Hier
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746f92557c
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1 changed files with 109 additions and 124 deletions
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@ -14,31 +14,31 @@ document.addEventListener('DOMContentLoaded', () => {
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SWAMP: { sprite:null, design: { frames: 4,duration: 300, drawer: drawSwampFrame}, acceptStructure:false, movements:['fly'],affinities:[('water',0.6),('earth',0.2),('dark',0.2)],name: 'Marais', winterColor: '#0b2e10ff', fallColor: '#0b2e10ff', summerColor: '#0b2e10ff', autumnColor: '#0b2e10ff',maxElevation:1,minElevation:1 }
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}
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const JOB = {
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VILLAGER: {
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name: "Habitant",
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dialogues: [
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"Bien le bonjour, étranger.",
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"J'espère que la récolte sera bonne cette année.",
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"Faites attention aux loups dans la forêt.",
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"Le forgeron a de nouvelles marchandises, je crois."
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]
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}, FARMER: {
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name: "Fermier",
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dialogues: [
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"Le temps est parfait pour les cultures.",
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"Ces sangliers n'arrêtent pas de saccager mes champs !",
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"Une bonne terre, c'est tout ce qui compte."
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]
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},
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BANDIT: {
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name: "Bandit",
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dialogues: [
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"Qu'est-ce que tu regardes ?",
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"Dégage d'ici avant que je me fâche.",
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"Ta bourse ou la vie !"
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]
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}
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const JOB = {
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VILLAGER: {
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name: "Habitant",
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dialogues: [
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"Bien le bonjour, étranger.",
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"J'espère que la récolte sera bonne cette année.",
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"Faites attention aux loups dans la forêt.",
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"Le forgeron a de nouvelles marchandises, je crois."
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]
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}, FARMER: {
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name: "Fermier",
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dialogues: [
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"Le temps est parfait pour les cultures.",
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"Ces sangliers n'arrêtent pas de saccager mes champs !",
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"Une bonne terre, c'est tout ce qui compte."
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]
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},
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BANDIT: {
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name: "Bandit",
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dialogues: [
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"Qu'est-ce que tu regardes ?",
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"Dégage d'ici avant que je me fâche.",
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"Ta bourse ou la vie !"
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]
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}
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};
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const Affinities = ['water','fire','sand','rock','dark','life','ice','wood','wind','metal','time','space','lava','light','spirit'];
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@ -103,9 +103,9 @@ document.addEventListener('DOMContentLoaded', () => {
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};
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const ANIMAL_TYPES = {
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BIRD: { name: 'Oiseau', svgAsset: () => birdSVG, hp: 10, strength: 4, xp: 15, loot: { 'Cuir': 1, 'Os': 1 }, biomes: [Biome.FOREST, Biome.MOUNTAIN, Biome.SNOWMOUNTAIN], spawnChance: 0.01, size: { w: 40, h: 40 }, offset: { x: -20, y: -35 } },
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WOLF: { name: 'Loup', svgAsset: () => wolfPackSVG, hp: 20, strength: 4, xp: 15, loot: { 'Cuir': 1, 'Os': 1 }, biomes: [Biome.FOREST, Biome.MOUNTAIN, Biome.SNOWLAND], spawnChance: 0.01, size: { w: 40, h: 40 }, offset: { x: -20, y: -35 } },
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BOAR: { name: 'Sanglier', svgAsset: () => boarSVG, hp: 25, strength: 5, xp: 20, loot: { 'Cuir': 2 }, biomes: [Biome.FOREST, Biome.GRASSLAND], spawnChance: 0.02, size: { w: 30, h: 30 }, offset: { x: -15, y: -28 } },
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WOLF: { name: 'Loup', movement: 'walk', svgAsset: () => wolfPackSVG, hp: 20, strength: 4, xp: 15, loot: { 'Cuir': 1, 'Os': 1 }, biomes: [Biome.FOREST, Biome.MOUNTAIN, Biome.SNOWLAND], spawnChance: 0.01, size: { w: 40, h: 40 }, offset: { x: -20, y: -35 } },
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BOAR: { name: 'Sanglier', movement: 'walk', svgAsset: () => boarSVG, hp: 25, strength: 5, xp: 20, loot: { 'Cuir': 2 }, biomes: [Biome.FOREST, Biome.GRASSLAND], spawnChance: 0.02, size: { w: 30, h: 30 }, offset: { x: -15, y: -28 } },
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BIRD: { name: 'Aigle', movement: 'fly', svgAsset: () => birdSVG, hp: 10, strength: 1, xp: 5, loot: { 'Plume': 1 }, biomes: [Biome.FOREST, Biome.GRASSLAND, Biome.MOUNTAIN, Biome.BEACH], spawnChance: 0.03, size: { w: 15, h: 12 }, offset: { x: -22, y: -45 }, flightHeight: 40 },
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};
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// --- Global Asset Variables ---
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@ -329,10 +329,12 @@ document.addEventListener('DOMContentLoaded', () => {
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this.position = new Position(x, y);
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this.biome = null;
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this.structure = null;
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this.animal = null;
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this.visibility = 0; // 0: Unseen, 1: Seen, 2: Visible
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this.setBiome();
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this.setElevation();
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this.setStructure();
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this.setEntity();
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}
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setBiome() {
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@ -428,6 +430,31 @@ document.addEventListener('DOMContentLoaded', () => {
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this.structure=new structure(this.position);
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}
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}
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setEntity(){
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// a changer!
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if(this.structure) {
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const structureType = this.structure.type;
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let job = JOB.VILLAGER;
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if(structureType === STRUCTURE_TYPE.FARM) job = JOB.FARMER;
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if(structureType === STRUCTURE_TYPE.CAMP) job = JOB.BANDIT;
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for(let i = 0; i < structureType.population; i++) {
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this.npc.push(new Npc(job,new Creature(job.name,null,1,null,null,this.position,'HUMAN',null,10,null),this,null ));
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}
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}
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else {
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if (this.biome) {
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for (const key in ANIMAL_TYPES) {
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const animalType = ANIMAL_TYPES[key];
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if (animalType.biomes.includes(this.biome) && Math.random() < animalType.spawnChance) {
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if( this.biome.movements.includes(animalType.movement)) {
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this.animal.push(new Animal(animalType, this.position));
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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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class Map {
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constructor(size) {
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@ -499,7 +526,7 @@ document.addEventListener('DOMContentLoaded', () => {
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}
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class Creature {
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constructor(name,attributes,level,affinities,alignments,tile,species,race,hp,items) {
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constructor(name,attributes,level,affinities,alignments,position,species,race,hp,items) {
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this.name = name;
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this.attributes = attributes;
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this.level = level;
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@ -508,7 +535,7 @@ document.addEventListener('DOMContentLoaded', () => {
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this.alignments = alignments;
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this.species = species;
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this.race = race;
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this.tile=tile;
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this.position=position;
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this.items=items;
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this.hp=hp;
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}
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@ -523,7 +550,7 @@ document.addEventListener('DOMContentLoaded', () => {
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//f (!this.settlement){this.setSettlement()}
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//if (!this.equipments){this.setEquipments()}
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}
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setEquipments() {
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var i=0;
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const items = Object.values(ITEMS);
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this.creature=creature;
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this.equipments=equipments;
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}
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get position() {
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return this.creature.tile.position;
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}
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setDesign(ctx) {
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const tile = this.creature.tile
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if(!tile) return;
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const position = this.creature.position
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if(!position) return;
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const screenPos = tile.position.cartToIso();
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const elevationHeight = tile.position.h * ELEVATION_STEP;
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const screenPos = position.cartToIso();
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const elevationHeight = position.h * ELEVATION_STEP;
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ctx.save();
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ctx.translate(screenPos.x, screenPos.y - elevationHeight);
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ctx.restore();
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}
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move(dx, dy, gameMap) {
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const newX = this.position.x + dx;
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const newY = this.position.y + dy;
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const newX = this.creature.position.x + dx;
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const newY = this.creature.position.y + dy;
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if (newX >= 0 && newX < gameMap.size && newY >= 0 && newY < gameMap.size) {
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const targetTile = gameMap.tiles[newY][newX];
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const targetTile = gameMap.tiles[newY][newX].position;
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if (targetTile.biome && targetTile.biome.movements.includes('walk')) {
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this.creature.tile = targetTile;
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this.creature.position = targetTile;
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}
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}
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}
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this.map = new Map(200);
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this.currentTime=new Time();
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this.animals = [];
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this.npcs = [];
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this.spawnEntities();
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}
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spawnEntities() {
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console.time('Entity Spawning');
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for (let y = 0; y < this.map.size; y++) {
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for (let x = 0; x < this.map.size; x++) {
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const tile = this.map.tiles[y][x];
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// Spawn NPCs in structures
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if(tile.structure) {
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const structureType = tile.structure.type;
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let job = JOB.VILLAGER;
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if(structureType === STRUCTURE_TYPE.FARM) job = JOB.FARMER;
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if(structureType === STRUCTURE_TYPE.CAMP) job = JOB.BANDIT;
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for(let i = 0; i < structureType.population; i++) {
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this.npcs.push(new Npc(job,new Creature(job.name,null,1,null,null,tile,'HUMAN',null,10,null),tile,null ));
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}
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}
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// Spawn Animals
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if (tile.biome) {
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for (const key in ANIMAL_TYPES) {
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const animalType = ANIMAL_TYPES[key];
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if (animalType.biomes.includes(tile.biome) && Math.random() < animalType.spawnChance) {
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if(animalType.movementClass === 'ground' && tile.biome.movements.includes('walk')) {
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this.animals.push(new Animal(animalType, tile));
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} else if (animalType.movementClass === 'fly') {
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this.animals.push(new Animal(animalType, tile));
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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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console.log(`Spawned ${this.animals.length} animals and ${this.npcs.length} NPCs.`);
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console.timeEnd('Entity Spawning');
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this.npcs = [];
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}
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}
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class Camera {
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constructor(x=0,y=0,canvas) {
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update(currentTime) {
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this.handleMovement(currentTime);
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this.updateVisibility();
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// a changer!
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this.world.animals.forEach(animal => animal.update(currentTime, this.world.map));
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this.world.npcs.forEach(npc => npc.update(currentTime, this.world.map));
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this.camera.setCamera(this.player.position);
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this.camera.setCamera(this.player.creature.position);
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// Update all biome sprites
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for (const key in Biome) {
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updateVisibility() {
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const map = this.world.map;
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const px = this.player.position.x;
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const py = this.player.position.y;
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const px = this.player.creature.position.x;
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const py = this.player.creature.position.y;
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const radius = VISION_RADIUS;
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const radiusSq = radius * radius;
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spawnX = Math.floor(Math.random() * this.world.map.size);
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spawnY = Math.floor(Math.random() * this.world.map.size);
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} while (!this.world.map.tiles[spawnY][spawnX].biome || !this.world.map.tiles[spawnY][spawnX].biome.movements.includes('walk') );
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this.player = new Player(new Creature('player',new Attributes(RACE.HUMAN),1,null,null,this.world.map.tiles[spawnY][spawnX],'human',RACE.HUMAN,10,null),);
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this.player = new Player(new Creature('player',new Attributes(RACE.HUMAN),1,null,null,this.world.map.tiles[spawnY][spawnX].position,'human',RACE.HUMAN,10,null),);
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this.updateVisibility();
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}
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setControls() {
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if (controls.right) { this.player.move(1, 0,this.world.map); moved = true; }
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if(moved) lastMoveTime = currentTime;
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}
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handleInteraction() {
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if (!controls.interact) return;
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controls.interact = false; // Consume the action
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const px = this.player.position.x;
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const py = this.player.position.y;
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let targetNpc = null;
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for (const npc of this.world.npcs) {
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const dx = Math.abs(npc.tile.position.x - px);
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const dy = Math.abs(npc.tile.position.y - py);
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if (dx <= 1 && dy <= 1) { // Check adjacent tiles
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targetNpc = npc;
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break;
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}
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}
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if(targetNpc) {
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const dialogueData = targetNpc.interact();
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this.showDialogue(dialogueData.name, dialogueData.text);
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handleInteraction() {
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if (!controls.interact) return;
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controls.interact = false; // Consume the action
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const px = this.player.creature.position.x;
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const py = this.player.creature.position.y;
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let targetNpc = null;
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for (const npc of this.world.npcs) {
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const dx = Math.abs(npc.tile.position.x - px);
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const dy = Math.abs(npc.tile.position.y - py);
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if (dx <= 1 && dy <= 1) { // Check adjacent tiles
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targetNpc = npc;
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break;
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}
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}
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if(targetNpc) {
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const dialogueData = targetNpc.interact();
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this.showDialogue(dialogueData.name, dialogueData.text);
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}
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}
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showDialogue(name, text) {
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const dialogueBox = document.getElementById('dialogue-box');
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document.getElementById('dialogue-name').textContent = name;
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document.getElementById('dialogue-text').textContent = text;
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dialogueBox.classList.remove('hidden');
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this.isDialogueActive = true;
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const dialogueBox = document.getElementById('dialogue-box');
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document.getElementById('dialogue-name').textContent = name;
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document.getElementById('dialogue-text').textContent = text;
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dialogueBox.classList.remove('hidden');
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this.isDialogueActive = true;
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}
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hideDialogue() {
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document.getElementById('dialogue-box').classList.add('hidden');
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this.isDialogueActive = false;
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document.getElementById('dialogue-box').classList.add('hidden');
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this.isDialogueActive = false;
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}
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}
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if (Biome[key].design) { Biome[key].sprite = new Sprite(Biome[key]);}
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}
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const assetIds = ['forest-svg', 'village-svg', 'city-svg', 'player-svg', 'enchanted-forest-svg', 'swamp-svg', 'wolf-pack-svg', 'boar-svg', 'bird-svg', 'farm-svg', 'camp-svg', 'npc-svg','house-svg','cult-svg','market-svg','mine-svg'];
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const assetElements = assetIds.map(id => document.getElementById(id));
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[forestSVG, villageSVG, citySVG, playerSVG, enchantedForestSVG, swampSVG, wolfPackSVG, boarSVG, birdSVG, farmSVG, campSVG, npcSVG,houseSVG,cultSVG,marketSVG,mineSVG] = await Promise.all(
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assetElements.map(el => loadSvgAsImage(el))
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);
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const assetIds = ['forest-svg', 'village-svg', 'city-svg', 'player-svg', 'enchanted-forest-svg', 'swamp-svg', 'wolf-pack-svg', 'boar-svg', 'bird-svg', 'farm-svg', 'camp-svg', 'npc-svg','house-svg','cult-svg','market-svg','mine-svg'];
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const assetElements = assetIds.map(id => document.getElementById(id));
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[forestSVG, villageSVG, citySVG, playerSVG, enchantedForestSVG, swampSVG, wolfPackSVG, boarSVG, birdSVG, farmSVG, campSVG, npcSVG,houseSVG,cultSVG,marketSVG,mineSVG] = await Promise.all(
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assetElements.map(el => loadSvgAsImage(el))
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);
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console.log("All assets loaded.");
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