360 lines
12 KiB
JavaScript
360 lines
12 KiB
JavaScript
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/*
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Eon Aton: a RPG-like game system in JavaScript
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Copyright (C) 2008-2009 Niels Serup
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This file is part of Eon Aton.
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Eon Aton is free software: you can redistribute it and/or modify
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it under the terms of the GNU General Public License as published by
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the Free Software Foundation, either version 3 of the License, or
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(at your option) any later version.
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Eon Aton is distributed in the hope that it will be useful,
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but WITHOUT ANY WARRANTY; without even the implied warranty of
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MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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GNU General Public License for more details.
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You should have received a copy of the GNU General Public License
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along with Eon Aton. If not, see <http://www.gnu.org/licenses/>.
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*/
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/*
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This file contains various functions to be used together with the classes.
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*/
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function style_bg_img(background) {
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var cssurl
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if (background.indexOf(".")!=-1) cssurl=["url(",")"]
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else cssurl=["",""]
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return cssurl[0]+background+cssurl[1]
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}
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function remove(obj) {
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if (obj.type="character") take_life(obj)
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obj.remove()
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delete obj
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}
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function getkeycode(e) {
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var keycode
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if (window.event) keycode=window.event.keyCode
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else if (e) keycode=e.which
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else keycode=0
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return keycode
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}
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function START_systems() {
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key_up=false
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key_right=false
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key_down=false
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key_left=false
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key_shift=false
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key_control=false
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key_order=new Array()
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for (var i=0;i<4;i++) {
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key_order[i]=0
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}
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direction=7
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character_state=1
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document.onkeydown=keydown
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document.onkeyup=keyup
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row_num=new Array()
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col_num=new Array()
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col_length=new Array()
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maxwidth=0
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maxheight=0
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define_pixel_movement(5,10)
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define_character_distance(-5)
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direction_changing_speed=3
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frame_showing_speed=150
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movement_speed=50
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frame_showing()
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movement()
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}
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function define_pixel_movement(walk,run) {
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pixel_movement=[0,walk,run]
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diagonal_pixel_movement=[0,Math.sqrt(walk*walk/2),Math.sqrt(run*run/2)]
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}
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function define_character_distance(dist) {
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character_distance=dist
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diagonal_character_distance=Math.sqrt(dist*dist*2)
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if (dist<0) diagonal_character_distance=-diagonal_character_distance
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}
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function show_frame(cha_num,row,col) {
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characters[cha_num].elem.style.backgroundPosition="-"+(col*(characters[cha_num].width+1)+1)+"px -"+(characters[cha_num].dirs[row][0]*(characters[cha_num].height+1)+1)+"px"
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}
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function frame_showing() {
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for (var i=0;i<characters.length;i++) {
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if (col_num[i]<col_length[i]) col_num[i]++
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else col_num[i]=0
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if (characters[i].visible) show_frame(i,row_num[0],characters[i].dirs[row_num[i]][character_state][col_num[i]])
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}
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setTimeout(frame_showing,frame_showing_speed)
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}
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function movement() {
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var pixmove=pixel_movement[character_state-1]
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var dia_pixmove=diagonal_pixel_movement[character_state-1]
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var li, x, y, s_x, s_y, cy
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for (var i=0;i<characters.length;i++) {
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if (characters[i].visible) {
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switch(direction) {
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case 1:
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if (i==0) {
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x=characters[i].posX
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y=characters[i].posY-pixmove
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}
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else {
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x=characters[i].posX+(characters[li].posX-characters[i].posX)/direction_changing_speed
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y=characters[i].posY+(characters[li].posY-characters[i].posY+character_distance+characters[li].height)/direction_changing_speed
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}
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break;
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case 2:
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if (i==0) {
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x=characters[i].posX+dia_pixmove
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y=characters[i].posY-dia_pixmove
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}
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else {
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x=characters[i].posX+(characters[li].posX-characters[i].posX-diagonal_character_distance-characters[i].width)/direction_changing_speed
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y=characters[i].posY+(characters[li].posY-characters[i].posY+diagonal_character_distance+characters[li].height)/direction_changing_speed
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}
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break;
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case 3:
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if (i==0) {
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x=characters[i].posX+pixmove
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y=characters[i].posY
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}
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else {
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x=characters[i].posX+(characters[li].posX-characters[i].posX-character_distance-characters[i].width)/direction_changing_speed
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y=characters[i].posY+(characters[li].posY-characters[i].posY)/direction_changing_speed
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}
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break;
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case 4:
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if (i==0) {
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x=characters[i].posX+dia_pixmove
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y=characters[i].posY+dia_pixmove
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}
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else {
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x=characters[i].posX+(characters[li].posX-characters[i].posX-diagonal_character_distance-characters[i].width)/direction_changing_speed
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y=characters[i].posY+(characters[li].posY-characters[i].posY-diagonal_character_distance-characters[i].height)/direction_changing_speed
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}
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break;
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case 5:
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if (i==0) {
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x=characters[i].posX
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y=characters[i].posY+pixmove
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}
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else {
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x=characters[i].posX+(characters[li].posX-characters[i].posX)/direction_changing_speed
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y=characters[i].posY+(characters[li].posY-characters[i].posY-character_distance-characters[i].height)/direction_changing_speed
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}
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break;
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case 6:
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if (i==0) {
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x=characters[i].posX-dia_pixmove
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y=characters[i].posY+dia_pixmove
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}
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else {
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x=characters[i].posX+(characters[li].posX-characters[i].posX+diagonal_character_distance+characters[li].width)/direction_changing_speed
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y=characters[i].posY+(characters[li].posY-characters[i].posY-diagonal_character_distance-characters[i].height)/direction_changing_speed
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}
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break;
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case 7:
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if (i==0) {
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x=characters[i].posX-pixmove
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y=characters[i].posY
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}
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else {
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x=characters[i].posX+(characters[li].posX-characters[i].posX+character_distance+characters[li].width)/direction_changing_speed
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y=characters[i].posY+(characters[li].posY-characters[i].posY)/direction_changing_speed
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}
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break;
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case 8:
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if (i==0) {
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x=characters[i].posX-dia_pixmove
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y=characters[i].posY-dia_pixmove
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}
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else {
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x=characters[i].posX+(characters[li].posX-characters[i].posX+diagonal_character_distance+characters[li].width)/direction_changing_speed
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y=characters[i].posY+(characters[li].posY-characters[i].posY+diagonal_character_distance+characters[li].height)/direction_changing_speed
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}
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break;
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}
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if (x>-1 && x<current_screen.width-characters[i].width+1) characters[i].posX=x
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if (y>-1 && y<current_screen.height-characters[i].height+1) characters[i].posY=y
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if (direction==1 || direction==5) s_x=(maxwidth-characters[i].width)/2
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else s_x=0
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if (direction==3 || direction==7) s_y=maxheight-characters[i].height
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else s_y=0
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characters[i].elem.style.left=characters[i].posX+s_x+"px"
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characters[i].elem.style.top=characters[i].posY+s_y+"px"
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cy=characters.length+1
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for (ii=0;ii<characters.length;ii++) {
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if (characters[ii].posY>characters[i].posY) cy--
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}
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characters[i].elem.style.zIndex=cy
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li=i
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}
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if (characters.length>0) {
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if (characters[0].posX>(current_screen.viswidth-characters[0].width)/2 && characters[0].posX<current_screen.width-(current_screen.viswidth+characters[0].width)/2) current_screen.elem.style.left=-(characters[0].posX-(current_screen.viswidth-characters[0].width)/2)+"px"
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if (characters[0].posY>(current_screen.visheight-characters[0].height)/2 && characters[0].posY<current_screen.height-(current_screen.visheight+characters[0].height)/2) current_screen.elem.style.top=-(characters[0].posY-(current_screen.visheight-characters[0].height)/2)+"px"
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}
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}
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setTimeout(movement,movement_speed)
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}
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function get_character_state() {
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if (key_order[0]==0) character_state=1
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else if (!key_shift && key_order[0]>0) character_state=2
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else if (key_shift && key_order[0]>0) character_state=3
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}
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function get_row_num() {
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for (var i=0;i<characters.length;i++) {
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if (!characters[i].dirs[direction-1]) {
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if (direction==2 && key_order[1]==1) row_num[i]=0
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else if (direction==2 && key_order[1]==2) row_num[i]=2
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else if (direction==4 && key_order[1]==2) row_num[i]=2
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else if (direction==4 && key_order[1]==3) row_num[i]=4
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else if (direction==6 && key_order[1]==3) row_num[i]=4
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else if (direction==6 && key_order[1]==4) row_num[i]=6
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else if (direction==8 && key_order[1]==4) row_num[i]=6
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else if (direction==8 && key_order[1]==1) row_num[i]=0
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}
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else row_num[i]=direction-1
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}
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}
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function get_col_length() {
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get_character_state()
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get_row_num()
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for (var i=0;i<characters.length;i++) {
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col_length[i]=characters[i].dirs[row_num[i]][character_state].length-1
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}
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}
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function get_maxs() {
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maxwidth=0
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maxheight=0
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for (var i=0;i<characters.length;i++) {
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if (characters[i].width>maxwidth) maxwidth=characters[i].width
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if (characters[i].height>maxheight) maxheight=characters[i].height
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}
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}
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function find_direction() {
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if (key_order[0]==1 && key_order[1]!=2 && key_order[1]!=4) direction=1
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else if ((key_order[0]==1 && key_order[1]==2) || (key_order[0]==2 && key_order[1]==1)) direction=2
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else if (key_order[0]==2 && key_order[1]!=1 && key_order[1]!=3) direction=3
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else if ((key_order[0]==2 && key_order[1]==3) || (key_order[0]==3 && key_order[1]==2)) direction=4
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else if (key_order[0]==3 && key_order[1]!=2 && key_order[1]!=4) direction=5
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else if ((key_order[0]==3 && key_order[1]==4) || (key_order[0]==4 && key_order[1]==3)) direction=6
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else if (key_order[0]==4 && key_order[1]!=3 && key_order[1]!=1) direction=7
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else if ((key_order[0]==4 && key_order[1]==1) || (key_order[0]==1 && key_order[1]==4)) direction=8
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else direction=0
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}
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function keydown(e) {
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var keycode=getkeycode(e)
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if (keycode==38 && !key_up) {
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key_up=true
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key_order.splice(0,0,1)
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key_order.splice(3,1)
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}
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else if (keycode==39 && !key_right) {
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key_right=true
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key_order.splice(0,0,2)
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key_order.splice(3,1)
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}
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else if (keycode==40 && !key_down) {
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key_down=true
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key_order.splice(0,0,3)
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key_order.splice(3,1)
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}
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else if (keycode==37 && !key_left) {
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key_left=true
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key_order.splice(0,0,4)
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key_order.splice(3,1)
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}
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else if (keycode==16) key_shift=true
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else if (keycode==17) key_control=true
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if (keycode==38 || keycode==39 || keycode==40 || keycode==37) find_direction()
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if (keycode==38 || keycode==39 || keycode==40 || keycode==37 || keycode==16) get_col_length()
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}
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function keyup(e) {
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var keycode=getkeycode(e)
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if (keycode==38 && key_up) {
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key_up=false
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for (var i=0;i<4;i++) {
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if (key_order[i]==1) key_order.splice(i,1)
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}
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key_order.splice(3,0,0)
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}
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else if (keycode==39 && key_right) {
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key_right=false
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for (var i=0;i<4;i++) {
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if (key_order[i]==2) key_order.splice(i,1)
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}
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key_order.splice(3,0,0)
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}
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else if (keycode==40 && key_down) {
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key_down=false
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for (var i=0;i<4;i++) {
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if (key_order[i]==3) key_order.splice(i,1)
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}
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key_order.splice(3,0,0)
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}
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else if (keycode==37 && key_left) {
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key_left=false
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for (var i=0;i<4;i++) {
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if (key_order[i]==4) key_order.splice(i,1)
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}
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key_order.splice(3,0,0)
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}
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else if (keycode==16) key_shift=false
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else if (keycode==17) key_control=false
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if (key_order[0]>0 && (keycode==38 || keycode==39 || keycode==40 || keycode==37)) find_direction()
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if (keycode==38 || keycode==39 || keycode==40 || keycode==37 || keycode==16) get_col_length()
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}
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function exchange_characters(a,b) {
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var temp=characters[a]
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characters[a]=characters[b]
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characters[b]=temp
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}
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function give_life(cha) {
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col_num[characters.length]=0
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cha.visible=true
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cha.elem.style.display="block"
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get_col_length()
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get_maxs()
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}
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function take_life(cha) {
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cha.visible=false
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cha.elem.style.display="none"
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get_maxs()
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}
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