2 // associative array for gamedata files
3 load: def => this[def] ? this[def] : this[def] = new Textfile(def)
6 // associative array for game graphics
9 this[def] = document.createElement("img");
10 this[def].setAttribute("src", def);
16 function Textfile(txtfile) {
17 // fetch and parse gamedata file into structured object
18 var lines, fetch = new XMLHttpRequest();
19 fetch.open("GET", txtfile, false);
22 var line, key, value, ref = this, section;
23 for (line of fetch.responseText.split('\n')) switch(true) {
24 // section headers that always become array elements
25 case /^\[(npc|event|layer|dialog)\]$/.test(line):
26 section = line.split(/[\]\[]/)[1]; ref = {};
27 if (!this[section]) this[section] = [ref];
28 else if ( Array.isArray(this[section])) this[section].push(ref);
30 // general section headers (may or may not be unique)
31 case /^\[.*\]$/.test(line):
32 section = line.split(/[\]\[]/)[1]; ref = {};
33 if (!this[section]) this[section] = ref;
34 else if (!Array.isArray(this[section])) this[section] = [this[section],ref];
35 else if ( Array.isArray(this[section])) this[section].push(ref);
37 // frame definition from animation files
38 // frame=#frame,direction,srcX,srcY,width,height,dstX,dstY
39 case /^frame=[0-9]+,[0-7](,[0-9-]+){6}$/.test(line):
40 key = line.split(/[=,]/).slice(1,3); value = line.split(/,/).slice(-6);
41 if (!ref.frame) ref.frame = [];
42 if (!ref.frame[key[0]]) ref.frame[key[0]] = [];
43 ref.frame[key[0]][key[1]] = value.map(x => parseInt(x));
45 // order of gfx draw from engine/hero_layers.txt
46 // layer=direction,list,of,limbs,...
47 case /^layer=[0-9]+,/.test(line):
48 key = line.split(/[=,]/)[1]; value = line.split(/,/).slice(1);
49 if (!ref.layer) ref.layer = []; ref.layer[key] = value;
51 // empty data= line starting map data in map files
52 case /^data=$/.test(line):
56 case /^[0-9,]+,$/.test(line):
57 value = line.split(/,/).slice(0,-1);
58 ref.data = ref.data.concat(value);
60 // map data array (last line)
61 case /^[0-9,]+$/.test(line):
62 value = line.split(/,/);
63 ref.data = ref.data.concat(value);
64 ref.data = ref.data.map(x => parseInt(x));
66 // tile description from tiledef file
67 // tile=#tile,srcX,srcY,width,height,dstX,dstY
68 case /^tile=[0-9]+,/.test(line):
69 key = line.split(/[=,]/)[1]; value = line.split(/,/).slice(1);
70 if (!ref.tile) ref.tile = []; ref.tile[key] = value.map(x => parseInt(x));
72 // animated tile from tiledef file
73 // animation=#tile;(srcX,srcY,duration;)...
74 case /^animation=[0-9]+;.*;$/.test(line):
75 key = line.split(/[=;]/)[1]; value = line.split(/;/).slice(1,-1);
76 value = value.map(x => x.split(/,/));
77 value.forEach(x => x[2] = parseInt(x[2]));
78 if (!ref.animation) ref.animation = []; ref.animation[key] = value;
80 // frame duration from animation file (im millisec)
81 case /^duration=[0-9]+ms$/.test(line):
82 ref["duration"] = line.split(/=|ms$/)[1];
84 // frame duration from animation file (in whole seconds)
85 case /^duration=[0-9]+s$/.test(line):
86 ref["duration"] = line.split(/=|s$/)[1] * 1000;
88 // general numeric value (key=#)
89 case /^[^#].*=[0-9]+$/.test(line):
90 key = line.split(/[=]/)[0]; value = line.split(/=/).slice(1) * 1;
91 if (!ref[key]) ref[key] = value;
92 else if (!Array.isArray(ref[key])) ref[key] = [ref[key],value];
93 else if ( Array.isArray(ref[key])) ref[key].push(value);
95 // general key=value (non-numeric or non-scalar)
96 case /^[^#].*=.+$/.test(line):
97 key = line.split(/[=]/)[0]; value = line.split(/=/).slice(1).join("=");
98 if (!ref[key]) ref[key] = value;
99 else if (!Array.isArray(ref[key])) ref[key] = [ref[key],value];
100 else if ( Array.isArray(ref[key])) ref[key].push(value);
105 function Map(textdef) {
106 // object for map operations (drawing coorinate transformation, etc.)
107 this.info = gamedata.load(textdef);
108 const tileset = gamedata.load(this.info.header.tileset);
109 const frametime = performance.now();
110 gfx.load(tileset.img);
112 const h = this.info.header.height, w = this.info.header.width;
113 const th = this.info.header.tileheight, tw = this.info.header.tilewidth;
114 var posx = canvas.canvas.width / 2, posy = canvas.canvas.height / 2 - h * th/2;
116 canvas.fillStyle = "rgba("+this.info.header.background_color+")";
118 // precalculated tile positions
119 // assign x/y coordinates to each tile index
120 // looks dumb but is faster than on the fly isometric calculations
121 const dx = [], dy = [];
122 for ( let y = 0; y < h; y++ ) for ( let x = 0; x < w; x++ ) {
123 dx[y * w + x] = (w + x - y) * tw / 2;
124 dy[y * w + x] = (x + y) * th / 2;
127 // tile index for pixel position on map
128 this.tileAt = function(x, y) {
129 var r = (y + th / 2) / th; var c = (x - w * tw /2) / tw;
130 var nx = r + c |0; var ny = r - c |0;
134 // center map to pixel position (by setting drawing offsets)
135 this.center = function(x, y) {
136 posx = canvas.canvas.width / 2 - x;
137 posy = canvas.canvas.height / 2 - y;
141 // draw the entire map, including all mobs
142 // mobs in an array of all heros, enemies, loot, npcs, etc.
143 this.draw = function(mobs) {
144 const bg = this.info.layer.find(l => l.type == "background").data;
145 const ob = this.info.layer.find(l => l.type == "object").data;
146 var x, y, i, mm = [];
148 // mobs only have x/y pixel positions, to draw them in order with map tiles
149 // we set up an array with current tile positions of mobs
151 let i = this.tileAt(m.position[0], m.position[1]);
152 mm[i] = mobs.filter(m => i == this.tileAt(m.position[0], m.position[1]));
154 canvas.fillRect(0,0, canvas.canvas.width, canvas.canvas.height);
156 for ( y = 0; y < h; y++ ) for ( x = 0; x < w; x++ ) {
158 draw_tile(bg[i], posx + dx[i], posy + dy[i]);
160 for ( y = 0; y < h; y++ ) for ( x = 0; x < w; x++ ) {
162 draw_tile(ob[i], posx + dx[i], posy + dy[i]);
163 if (mm[i]) mm[i].forEach(m => m.draw(posx + m.position[0], posy + m.position[1]));
167 // draw a single map tile at screen position x/y
168 // tile may be animated, if so defined in tiledef
169 function draw_tile(tile, x, y) {
170 const t = tileset.tile[tile];
171 const f = tileset.animation[tile];
175 frame = ((performance.now() - frametime) / f[0][2] |0) % f.length;
176 canvas.drawImage(gfx[tileset.img], f[frame][0], f[frame][1], t[2], t[3],
177 x - t[4], y - t[5], t[2], t[3]);
179 canvas.drawImage(gfx[tileset.img], t[0], t[1], t[2], t[3],
180 x - t[4], y - t[5], t[2], t[3]);
185 function Mob(textdef) {
186 // any mobile object, mostly for gfx representation
187 // may be hero, enemy, loot, npc, etc.
188 this.position = [0, 0];
189 const info = gamedata.load(textdef);
191 var animation = "stance";
192 var previous_animation = "";
193 var frametime = performance.now();
196 // place mob on x/y pixel coordinates
197 // e.g. when spawning, walking, etc.
198 this.place = function(x, y) {
199 this.position[0] = x, this.position[1] = y;
203 // change facing direction of mob
204 this.direct = function(d) { direction = d % 8; return this; }
206 // set animation cycle for drawing
207 // play_once animations will automatically fall back
208 // to previous loop after completion
209 this.animate = function(a) {
210 if ( a != animation ) {
211 previous_animation = animation;
213 frametime = performance.now();
218 // draw this mob to screen position x/y
219 this.draw = function(x, y){
220 var f, a = info[animation];
221 var f, frame = ( performance.now() - frametime ) * a.frames / a.duration | 0;
223 // determine current animation frame
226 frame = frame % a.frames;
229 if ( frame >= a.frames ){
230 animation = previous_animation;
231 previous_animation = "";
232 frametime = performance.now();
238 frame = frame % (a.frames * 2 - 2);
239 if ( frame >= a.frames ){
240 frame = a.frames - frame % a.frames - 1;
245 f = a.frame[frame][direction];
247 canvas.drawImage(gfx[info.image], f[0], f[1], f[2], f[3],
252 // shortcut functions for specific animations
253 this.block = () => this.animate("block" );
254 this.cast = () => this.animate("cast" );
255 this.die = () => this.animate("die" );
256 this.hit = () => this.animate("hit" );
257 this.run = () => this.animate("run" );
258 this.shoot = () => this.animate("shoot" );
259 this.stance = () => this.animate("stance");
260 this.swing = () => this.animate("swing" );
263 function Hero(gender = "female", hair = "short"){
264 // Object for player character
265 // unique in single player
266 this.position = [0,0];
267 this.stats = gamedata.load("/engine/stats.txt");
268 const layers = gamedata.load("/engine/hero_layers.txt");
269 var direction = 0, animation = "stance";
270 hair = (gender == "female")?"long":hair;
272 // hero consists of multiple mobs, one for each clothing/item overlay
274 head : new Mob("/animations/avatar/"+gender+"/head_"+hair+".txt"),
275 chest: new Mob("/animations/avatar/"+gender+"/cloth_shirt.txt"),
276 hands: new Mob("/animations/avatar/"+gender+"/default_hands.txt"),
277 legs : new Mob("/animations/avatar/"+gender+"/cloth_pants.txt"),
278 feet : new Mob("/animations/avatar/"+gender+"/default_feet.txt"),
279 main : null, // main hand, e.g. melee weapon, magic weapon
280 off : null // off hand, e.g. shield, ranged weapon
283 // "dress" the player, i.e. assign clothing/item to limb
284 this.dress = function(limb, item) {
285 limbs[limb] = new Mob("/animations/avatar/"+gender+"/"+item+".txt")
286 limbs[limb].place(this.position[0], this.position[1]).direct(direction);
287 this.animate(animation);
291 // // Wrapper functions for Mob class // //
293 // place all mobs beloning to hero (when spawning, walking, teleporting, etc.)
294 this.place = function(x,y) {
295 this.position[0] = x, this.position[1] = y;
296 for (var limb in limbs) limbs[limb] && limbs[limb].place(x,y);
299 // change facing direction of hero (i.e. of all mobs)
300 this.direct = function(d) {
302 for (var limb in limbs) limbs[limb] && limbs[limb].direct(d);
305 // start animation cycle
306 this.animate = function(anim){
308 for (var limb in limbs) limbs[limb] && limbs[limb].animate(anim);
311 this.draw = function(x, y){
312 layers.layer[direction].forEach(limb => limbs[limb] && limbs[limb].draw(x, y));
316 // shortcuts for animation
317 this.block = () => this.animate("block" );
318 this.cast = () => this.animate("cast" );
319 this.die = () => this.animate("die" );
320 this.hit = () => this.animate("hit" );
321 this.run = () => this.animate("run" );
322 this.shoot = () => this.animate("shoot" );
323 this.stance = () => this.animate("stance");
324 this.swing = () => this.animate("swing" );
327 function Controls(hero, map){
328 // processes keyboard / touch / mouse
329 // causes according player actions
330 // single player only, conrol will be assigned to server in multi player
333 down: 83, altdown: 40,
334 left: 65, altleft: 37,
335 right: 68, altright: 39,
338 var col = map.info.layer.find(l => l.type == "collision").data;
340 window.addEventListener("keydown", e => keys[e.keyCode] = true );
341 window.addEventListener("keyup" , e => keys[e.keyCode] = false);
342 setInterval(() => input(), 33.33)
344 // cause player to walk, processes blocked terrain and player speed
345 // x/y are factors of speed and direction
346 // i.e. +/-1 for diagonal movement
347 // and +/-1.4 for horizontal/vertical movement
348 function translate(x, y){
349 var sx = map.info.header.tilewidth * hero.stats.speed / 33.33;
350 var sy = map.info.header.tileheight * hero.stats.speed / 33.33;
351 var dx = x * sx, hx = hero.position[0];
352 var dy = y * sy, hy = hero.position[1];
355 if (col[map.tileAt(hx + dx, hy + dy)] == 0 )
356 hero.place(hx + dx, hy + dy);
357 else if ( dy == 0 && col[map.tileAt(hx + dx / f, hy + sy / 1.5)] == 0 )
358 hero.place(hx + dx / f, hy + sy / 1.5);
359 else if ( dy == 0 && col[map.tileAt(hx + dx / f, hy - sy / 1.5)] == 0 )
360 hero.place(hx + dx / f, hy - sy / 1.5);
361 else if ( dx == 0 && col[map.tileAt(hx + sx / 1.5, hy + dy / f)] == 0 )
362 hero.place(hx + sx / 1.5, hy + dy / f);
363 else if ( dx == 0 && col[map.tileAt(hx - sx / 1.5, hy + dy / f)] == 0 )
364 hero.place(hx - sx / 1.5, hy + dy / f);
365 else player.stance();
367 map.center(hero.position[0], hero.position[1]);
370 // process input and decide on according action
372 // facing directions, indexed by OR of key press combinations
373 const dir = [ -1, 0, 4, -1, 2, 1, 3, 2, 6, 7, 5, 6, -1, 0, 4, -1 ];
374 // translation speed and direction, indexed by facing direction of movement
375 const trans = [ [-1.4,0], [-1,-1], [0,-1.4], [1,-1], [1.4,0], [1,1], [0,1.4], [-1,1] ];
378 // OR of direction key presses
379 k += (keys[kbdmap.left] || keys[kbdmap.altleft]) ? 1 : 0;
380 k += (keys[kbdmap.right] || keys[kbdmap.altright]) ? 2 : 0;
381 k += (keys[kbdmap.up] || keys[kbdmap.altup]) ? 4 : 0;
382 k += (keys[kbdmap.down] || keys[kbdmap.altdown]) ? 8 : 0;
385 hero.direct(dir[k]).run();
386 translate(trans[dir[k]][0], trans[dir[k]][1]);
387 } else hero.stance();
391 document.querySelector("body").setAttribute("style", "margin: 0; padding: 0;");
392 canvas = document.createElement("canvas").getContext("2d");
393 canvas.canvas.setAttribute("style", "display: block; border: 0; margin: 0; padding: 0;");
394 document.querySelector("body").appendChild(canvas.canvas);
396 canvas.canvas.width = window.innerWidth;
397 canvas.canvas.height = window.innerHeight;
398 window.addEventListener("resize", function(){
399 canvas.canvas.width = window.innerWidth;
400 canvas.canvas.height = window.innerHeight;
403 // player = new Mob("animations/enemies/zombie.txt"); player.stats = { speed: 3 };
405 map = new Map("/maps/arrival.txt");
406 player.place(map.info.header.hero_pos.split(/,/)[0] * map.info.header.tilewidth,
407 map.info.header.hero_pos.split(/,/)[1] * map.info.header.tileheight);
408 player.direct(5).stance();
410 map.center(player.position[0], player.position[1]);
411 c = new Controls(player, map);
413 setInterval (() => map.draw([player]), 33.33 );