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 var line, key, value, ref = this, section;
30 for (line of fetch.responseText.split('\n')) switch(true) {
31 // section headers that always become array elements
32 case /^\[(npc|event|layer|dialog)\]$/.test(line):
33 section = line.split(/[\]\[]/)[1]; ref = {};
34 if (!this[section]) this[section] = [ref];
35 else if ( Array.isArray(this[section])) this[section].push(ref);
37 // general section headers (may or may not be unique)
38 case /^\[.*\]$/.test(line):
39 section = line.split(/[\]\[]/)[1]; ref = {};
40 if (!this[section]) this[section] = ref;
41 else if (!Array.isArray(this[section])) this[section] = [this[section],ref];
42 else if ( Array.isArray(this[section])) this[section].push(ref);
44 // frame definition from animation files
45 // frame=#frame,direction,srcX,srcY,width,height,dstX,dstY
46 case /^frame=[0-9]+,[0-7](,[0-9-]+){6}$/.test(line):
47 key = line.split(/[=,]/).slice(1,3); value = line.split(/,/).slice(-6);
48 if (!ref.frame) ref.frame = [];
49 if (!ref.frame[key[0]]) ref.frame[key[0]] = [];
50 ref.frame[key[0]][key[1]] = value.map(x => parseInt(x));
52 // order of gfx draw from engine/hero_layers.txt
53 // layer=direction,list,of,limbs,...
54 case /^layer=[0-9]+,/.test(line):
55 key = line.split(/[=,]/)[1]; value = line.split(/,/).slice(1);
56 if (!ref.layer) ref.layer = []; ref.layer[key] = value;
58 // empty data= line starting map data in map files
59 case /^data=$/.test(line):
63 case /^[0-9,]+,$/.test(line):
64 value = line.split(/,/).slice(0,-1);
65 ref.data = ref.data.concat(value);
67 // map data array (last line)
68 case /^[0-9,]+$/.test(line):
69 value = line.split(/,/);
70 ref.data = ref.data.concat(value);
71 ref.data = ref.data.map(x => parseInt(x));
73 // tile description from tiledef file
74 // tile=#tile,srcX,srcY,width,height,dstX,dstY
75 case /^tile=[0-9]+,/.test(line):
76 key = line.split(/[=,]/)[1]; value = line.split(/,/).slice(1);
77 if (!ref.tile) ref.tile = []; ref.tile[key] = value.map(x => parseInt(x));
79 // animated tile from tiledef file
80 // animation=#tile;(srcX,srcY,duration;)...
81 case /^animation=[0-9]+;.*;$/.test(line):
82 key = line.split(/[=;]/)[1]; value = line.split(/;/).slice(1,-1);
83 value = value.map(x => x.split(/,/));
84 value.forEach(x => x[2] = parseInt(x[2]));
85 if (!ref.animation) ref.animation = []; ref.animation[key] = value;
87 // frame duration from animation file (im millisec)
88 case /^duration=[0-9]+ms$/.test(line):
89 ref.duration = line.split(/=|ms$/)[1];
91 // frame duration from animation file (in whole seconds)
92 case /^duration=[0-9]+s$/.test(line):
93 ref.duration = line.split(/=|s$/)[1] * 1000;
96 case /^mapmod=.*$/.test(line):
97 ref.mapmod = line.split(/[=]/)[1].split(/[;]/).map( m => m.split(/[,]/).map( n => n * 1 ? n * 1 : n) );
99 // status array used in events
100 case /^(requires_status|requires_not_status|set_status|unset_status)=.*$/.test(line):
101 key = line.split(/[=]/)[0]; value = line.split(/[=]/)[1];
102 ref[key] = value.split(/[,]/);
104 // general array type, will not be aggregated
105 case /^[^#].*=.*,.*$/.test(line):
106 key = line.split(/[=]/)[0]; value = line.split(/[=]/)[1].split(/,/);
107 ref[key] = value.map(m => m * 1 ? m * 1 : m); // parse numerics
110 case /^[^#].*=.+$/.test(line):
111 key = line.split(/[=]/)[0];
112 value = line.split(/=/).slice(1).join("=");
113 value = value * 1 ? value * 1 : value; // try to parse as numeric
114 if (!ref[key]) ref[key] = value;
115 else if (!Array.isArray(ref[key])) ref[key] = [ref[key],value];
116 else if ( Array.isArray(ref[key])) ref[key].push(value);
121 function Map(textdef) {
122 // object for map operations (drawing coorinate transformation, etc.)
123 this.info = gamedata.load(textdef);
124 const tileset = gamedata.load(this.info.header.tileset);
125 const frametime = performance.now();
126 gfx.load(tileset.img);
128 const h = this.info.header.height, w = this.info.header.width;
129 const th = this.info.header.tileheight, tw = this.info.header.tilewidth;
130 var posx = canvas.canvas.width / 2, posy = canvas.canvas.height / 2 - h * th/2;
132 canvas.fillStyle = "rgba("+this.info.header.background_color+")";
134 // precalculated tile positions
135 // assign x/y coordinates to each tile index
136 // looks dumb but is faster than on the fly isometric calculations
137 const dx = [], dy = [];
138 for ( let y = 0; y < h; y++ ) for ( let x = 0; x < w; x++ ) {
139 dx[y * w + x] = (w + x - y) * tw / 2;
140 dy[y * w + x] = (x + y) * th / 2;
144 if (this.info.npc) for (let def of this.info.npc) {
145 let loc = def.location[1] * w + def.location[0];
146 npcs[loc] = new Npc(def.filename)
147 npcs[loc].place(dx[loc], dy[loc]);
148 this.info.layer.find(l => l.type == "collision").data[loc] = 1;
152 for ( let ev of this.info.event.filter(e => e.activate == "on_trigger") ) {
153 for (let x = ev.location[0]; x < ev.location[0] + ev.location[2]; x++)
154 for (let y = ev.location[1]; y < ev.location[1] + ev.location[3]; y++) {
156 if (!this.triggers[loc]) this.triggers[loc] = [];
157 this.triggers[loc].push(ev);
161 // tile index for pixel position on map
162 this.tileAt = function(x, y) {
163 var r = (y + th / 2) / th; var c = (x - w * tw /2) / tw;
164 var nx = r + c |0; var ny = r - c |0;
167 this.tileX = (x,y) => this.tileAt(x,y) % w;
168 this.tileY = (x,y) => this.tileAt(x,y) / w |0;
170 // vice versa the pixel coordinates of a given map tile
171 this.positionOf = (tl, ty = -1) => (~ty) ? [dx[ty * w + tl], dy[ty * w + tl]] : [ dx[tl], dy[tl] ];
172 this.xOf = (tl, ty = -1) => (~ty) ? dx[ty * w + tl] : dx[tl];
173 this.yOf = (tl, ty = -1) => (~ty) ? dy[ty * w + tl] : dy[tl];
175 // map pixel for given screen pixel
176 this.mapX = x => x - posx;
177 this.mapY = y => y - posy;
179 // center map to pixel position (by setting drawing offsets)
180 this.center = function(x, y) {
181 posx = canvas.canvas.width / 2 - x;
182 posy = canvas.canvas.height / 2 - y;
186 // draw the entire map, including all mobs
187 // mobs is an array of all heros, enemies, loot, npcs, etc.
188 this.draw = function(mobs) {
189 const bg = this.info.layer.find(l => l.type == "background").data;
190 const ob = this.info.layer.find(l => l.type == "object").data;
193 // mobs only have x/y pixel positions,
194 // to draw them in order with map tiles we set up
195 // an array with current tile positions of mobs
197 let i = this.tileAt(m.position[0], m.position[1]);
198 mm[i] = mobs.filter(m => i == this.tileAt(m.position[0], m.position[1]));
200 canvas.fillRect(0,0, canvas.canvas.width, canvas.canvas.height);
202 // draw background layer first
203 for ( i = 0; i < h * w; i++ ) draw_tile(bg[i], posx + dx[i], posy + dy[i]);
205 // draw object layer and mobs
206 for ( i = 0; i < h * w; i++ ) {
207 draw_tile(ob[i], posx + dx[i], posy + dy[i]);
208 if (mm[i]) mm[i].forEach(m => m.draw(posx + m.position[0], posy + m.position[1]));
209 if (npcs[i]) npcs[i].draw(posx + dx[i], posy + dy[i]);
213 // draw a single map tile at screen position x/y
214 // tile may be animated, if so defined in tiledef
215 function draw_tile(tile, x, y) {
216 const t = tileset.tile[tile];
217 const f = tileset.animation[tile];
221 frame = ((performance.now() - frametime) / f[0][2] |0) % f.length;
222 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)
223 canvas.drawImage(gfx[tileset.img], f[frame][0], f[frame][1], t[2], t[3],
224 x - t[4], y - t[5], t[2], t[3]);
226 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)
227 canvas.drawImage(gfx[tileset.img], t[0], t[1], t[2], t[3],
228 x - t[4], y - t[5], t[2], t[3]);
233 function Sprite(textdef) {
234 // sprite object, mostly for gfx representation
235 // may be hero, enemy, loot, npc, etc.
236 this.position = [0, 0];
237 const info = gamedata.load(textdef);
239 var animation = "stance";
240 var previous_animation = "";
241 var frametime = performance.now();
244 // some simplified npc files do not define animation frames
245 // render size and offset are given instead, and we
246 // assume, that we can just loop horizontally over the image
247 if (!info[animation].frame){
248 info[animation].frame = [];
249 let rs = info.render_size, ro = info.render_offset;
251 for (let i = 0; i < info[animation].frames; i++ )
252 info[animation].frame[i] = [[ i * rs[0], 0, rs[0], rs[1], ro[0], ro[1]]];
255 // place sprite on x/y pixel coordinates
256 // e.g. when spawning, walking, etc.
257 this.place = function(x, y) {
258 this.position[0] = x, this.position[1] = y;
262 // change facing direction of sprite
263 this.direct = function(d) { direction = d % 8; return this; }
265 // set animation cycle for drawing
266 // play_once animations will automatically fall back
267 // to previous loop after completion
268 this.animate = function(a) {
269 if ( a != animation ) {
270 previous_animation = animation;
272 frametime = performance.now();
277 // draw this sprite to screen position x/y
278 this.draw = function(x, y){
279 var f, a = info[animation];
280 var f, frame = ( performance.now() - frametime ) * a.frames / a.duration | 0;
282 // determine current animation frame
285 frame = frame % a.frames;
288 if ( frame >= a.frames ){
289 animation = previous_animation;
290 previous_animation = "";
291 frametime = performance.now();
297 frame = frame % (a.frames * 2 - 2);
298 if ( frame >= a.frames ){
299 frame = a.frames - frame % a.frames - 1;
304 f = a.frame[frame][direction];
306 canvas.drawImage(gfx[info.image], f[0], f[1], f[2], f[3],
311 // shortcut functions for specific animations
312 this.block = () => this.animate("block" );
313 this.cast = () => this.animate("cast" );
314 this.die = () => this.animate("die" );
315 this.hit = () => this.animate("hit" );
316 this.run = () => this.animate("run" );
317 this.shoot = () => this.animate("shoot" );
318 this.stance = () => this.animate("stance");
319 this.swing = () => this.animate("swing" );
322 function Npc(textdef){
323 this.info = gamedata.load(textdef);
324 const avatar = new Sprite(this.info.gfx);
326 this.place = function(x, y) {
331 this.draw = function(x, y) {
337 function Hero(gender = "female", hair = "short"){
338 // Object for player character
339 // unique in single player
340 this.position = [0,0];
341 this.stats = gamedata.load("/engine/stats.txt");
342 const layers = gamedata.load("/engine/hero_layers.txt");
343 var direction = 0, animation = "stance";
344 hair = (gender == "female")?"long":hair;
346 // hero consists of multiple sprites, one for each clothing/item overlay
348 head : new Sprite("/animations/avatar/"+gender+"/head_"+hair+".txt"),
349 chest: new Sprite("/animations/avatar/"+gender+"/cloth_shirt.txt"),
350 hands: new Sprite("/animations/avatar/"+gender+"/default_hands.txt"),
351 legs : new Sprite("/animations/avatar/"+gender+"/cloth_pants.txt"),
352 feet : new Sprite("/animations/avatar/"+gender+"/default_feet.txt"),
353 main : null, // main hand, e.g. melee weapon, magic weapon
354 off : null // off hand, e.g. shield, ranged weapon
357 // "dress" the player, i.e. assign clothing/item to limb
358 this.dress = function(limb, item) {
359 limbs[limb] = new Sprite("/animations/avatar/"+gender+"/"+item+".txt")
360 limbs[limb].place(this.position[0], this.position[1]).direct(direction);
361 this.animate(animation);
365 // // Wrapper functions for Sprite class // //
367 // place all sprites beloning to hero (when spawning, walking, teleporting, etc.)
368 this.place = function(x,y) {
369 this.position[0] = x, this.position[1] = y;
370 for (var limb in limbs) limbs[limb] && limbs[limb].place(x,y);
373 // change facing direction of hero (i.e. of all sprites)
374 this.direct = function(d) {
376 for (var limb in limbs) limbs[limb] && limbs[limb].direct(d);
379 // start animation cycle
380 this.animate = function(anim){
382 for (var limb in limbs) limbs[limb] && limbs[limb].animate(anim);
385 this.draw = function(x, y){
386 layers.layer[direction].forEach(limb => limbs[limb] && limbs[limb].draw(x, y));
390 // shortcuts for animation
391 this.block = () => this.animate("block" );
392 this.cast = () => this.animate("cast" );
393 this.die = () => this.animate("die" );
394 this.hit = () => this.animate("hit" );
395 this.run = () => this.animate("run" );
396 this.shoot = () => this.animate("shoot" );
397 this.stance = () => this.animate("stance");
398 this.swing = () => this.animate("swing" );
401 function Controls(hero){
402 // processes keyboard / touch / mouse
403 // causes according player actions
404 // single player only, conrol will be assigned to server in multi player
407 down: 83, altdown: 40,
408 left: 65, altleft: 37,
409 right: 68, altright: 39,
411 var keys = [], click = [];
415 window.addEventListener("keydown", e => keys[e.keyCode] = true );
416 window.addEventListener("keyup" , e => keys[e.keyCode] = false);
417 window.addEventListener("click", m => click = [ map.mapX(m.clientX), map.mapY(m.clientY) ] );
418 setInterval(() => input(), 33.33)
420 // cause player to walk, processes blocked terrain and player speed
421 // x/y are factors of speed and direction
422 // i.e. +/-1 for diagonal movement
423 // and +/-1.4 for horizontal/vertical movement
424 function translate(x, y){
425 var sx = map.info.header.tilewidth * hero.stats.speed / 33.33;
426 var sy = map.info.header.tileheight * hero.stats.speed / 33.33;
427 var dx = x * sx, hx = hero.position[0];
428 var dy = y * sy, hy = hero.position[1];
430 const col = map.info.layer.find(l => l.type == "collision").data;
432 if (col[map.tileAt(hx + dx, hy + dy)] == 0 )
433 hero.place(hx + dx, hy + dy);
434 else if ( dy == 0 && col[map.tileAt(hx + dx / f, hy + sy / 1.5)] == 0 )
435 hero.place(hx + dx / f, hy + sy / 1.5);
436 else if ( dy == 0 && col[map.tileAt(hx + dx / f, hy - sy / 1.5)] == 0 )
437 hero.place(hx + dx / f, hy - sy / 1.5);
438 else if ( dx == 0 && col[map.tileAt(hx + sx / 1.5, hy + dy / f)] == 0 )
439 hero.place(hx + sx / 1.5, hy + dy / f);
440 else if ( dx == 0 && col[map.tileAt(hx - sx / 1.5, hy + dy / f)] == 0 )
441 hero.place(hx - sx / 1.5, hy + dy / f);
442 else player.stance();
444 map.center(hero.position[0], hero.position[1]);
445 triggers(hero.position[0], hero.position[1]);
448 // Process on_trigger events at pixel position x/y
449 function triggers(x, y) {
450 const i = map.tileAt(x,y);
452 if ( map.triggers[i] ) events (
453 map.triggers[i].filter( t => (!t.requires_status) ? true : t.requires_status.find(s => qstatus[s])
454 ).filter( t => (!t.requires_not_status) ? true : !t.requires_not_status.find(s => qstatus[s]) )
458 function loadevents() {
459 if ( map.info.event ) events(
460 map.info.event.filter( ev => ev.activate == "on_load"
461 ).filter( t => (!t.requires_status) ? true : t.requires_status.find(s => qstatus[s])
462 ).filter( t => (!t.requires_not_status) ? true : !t.requires_not_status.find(s => qstatus[s]) )
466 function events( events ) {
469 for ( ev of events ) {
470 // game status modification
471 if ( ev.set_status ) for (item of ev.set_status) {
472 qstatus[item] = true;
474 if ( ev.unset_status ) for (item of ev.unset_status) {
475 qstatus[item] = false;
477 if ( item = ev.msg ) {
480 // intramap (i.e. teleporters)
481 if ( item = ev.intramap ){
482 hero.place( map.xOf(item[0], item[1]), map.yOf(item[0], item[1]) );
483 map.center( map.xOf(item[0], item[1]), map.yOf(item[0], item[1]) );
485 // mapmod (e.g. opening doors, activating platforms, changing terrain, ...)
486 if ( ev.mapmod ) for (item of ev.mapmod) {
487 map.info.layer.find(l => l.type == item[0]).data[item[2] * map.info.header.width + item[1]] = item[3];
489 // intermap (i.e. enter new area)
490 if ( item = ev.intermap ){
491 map = new Map(item[0]);
492 hero.place( map.xOf(item[1], item[2]), map.yOf(item[1], item[2]) );
493 map.center( map.xOf(item[1], item[2]), map.yOf(item[1], item[2]) );
495 break; // further events would not be valid on new map
500 // process input and decide on according action
502 // facing directions, indexed by OR of key press combinations
503 const dir = [ -1, 0, 4, -1, 2, 1, 3, 2, 6, 7, 5, 6, -1, 0, 4, -1 ];
504 // translation speed and direction, indexed by facing direction of movement
505 const trans = [ [-1.4,0], [-1,-1], [0,-1.4], [1,-1], [1.4,0], [1,1], [0,1.4], [-1,1] ];
508 // OR of direction key presses
509 k += (keys[kbdmap.left] || keys[kbdmap.altleft]) ? 1 : 0;
510 k += (keys[kbdmap.right] || keys[kbdmap.altright]) ? 2 : 0;
511 k += (keys[kbdmap.up] || keys[kbdmap.altup]) ? 4 : 0;
512 k += (keys[kbdmap.down] || keys[kbdmap.altdown]) ? 8 : 0;
515 hero.direct(dir[k]).run();
516 translate(trans[dir[k]][0], trans[dir[k]][1]);
517 } else hero.stance();
520 let hx = map.tileX(hero.position[0], hero.position[1]);
521 let hy = map.tileY(hero.position[0], hero.position[1]);
522 let cx = map.tileX(click[0], click[1]);
523 let cy = map.tileY(click[0], click[1]);
524 if ( (cx == hx - 1 || cx == hx + 1 || cx == hx)
525 && (cy == hy - 1 || cy == hy + 1 || cy == hy))
526 triggers(click[0], click[1]);
532 document.querySelector("body").setAttribute("style", "margin: 0; padding: 0;");
533 canvas = document.createElement("canvas").getContext("2d");
534 canvas.canvas.setAttribute("style", "display: block; border: 0; margin: 0; padding: 0;");
535 document.querySelector("body").appendChild(canvas.canvas);
537 canvas.canvas.width = window.innerWidth;
538 canvas.canvas.height = window.innerHeight;
539 window.addEventListener("resize", function(){
540 canvas.canvas.width = window.innerWidth;
541 canvas.canvas.height = window.innerHeight;
544 // player = new Sprite("animations/enemies/zombie.txt"); player.stats = { speed: 3 };
546 map = new Map("/maps/perdition_harbor.txt");
547 player.place(map.xOf(map.info.header.hero_pos[0], map.info.header.hero_pos[1]),
548 map.yOf(map.info.header.hero_pos[0], map.info.header.hero_pos[1]));
549 player.direct(6).stance();
551 map.center(player.position[0], player.position[1]);
552 c = new Controls(player);
554 setInterval (() => map.draw([player]), 33.33 );