// associative array for gamedata files
load: function(def) { return this[def] ? this[def] : this[def] = new Textfile(def); }
}
+
var gfx = {
// associative array for game graphics
load: function(def) {
}
return this[def];
}
-};
+}
+
+// map object is global
var map;
+// quest status
+var qstatus = {};
+
function Textfile(txtfile) {
// fetch and parse gamedata file into structured object
var lines, fetch = new XMLHttpRequest();
fetch.open("GET", txtfile, false);
fetch.send();
+ function merge(obj, file) {
+ for (each in file) {
+ if (Array.isArray(obj[each]) && Array.isArray(file[each])) obj[each] = [ ...obj[each], ...file[each] ];
+ else if (Array.isArray(obj[each])) obj[each] = [ ...obj[each], file[each] ];
+ else if (Array.isArray(file[each])) obj[each] = [ obj[each], ...file[each] ];
+ else if (each in obj) obj[each] = [ obj[each], file[each] ];
+ else obj[each] = file[each];
+ }
+ }
+
var line, key, value, ref = this, section;
for (line of fetch.responseText.split('\n')) switch(true) {
+ // INCLUDE file
+ case /^INCLUDE .+$/.test(line):
+ //console.log("Including: " + line.split(/ /)[1]);
+ merge(ref, new Textfile(line.split(/ /)[1]));
+ break;
// section headers that always become array elements
case /^\[(npc|event|layer|dialog)\]$/.test(line):
section = line.split(/[\]\[]/)[1]; ref = {};
else if (!Array.isArray(this[section])) this[section] = [this[section],ref];
else if ( Array.isArray(this[section])) this[section].push(ref);
break;
+ // Clear section on empty line
+ case /^ *$/.test(line):
+ ref = this;
+ break;
// frame definition from animation files
// frame=#frame,direction,srcX,srcY,width,height,dstX,dstY
case /^frame=[0-9]+,[0-7](,[0-9-]+){6}$/.test(line):
case /^mapmod=.*$/.test(line):
ref.mapmod = line.split(/[=]/)[1].split(/[;]/).map( m => m.split(/[,]/).map( n => n * 1 ? n * 1 : n) );
break;
+ // status array used in events
+ case /^(requires_status|requires_not_status|set_status|unset_status)=.*$/.test(line):
+ key = line.split(/[=]/)[0]; value = line.split(/[=]/)[1];
+ ref[key] = value.split(/[,]/);
+ break;
// general array type, will not be aggregated
case /^[^#].*=.*,.*$/.test(line):
key = line.split(/[=]/)[0]; value = line.split(/[=]/)[1].split(/,/);
this.info.layer.find(l => l.type == "collision").data[loc] = 1;
}
- this.events = [];
- for (let ev of this.info.event) {
+ this.triggers = [];
+ for ( let ev of this.info.event.filter(e => e.activate == "on_trigger") ) {
for (let x = ev.location[0]; x < ev.location[0] + ev.location[2]; x++)
for (let y = ev.location[1]; y < ev.location[1] + ev.location[3]; y++) {
let loc = y * w + x;
- if (!this.events[loc]) this.events[loc] = [];
- this.events[loc].push(ev);
+ if (!this.triggers[loc]) this.triggers[loc] = [];
+ this.triggers[loc].push(ev);
}
}
}
// draw the entire map, including all mobs
- // mobs in an array of all heros, enemies, loot, npcs, etc.
+ // mobs is 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;
}
}
-function Mob(textdef) {
- // any mobile object, mostly for gfx representation
+function Sprite(textdef) {
+ // sprite object, mostly for gfx representation
// may be hero, enemy, loot, npc, etc.
this.position = [0, 0];
const info = gamedata.load(textdef);
info[animation].frame[i] = [[ i * rs[0], 0, rs[0], rs[1], ro[0], ro[1]]];
}
- // place mob on x/y pixel coordinates
+ // place sprite 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
+ // change facing direction of sprite
this.direct = function(d) { direction = d % 8; return this; }
// set animation cycle for drawing
return this;
}
- // draw this mob to screen position x/y
+ // draw this sprite 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;
function Npc(textdef){
this.info = gamedata.load(textdef);
- const avatar = new Mob(this.info.gfx);
+ const avatar = new Sprite(this.info.gfx);
this.place = function(x, y) {
avatar.place(x,y);
// 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");
+ 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
+ // hero consists of multiple sprites, 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"),
+ head : new Sprite("animations/avatar/"+gender+"/head_"+hair+".txt"),
+ chest: new Sprite("animations/avatar/"+gender+"/cloth_shirt.txt"),
+ hands: new Sprite("animations/avatar/"+gender+"/default_hands.txt"),
+ legs : new Sprite("animations/avatar/"+gender+"/cloth_pants.txt"),
+ feet : new Sprite("animations/avatar/"+gender+"/default_feet.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] = new Sprite("animations/avatar/"+gender+"/"+item+".txt")
limbs[limb].place(this.position[0], this.position[1]).direct(direction);
this.animate(animation);
return this;
}
- // // Wrapper functions for Mob class // //
+ // // Wrapper functions for Sprite class // //
- // place all mobs beloning to hero (when spawning, walking, teleporting, etc.)
+ // place all sprites 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)
+ // change facing direction of hero (i.e. of all sprites)
this.direct = function(d) {
direction = d;
for (var limb in limbs) limbs[limb] && limbs[limb].direct(d);
}
var keys = [], click = [];
+ loadevents();
+
window.addEventListener("keydown", e => keys[e.keyCode] = true );
window.addEventListener("keyup" , e => keys[e.keyCode] = false);
window.addEventListener("click", m => click = [ map.mapX(m.clientX), map.mapY(m.clientY) ] );
else player.stance();
map.center(hero.position[0], hero.position[1]);
- events(hero.position[0], hero.position[1]);
+ triggers(hero.position[0], hero.position[1]);
}
// Process on_trigger events at pixel position x/y
- function events(x, y) {
- const i = map.tileAt(x,y); let ev, e, n;
- if (map.events[i]) {
- // intramap (teleporters)
- if ( ev = map.events[i].find(e => (e.activate == "on_trigger" && e.intramap)) ){
- ev = ev.intramap;
- hero.place( map.xOf(ev[0], ev[1]), map.yOf(ev[0], ev[1]) );
- map.center( map.xOf(ev[0], ev[1]), map.yOf(ev[0], ev[1]) );
+ function triggers(x, y) {
+ const i = map.tileAt(x,y);
+
+ if ( map.triggers[i] ) events (
+ map.triggers[i].filter( t => (!t.requires_status) ? true : t.requires_status.find(s => qstatus[s])
+ ).filter( t => (!t.requires_not_status) ? true : !t.requires_not_status.find(s => qstatus[s]) )
+ );
+ }
+
+ function loadevents() {
+ if ( map.info.event ) events(
+ map.info.event.filter( ev => ev.activate == "on_load"
+ ).filter( t => (!t.requires_status) ? true : t.requires_status.find(s => qstatus[s])
+ ).filter( t => (!t.requires_not_status) ? true : !t.requires_not_status.find(s => qstatus[s]) )
+ )
+ }
+
+ function events( events ) {
+ var ev, item;
+
+ for ( ev of events ) {
+ // game status modification
+ if ( ev.set_status ) for (item of ev.set_status) {
+ qstatus[item] = true;
+ }
+ if ( ev.unset_status ) for (item of ev.unset_status) {
+ qstatus[item] = false;
+ }
+ if ( item = ev.msg ) {
+ console.log(item);
+ }
+ // intramap (i.e. teleporters)
+ if ( item = ev.intramap ){
+ hero.place( map.xOf(item[0], item[1]), map.yOf(item[0], item[1]) );
+ map.center( map.xOf(item[0], item[1]), map.yOf(item[0], item[1]) );
}
// mapmod (e.g. opening doors, activating platforms, changing terrain, ...)
- for (ev of map.events[i].filter(e => (e.activate == "on_trigger" && e.mapmod)) ){
- for (ev of ev.mapmod)
- map.info.layer.find(l => l.type == ev[0]).data[ev[2] * map.info.header.width + ev[1]] = ev[3];
+ if ( ev.mapmod ) for (item of ev.mapmod) {
+ map.info.layer.find(l => l.type == item[0]).data[item[2] * map.info.header.width + item[1]] = item[3];
}
- // intermap (must be last because loading new map breaks further event search)
- if ( ev = map.events[i].find(e => (e.activate == "on_trigger" && e.intermap)) ){
- ev = ev.intermap;
- map = new Map(ev[0]);
- hero.place( map.xOf(ev[1], ev[2]), map.yOf(ev[1], ev[2]) );
- map.center( map.xOf(ev[1], ev[2]), map.yOf(ev[1], ev[2]) );
+ // intermap (i.e. enter new area)
+ if ( item = ev.intermap ){
+ map = new Map(item[0]);
+ hero.place( map.xOf(item[1], item[2]), map.yOf(item[1], item[2]) );
+ map.center( map.xOf(item[1], item[2]), map.yOf(item[1], item[2]) );
+ loadevents();
+ break; // further events would not be valid on new map
}
}
}
let cy = map.tileY(click[0], click[1]);
if ( (cx == hx - 1 || cx == hx + 1 || cx == hx)
&& (cy == hy - 1 || cy == hy + 1 || cy == hy))
- events(click[0], click[1]);
+ triggers(click[0], click[1]);
click = [];
}
}
canvas.canvas.height = window.innerHeight;
});
-// player = new Mob("animations/enemies/zombie.txt"); player.stats = { speed: 3 };
+// player = new Sprite("animations/enemies/zombie.txt"); player.stats = { speed: 3 };
player = new Hero();
-map = new Map("/maps/perdition_harbor.txt");
+map = new Map("maps/perdition_harbor.txt");
player.place(map.xOf(map.info.header.hero_pos[0], map.info.header.hero_pos[1]),
map.yOf(map.info.header.hero_pos[0], map.info.header.hero_pos[1]));
player.direct(6).stance();