restructured the code
This commit is contained in:
parent
c1ac81a24b
commit
1132deb5e6
17 changed files with 300 additions and 328 deletions
5
Cakefile
Normal file
5
Cakefile
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@ -0,0 +1,5 @@
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{exec} = require 'child_process'
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task 'sbuild', 'Build project from ./src/*.coffee to ./build/*.js', ->
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exec 'coffee --output ./build/ --join game.js --compile ./src/', (err, stdout, stderr) ->
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throw err if err
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console.log stdout + stderr
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1
docs/README
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1
docs/README
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@ -0,0 +1 @@
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README
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25
docs/TODO
25
docs/TODO
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@ -1,28 +1,9 @@
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+ levelweschel start
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+
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+ loose screen
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+ böses licht
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+ items
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- knicklicht
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- feuerzeug
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- fackel
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+ schatten addieren
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+ include reihenfolge
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@ -1 +0,0 @@
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[3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,0,0,0,6,0,0,0,3,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,3,3,1,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,3,3,0,0,0,1,0,0,0,3,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,3,3,0,0,3,3,0,3,3,0,3,3,0,3,3,0,3,3,0,3,3,0,3,3,0,0,3,3,0,0,0,0,0,0,0,3,0,0,0,3,3,0,0,0,0,0,0,3,3,0,0,0,0,0,0,3,3,0,0,0,3,3,0,0,3,3,0,3,3,0,3,3,0,3,3,0,3,3,0,3,3,0,3,3,0,0,3,3,0,0,0,0,0,0,0,3,0,0,3,3,3,3,0,0,0,0,3,3,3,3,0,0,0,0,3,3,3,3,0,0,3,3,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,3,3,0,0,0,0,0,0,0,3,0,0,3,3,3,3,0,0,0,0,3,3,3,3,0,0,0,0,3,3,3,3,0,0,3,3,0,0,0,3,3,3,0,0,0,3,3,3,0,0,0,3,3,3,0,0,0,0,0,0,3,3,3,3,0,0,0,3,3,3,0,0,0,3,3,0,0,0,0,0,0,3,3,0,0,0,0,0,0,3,3,3,0,0,3,3,0,0,0,3,3,3,0,0,0,3,3,3,0,0,0,3,3,3,0,0,0,0,0,0,3,3,0,0,0,0,0,0,0,3,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,3,3,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,3,3,0,0,0,0,0,0,0,3,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,3,3,0,0,3,3,0,3,3,0,3,3,0,3,3,0,3,3,0,3,3,0,3,3,0,0,3,3,0,0,0,0,0,0,0,3,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,3,3,0,0,3,3,0,3,3,0,3,3,0,3,3,0,3,3,0,3,3,0,3,3,0,0,3,3,0,0,0,0,0,0,0,3,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,3,3,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,3,3,0,0,0,0,0,0,0,3,0,0,0,3,3,0,0,0,0,0,0,3,3,0,0,0,0,0,0,3,3,0,0,0,3,3,0,0,0,0,0,0,3,3,3,0,0,0,3,3,3,0,0,0,0,0,6,0,0,0,3,3,0,0,0,0,0,0,0,0,0,0,3,3,3,3,0,0,0,0,3,3,3,3,0,0,0,0,3,3,3,3,0,0,3,3,0,0,0,0,0,0,3,3,3,0,0,0,3,3,3,0,0,0,0,0,6,0,0,0,3,3,0,0,0,0,0,0,0,3,0,0,3,3,3,3,0,0,0,0,3,3,3,3,0,0,0,0,3,3,3,3,0,0,3,3,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,6,0,6,0,6,0,3,3,3,3,3,0,0,0,0,3,0,0,0,3,3,0,0,0,0,0,0,3,3,0,0,0,0,0,0,3,3,0,0,0,3,3,0,0,3,3,0,3,3,0,3,3,0,3,3,0,3,3,0,0,0,6,6,6,0,0,3,3,3,3,3,3,3,0,0,3,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,3,3,0,0,3,3,0,3,3,0,3,3,0,3,3,0,3,3,0,0,0,0,6,0,0,0,3,0,0,0,3,3,3,3,3,3,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,3,3,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,3,0,0,0,0,3,3,3,3,3,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,3,3,3,3,3,3,3,3,3,3,3,3,3,3,2,3,3,3,3,3,3,5,5,5,3,3,3,0,0,0,0,0,0,0,0,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,0,0,3,3,3,3,3,3,3,3,3,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,3,0,0,0,0,0,0,0,3,4,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,3,3,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,3,0,0,0,0,0,0,0,7,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,3,3,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,3,0,0,0,0,0,0,0,3,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,3,3,1,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,3,3,3,3,3,3,3,3,3,0,0,0,0,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,2,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,2,3,3,3,3,3,3,3,3,3,3,3,3,0,0,0,3,3,3,3,3,3,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,3,3,0,0,0,0,0,0,0,0,0,0,0,0,0,3,0,0,0,0,0,0,0,0,0,0,3,3,3,3,3,3,3,0,0,3,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,3,3,0,0,0,0,0,0,0,0,0,0,0,0,0,3,0,0,0,0,0,0,0,0,0,0,3,3,3,3,3,0,0,0,0,3,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,3,3,0,0,3,3,3,3,3,3,3,3,3,3,3,3,0,0,3,3,3,3,3,3,0,0,3,3,0,0,0,0,0,0,0,3,0,0,0,3,3,0,3,3,0,3,0,3,3,3,3,0,3,3,0,3,3,0,0,0,3,3,0,0,3,0,0,0,0,0,0,0,0,0,0,0,0,0,3,0,0,0,0,3,0,0,3,3,0,0,0,0,0,0,0,0,0,0,0,3,0,0,0,3,0,3,0,0,0,0,3,0,3,0,0,0,3,0,0,0,3,3,0,0,3,0,0,0,0,0,0,0,0,0,0,0,0,0,3,0,3,3,0,3,0,0,3,3,0,0,0,0,0,0,0,3,0,0,0,3,0,0,0,3,0,3,0,0,0,0,0,0,3,0,0,0,3,0,0,0,3,3,0,0,3,0,0,3,3,3,3,3,3,3,3,3,3,3,3,0,3,3,0,3,0,0,3,3,0,0,0,0,0,0,0,3,0,0,0,3,3,3,3,3,0,3,0,0,0,0,3,0,3,3,3,3,3,0,0,0,3,3,0,0,3,0,0,3,0,0,0,0,0,0,0,0,0,0,0,0,3,3,0,3,0,0,3,3,0,0,0,0,0,0,0,3,0,0,0,3,0,0,0,3,0,0,0,0,0,0,3,0,3,0,0,0,3,0,0,0,2,0,0,0,3,0,0,3,0,3,3,3,3,3,3,3,3,3,3,3,3,0,0,3,0,0,3,3,0,0,0,0,0,0,0,3,0,0,0,3,0,0,0,3,0,3,0,0,0,0,3,0,3,0,0,0,3,0,0,0,3,3,0,0,3,0,0,3,0,3,3,3,3,3,3,3,3,3,3,1,3,0,0,3,0,0,3,3,0,0,0,0,0,0,0,3,0,0,0,3,3,0,3,3,0,3,3,3,3,3,3,0,3,3,0,3,3,0,0,0,3,3,0,0,3,0,0,3,0,0,0,0,0,0,0,0,0,0,0,0,3,0,0,3,0,0,3,3,0,0,0,0,0,0,0,3,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,3,3,0,0,3,0,0,3,3,3,3,3,3,3,3,3,3,3,3,3,3,0,0,3,0,0,3,3,3,3,0,0,0,3,3,3,0,0,0,3,3,3,3,3,3,0,0,3,3,3,3,3,0,0,0,0,0,0,0,0,3,3,0,0,3,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,3,0,0,3,3,0,0,0,0,0,0,0,3,0,0,0,0,0,0,0,0,3,0,0,3,0,0,0,3,0,0,3,3,0,0,0,0,3,3,0,0,3,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,3,0,0,3,3,0,0,0,0,0,0,0,3,0,0,0,3,3,3,3,3,3,0,0,3,0,0,0,3,0,0,3,0,0,3,0,0,3,3,0,0,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,0,0,3,3,0,0,0,1,0,0,0,3,0,0,0,0,0,0,0,0,0,0,0,3,0,0,0,3,0,0,3,3,3,3,0,0,3,3,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,3,3,0,0,0,6,0,0,0,3,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,3,3,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3]
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BIN
src/.DS_Store
vendored
Normal file
BIN
src/.DS_Store
vendored
Normal file
Binary file not shown.
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@ -1,5 +0,0 @@
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{exec} = require 'child_process'
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task 'sbuild', 'Build project from ./*.coffee to ../build/*.js', ->
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exec 'coffee --output ../build/ --join game.js --compile ./', (err, stdout, stderr) ->
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throw err if err
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console.log stdout + stderr
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@ -1,70 +0,0 @@
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canvas = document.getElementById 'canvas'
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context = canvas.getContext '2d'
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context.textAlign = 'center';
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# the config
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config =
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gamewin: false
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gameover: false
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pixelsize: 15
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debug: false
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lights: true
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map:
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width: 60
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height: 40
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origin:
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x: 0
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y: 50
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player =
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position: 0
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lightrange: 10
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blocks =
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walkable: [1, 0, 4, 6, 7, 8]
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entities: [1, 2, 7, 5, 6, 8]
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colors =
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floor: '#eeeeee'
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wall: '#333333'
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player: '#850091'
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key: '#ffe91a'
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door: '#0883fd'
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exit: '#07fd0f'
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breakable: '#bf7d0b'
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levels = []
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current_level = 0
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level = null
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# preparing the canvas
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update_canvas = () ->
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canvas.width = config.map.width*config.pixelsize+config.map.origin.x
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canvas.height = config.map.height*config.pixelsize+config.map.origin.y
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update_canvas()
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toxy = (position)->
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x: position%config.map.width
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y: Math.floor(position/config.map.width)
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# function: rect drawing
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rect = (x, y, w, h, color) ->
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context.fillStyle = color
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context.fillRect x, y, w, h
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pixel = (position, w, h, color) ->
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x = config.pixelsize*toxy(position).x+config.map.origin.x
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y = config.pixelsize*toxy(position).y+config.map.origin.y
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rect(x, y, w, h, color)
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write = (x, y, text, size, color) ->
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context.textAlign = 'center';
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context.fillStyle = color
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context.font = 'normal '+size+'pt Verdana'
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context.fillText(text, x, y)
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add_level = (map) ->
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levels.push map
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# tmp: level
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shadow_layer = enemy_layer = level = null
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47
src/config.coffee
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47
src/config.coffee
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canvas = document.getElementById 'canvas'
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context = canvas.getContext '2d'
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context.textAlign = 'center';
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# the config
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config =
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gamewin: false
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gameover: false
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pixelsize: 15
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debug: false
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lights: true
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map:
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width: 60
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height: 40
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origin:
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x: 0
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y: 50
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player =
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position: 0
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lightrange: 10
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blocks =
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walkable: [1, 0, 4, 6, 7, 8]
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entities: [1, 2, 7, 5, 6, 8]
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colors =
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floor: '#eeeeee'
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wall: '#333333'
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player: '#850091'
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key: '#ffe91a'
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door: '#0883fd'
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exit: '#07fd0f'
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breakable: '#bf7d0b'
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inventar =
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key: false
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#candles: 0
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#sticks: 0
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#lighter: false
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levels = []
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current_level = 0
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level = null
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# tmp: level
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shadow_layer = enemy_layer = null
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@ -1,9 +1,3 @@
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inventar =
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key: false
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#candles: 0
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#sticks: 0
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#lighter: false
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draw_hud = ->
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rect(0, 0, config.pixelsize*config.map.width, config.map.origin.y, '#222222')
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rect(0, config.map.origin.y-2, config.pixelsize*config.map.width, 2, '#333333')
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23
src/input.coffee
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23
src/input.coffee
Normal file
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@ -0,0 +1,23 @@
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# get input
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keymap = []
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addEventListener 'keydown', (event) ->
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keymap[event.keyCode] = true
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#console.log event.keyCode
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#if event.keyCode == 187 then player.lightrange++
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if event.keyCode == 187
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config.pixelsize += 2
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update_canvas()
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#current_level++
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#load_level(current_level)
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#if event.keyCode == 189 then player.lightrange--
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if event.keyCode == 189
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config.pixelsize -= 2
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update_canvas()
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if event.keyCode == 68 then config.debug = !config.debug
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if event.keyCode == 32 then break_walls(player.position)
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if event.keyCode == 76 then config.lights = !config.lights
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addEventListener 'keyup', (event) ->
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keymap[event.keyCode] = false
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38
src/level.coffee
Normal file
38
src/level.coffee
Normal file
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@ -0,0 +1,38 @@
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add_level = (map) ->
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levels.push map
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draw_level = (level) ->
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for block, position in level
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switch block
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when 0 then color = colors.floor
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when 3 then color = colors.wall
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when 1 then color = colors.key
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when 2 then color = colors.door
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when 7 then color = colors.exit
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when 5 then color = colors.breakable
|
||||
|
||||
pixel(position, config.pixelsize, config.pixelsize, color)
|
||||
|
||||
reset_layers = () ->
|
||||
shadow_layer = [0..(config.map.width*config.map.height)].map -> 0
|
||||
enemy_layer = [0..(config.map.width*config.map.height)].map -> 0
|
||||
|
||||
init_level = () ->
|
||||
level = [0..(config.map.width*config.map.height)].map -> 0
|
||||
|
||||
inventar.key = false
|
||||
|
||||
load_level = (number) ->
|
||||
if number is levels.length
|
||||
config.gamewin = true
|
||||
else
|
||||
init_level()
|
||||
level = levels[number]
|
||||
parse_levelentities(level)
|
||||
|
||||
parse_levelentities = ->
|
||||
for block, position in level
|
||||
switch block
|
||||
when 4
|
||||
player.position = position
|
||||
level[position] = 0
|
19
src/lib/2d.coffee
Normal file
19
src/lib/2d.coffee
Normal file
|
@ -0,0 +1,19 @@
|
|||
toxy = (position)->
|
||||
x: position%config.map.width
|
||||
y: Math.floor(position/config.map.width)
|
||||
|
||||
# function: rect drawing
|
||||
rect = (x, y, w, h, color) ->
|
||||
context.fillStyle = color
|
||||
context.fillRect x, y, w, h
|
||||
|
||||
pixel = (position, w, h, color) ->
|
||||
x = config.pixelsize*toxy(position).x+config.map.origin.x
|
||||
y = config.pixelsize*toxy(position).y+config.map.origin.y
|
||||
rect(x, y, w, h, color)
|
||||
|
||||
write = (x, y, text, size, color) ->
|
||||
context.textAlign = 'center';
|
||||
context.fillStyle = color
|
||||
context.font = 'normal '+size+'pt Verdana'
|
||||
context.fillText(text, x, y)
|
8
src/lib/helpers.coffee
Normal file
8
src/lib/helpers.coffee
Normal file
|
@ -0,0 +1,8 @@
|
|||
# preparing the canvas
|
||||
update_canvas = () ->
|
||||
canvas.width = config.map.width*config.pixelsize+config.map.origin.x
|
||||
canvas.height = config.map.height*config.pixelsize+config.map.origin.y
|
||||
update_canvas()
|
||||
|
||||
map_range = (from, to, s) ->
|
||||
to[0] + (s-from[0]) * (to[1] - to[0]) / (from[1] - from[0])
|
111
src/light.coffee
Normal file
111
src/light.coffee
Normal file
|
@ -0,0 +1,111 @@
|
|||
calculate_lightray = (x1, y1, x2, y2, type) ->
|
||||
switch type
|
||||
when 'enemy' then selected_layer = enemy_layer
|
||||
else selected_layer = shadow_layer
|
||||
|
||||
pixel_x1 = x1*config.pixelsize + (config.pixelsize/2)
|
||||
pixel_y1 = y1*config.pixelsize + (config.pixelsize/2)
|
||||
pixel_x2 = x2*config.pixelsize + (config.pixelsize/2)
|
||||
pixel_y2 = y2*config.pixelsize + (config.pixelsize/2)
|
||||
|
||||
dx = Math.abs(pixel_x1 - pixel_x2)
|
||||
dy = Math.abs(pixel_y1 - pixel_y2)
|
||||
|
||||
s = 0.99 / (if dx>dy then dx else dy)
|
||||
t = 0.0
|
||||
|
||||
# show me the rays
|
||||
if config.debug
|
||||
context.beginPath()
|
||||
context.strokeStyle = 'blue'
|
||||
context.moveTo(pixel_x1+config.map.origin.x,pixel_y1+config.map.origin.y)
|
||||
context.lineTo(pixel_x2+config.map.origin.x,pixel_y2+config.map.origin.y)
|
||||
context.stroke()
|
||||
|
||||
hit_wall = false
|
||||
while t < 1.0
|
||||
dx = Math.round((1.0-t)*pixel_x1 + t*pixel_x2)
|
||||
dy = Math.round((1.0-t)*pixel_y1 + t*pixel_y2)
|
||||
|
||||
dx = Math.floor(dx/config.pixelsize)
|
||||
dy = Math.floor(dy/config.pixelsize)
|
||||
|
||||
# FLOOR?
|
||||
if level[dy*config.map.width + dx] is 0
|
||||
break if hit_wall and !config.debug
|
||||
|
||||
if selected_layer[dy*config.map.width + dx] == 0
|
||||
if t > 0.5
|
||||
selected_layer[dy*config.map.width + dx] += map_range([0.5, 1], [1, 0], t)
|
||||
else
|
||||
selected_layer[dy*config.map.width + dx] += 1
|
||||
# WALL?
|
||||
else if level[dy*config.map.width + dx] is 3
|
||||
break if type is 'enemy'
|
||||
if t > 0.5
|
||||
selected_layer[dy*config.map.width + dx] += map_range([0.5, 1], [1, 0], t)
|
||||
else
|
||||
selected_layer[dy*config.map.width + dx] += 1
|
||||
|
||||
hit_wall = true
|
||||
# ENTITIY?
|
||||
else if level[dy*config.map.width + dx] in blocks.entities
|
||||
if t > 0.5
|
||||
selected_layer[dy*config.map.width + dx] += map_range([0.5, 1], [1, 0], t)
|
||||
else
|
||||
selected_layer[dy*config.map.width + dx] += 1
|
||||
break if !config.debug and level[dy*config.map.width + dx] isnt 1 and level[dy*config.map.width + dx] isnt 8
|
||||
else
|
||||
selected_layer[dy*config.map.width + dx] = .5
|
||||
break if !config.debug
|
||||
|
||||
t += s
|
||||
|
||||
illuminate = (x1, y1, range, type = 'shadow') ->
|
||||
r = 0
|
||||
|
||||
while r < Math.PI*2
|
||||
x2 = range*Math.cos(r) + x1
|
||||
y2 = range*Math.sin(r) + y1
|
||||
|
||||
# bug: edge blurry stuff
|
||||
#x2 = config.map.width-1 if x2 > config.map.width-1
|
||||
#y2 = config.map.height-1 if y2 > config.map.height-1
|
||||
#
|
||||
#x2 = 0 if x2 < 0
|
||||
#y2 = 0 if y2 < 0
|
||||
|
||||
calculate_lightray(x1, y1, x2, y2, type)
|
||||
r += 0.03
|
||||
|
||||
calculate_lights = () ->
|
||||
#illuminate(8, 8, 5)
|
||||
illuminate(toxy(player.position).x, toxy(player.position).y, player.lightrange)
|
||||
|
||||
for block, position in level
|
||||
switch block
|
||||
# 6 = LIGHT
|
||||
# CAMERA
|
||||
when 8
|
||||
illuminate(toxy(position).x, toxy(position).y, 4, 'enemy')
|
||||
|
||||
draw_lights = (type) ->
|
||||
switch type
|
||||
when 'enemy'
|
||||
color = '255, 0, 0'
|
||||
selected_layer = enemy_layer
|
||||
else
|
||||
color = '0, 0, 0'
|
||||
selected_layer = shadow_layer
|
||||
|
||||
for brightness, position in selected_layer
|
||||
switch type
|
||||
when 'enemy'
|
||||
alpha = brightness*.5
|
||||
else
|
||||
alpha = 1-brightness
|
||||
|
||||
if level[position] in blocks.entities
|
||||
if alpha < 0.4 then alpha = 0
|
||||
|
||||
pixel(position, config.pixelsize, config.pixelsize, 'rgba('+color+', '+alpha+')')
|
224
src/main.coffee
224
src/main.coffee
|
@ -1,226 +1,3 @@
|
|||
draw_level = (level) ->
|
||||
for block, position in level
|
||||
switch block
|
||||
when 0 then color = colors.floor
|
||||
when 3 then color = colors.wall
|
||||
when 1 then color = colors.key
|
||||
when 2 then color = colors.door
|
||||
when 7 then color = colors.exit
|
||||
when 5 then color = colors.breakable
|
||||
|
||||
pixel(position, config.pixelsize, config.pixelsize, color)
|
||||
|
||||
reset_layers = () ->
|
||||
shadow_layer = [0..(config.map.width*config.map.height)].map -> 0
|
||||
enemy_layer = [0..(config.map.width*config.map.height)].map -> 0
|
||||
|
||||
init_level = () ->
|
||||
level = [0..(config.map.width*config.map.height)].map -> 0
|
||||
|
||||
inventar.key = false
|
||||
|
||||
load_level = (number) ->
|
||||
if number is levels.length
|
||||
config.gamewin = true
|
||||
else
|
||||
init_level()
|
||||
level = levels[number]
|
||||
parse_levelentities(level)
|
||||
|
||||
# function: update player position
|
||||
update_player_position = () ->
|
||||
new_position = player.position
|
||||
if keymap[37] and toxy(player.position).x > 0 # left
|
||||
new_position = new_position-1
|
||||
if keymap[39] and toxy(player.position).x < config.map.width-1 # right
|
||||
new_position = new_position+1
|
||||
if keymap[38] and toxy(player.position).y > 0 # up
|
||||
new_position = new_position - config.map.width
|
||||
if keymap[40] and toxy(player.position).y < config.map.height-1 # down
|
||||
new_position = new_position + config.map.width
|
||||
|
||||
switch level[new_position]
|
||||
# EXIT
|
||||
when 7
|
||||
current_level++
|
||||
load_level(current_level)
|
||||
return
|
||||
# DOOR
|
||||
when 2
|
||||
if inventar.key
|
||||
inventar.key = false
|
||||
level[new_position] = 0
|
||||
# KEY
|
||||
when 1
|
||||
inventar.key = true
|
||||
level[new_position] = 0
|
||||
|
||||
#console.log enemy_layer
|
||||
if enemy_layer[new_position] > 0 and !config.debug
|
||||
config.gameover = true
|
||||
|
||||
if level[new_position] in blocks.walkable then player.position = new_position
|
||||
|
||||
# function: draw player
|
||||
draw_player = (position) ->
|
||||
pixel(position, config.pixelsize, config.pixelsize, colors.player)
|
||||
|
||||
map_range = (from, to, s) ->
|
||||
to[0] + (s-from[0]) * (to[1] - to[0]) / (from[1] - from[0])
|
||||
|
||||
calculate_lightray = (x1, y1, x2, y2, type) ->
|
||||
switch type
|
||||
when 'enemy' then selected_layer = enemy_layer
|
||||
else selected_layer = shadow_layer
|
||||
|
||||
pixel_x1 = x1*config.pixelsize + (config.pixelsize/2)
|
||||
pixel_y1 = y1*config.pixelsize + (config.pixelsize/2)
|
||||
pixel_x2 = x2*config.pixelsize + (config.pixelsize/2)
|
||||
pixel_y2 = y2*config.pixelsize + (config.pixelsize/2)
|
||||
|
||||
dx = Math.abs(pixel_x1 - pixel_x2)
|
||||
dy = Math.abs(pixel_y1 - pixel_y2)
|
||||
|
||||
s = 0.99 / (if dx>dy then dx else dy)
|
||||
t = 0.0
|
||||
|
||||
# show me the rays
|
||||
if config.debug
|
||||
context.beginPath()
|
||||
context.strokeStyle = 'blue'
|
||||
context.moveTo(pixel_x1+config.map.origin.x,pixel_y1+config.map.origin.y)
|
||||
context.lineTo(pixel_x2+config.map.origin.x,pixel_y2+config.map.origin.y)
|
||||
context.stroke()
|
||||
|
||||
hit_wall = false
|
||||
while t < 1.0
|
||||
dx = Math.round((1.0-t)*pixel_x1 + t*pixel_x2)
|
||||
dy = Math.round((1.0-t)*pixel_y1 + t*pixel_y2)
|
||||
|
||||
dx = Math.floor(dx/config.pixelsize)
|
||||
dy = Math.floor(dy/config.pixelsize)
|
||||
|
||||
# FLOOR?
|
||||
if level[dy*config.map.width + dx] is 0
|
||||
break if hit_wall and !config.debug
|
||||
|
||||
if selected_layer[dy*config.map.width + dx] == 0
|
||||
if t > 0.5
|
||||
selected_layer[dy*config.map.width + dx] += map_range([0.5, 1], [1, 0], t)
|
||||
else
|
||||
selected_layer[dy*config.map.width + dx] += 1
|
||||
# WALL?
|
||||
else if level[dy*config.map.width + dx] is 3
|
||||
break if type is 'enemy'
|
||||
if t > 0.5
|
||||
selected_layer[dy*config.map.width + dx] += map_range([0.5, 1], [1, 0], t)
|
||||
else
|
||||
selected_layer[dy*config.map.width + dx] += 1
|
||||
|
||||
hit_wall = true
|
||||
# ENTITIY?
|
||||
else if level[dy*config.map.width + dx] in blocks.entities
|
||||
if t > 0.5
|
||||
selected_layer[dy*config.map.width + dx] += map_range([0.5, 1], [1, 0], t)
|
||||
else
|
||||
selected_layer[dy*config.map.width + dx] += 1
|
||||
break if !config.debug and level[dy*config.map.width + dx] isnt 1 and level[dy*config.map.width + dx] isnt 8
|
||||
else
|
||||
selected_layer[dy*config.map.width + dx] = .5
|
||||
break if !config.debug
|
||||
|
||||
t += s
|
||||
|
||||
illuminate = (x1, y1, range, type = 'shadow') ->
|
||||
r = 0
|
||||
|
||||
while r < Math.PI*2
|
||||
x2 = range*Math.cos(r) + x1
|
||||
y2 = range*Math.sin(r) + y1
|
||||
|
||||
# bug: edge blurry stuff
|
||||
#x2 = config.map.width-1 if x2 > config.map.width-1
|
||||
#y2 = config.map.height-1 if y2 > config.map.height-1
|
||||
#
|
||||
#x2 = 0 if x2 < 0
|
||||
#y2 = 0 if y2 < 0
|
||||
|
||||
calculate_lightray(x1, y1, x2, y2, type)
|
||||
r += 0.03
|
||||
|
||||
calculate_lights = () ->
|
||||
#illuminate(8, 8, 5)
|
||||
illuminate(toxy(player.position).x, toxy(player.position).y, player.lightrange)
|
||||
|
||||
for block, position in level
|
||||
switch block
|
||||
# 6 = LIGHT
|
||||
# CAMERA
|
||||
when 8
|
||||
illuminate(toxy(position).x, toxy(position).y, 4, 'enemy')
|
||||
|
||||
draw_lights = (type) ->
|
||||
switch type
|
||||
when 'enemy'
|
||||
color = '255, 0, 0'
|
||||
selected_layer = enemy_layer
|
||||
else
|
||||
color = '0, 0, 0'
|
||||
selected_layer = shadow_layer
|
||||
|
||||
for brightness, position in selected_layer
|
||||
switch type
|
||||
when 'enemy'
|
||||
alpha = brightness*.5
|
||||
else
|
||||
alpha = 1-brightness
|
||||
|
||||
if level[position] in blocks.entities
|
||||
if alpha < 0.4 then alpha = 0
|
||||
|
||||
pixel(position, config.pixelsize, config.pixelsize, 'rgba('+color+', '+alpha+')')
|
||||
|
||||
break_walls = (position) ->
|
||||
level[position-1] = 0 if level[position-1] is 5 or config.debug
|
||||
level[position+1] = 0 if level[position+1] is 5 or config.debug
|
||||
level[position-config.map.width] = 0 if level[position-config.map.width] is 5 or config.debug
|
||||
level[position+config.map.width] = 0 if level[position+config.map.width] is 5 or config.debug
|
||||
|
||||
# get input
|
||||
keymap = []
|
||||
|
||||
addEventListener 'keydown', (event) ->
|
||||
keymap[event.keyCode] = true
|
||||
|
||||
#console.log event.keyCode
|
||||
#if event.keyCode == 187 then player.lightrange++
|
||||
if event.keyCode == 187
|
||||
config.pixelsize += 2
|
||||
update_canvas()
|
||||
#current_level++
|
||||
#load_level(current_level)
|
||||
#if event.keyCode == 189 then player.lightrange--
|
||||
if event.keyCode == 189
|
||||
config.pixelsize -= 2
|
||||
update_canvas()
|
||||
if event.keyCode == 68 then config.debug = !config.debug
|
||||
if event.keyCode == 32 then break_walls(player.position)
|
||||
if event.keyCode == 76 then config.lights = !config.lights
|
||||
|
||||
addEventListener 'keyup', (event) ->
|
||||
keymap[event.keyCode] = false
|
||||
|
||||
parse_levelentities = ->
|
||||
for block, position in level
|
||||
switch block
|
||||
when 4
|
||||
player.position = position
|
||||
level[position] = 0
|
||||
|
||||
# startup config
|
||||
load_level(current_level)
|
||||
|
||||
# the awesome main loop
|
||||
main_loop = ->
|
||||
if config.gamewin
|
||||
rect(0, 0, config.map.width*config.pixelsize, config.map.height*config.pixelsize+config.map.origin.y, '#ffffff')
|
||||
|
@ -244,4 +21,5 @@ main_loop = ->
|
|||
|
||||
setTimeout main_loop, 50
|
||||
|
||||
load_level(current_level)
|
||||
main_loop()
|
43
src/player.coffee
Normal file
43
src/player.coffee
Normal file
|
@ -0,0 +1,43 @@
|
|||
# function: update player position
|
||||
update_player_position = () ->
|
||||
new_position = player.position
|
||||
if keymap[37] and toxy(player.position).x > 0 # left
|
||||
new_position = new_position-1
|
||||
if keymap[39] and toxy(player.position).x < config.map.width-1 # right
|
||||
new_position = new_position+1
|
||||
if keymap[38] and toxy(player.position).y > 0 # up
|
||||
new_position = new_position - config.map.width
|
||||
if keymap[40] and toxy(player.position).y < config.map.height-1 # down
|
||||
new_position = new_position + config.map.width
|
||||
|
||||
switch level[new_position]
|
||||
# EXIT
|
||||
when 7
|
||||
current_level++
|
||||
load_level(current_level)
|
||||
return
|
||||
# DOOR
|
||||
when 2
|
||||
if inventar.key
|
||||
inventar.key = false
|
||||
level[new_position] = 0
|
||||
# KEY
|
||||
when 1
|
||||
inventar.key = true
|
||||
level[new_position] = 0
|
||||
|
||||
#console.log enemy_layer
|
||||
if enemy_layer[new_position] > 0 and !config.debug
|
||||
config.gameover = true
|
||||
|
||||
if level[new_position] in blocks.walkable then player.position = new_position
|
||||
|
||||
# function: draw player
|
||||
draw_player = (position) ->
|
||||
pixel(position, config.pixelsize, config.pixelsize, colors.player)
|
||||
|
||||
break_walls = (position) ->
|
||||
level[position-1] = 0 if level[position-1] is 5 or config.debug
|
||||
level[position+1] = 0 if level[position+1] is 5 or config.debug
|
||||
level[position-config.map.width] = 0 if level[position-config.map.width] is 5 or config.debug
|
||||
level[position+config.map.width] = 0 if level[position+config.map.width] is 5 or config.debug
|
Loading…
Reference in a new issue