285 lines
9.6 KiB
HTML
285 lines
9.6 KiB
HTML
<!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>ASCII Dungeon Crawler</title>
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<style>
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body {
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margin: 0;
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padding: 20px;
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background-color: #000;
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color: #0f0;
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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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text-align: center;
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}
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#viewport {
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font-size: 8px;
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line-height: 8px;
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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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background-color: #000;
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padding: 10px;
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}
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#controls {
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margin-top: 20px;
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color: #0f0;
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}
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#mapInput {
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margin-top: 20px;
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}
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textarea {
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background-color: #001100;
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color: #0f0;
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border: 1px solid #0f0;
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font-family: "Courier New", monospace;
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padding: 10px;
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}
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button {
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background-color: #001100;
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color: #0f0;
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border: 1px solid #0f0;
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padding: 5px 10px;
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font-family: "Courier New", monospace;
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cursor: pointer;
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}
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button:hover {
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background-color: #002200;
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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="gameContainer">
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<div id="viewport"></div>
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<div id="controls">
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<div>Use WASD or Arrow Keys to move</div>
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<div>Mouse to look around</div>
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</div>
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<div id="mapInput">
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<div>Load your map (# = walls, space = floor):</div>
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<br />
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<textarea id="mapText" rows="10" cols="50">
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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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# # # #
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# ### ### #
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# #
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####################
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</textarea
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>
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<br /><br />
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<button onclick="loadMap()">Load Map</button>
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</div>
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</div>
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<script>
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class DungeonCrawler {
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constructor() {
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this.viewport = document.getElementById("viewport");
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this.width = 120;
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this.height = 40;
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// Player position and orientation
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this.playerX = 10;
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this.playerY = 10;
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this.playerAngle = 0;
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this.fov = Math.PI / 3; // 60 degrees
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// Map
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this.map = [];
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this.mapWidth = 0;
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this.mapHeight = 0;
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// Raycasting settings
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this.maxDepth = 20;
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this.setupControls();
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this.loadDefaultMap();
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this.gameLoop();
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}
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loadDefaultMap() {
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const defaultMap = document.getElementById("mapText").value;
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this.parseMap(defaultMap);
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}
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parseMap(mapString) {
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const lines = mapString.trim().split("\n");
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this.mapHeight = lines.length;
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this.mapWidth = Math.max(...lines.map((line) => line.length));
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this.map = [];
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for (let y = 0; y < this.mapHeight; y++) {
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this.map[y] = [];
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const line = lines[y] || "";
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for (let x = 0; x < this.mapWidth; x++) {
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this.map[y][x] = line[x] === "#" ? 1 : 0;
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}
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}
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// Find a starting position (first open space)
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for (let y = 1; y < this.mapHeight - 1; y++) {
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for (let x = 1; x < this.mapWidth - 1; x++) {
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if (this.map[y][x] === 0) {
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this.playerX = x + 0.5;
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this.playerY = y + 0.5;
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return;
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}
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}
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}
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}
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setupControls() {
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const keys = {};
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document.addEventListener("keydown", (e) => {
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keys[e.key.toLowerCase()] = true;
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});
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document.addEventListener("keyup", (e) => {
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keys[e.key.toLowerCase()] = false;
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});
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// Mouse look
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document.addEventListener("mousemove", (e) => {
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this.playerAngle += e.movementX * 0.003;
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});
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document.addEventListener("click", () => {
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document.body.requestPointerLock();
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});
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// Movement
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setInterval(() => {
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const moveSpeed = 0.1;
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const rotSpeed = 0.05;
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if (keys["w"] || keys["arrowup"]) {
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const newX = this.playerX + Math.cos(this.playerAngle) * moveSpeed;
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const newY = this.playerY + Math.sin(this.playerAngle) * moveSpeed;
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if (!this.isWall(newX, newY)) {
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this.playerX = newX;
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this.playerY = newY;
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}
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}
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if (keys["s"] || keys["arrowdown"]) {
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const newX = this.playerX - Math.cos(this.playerAngle) * moveSpeed;
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const newY = this.playerY - Math.sin(this.playerAngle) * moveSpeed;
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if (!this.isWall(newX, newY)) {
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this.playerX = newX;
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this.playerY = newY;
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}
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}
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if (keys["a"] || keys["arrowleft"]) {
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this.playerAngle -= rotSpeed;
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}
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if (keys["d"] || keys["arrowright"]) {
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this.playerAngle += rotSpeed;
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}
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}, 16);
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}
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isWall(x, y) {
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const mapX = Math.floor(x);
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const mapY = Math.floor(y);
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if (mapX < 0 || mapX >= this.mapWidth || mapY < 0 || mapY >= this.mapHeight) {
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return true;
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}
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return this.map[mapY][mapX] === 1;
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}
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castRay(angle) {
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const rayX = Math.cos(angle);
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const rayY = Math.sin(angle);
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let distance = 0;
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const step = 0.02;
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while (distance < this.maxDepth) {
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const testX = this.playerX + rayX * distance;
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const testY = this.playerY + rayY * distance;
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if (this.isWall(testX, testY)) {
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return distance;
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}
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distance += step;
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}
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return this.maxDepth;
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}
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render() {
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let screen = "";
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for (let y = 0; y < this.height; y++) {
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for (let x = 0; x < this.width; x++) {
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const rayAngle = this.playerAngle - this.fov / 2 + (x / this.width) * this.fov;
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const distance = this.castRay(rayAngle);
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// Calculate wall height
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const wallHeight = this.height / 2 / distance;
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const wallTop = this.height / 2 - wallHeight;
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const wallBottom = this.height / 2 + wallHeight;
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let char = " ";
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if (y < wallTop) {
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// Ceiling
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char = " ";
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} else if (y > wallBottom) {
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// Floor
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char = ".";
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} else {
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// Wall
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if (distance < 2) char = "█";
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else if (distance < 4) char = "▓";
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else if (distance < 8) char = "▒";
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else if (distance < 12) char = "░";
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else char = "·";
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}
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screen += char;
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}
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screen += "\n";
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}
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this.viewport.textContent = screen;
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}
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gameLoop() {
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this.render();
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requestAnimationFrame(() => this.gameLoop());
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}
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}
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function loadMap() {
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game.parseMap(document.getElementById("mapText").value);
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}
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// Start the game
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const game = new DungeonCrawler();
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</script>
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</body>
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</html>
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