diff --git a/js/test.js b/js/test.js new file mode 100644 index 0000000..f2b134e --- /dev/null +++ b/js/test.js @@ -0,0 +1,635 @@ +const Biome = { + WATER_DEEP: { acceptStructure:false, movements:['swim'], affinities:[('water',0.8),('dark',0.2)], name: 'Eau Profonde', winterColor: '#3D5A80', fallColor: '#3D5A80', summerColor: '#3D5A80', autumnColor: '#3D5A80',maxElevation:-1,minElevation:-4 }, + WATER_SHALLOW: { acceptStructure:false,movements:['swim','ride','navigate','fly'], affinities:[('water',0.8),('life',0.2)],name: 'Eau Peu Profonde', winterColor: '#97aabdff', fallColor: '#5A8AB8', summerColor: '#5A8AB8', autumnColor: '#5A8AB8',maxElevation:1,minElevation:-2 }, + BEACH: { acceptStructure:true, movements:['walk','ride','fly'],affinities:[('sand',0.8),('water',0.2)],name: 'Sable', winterColor: '#E9D9A1', fallColor: '#E9D9A1', summerColor: '#E9D9A1', autumnColor: '#E9D9A1',maxElevation:2 ,minElevation:0 }, + GRASSLAND: { acceptStructure:true, movements:['walk','ride','fly'],affinities:[('life',0.6),('earth',0.2)],name: 'Plaine', winterColor: '#ecf1e3ff', fallColor: '#98C159', summerColor: '#a5a450ff', autumnColor: '#455e21ff',maxElevation:3,minElevation:-1 }, + FOREST: { acceptStructure:true,movements:['walk','ride','fly'],affinities:[('wood',0.6),('earth',0.4)], name: 'Forêt', winterColor: '#92ac83ff', fallColor: '#21a32cff', summerColor: '#6A994E', autumnColor: '#b88a28ff',maxElevation:3,minElevation:0 }, + ENCHANTED_FOREST: { acceptStructure:true,movements:['walk','ride','fly'],affinities:[('wood',0.8),('dark',0.2)('life',0.2)], name: 'Forêt Enchantée', winterColor: '#7B6094', fallColor: '#7B6094', summerColor: '#7B6094', autumnColor: '#7B6094',maxElevation:3,minElevation:0 }, + MOUNTAIN: { acceptStructure:false, movements:['climb','fly'],affinities:[('rock',0.6),('wind',0.4)],name: 'Montagne', winterColor: '#F7F7F7', fallColor: '#A9A9A9', summerColor: '#A9A9A9', autumnColor: '#A9A9A9',maxElevation:4,minElevation:3 }, + SNOWLAND: { acceptStructure:true,movements:['walk','ride','fly'], affinities:[('ice',0.8),('earth',0.2)],name: 'Toundra', winterColor: '#F7F7F7', fallColor: '#F7F7F7', summerColor: '#F7F7F7', autumnColor: '#F7F7F7',maxElevation:2,minElevation:-1 }, + SNOWMOUNTAIN: { acceptStructure:false, movements:['climb','fly'],affinities:[('ice',0.4),('rock',0.4),('wind',0.2)],name: 'Mont enneigé', winterColor: '#F7F7F7', fallColor: '#F7F7F7', summerColor: '#F7F7F7', autumnColor: '#F7F7F7',maxElevation:4,minElevation:3 }, + DESERT: { acceptStructure:true,movements:['walk','ride','fly'],affinities:[('sand',0.8),('life',0.1),('fire',0.1)], name: 'Désert', winterColor: '#D4A373', fallColor: '#D4A373', summerColor: '#D4A373', autumnColor: '#D4A373',maxElevation:2,minElevation:0 }, + RIVER: { acceptStructure:false,movements:['navigate','swim','fly'],affinities:[('water',0.6),('earth',0.2),('life',0.2)],name: 'Rivière', winterColor: '#97aabdff', fallColor: '#5A8AB8', summerColor: '#5A8AB8', autumnColor: '#5A8AB8',maxElevation:2,minElevation:-2 }, + SWAMP: { 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 } + +} + +const Affinities = ['water','fire','sand','rock','dark','life','ice','wood','wind','metal','time','space','lava','light','spirit']; + +const RACE = { + HUMAN: {strength:1,vitality:1,dexterity:1,intelligence:1,wisdom:1,luck:1} +}; + + + +const SLOT = ['head','body','leg','foot','right-hand','left-hand','two-hands','finger1','finger2','neck','purse','backpack','belt1','belt2']; + +const ITEM_TYPE = {lightWeapon:{slot:('right-hand','left-hand','backpack'),soul:true,enchant:true}, +heavyWeapon:{slot:('two-hands','backpack'),soul:true,enchant:true}, +heavyArmor:{slot:('body','backpack'),soul:true,enchant:true}, +lightArmor:{slot:('body','backpack'),soul:true,enchant:true}, +shield:{slot:('right-hand','left-hand','backpack'),soul:true,enchant:true}, +shoes:{slot:('foot','backpack'),soul:true,enchant:true}, +pant:{slot:('leg','backpack'),soul:true,enchant:true}, +helmet:{slot:('leg','backpack'),soul:true,enchant:true}, +potion:{slot:('heal','backpack'),soul:false,enchant:false}, +throwable:{slot:('belt','backpack'),soul:true,enchant:true}, +craftMaterial:{slot:('backpack'),soul:false,enchant:false}, +ring:{slot:('finger1','finger2','backpack'),soul:true,enchant:true}, +amulet:{slot:('neck','backpack'),soul:true,enchant:true}, +currency:{slot:('purse'),soul:true,enchant:true}, +enchantMaterial:{slot:('backpack'),soul:false,enchant:false}, +mercantMaterial:{slot:('backpack'),soul:false,enchant:false} +} + +const ITEMS = { + 'Épée en Bois': { name: 'Épée en Bois', itemType: 'lightWeapon', stats: { strength: 2 }, icon: '🗡️' ,enchantments:[] ,spawnChance:0.40}, + 'Armure de Cuir': { name: 'Armure de Cuir', itemType: 'lightArmor', stats: { vitality: 2 }, icon: '🧥',enchantments:[] ,spawnChance:0.40}, + 'Claymore': { name: 'Claymore', itemType: 'lightArmor', stats: { strength: 10 }, icon: '🧥',enchantments:['primal'] ,soul:new soul('cleaver','test'),spawnChance:0.01}, + 'Bois': { name: 'Bois', itemType: 'craftMaterial', icon: '🌲',biome:['FOREST'],spawnChance:0.50}, + 'stone': { name: 'Pierre', itemType: 'craftMaterial', icon: '🗿',biome:['MOUNTAIN'],spawnChance:0.50}, + 'Herbes': { name: 'Herbes', itemType: 'craftMaterial', icon: '🌿',biome:['GRASSLAND'],spawnChance:0.50}, + 'Cristaux Magiques': { name: ' enchantMaterial',icon: '💎',biome:['MOUNTAIN','ENCHANTED_FOREST'],spawnChance:0.05}, + 'Fer': { name: 'Fer', itemType: 'craftMaterial', icon: '🔩',biome:['MOUNTAIN'],spawnChance:0.10}, + 'Mushroom': { name: 'Champignons', itemType: 'craftMaterial', icon: '🍄',biome:['FOREST'],spawnChance:0.10}, + 'gold': { name: 'Champignons', itemType: 'mercantMaterial', icon: '💰',biome:['MOUNTAIN','RIVER'],spawnChance:0.05} +}; + +const MONSTER_TYPES = { + GOBLIN: { name: 'Gobelin', icon: '👺', hp: 30, strength: 3, xp: 25, loot: { 'Or': 5 } }, + ORC: { name: 'Orc', icon: '👹', hp: 60, strength: 6, xp: 50, loot: { 'Or': 15, 'Fer': 1 } }, +}; + +const ANIMAL_TYPES = { + WOLF: { name: 'Loup', icon: '🐺', hp: 20, strength: 4, xp: 15, loot: { 'Cuir': 1, 'Os': 1 }, design: ``}, + BOAR: { name: 'Sanglier', icon: '🐗', hp: 25, strength: 5, xp: 20, loot: { 'Cuir': 2 } }, +}; +const STRUCTURE_TYPE = { + CASTLE: { name: 'Chateau', population: 15, spawnChance: 0.01, size: { w: 48, h: 48 }, offset: { x: -24, y: -28 } , svgAsset: () => townSVG }, + HOUSE: { name: 'Maison', population: 5, spawnChance: 0.02, size: { w: 40, h: 40 }, offset: { x: -20, y: -16 } , svgAsset: () => villageSVG}, + FARM: { name: 'Ferme', population: 5, spawnChance: 0.10, size: { w: 40, h: 40 }, offset: { x: -20, y: -16 }, svgAsset: () => farmSVG }, + CAMP: { name: 'Campement', population: 2, spawnChance: 0.05, size: { w: 40, h: 40 }, offset: { x: -20, y: -20 } , svgAsset: () => campSVG }, + MARKET: { name: 'Marché', population: 2, spawnChance: 0.05, size: { w: 40, h: 40 }, offset: { x: -20, y: -20 } , svgAsset: () => campSVG }, + CULT: { name: 'Lieu de culte', population: 2, spawnChance: 0.05, size: { w: 40, h: 40 }, offset: { x: -20, y: -20 } , svgAsset: () => campSVG }, + MINE: { name: 'Mine', population: 2, spawnChance: 0.05, size: { w: 40, h: 40 }, offset: { x: -20, y: -20 } , svgAsset: () => campSVG } +}; +const SETTLEMENT_TYPE = { + HUMAN_TOWN: { name: 'Ville', population: 15,race: spawnChance: 0.01, size: { w: 48, h: 48 }, offset: { x: -24, y: -28 } , svgAsset: () => townSVG }, + HUMAN_VILLAGE: { name: 'Village', population: 5, spawnChance: 0.02, size: { w: 40, h: 40 }, offset: { x: -20, y: -16 } , svgAsset: () => villageSVG}, + DEMON_CAMP: { name: 'Ferme', population: 5, spawnChance: 0.10, size: { w: 40, h: 40 }, offset: { x: -20, y: -16 }, svgAsset: () => farmSVG }, + ORC_CAMP: { name: 'Campement', population: 2, spawnChance: 0.05, size: { w: 40, h: 40 }, offset: { x: -20, y: -20 } , svgAsset: () => campSVG }, +}; +class structure { + + constructor() { + this.type = null; + this.name = null; + this.population=null; + this.setName(); + this.setType(); + //this.setPopulation(); + } + setName() { + const NAME_PREFIXES = ["Chêne", "Sombre", "Pierre", "Haut", "Val", "Mur", "Guet", "Clair"]; + const NAME_SUFFIXES = ["bourg", "fort", "ville", "mont", "port", "bois", "rivage", "gard"]; + this.name= STRUCTURE_TYPE.name[Math.floor(rand() * NAME_PREFIXES.length)] + NAME_SUFFIXES[Math.floor(rand() * NAME_SUFFIXES.length)] + } + setDesign(ctx,tile) { + if (!tile || tile.visibility !== 2) return; + const svgImage = this.type.svgAsset(); + if (!svgImage) return; + + const screenPos = tile.position.cartToIso(); + const elevationHeight = tile.position.h * ELEVATION_STEP; + const size = this.type.size || { w: 40, h: 40 }; + const offset = this.type.offset || { x: -20, y: -35 }; + + ctx.save(); + ctx.translate(screenPos.x, screenPos.y - elevationHeight); + ctx.drawImage(svgImage, offset.x, offset.y, size.w, size.h); + ctx.restore(); + } + setType() { + + const types = Object.values(STRUCTURE_TYPE); + const weightedTypes = []; + + // Remplir le tableau pondéré en fonction des occurrences + types.forEach(type => { + const weight = Math.floor(type.spawnChance * 100); + for (let i = 0; i < weight; i++) { + weightedTypes.push(type); + } + }); + + // Sélectionner un type aléatoire dans le tableau pondéré + this.type = weightedTypes[Math.floor(Math.random() * weightedTypes.length)]; + } + + setPopulation() { + + for (let i = 0; i < this.type.population; i++) { + //new NPC + } + } + // Méthode de l'objet +} +class position { + + constructor(x,y,z) { + this.x = x; + this.y = y; + this.h = h; + } + setPosition(x,y,z) { + this.x = x; + this.y = y; + this.h = h; + } + + getPosition() { + return { x: this.x, y: this.y, z: this.z }; + } + + cartToIso() { + return { + x: (this.x - this.y) * 32, + y: (this.x + this.y) * 16 + } + } + // Méthode de l'objet +} + +class tile { + + constructor(position,elevation) { + this.position = position; + this.biome = this.setBiome(); + this.elevation = this.setElevation(); + this.structure = this.setStructure(); + this.explored = false; + this.design=null; + } + + // Méthode de l'objet + setBiome(biome) { + if (!Object.values(Biome).includes(biome)) { + throw new Error('Biome invalide !'); + } + this.biome=biome; + } + setBiome() { + let scale = 0.05; + let eRaw = (simplex.noise2D(x * scale, y * scale) + 1) / 2; + let tRaw = (simplex.noise2D(x * scale * 0.8, y * scale * 0.8) + 1) / 2; + let mRaw = (simplex.noise2D(x * scale * 1.5, y * scale * 1.5) + 1) / 2; + + if (eRaw < 0.25) this.biome = BIOMES.WATER_DEEP; + else if (eRaw < 0.3) this.biome = BIOMES.WATER_SHALLOW; + else if (eRaw < 0.35) this.biome = BIOMES.SAND; + else if (eRaw > 0.85) this.biome = BIOMES.SNOW; + else if (eRaw > 0.75) this.biome = BIOMES.MOUNTAIN; + else { + if (tRaw < 0.3) this.biome = BIOMES.DESERT; + else if (tRaw > 0.6) this.biome = (mRaw > 0.7) ? BIOMES.ENCHANTED_FOREST : BIOMES.FOREST; + else this.biome = BIOMES.GRASSLAND; + } + } + setDesign(ctx){ + if (!this.biome) return; + const screenPos = this.position.cartToIso(); + const elevationHeight = this.position.h * 8; + + ctx.save(); + ctx.translate(screenPos.x, screenPos.y - elevationHeight); + const baseColor = this.biome.color; + const shadowColor = shadeColor(baseColor, -30); + ctx.fillStyle = shadowColor; + ctx.beginPath(); + ctx.moveTo(0, 32); ctx.lineTo(32, 16); ctx.lineTo(32, 16 + elevationHeight); ctx.lineTo(0, 32 + elevationHeight); + ctx.closePath(); + ctx.fill(); + ctx.fillStyle = shadeColor(shadowColor, -10); + ctx.beginPath(); + ctx.moveTo(0, 32); ctx.lineTo(-32, 16); ctx.lineTo(-32, 16 + elevationHeight); ctx.lineTo(0, 32 + elevationHeight); + ctx.closePath(); + ctx.fill(); + ctx.fillStyle = baseColor; + ctx.beginPath(); + ctx.moveTo(0, 0); ctx.lineTo(32, 16); ctx.lineTo(0, 32); ctx.lineTo(-32, 16); + ctx.closePath(); + ctx.fill(); + if (this.structure.type === 'village') { + ctx.fillStyle = '#D4A373'; + ctx.fillRect(-8, -12, 16, 12); + ctx.fillStyle = '#8B4513'; + ctx.beginPath(); + ctx.moveTo(0, -22); ctx.lineTo(-10, -12); ctx.lineTo(10, -12); + ctx.closePath(); + ctx.fill(); + } else if (this.structure.type === 'city') { + ctx.fillStyle = '#C0C0C0'; + ctx.fillRect(-10, -20, 20, 20); + ctx.fillStyle = '#808080'; + ctx.beginPath(); + ctx.moveTo(-10, -20); ctx.lineTo(-12, -22); ctx.lineTo(22, -22); ctx.lineTo(20, -20); + ctx.closePath(); + ctx.fill(); + } + ctx.restore(); + } + + setExplored(explored) { + this.explored=explored; + } + setElevation(){ + this.elevation = Math.floor(Math.random() * (this.biome.maxElevation - this.biome.minElevation+ 1) + this.biome.minElevation); + } + setStructure(){ + var structureChance = rand(); + if (structureChance < 0.005 && this.tile.biome.acceptStructure) { + this.structure=new structure(); + } + } +} +class map { + constructor(size) { + this.map_size = size; + this.tiles = initializeMap(); + } + + initializeMap(){ + console.time('Map Generation'); + const simplex = new SimplexNoise(); + this.tiles = Array(size).fill(null).map((_, y) => Array(size).fill(null).map((_, x) => new Tile(new Position(x, y)))); + } +} +class Time { + constructor() { + this.year = 812; + this.month = 1; + this.day=13; + this.season='winter'; + this.hour=12; + this.day=true; + } + + tick(){ + this.hour=(this.hour+1) % 24 + if (this.hour==1) this.day=(this.day+1) % 30 + if (this.day==1) {this.month=(this.month+1) % 12;} + if (this.month==1) {this.year=(this.year+1); } + if (this.month==6 && this.day==21) {this.season='summer'; } + if (this.month==9 && this.day==21) {this.season='autumn'; } + if (this.month==12 && this.day==21) {this.season='winter'; } + if (this.month==3 && this.day==21) {this.season='fall'; } + } + + wait(nbrHour){ + for (let i = 0; i < nbrHour; i++) { + this.tick(); + } + } + // Méthode de l'objet + +} +class attributes { + constructor(race) { + this.strength=race.strength; + this.vitality=race.vitality; + this.dexterity=race.dexterity; + this.intelligence=race.intelligence; + this.wisdom=race.wisdom; + this.luck=rand(); + } + + // Méthode de l'objet + +} + +class creature { + constructor(name,attributes,level,affinities,alignments,tile,species,race,items) { + this.name = name; + this.attributes = attributes; + this.level = level; + this.affinities = affinities; + this.name = name; + this.alignments = alignments; + this.species = species; + this.race = race; + this.tile=tile; + this.items=items; + this.hp=null; + this.name=name; + if (!this.name){this.setName()} + if (!this.attributes){this.setAttributes()} + } + + setName(){ + + } + + setAttributes(){ + + } + // Méthode de l'objet + +} +class npc { + constructor(creature,settlement,equipments) { + this.creature=creature; + this.settlement=settlement; + this.equipments=equipments; + if (!this.settlement){this.setSettlement()} + if (!this.equipments){this.setEquipments()} + } + setEquipments() { + var i=0; + const items = Object.values(ITEMS); + const weightedTypes = []; + var compatibleItem=null; + for (const slot in SLOT) { + var slotChance = rand(); + if (slotChance < 0.005) { + + // Remplir le tableau pondéré en fonction des occurrences + items.forEach(item => { + if (ITEM_TYPE[item.itemType].slot.includes(slot)){ + const weight = Math.floor(item.spawnChance * 100); + for (let i = 0; i < weight; i++) { + weightedTypes.push(item); + } + } + }); + // Sélectionner un type aléatoire dans le tableau pondéré + compatibleItem = weightedTypes[Math.floor(Math.random() * weightedTypes.length)]; + this.equipments[i]=new equipment(slot,compatibleItem); + } + }; + } + setSettlement() { + + } + talk() { + + } + + steal() { + + } + + trade() { + + } + // Méthode de l'objet + +} + +class player { + constructor(creature,equipments) { + this.creature=creature; + this.equipments=equipments; + this.color = '#E53E3E'; + } + draw(ctx) { + const tile = this.creature.tile + if(!tile) return; + + const screenPos = tile.cartToIso(); + const elevationHeight = tile.position.h * 8; + + ctx.save(); + ctx.translate(screenPos.x, screenPos.y - elevationHeight); + ctx.fillStyle = 'rgba(0, 0, 0, 0.4)'; + ctx.beginPath(); + ctx.ellipse(0, 16 + 2, 6, 3, 0, 0, Math.PI * 2); + ctx.fill(); + ctx.fillStyle = this.color; + ctx.beginPath(); + ctx.arc(0, 16 - 6, 8, 0, Math.PI * 2); + ctx.fill(); + ctx.strokeStyle = shadeColor(this.color, -30); + ctx.lineWidth = 2; + ctx.stroke(); + ctx.restore(); + } + move(dx, dy) { + const newX = this.position.x + dx; + const newY = this.position.y + dy; + if (newX >= 0 && newX < gameMap.size && newY >= 0 && newY < gameMap.size) { + const targetTile = gameMap.tiles[newY][newX]; + if (targetTile.biome && targetTile.biome.movements.includes('walk')) { + this.position.x = newX; + this.position.y = newY; + centerCameraOnPlayer(); + } + } + } + + rename(name) { + this.name=name; + } + + equipItem(item,slot) { + equipment.equip(item,slot); + updateAttribute(); + } +} + +class settlement { + constructor(level,affinities,alignments,positions,structures) { + this.level = level; + this.affinities = affinities; + this.name = null; + this.alignments = alignments; + this.positions = positions; + this.structures = structures; + this.setName(); + } + setName() { + const NAME_PREFIXES = ["Chêne", "Sombre", "Pierre", "Haut", "Val", "Mur", "Guet", "Clair"]; + const NAME_SUFFIXES = ["bourg", "fort", "ville", "mont", "port", "bois", "rivage", "gard"]; + this.name= NAME_PREFIXES[Math.floor(rand() * NAME_PREFIXES.length)] + NAME_SUFFIXES[Math.floor(rand() * NAME_SUFFIXES.length)] + } + // Méthode de l'objet + +} +class resource { + constructor(resourceType,position) { + this.resourceType = resourceType; + this.position = position; + } + collect(tile){ + + } + collect(creature){ + // check if creature can collect + // transfer resulting items creature.items[]=this.resourceType.item + this = null;//end object + } + // Méthode de l'objet + +} +class equipment { + + constructor(item,slot) { + this.item = item; + this.slot = slot; + } + // Méthode de l'objet + equip(slot) { + //replace current equipment + //check if compatible + //check if equipable + this.slot = slot; + } + unequip() { + this.slot = null; + + } +} +class soul { + + constructor(name,description) { + this.name = name; + this.description = description; + } + // Méthode de l'objet + invoke() { + // + + } +} +class item { + + constructor(name,duration,itemType) { + this.name = name; + if (!Object.values(ItemType).includes(itemType)) { + throw new Error('Item type invalide !'); + } + this.itemType = itemType; + if (duration){ + this.duration = itemType.duration + } else { + this.duration = duration + } + + } + // Méthode de l'objet + throw() { + // delete after x Tick + } + destroy() { + this = null; + } + use(){ + if (this.duration >1) { + this.duration = this.duration-1 + } + else { + this.destroy(); + } + } +} +class Camera { + + constructor(x=0,y=0) { + this.x = x; + this.y = y + } + // Méthode de l'objet + setPosition(positon) { + if (!isGameReady) return; + const screenPos = positon.cartToIso(); + const elevationHeight = position.h * 8; + this.x = canvas.width / 2 - screenPos.x; + this.y = canvas.height / 2 - (screenPos.y - elevationHeight); + } + +} +class world { + + constructor(name) { + this.name = name; + this.map = new map(1000) + let spawnX, spawnY; + do { + spawnX = Math.floor(Math.random() * this.map.size); + spawnY = Math.floor(Math.random() * this.map.size); + } while (!this.map.tiles[spawnY][spawnX].biome || !this.map.tiles[spawnY][spawnX].biome.movements.includes('walk') ); + this.player = new player(new creature('player',new attributes(HUMAN),1,null,null,this.map.tiles[spawnY][spawnX],'human',HUMAN,null),null); + this.camera = new Camera(); + this.camera.setPosition(player.position); + } + // Méthode de l'objet + save() { + // delete after x Tick + } + +} + +const controls = { up: false, down: false, left: false, right: false }; +let lastMoveTime = 0; +let isGameReady = false; +const canvas = document.getElementById('gameCanvas'); +const ctx = canvas.getContext('2d'); +const loadingScreen = document.getElementById('loading'); + +function handleMovement(player,currentTime) { + if (currentTime - lastMoveTime < 150) return; + let moved = false; + if (controls.up) { player.move(0, -1); moved = true; } + if (controls.down) { player.move(0, 1); moved = true; } + if (controls.left) { player.move(-1, 0); moved = true; } + if (controls.right) { player.move(1, 0); moved = true; } + if(moved) lastMoveTime = currentTime; +} +function gameLoop(world,currentTime) { + handleMovement(world.player,currentTime); + draw(currentTime); + requestAnimationFrame(gameLoop); +} +function setupControls() { + document.addEventListener('keydown', e => { + const key = e.key.toLowerCase(); + if (key.startsWith('arrow')) { controls[key.replace('arrow', '')] = true; } + else if (['w', 'z'].includes(key)) { controls.up = true; } + else if (['s'].includes(key)) { controls.down = true; } + else if (['a', 'q'].includes(key)) { controls.left = true; } + else if (['d'].includes(key)) { controls.right = true; } + }); + document.addEventListener('keyup', e => { + const key = e.key.toLowerCase(); + if (key.startsWith('arrow')) { controls[key.replace('arrow', '')] = false; } + else if (['w', 'z'].includes(key)) { controls.up = false; } + else if (['s'].includes(key)) { controls.down = false; } + else if (['a', 'q'].includes(key)) { controls.left = false; } + else if (['d'].includes(key)) { controls.right = false; } + }); + const controlMap = { 'btn-up': 'up', 'btn-down': 'down', 'btn-left': 'left', 'btn-right': 'right' }; + for (const [id, dir] of Object.entries(controlMap)) { + const btn = document.getElementById(id); + btn.addEventListener('touchstart', e => { e.preventDefault(); controls[dir] = true; }, { passive: false }); + btn.addEventListener('touchend', e => { e.preventDefault(); controls[dir] = false; }); + } +} + +function shadeColor(c, p) { + let R=parseInt(c.substring(1,3),16),G=parseInt(c.substring(3,5),16),B=parseInt(c.substring(5,7),16);R=parseInt(R*(100+p)/100);G=parseInt(G*(100+p)/100);B=parseInt(B*(100+p)/100);R=(R<255)?R:255;G=(G<255)?G:255;B=(B<255)?B:255; + return "#"+("0"+R.toString(16)).slice(-2)+("0"+G.toString(16)).slice(-2)+("0"+B.toString(16)).slice(-2); +} +function resizeCanvas() { + canvas.width = canvas.parentElement.clientWidth; + canvas.height = canvas.parentElement.clientHeight; + if (isGameReady) centerCameraOnPlayer(); +} + +function initializeGame() { + resizeCanvas(); + setupControls(); + let world=new world('1sttest'); + isGameReady = true; + centerCameraOnPlayer(world.player); + loadingScreen.style.display = 'none'; + gameLoop(world); +} \ No newline at end of file