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):
// 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 sprites, one for each clothing/item overlay
var limbs = {
- 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"),
+ 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 Sprite("/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;
// 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();