metanohi-misc-subsites/old-projects/eonaton/game/functions.js

360 lines
12 KiB
JavaScript

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