given map tile
190 this.positionOf = (tl, ty = -1) => (~ty) ? [dx[ty * w + tl], dy[ty * w + tl]] : [ dx[tl], dy[tl] ];
191 this.xOf = (tl, ty = -1) => (~ty) ? dx[ty * w + tl] : dx[tl];
192 this.yOf = (tl, ty = -1) => (~ty) ? dy[ty * w + tl] : dy[tl];
194 // map pixel for given screen pixel
195 this.mapX = x => x - posx;
196 this.mapY = y => y - posy;
198 // center map to pixel position (by setting drawing offsets)
199 this.center = function(x, y) {
200 posx = canvas.canvas.width / 2 - x;
201 posy = canvas.canvas.height / 2 - y;
205 // draw the entire map, including all mobs
206 // mobs is an array of all heros, enemies, loot, npcs, etc.
207 this.draw = function(mobs) {
208 const bg = this.info.layer.find(l => l.type == "background").data;
209 const ob = this.info.layer.find(l => l.type == "object").data;
212 // mobs only have x/y pixel positions,
213 // to draw them in order with map tiles we set up
214 // an array with current tile positions of mobs
216 let i = this.tileAt(m.position[0], m.position[1]);
217 mm[i] = mobs.filter(m => i == this.tileAt(m.position[0], m.position[1]));
219 canvas.fillRect(0,0, canvas.canvas.width, canvas.canvas.height);
221 // draw background layer first
222 for ( i = 0; i < h * w; i++ ) draw_tile(bg[i], posx + dx[i], posy + dy[i]);
224 // draw object layer and mobs
225 for ( i = 0; i < h * w; i++ ) {
226 draw_tile(ob[i], posx + dx[i], posy + dy[i]);
227 if (mm[i]) mm[i].forEach(m => m.draw(posx + m.position[0], posy + m.position[1]));
228 if (npcs[i]) npcs[i].draw(posx + dx[i], posy + dy[i]);
232 // draw a single map tile at screen position x/y
233 // tile may be animated, if so defined in tiledef
234 function draw_tile(tile, x, y) {
235 const t = tileset.tile[tile];
236 const f = tileset.animation[tile];
240 frame = ((performance.now() - frametime) / f[0][2] |0) % f.length;
241 if ( x + t[2] - t[4] > 0 && y + t[3] - t[5] > 0 && x - t[4] < canvas.canvas.width && y - t[5] < canvas.canvas.height)
242 canvas.drawImage(gfx[tileset.img], f[frame][0], f[frame][1], t[2], t[3],
243 x - t[4], y - t[5], t[2], t[3]);
245 if ( x + t[2] - t[4] > 0 && y + t[3] - t[5] > 0 && x - t[4] < canvas.canvas.width && y - t[5] < canvas.canvas.height)
246 canvas.drawImage(gfx[tileset.img], t[0], t[1], t[2], t[3],
247 x - t[4], y - t[5], t[2], t[3]);
252 function Sprite(textdef) {
253 // sprite object, mostly for gfx representation
254 // may be hero, enemy, loot, npc, etc.
255 this.position = [0, 0];
256 const info = gamedata.load(textdef);
258 var animation = "stance";
259 var previous_animation = "";
260 var frametime = performance.now();
263 // some simplified npc files do not define animation frames
264 // render size and offset are given instead, and we
265 // assume, that we can just loop horizontally over the image
266 if (!info[animation].frame){
267 info[animation].frame = [];
268 let rs = info.render_size, ro = info.render_offset;
270 for (let i = 0; i < info[animation].frames; i++ )
271 info[animation].frame[i] = [[ i * rs[0], 0, rs[0], rs[1], ro[0], ro[1]]];
274 // place sprite on x/y pixel coordinates
275 // e.g. when spawning, walking, etc.
276 this.place = function(x, y) {
277 this.position[0] = x, this.position[1] = y;
281 // change facing direction of sprite
282 this.direct = function(d) { direction = d % 8; return this; }
284 // set animation cycle for drawing
285 // play_once animations will automatically fall back
286 // to previous loop after completion
287 this.animate = function(a) {
288 if ( a != animation ) {
289 previous_animation = animation;
291 frametime = performance.now();
296 // draw this sprite to screen position x/y
297 this.draw = function(x, y){
298 var f, a = info[animation];
299 var f, frame = ( performance.now() - frametime ) * a.frames / a.duration | 0;
301 // determine current animation frame
304 frame = frame % a.frames;
307 if ( frame >= a.frames ){
308 animation = previous_animation;
309 previous_animation = "";
310 frametime = performance.now();
316 frame = frame % (a.frames * 2 - 2);
317 if ( frame >= a.frames ){
318 frame = a.frames - frame % a.frames - 1;
323 f = a.frame[frame][direction];
325 canvas.drawImage(gfx[info.image], f[0], f[1], f[2], f[3],
330 // shortcut functions for specific animations
331 this.block = () => this.animate("block" );
332 this.cast = () => this.animate("cast" );
333 this.die = () => this.animate("die" );
334 this.hit = () => this.animate("hit" );
335 this.run = () => this.animate("run" );
336 this.shoot = () => this.animate("shoot" );
337 this.stance = () => this.animate("stance");
338 this.swing = () => this.animate("swing" );
341 function Npc(textdef){
342 this.info = gamedata.load(textdef);
343 const avatar = new Sprite(this.info.gfx);
345 this.place = function(x, y) {
350 this.draw = function(x, y) {
356 function Hero(gender = "female", hair = "short"){
357 // Object for player character
358 // unique in single player
359 this.position = [0,0];
360 this.stats = gamedata.load("engine/stats.txt");
361 const layers = gamedata.load("engine/hero_layers.txt");
362 var direction = 0, animation = "stance";
363 hair = (gender == "female")?"long":hair;
365 // hero consists of multiple sprites, one for each clothing/item overlay
367 head : new Sprite("animations/avatar/"+gender+"/head_"+hair+".txt"),
368 chest: new Sprite("animations/avatar/"+gender+"/cloth_shirt.txt"),
369 hands: new Sprite("animations/avatar/"+gender+"/default_hands.txt"),
370 legs : new Sprite("animations/avatar/"+gender+"/cloth_pants.txt"),
371 feet : new Sprite("animations/avatar/"+gender+"/default_feet.txt"),
372 main : null, // main hand, e.g. melee weapon, magic weapon
373 off : null // off hand, e.g. shield, ranged weapon
376 // "dress" the player, i.e. assign clothing/item to limb
377 this.dress = function(limb, item) {
378 limbs[limb] = new Sprite("animations/avatar/"+gender+"/"+item+".txt")
379 limbs[limb].place(this.position[0], this.position[1]).direct(direction);
380 this.animate(animation);
384 // // Wrapper functions for Sprite class // //
386 // place all sprites beloning to hero (when spawning, walking, teleporting, etc.)
387 this.place = function(x,y) {
388 this.position[0] = x, this.position[1] = y;
389 for (var limb in limbs) limbs[limb] && limbs[limb].place(x,y);
392 // change facing direction of hero (i.e. of all sprites)
393 this.direct = function(d) {
395 for (var limb in limbs) limbs[limb] && limbs[limb].direct(d);
398 // start animation cycle
399 this.animate = function(anim){
401 for (var limb in limbs) limbs[limb] && limbs[limb].animate(anim);
404 this.draw = function(x, y){
405 layers.layer[direction].forEach(limb => limbs[limb] && limbs[limb].draw(x, y));
409 // shortcuts for animation
410 this.block = () => this.animate("block" );
411 this.cast = () => this.animate("cast" );
412 this.die = () => this.animate("die" );
413 this.hit = () => this.animate("hit" );
414 this.run = () => this.animate("run" );
415 this.shoot = () => this.animate("shoot" );
416 this.stance = () => this.animate("stance");
417 this.swing = () => this.animate("swing" );
420 function Controls(hero){
421 // processes keyboard / touch / mouse
422 // causes according player actions
423 // single player only, conrol will be assigned to server in multi player
426 down: 83, altdown: 40,
427 left: 65, altleft: 37,
428 right: 68, altright: 39,
430 var keys = [], click = [];
434 window.addEventListener("keydown", e => keys[e.keyCode] = true );
435 window.addEventListener("keyup" , e => keys[e.keyCode] = false);
436 window.addEventListener("click", m => click = [ map.mapX(m.clientX), map.mapY(m.clientY) ] );
437 setInterval(() => input(), 33.33)
439 // cause player to walk, processes blocked terrain and player speed
440 // x/y are factors of speed and direction
441 // i.e. +/-1 for diagonal movement
442 // and +/-1.4 for horizontal/vertical movement
443 function translate(x, y){
444 var sx = map.info.header.tilewidth * hero.stats.speed / 33.33;
445 var sy = map.info.header.tileheight * hero.stats.speed / 33.33;
446 var dx = x * sx, hx = hero.position[0];
447 var dy = y * sy, hy = hero.position[1];
449 const col = map.info.layer.find(l => l.type == "collision").data;
451 if (col[map.tileAt(hx + dx, hy + dy)] == 0 )
452 hero.place(hx + dx, hy + dy);
453 else if ( dy == 0 && col[map.tileAt(hx + dx / f, hy + sy / 1.5)] == 0 )
454 hero.place(hx + dx / f, hy + sy / 1.5);
455 else if ( dy == 0 && col[map.tileAt(hx + dx / f, hy - sy / 1.5)] == 0 )
456 hero.place(hx + dx / f, hy - sy / 1.5);
457 else if ( dx == 0 && col[map.tileAt(hx + sx / 1.5, hy + dy / f)] == 0 )
458 hero.place(hx + sx / 1.5, hy + dy / f);
459 else if ( dx == 0 && col[map.tileAt(hx - sx / 1.5, hy + dy / f)] == 0 )
460 hero.place(hx - sx / 1.5, hy + dy / f);
461 else player.stance();
463 map.center(hero.position[0], hero.position[1]);
464 triggers(hero.position[0], hero.position[1]);
467 // Process on_trigger events at pixel position x/y
468 function triggers(x, y) {
469 const i = map.tileAt(x,y);
471 if ( map.triggers[i] ) events (
472 map.triggers[i].filter( t => (!t.requires_status) ? true : t.requires_status.find(s => qstatus[s])
473 ).filter( t => (!t.requires_not_status) ? true : !t.requires_not_status.find(s => qstatus[s]) )
477 function loadevents() {
478 if ( map.info.event ) events(
479 map.info.event.filter( ev => ev.activate == "on_load"
480 ).filter( t => (!t.requires_status) ? true : t.requires_status.find(s => qstatus[s])
481 ).filter( t => (!t.requires_not_status) ? true : !t.requires_not_status.find(s => qstatus[s]) )
485 function events( events ) {
488 for ( ev of events ) {
489 // game status modification
490 if ( ev.set_status ) for (item of ev.set_status) {
491 qstatus[item] = true;
493 if ( ev.unset_status ) for (item of ev.unset_status) {
494 qstatus[item] = false;
496 if ( item = ev.msg ) {
499 // intramap (i.e. teleporters)
500 if ( item = ev.intramap ){
501 hero.place( map.xOf(item[0], item[1]), map.yOf(item[0], item[1]) );
502 map.center( map.xOf(item[0], item[1]), map.yOf(item[0], item[1]) );
504 // mapmod (e.g. opening doors, activating platforms, changing terrain, ...)
505 if ( ev.mapmod ) for (item of ev.mapmod) {
506 map.info.layer.find(l => l.type == item[0]).data[item[2] * map.info.header.width + item[1]] = item[3];
508 // intermap (i.e. enter new area)
509 if ( item = ev.intermap ){
510 map = new Map(item[0]);
511 hero.place( map.xOf(item[1], item[2]), map.yOf(item[1], item[2]) );
512 map.center( map.xOf(item[1], item[2]), map.yOf(item[1], item[2]) );
514 break; // further events would not be valid on new map
519 // process input and decide on according action
521 // facing directions, indexed by OR of key press combinations
522 const dir = [ -1, 0, 4, -1, 2, 1, 3, 2, 6, 7, 5, 6, -1, 0, 4, -1 ];
523 // translation speed and direction, indexed by facing direction of movement
524 const trans = [ [-1.4,0], [-1,-1], [0,-1.4], [1,-1], [1.4,0], [1,1], [0,1.4], [-1,1] ];
527 // OR of direction key presses
528 k += (keys[kbdmap.left] || keys[kbdmap.altleft]) ? 1 : 0;
529 k += (keys[kbdmap.right] || keys[kbdmap.altright]) ? 2 : 0;
530 k += (keys[kbdmap.up] || keys[kbdmap.altup]) ? 4 : 0;
531 k += (keys[kbdmap.down] || keys[kbdmap.altdown]) ? 8 : 0;
534 hero.direct(dir[k]).run();
535 translate(trans[dir[k]][0], trans[dir[k]][1]);
536 } else hero.stance();
539 let hx = map.tileX(hero.position[0], hero.position[1]);
540 let hy = map.tileY(hero.position[0], hero.position[1]);
541 let cx = map.tileX(click[0], click[1]);
542 let cy = map.tileY(click[0], click[1]);
543 if ( (cx == hx - 1 || cx == hx + 1 || cx == hx)
544 && (cy == hy - 1 || cy == hy + 1 || cy == hy))
545 triggers(click[0], click[1]);
551 document.querySelector("body").setAttribute("style", "margin: 0; padding: 0;");
552 canvas = document.createElement("canvas").getContext("2d");
553 canvas.canvas.setAttribute("style", "display: block; border: 0; margin: 0; padding: 0;");
554 document.querySelector("body").appendChild(canvas.canvas);
556 canvas.canvas.width = window.innerWidth;
557 canvas.canvas.height = window.innerHeight;
558 window.addEventListener("resize", function(){
559 canvas.canvas.width = window.innerWidth;
560 canvas.canvas.height = window.innerHeight;
563 // player = new Sprite("animations/enemies/zombie.txt"); player.stats = { speed: 3 };
565 map = new Map("maps/perdition_harbor.txt");
566 player.place(map.xOf(map.info.header.hero_pos[0], map.info.header.hero_pos[1]),
567 map.yOf(map.info.header.hero_pos[0], map.info.header.hero_pos[1]));
568 player.direct(6).stance();
570 map.center(player.position[0], player.position[1]);
571 c = new Controls(player);
573 setInterval (() => map.draw([player]), 33.33 );