qweawe
This commit is contained in:
@@ -1,382 +0,0 @@
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<!doctype html>
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<html lang="en">
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<head>
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<meta charset="UTF-8" />
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<meta name="viewport" content="width=device-width, initial-scale=1.0" />
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<title>Simple 3D Dungeon Crawler</title>
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<style>
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body {
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margin: 0;
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overflow: hidden;
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font-family:
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-apple-system, BlinkMacSystemFont, "Segoe UI", Roboto, Oxygen, Ubuntu, Cantarell, "Open Sans",
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"Helvetica Neue", sans-serif;
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background-color: #111;
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color: #fff;
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display: flex;
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flex-direction: column;
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align-items: center;
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}
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#info-container {
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position: absolute;
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top: 10px;
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left: 10px;
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background-color: rgba(0, 0, 0, 0.7);
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padding: 15px;
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border-radius: 10px;
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max-width: 350px;
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border: 1px solid #444;
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}
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h1 {
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margin-top: 0;
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font-size: 1.2em;
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}
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p,
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li {
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font-size: 0.9em;
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line-height: 1.5;
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}
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ul {
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padding-left: 20px;
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}
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#crosshair {
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position: absolute;
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top: 50%;
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left: 50%;
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width: 4px;
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height: 4px;
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background-color: white;
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border-radius: 50%;
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transform: translate(-50%, -50%);
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pointer-events: none; /* So it doesn't interfere with mouse lock */
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}
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#game-canvas {
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display: block;
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}
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</style>
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</head>
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<body>
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<div id="info-container">
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<h1>First-Person Dungeon Crawler</h1>
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<p>Create a <strong>map.txt</strong> file to load your own dungeon:</p>
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<ul>
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<li><code>#</code> = Wall</li>
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<li><code> </code> (space) = Floor</li>
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<li><code>P</code> = Player Start</li>
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</ul>
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<p><strong>Controls:</strong></p>
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<ul>
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<li><strong>Click Screen:</strong> Lock mouse for camera control</li>
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<li><strong>W / S:</strong> Move Forward / Backward</li>
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<li><strong>A / D:</strong> Strafe Left / Right</li>
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<li><strong>Mouse:</strong> Look Around</li>
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<li><strong>ESC:</strong> Unlock mouse</li>
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</ul>
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<input type="file" id="map-upload" accept=".txt" />
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</div>
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<div id="crosshair"></div>
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<canvas id="game-canvas"></canvas>
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<script src="https://cdnjs.cloudflare.com/ajax/libs/three.js/r128/three.min.js"></script>
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<script>
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/**
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* This type represents configuration settings of `AsciiEffect`.
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*
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* @typedef {Object} AsciiEffect~Options
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* @property {number} [resolution=0.15] - A higher value leads to more details.
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* @property {number} [scale=1] - The scale of the effect.
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* @property {boolean} [color=false] - Whether colors should be enabled or not. Better quality but slows down rendering.
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* @property {boolean} [alpha=false] - Whether transparency should be enabled or not.
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* @property {boolean} [block=false] - Whether blocked characters should be enabled or not.
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* @property {boolean} [invert=false] - Whether colors should be inverted or not.
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* @property {('low'|'medium'|'high')} [strResolution='low'] - The string resolution.
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**/
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// --- Basic Setup ---
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let scene, camera, renderer;
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let mapData = [],
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mapWidth,
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mapHeight;
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const TILE_SIZE = 5; // Size of each grid square in the world
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const WALL_HEIGHT = 5;
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// --- Player State ---
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const player = {
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height: WALL_HEIGHT / 2,
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speed: 0.15,
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turnSpeed: 0.05,
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velocity: new THREE.Vector3(),
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controls: {
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moveForward: false,
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moveBackward: false,
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moveLeft: false,
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moveRight: false,
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},
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};
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// --- Initialization ---
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function init() {
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// Scene
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scene = new THREE.Scene();
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scene.background = new THREE.Color(0x1a1a1a);
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scene.fog = new THREE.Fog(0x1a1a1a, 10, 50);
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// Camera (First-person view)
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camera = new THREE.PerspectiveCamera(75, window.innerWidth / window.innerHeight, 0.1, 1000);
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camera.position.y = player.height;
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// Renderer
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renderer = new THREE.WebGLRenderer({ canvas: document.getElementById("game-canvas"), antialias: true });
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renderer.setSize(window.innerWidth, window.innerHeight);
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renderer.setPixelRatio(window.devicePixelRatio);
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document.body.appendChild(renderer.domElement);
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// Lighting
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const ambientLight = new THREE.AmbientLight(0x404040, 2);
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scene.add(ambientLight);
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const pointLight = new THREE.PointLight(0xffffff, 1.5, 100);
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pointLight.position.set(0, WALL_HEIGHT * 1.5, 0); // Light is attached to player
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camera.add(pointLight); // Attach light to camera
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scene.add(camera); // Add camera to scene to ensure light is added
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// Event Listeners
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document.getElementById("map-upload").addEventListener("change", handleMapUpload);
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window.addEventListener("resize", onWindowResize);
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document.addEventListener("keydown", onKeyDown);
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document.addEventListener("keyup", onKeyUp);
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// Mouse Look Controls
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setupPointerLock();
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// Load a default map
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loadMap(getDefaultMap());
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// Start the game loop
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animate();
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}
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// --- Map Handling ---
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function getDefaultMap() {
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return [
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"##########",
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"#P # #",
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"# # ### #",
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"#### # # #",
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"# # #",
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"# ###### #",
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"# # #",
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"# # ######",
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"# # #",
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"##########",
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].join("\n");
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}
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function handleMapUpload(event) {
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const file = event.target.files[0];
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if (!file) return;
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const reader = new FileReader();
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reader.onload = (e) => {
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loadMap(e.target.result);
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};
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reader.readAsText(file);
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}
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function loadMap(data) {
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// Clear existing map objects from scene
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const objectsToRemove = [];
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scene.children.forEach((child) => {
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if (child.userData.isMapTile) {
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objectsToRemove.push(child);
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}
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});
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objectsToRemove.forEach((obj) => scene.remove(obj));
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// Parse new map data
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mapData = data.split("\n").map((row) => row.split(""));
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mapHeight = mapData.length;
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mapWidth = mapData[0].length;
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// Create geometry and materials once
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const wallGeometry = new THREE.BoxGeometry(TILE_SIZE, WALL_HEIGHT, TILE_SIZE);
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const wallMaterial = new THREE.MeshStandardMaterial({ color: 0x888888, roughness: 0.8 });
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const floorGeometry = new THREE.PlaneGeometry(TILE_SIZE, TILE_SIZE);
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const floorMaterial = new THREE.MeshStandardMaterial({ color: 0x444444, side: THREE.DoubleSide });
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// Build the scene from the map data
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for (let y = 0; y < mapHeight; y++) {
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for (let x = 0; x < mapWidth; x++) {
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const char = mapData[y][x];
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const worldX = (x - mapWidth / 2) * TILE_SIZE;
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const worldZ = (y - mapHeight / 2) * TILE_SIZE;
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if (char === "#") {
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const wall = new THREE.Mesh(wallGeometry, wallMaterial);
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wall.position.set(worldX, WALL_HEIGHT / 2, worldZ);
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wall.userData.isMapTile = true;
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scene.add(wall);
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} else {
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// Add floor for every non-wall tile
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const floor = new THREE.Mesh(floorGeometry, floorMaterial);
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floor.rotation.x = -Math.PI / 2;
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floor.position.set(worldX, 0, worldZ);
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floor.userData.isMapTile = true;
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scene.add(floor);
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}
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if (char === "@") {
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camera.position.x = worldX;
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camera.position.z = worldZ;
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}
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}
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}
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// Add a ceiling
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const ceilingGeometry = new THREE.PlaneGeometry(mapWidth * TILE_SIZE, mapHeight * TILE_SIZE);
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const ceilingMaterial = new THREE.MeshStandardMaterial({ color: 0x555555, side: THREE.DoubleSide });
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const ceiling = new THREE.Mesh(ceilingGeometry, ceilingMaterial);
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ceiling.rotation.x = Math.PI / 2;
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ceiling.position.y = WALL_HEIGHT;
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ceiling.userData.isMapTile = true;
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scene.add(ceiling);
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}
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function isWall(x, z) {
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const mapX = Math.floor(x / TILE_SIZE + mapWidth / 2);
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const mapY = Math.floor(z / TILE_SIZE + mapHeight / 2);
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if (mapX < 0 || mapX >= mapWidth || mapY < 0 || mapY >= mapHeight) {
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return true; // Treat out of bounds as a wall
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}
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return mapData[mapY][mapX] === "#";
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}
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// --- Controls & Movement ---
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function setupPointerLock() {
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const canvas = renderer.domElement;
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canvas.addEventListener("click", () => {
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canvas.requestPointerLock();
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});
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document.addEventListener("pointerlockchange", () => {
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if (document.pointerLockElement === canvas) {
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document.addEventListener("mousemove", onMouseMove);
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} else {
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document.removeEventListener("mousemove", onMouseMove);
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}
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});
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}
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function onMouseMove(event) {
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if (document.pointerLockElement !== renderer.domElement) return;
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const movementX = event.movementX || 0;
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camera.rotation.y -= movementX * 0.002;
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}
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function onKeyDown(event) {
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switch (event.code) {
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case "KeyW":
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case "ArrowUp":
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player.controls.moveForward = true;
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break;
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case "KeyS":
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case "ArrowDown":
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player.controls.moveBackward = true;
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break;
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case "KeyA":
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case "ArrowLeft":
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player.controls.moveLeft = true;
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break;
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case "KeyD":
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case "ArrowRight":
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player.controls.moveRight = true;
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break;
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}
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}
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function onKeyUp(event) {
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switch (event.code) {
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case "KeyW":
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case "ArrowUp":
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player.controls.moveForward = false;
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break;
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case "KeyS":
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case "ArrowDown":
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player.controls.moveBackward = false;
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break;
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case "KeyA":
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case "ArrowLeft":
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player.controls.moveLeft = false;
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break;
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case "KeyD":
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case "ArrowRight":
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player.controls.moveRight = false;
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break;
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}
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}
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function updatePlayerPosition() {
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const direction = new THREE.Vector3();
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camera.getWorldDirection(direction);
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const right = new THREE.Vector3();
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right.crossVectors(camera.up, direction).normalize();
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player.velocity.set(0, 0, 0);
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if (player.controls.moveForward) {
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player.velocity.add(direction);
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}
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if (player.controls.moveBackward) {
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player.velocity.sub(direction);
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}
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if (player.controls.moveLeft) {
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player.velocity.add(right);
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}
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if (player.controls.moveRight) {
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player.velocity.sub(right);
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}
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if (player.velocity.length() > 0) {
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player.velocity.normalize().multiplyScalar(player.speed);
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}
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// Collision detection
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const collisionMargin = TILE_SIZE / 4;
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let moveX = true,
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moveZ = true;
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if (isWall(camera.position.x + player.velocity.x * collisionMargin, camera.position.z)) {
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moveX = false;
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}
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if (isWall(camera.position.x, camera.position.z + player.velocity.z * collisionMargin)) {
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moveZ = false;
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}
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if (moveX) camera.position.x += player.velocity.x;
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if (moveZ) camera.position.z += player.velocity.z;
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}
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// --- Main Loop ---
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function animate() {
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requestAnimationFrame(animate);
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updatePlayerPosition();
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renderer.render(scene, camera);
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}
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// --- Utility ---
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function onWindowResize() {
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camera.aspect = window.innerWidth / window.innerHeight;
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camera.updateProjectionMatrix();
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renderer.setSize(window.innerWidth, window.innerHeight);
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}
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// --- Start everything ---
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init();
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</script>
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</body>
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</html>
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@@ -11,7 +11,6 @@
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background-color: #000;
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color: #ccc;
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font-family: "Courier New", monospace;
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overflow: hidden;
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}
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#gameContainer {
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@@ -20,7 +19,7 @@
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#viewport {
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font-size: 10px;
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line-height: 8px;
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line-height: 7px;
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white-space: pre;
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border: 2px solid #0f0;
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display: inline-block;
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@@ -30,12 +29,11 @@
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}
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#minimap {
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font-size: 12px;
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line-height: 12px;
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line-height: 11.5px;
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white-space: pre;
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display: inline-block;
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padding: 2px;
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border: 5px solid #666;
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||||
/* color: #666; */
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background-color: black;
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||||
}
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||||
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@@ -46,6 +44,8 @@
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#mapInput {
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margin-top: 20px;
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overflow-x: scroll;
|
||||
overflow-wrap: normal;
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||||
}
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||||
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||||
textarea {
|
||||
@@ -80,15 +80,15 @@
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||||
<div id="mapInput">
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||||
←→↑↓
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||||
<br />
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||||
<textarea id="mapText" rows="10" cols="50">
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<textarea id="mapText" rows="10" cols="120" wrap="off">
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||||
############################################################
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||||
############################################################
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||||
############################################################
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||||
## ################# ########################
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||||
## # ################# # ## ########################
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||||
## #P Z###############Z # ## ################ ::: P(north) Z(channel_1) Z(channel_1) // Comments
|
||||
## # # ################# # ## #### ####
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||||
### #E # # ## # #### # # #### ::: E(gnoll)
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||||
## # ################# ########################
|
||||
#### # ################### # ## ########################
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||||
## P Z###############Z # ## ################ ::: P(east) Z(a, b, west) Z(b, a, east) // Comments
|
||||
## ######################## # ## #### ####
|
||||
### E # # ## # #### # # #### ::: E(gnoll)
|
||||
#### ################## ## #### # ####
|
||||
##### ################### # ## # # #### ####
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||||
######E#################### # #### ::: E(Goblins, gnoll) // These are comments
|
||||
@@ -101,21 +101,21 @@
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||||
###### #################### # ############################
|
||||
######E#################### # ############################ ::: E(gnoll)
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||||
###### ## ##### ## ############################ :::
|
||||
###### ## Z#### ## # # ############################ ::: Z(2) // Channel 2
|
||||
###### ## ####Z ## ######## ############ ::: Z(2) // Channel 2
|
||||
###### ## Z#### ## # # ############################ ::: Z(c, d, west)
|
||||
###### ## ####Z ## ######## ############ ::: Z(d, c, east)
|
||||
###### ## ## # ########### ## ######## ############
|
||||
######E## # #E ############ ::: E(Dwarves, gnoll) ; E(Gelatinous_Cube, gnoll)
|
||||
###### # # # ############
|
||||
######### # ## ########### # ######### # ############
|
||||
######### # # ########### # ######### # # ############
|
||||
######### ########### # ######### ############
|
||||
###########O############### # ######### #### ############### ::: O(1)
|
||||
###########Z############### # ######### #### ############### ::: Z(e, f, null)
|
||||
########################### # ######### #### ###############
|
||||
########################### # ######### #### ###############
|
||||
########################### # ######### #### ###############
|
||||
########################### # #### ###############
|
||||
######################### # #### # # # ######## ###
|
||||
########################o # # ######## # ### ::: o(2)
|
||||
########################Z # # ######## # ### ::: Z(f, null, east) // you can teleport here, but you cannot teleport back
|
||||
######################### # ##### # # # # ######## ###
|
||||
######################### # # ###
|
||||
######################### ####################### # ###
|
||||
|
||||
@@ -12,6 +12,8 @@ export const DefaultRendererOptions = {
|
||||
ceilingColor: 0x555555,
|
||||
|
||||
commitToDOM: true,
|
||||
|
||||
fillChar: "#",
|
||||
};
|
||||
|
||||
export class FirstPersonRenderer {
|
||||
@@ -40,6 +42,7 @@ export class FirstPersonRenderer {
|
||||
this.floorColor = options.floorColor ?? DefaultRendererOptions.floorColor;
|
||||
this.ceilingColor = options.ceilingColor ?? DefaultRendererOptions.ceilingColor;
|
||||
this.commitToDOM = options.commitToDOM ?? DefaultRendererOptions.commitToDOM;
|
||||
this.fillChar = options.fillChar ?? DefaultRendererOptions.fillChar;
|
||||
|
||||
//
|
||||
// THREE variables
|
||||
@@ -216,9 +219,6 @@ export class FirstPersonRenderer {
|
||||
}),
|
||||
wallPlanes.length,
|
||||
);
|
||||
instancedMesh.userData.pastelMaterial = new THREE.MeshBasicMaterial({
|
||||
color: 0xffffff,
|
||||
});
|
||||
|
||||
instancedMesh.userData.parimaryMaterial = instancedMesh.material;
|
||||
this.scene.add(instancedMesh);
|
||||
@@ -366,7 +366,7 @@ export class FirstPersonRenderer {
|
||||
g.toString(16).padStart(2, "0") +
|
||||
b.toString(16).padStart(2, "0");
|
||||
|
||||
this.window.put(x, y, "#", cssColor);
|
||||
this.window.put(x, y, this.fillChar, cssColor);
|
||||
|
||||
idx += 4;
|
||||
}
|
||||
|
||||
@@ -4,7 +4,7 @@ import { AsciiWindow } from "./ascii_window.js";
|
||||
|
||||
export class MiniMap {
|
||||
/**
|
||||
* @param {AsciiWindow} aWindow
|
||||
* @param {AsciiWindowInterface} aWindow
|
||||
* @param {TileMap} map
|
||||
*/
|
||||
constructor(aWindow, map) {
|
||||
@@ -174,10 +174,10 @@ export class MiniMap {
|
||||
|
||||
//
|
||||
y = startY;
|
||||
for (let mapY = minY; mapY < maxY; mapY++) {
|
||||
for (let mapY = minY; mapY <= maxY; mapY++) {
|
||||
//
|
||||
x = startX;
|
||||
for (let mapX = minX; mapX < maxX; mapX++) {
|
||||
for (let mapX = minX; mapX <= maxX; mapX++) {
|
||||
//
|
||||
const [putX, putY] = switchXY ? [y, x] : [x, y];
|
||||
|
||||
@@ -186,13 +186,12 @@ export class MiniMap {
|
||||
this.window.put(putX, putY, tile.minimapChar, tile.minimapColor);
|
||||
} else {
|
||||
// this.window.put(putX, putY, "░", "#666");
|
||||
this.window.put(putX, putY, " ", "#666");
|
||||
this.window.put(putX, putY, "█", "#222");
|
||||
}
|
||||
x += dX;
|
||||
}
|
||||
y += dY;
|
||||
}
|
||||
|
||||
this.window.put(this.distance, this.distance, "@", "#4f4fff");
|
||||
this.window.commitToDOM();
|
||||
}
|
||||
|
||||
@@ -2,10 +2,23 @@ import { ParsedCall } from "../utils/callParser";
|
||||
import { Orientation, Vector2i } from "./ascii_types";
|
||||
|
||||
export class Tile {
|
||||
/** @type {string} How should this tile be rendered on the minimap.*/
|
||||
/** @type {string|number} What is the id of this tile - only interactive tiles have IDs */
|
||||
id;
|
||||
|
||||
/** @type {string} Icon char of tile */
|
||||
minimapChar;
|
||||
/** @type {string} How should this tile be rendered on the minimap.*/
|
||||
/** @type {string} Icon char of tile after tile's secrets have been revealed */
|
||||
revealedMinimapChar;
|
||||
/** @type {string} Icon of tile */
|
||||
minimapColor;
|
||||
/** @type {string} Icon char of tile after tile's secrets have been revealed */
|
||||
revealedMinimapColor;
|
||||
|
||||
/** @type {boolean} Is this a portal exit and/or entry */
|
||||
isPortal;
|
||||
/** @type {string|number} Where is the player transported if they enter the portal */
|
||||
portalTargetId;
|
||||
|
||||
/** @type {boolean} Should this be rendered as a wall? */
|
||||
looksLikeWall;
|
||||
/** @type {boolean} Can the player walk here? */
|
||||
@@ -14,25 +27,22 @@ export class Tile {
|
||||
isEncounter;
|
||||
/** @type {boolean} Is this where they player starts? */
|
||||
isStartLocation;
|
||||
/** @type {boolean} Is this a two-way portal entry/exit */
|
||||
isTwoWayPortal;
|
||||
/** @type {boolean} Is this a one-way portal entry */
|
||||
isOneWayPortalEntry;
|
||||
/** @type {boolean} Is this a one-way portal exit */
|
||||
isOneWayPortalExit;
|
||||
/** @type {boolean} Has the secret properties of this tile been uncovered? */
|
||||
isUncovered;
|
||||
/** @type {boolean} Has the secret properties of this tile been revealed? */
|
||||
isRevealed;
|
||||
/** @type {string|number} */
|
||||
hasBumpEvent;
|
||||
/** @type {string|number} The portals "channel" - each tile in a portal pair must have the same channel */
|
||||
channel;
|
||||
/** @type {number|string} id of texture to use */
|
||||
textureId;
|
||||
/** @type {number|string} id the encounter located on this tile */
|
||||
encounterId;
|
||||
/** @type {number|string} id of texture to use after the secrets of this tile has been revealed */
|
||||
revealedTextureId;
|
||||
/** @type {number|string} type of encounter located on this tile. May or may not be unique*/
|
||||
encounterType;
|
||||
/** @type {boolean} Can/does this tile wander around on empty tiles? */
|
||||
isRoaming;
|
||||
/** @type {Orientation} */
|
||||
orientation;
|
||||
|
||||
/** @type {number} If this is a roaming tile, what is its current x-position on the map */
|
||||
currentPosX;
|
||||
/** @type {number} If this is a roaming tile, what is its current y-position on the map*/
|
||||
@@ -64,21 +74,32 @@ export class Tile {
|
||||
if (char === " ") return new FloorTile();
|
||||
if (char === "#") return new WallTile();
|
||||
if (char === "P") return new PlayerStartTile(opt.getValue("orientation", 0));
|
||||
if (char === "E") return new EncounterTile(x, y, opt.getValue("encounterId", 0), opt.getValue("textureId", 1));
|
||||
if (char === "O") return new SecretOneWayPortalEntryTile(opt.getValue("channel", 0));
|
||||
if (char === "o") return new SecretOneWayPortalExitTile(opt.getValue("channel", 0));
|
||||
if (char === "Z") return new SecretTwoWayPortalTile(opt.getValue("channel", 0));
|
||||
if (char === "E")
|
||||
return new EncounterTile(x, y, opt.getValue("encounterType", 0), opt.getValue("textureId", 1));
|
||||
if (char === "Z")
|
||||
return new SecretPortalTile(
|
||||
opt.getValue("id", 0),
|
||||
opt.getValue("destinationid", 1),
|
||||
opt.getValue("orientation", 3),
|
||||
);
|
||||
|
||||
console.warn("Unknown character", { char, options: opt });
|
||||
return new FloorTile();
|
||||
}
|
||||
|
||||
hasTexture() {
|
||||
if (this.textureId === "") {
|
||||
if (typeof this.textureId === "number") {
|
||||
return true;
|
||||
}
|
||||
if (typeof this.textureId === "string" && this.textureId !== "") {
|
||||
return true;
|
||||
}
|
||||
|
||||
return false;
|
||||
}
|
||||
|
||||
return typeof this.textureId === "number" || typeof this.textureId === "string";
|
||||
getBumpEvent() {
|
||||
return null;
|
||||
}
|
||||
|
||||
clone() {
|
||||
@@ -118,67 +139,42 @@ export class EncounterTile extends Tile {
|
||||
isEncounter = true;
|
||||
isRoaming = true;
|
||||
minimapChar = "†";
|
||||
minimapColor = "#faa";
|
||||
minimapColor = "#f44";
|
||||
hasBumpEvent = true;
|
||||
|
||||
constructor(x, y, encounterId, textureId) {
|
||||
/**
|
||||
* @param {number} x x-component of the encounter's initial position
|
||||
* @param {number} y y-component of the encounter's initial position
|
||||
* @param {string|number} encounterType name/id of the encounter that will be triggered when player bumps into this tile
|
||||
* @param {string|number} textureId id of the texture to use.
|
||||
*/
|
||||
constructor(x, y, encounterType, textureId) {
|
||||
super();
|
||||
this.textureId = textureId ?? encounterId;
|
||||
this.encounterId = encounterId;
|
||||
this.textureId = textureId ?? encounterType;
|
||||
this.encounterType = encounterType;
|
||||
this.currentPosX = x;
|
||||
this.currentPosY = y;
|
||||
this.id = `E_${encounterType}_${x}_${y}`;
|
||||
console.info("creating encounter", { encounter: this });
|
||||
}
|
||||
}
|
||||
export class SpriteTile extends Tile {
|
||||
isTraversable = true;
|
||||
constructor(textureId, orientation) {
|
||||
console.debug({ textureId, orientation });
|
||||
super({ textureId, orientation: orientation ?? Orientation.NORTH });
|
||||
|
||||
getBumpEvent() {
|
||||
return ["attack", { encounterType: this.encounterType }];
|
||||
}
|
||||
}
|
||||
|
||||
/**
|
||||
* One-way portal entries look exactly like walls. You need to
|
||||
* probe for them, or otherwise unlock their location.
|
||||
* You can walk into them, and then the magic happens
|
||||
*/
|
||||
export class SecretOneWayPortalEntryTile extends WallTile {
|
||||
textureId = 0;
|
||||
looksLikeWall = true;
|
||||
isTraversable = true; // we can walk in to it?
|
||||
isOneWayPortalEntry = true;
|
||||
internalMapChar = "O";
|
||||
isUncovered = false;
|
||||
export class SecretPortalTile extends WallTile {
|
||||
revealedTextureId = "secretTwoWayPortal";
|
||||
isPortal = true;
|
||||
internalMapChar = "Z";
|
||||
isRevealed = false;
|
||||
revealedMinimapChar = "Ω";
|
||||
revealedMinimapColor = "#4f4";
|
||||
|
||||
// Change minimap char once the tile's secret has been uncovered.
|
||||
|
||||
constructor(channel) {
|
||||
super({ channel });
|
||||
}
|
||||
}
|
||||
|
||||
export class SecretOneWayPortalExitTile extends FloorTile {
|
||||
isOneWayPortalExit = true;
|
||||
internalMapChar = "o";
|
||||
isUncovered = false;
|
||||
//
|
||||
// Change minimap char once the tile's secret has been uncovered.
|
||||
|
||||
constructor(channel) {
|
||||
super({ channel });
|
||||
}
|
||||
}
|
||||
|
||||
export class SecretTwoWayPortalTile extends WallTile {
|
||||
isTraversable = true;
|
||||
isTwoWayPortalEntry = true;
|
||||
internalMapChar = "0";
|
||||
isUncovered = false;
|
||||
|
||||
// Change minimap char once the tile's secret has been uncovered.
|
||||
|
||||
constructor(channel) {
|
||||
super({ channel });
|
||||
constructor(id, portalTargetId, orientation) {
|
||||
super({ id, portalTargetId, orientation });
|
||||
}
|
||||
}
|
||||
|
||||
|
||||
@@ -50,6 +50,14 @@ export class AsciiWindow {
|
||||
this.initializeCanvaas();
|
||||
}
|
||||
|
||||
fill(char = " ", color = "#000") {
|
||||
for (let y = 0; y < this.height; y++) {
|
||||
for (let x = 0; x < this.width; x++) {
|
||||
this.put(x, y, char, color);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
/**
|
||||
* Create the html elements that make up the canvas,
|
||||
* as well as a buffer that holds a copy of the data
|
||||
|
||||
Reference in New Issue
Block a user