Revision de la structure - avancer sur settlement et equipement et npc
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js/test.js
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635
js/test.js
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const Biome = {
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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 },
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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 },
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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 },
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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 },
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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 },
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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 },
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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 },
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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 },
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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 },
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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 },
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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 },
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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 }
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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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const RACE = {
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HUMAN: {strength:1,vitality:1,dexterity:1,intelligence:1,wisdom:1,luck:1}
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};
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const SLOT = ['head','body','leg','foot','right-hand','left-hand','two-hands','finger1','finger2','neck','purse','backpack','belt1','belt2'];
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const ITEM_TYPE = {lightWeapon:{slot:('right-hand','left-hand','backpack'),soul:true,enchant:true},
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heavyWeapon:{slot:('two-hands','backpack'),soul:true,enchant:true},
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heavyArmor:{slot:('body','backpack'),soul:true,enchant:true},
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lightArmor:{slot:('body','backpack'),soul:true,enchant:true},
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shield:{slot:('right-hand','left-hand','backpack'),soul:true,enchant:true},
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shoes:{slot:('foot','backpack'),soul:true,enchant:true},
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pant:{slot:('leg','backpack'),soul:true,enchant:true},
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helmet:{slot:('leg','backpack'),soul:true,enchant:true},
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potion:{slot:('heal','backpack'),soul:false,enchant:false},
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throwable:{slot:('belt','backpack'),soul:true,enchant:true},
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craftMaterial:{slot:('backpack'),soul:false,enchant:false},
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ring:{slot:('finger1','finger2','backpack'),soul:true,enchant:true},
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amulet:{slot:('neck','backpack'),soul:true,enchant:true},
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currency:{slot:('purse'),soul:true,enchant:true},
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enchantMaterial:{slot:('backpack'),soul:false,enchant:false},
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mercantMaterial:{slot:('backpack'),soul:false,enchant:false}
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}
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const ITEMS = {
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'Épée en Bois': { name: 'Épée en Bois', itemType: 'lightWeapon', stats: { strength: 2 }, icon: '🗡️' ,enchantments:[] ,spawnChance:0.40},
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'Armure de Cuir': { name: 'Armure de Cuir', itemType: 'lightArmor', stats: { vitality: 2 }, icon: '🧥',enchantments:[] ,spawnChance:0.40},
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'Claymore': { name: 'Claymore', itemType: 'lightArmor', stats: { strength: 10 }, icon: '🧥',enchantments:['primal'] ,soul:new soul('cleaver','test'),spawnChance:0.01},
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'Bois': { name: 'Bois', itemType: 'craftMaterial', icon: '🌲',biome:['FOREST'],spawnChance:0.50},
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'stone': { name: 'Pierre', itemType: 'craftMaterial', icon: '🗿',biome:['MOUNTAIN'],spawnChance:0.50},
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'Herbes': { name: 'Herbes', itemType: 'craftMaterial', icon: '🌿',biome:['GRASSLAND'],spawnChance:0.50},
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'Cristaux Magiques': { name: ' enchantMaterial',icon: '💎',biome:['MOUNTAIN','ENCHANTED_FOREST'],spawnChance:0.05},
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'Fer': { name: 'Fer', itemType: 'craftMaterial', icon: '🔩',biome:['MOUNTAIN'],spawnChance:0.10},
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'Mushroom': { name: 'Champignons', itemType: 'craftMaterial', icon: '🍄',biome:['FOREST'],spawnChance:0.10},
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'gold': { name: 'Champignons', itemType: 'mercantMaterial', icon: '💰',biome:['MOUNTAIN','RIVER'],spawnChance:0.05}
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};
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const MONSTER_TYPES = {
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GOBLIN: { name: 'Gobelin', icon: '👺', hp: 30, strength: 3, xp: 25, loot: { 'Or': 5 } },
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ORC: { name: 'Orc', icon: '👹', hp: 60, strength: 6, xp: 50, loot: { 'Or': 15, 'Fer': 1 } },
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};
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const ANIMAL_TYPES = {
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WOLF: { name: 'Loup', icon: '🐺', hp: 20, strength: 4, xp: 15, loot: { 'Cuir': 1, 'Os': 1 }, design: `<svg width="100" height="100" viewBox="0 0 100 100" xmlns="http://www.w3.org/2000/svg"><defs><linearGradient id="wolfFurGradient" x1="0%" y1="0%" x2="0%" y2="100%"><stop offset="0%" style="stop-color:#4A5568;" /><stop offset="100%" style="stop-color:#2D3748;" /></linearGradient><linearGradient id="wolfShadowGradient" x1="0%" y1="0%" x2="0%" y2="100%"><stop offset="0%" style="stop-color:#2D3748;" /><stop offset="100%" style="stop-color:#1A202C;" /></linearGradient></defs><g><path d="M 50 10 L 90 40 L 80 95 L 20 95 L 10 40 Z" fill="url(#wolfFurGradient)" /><path d="M 50 10 L 70 45 L 50 55 L 30 45 Z" fill="url(#wolfShadowGradient)" /><path d="M 20 95 Q 40 70 50 75 Q 60 70 80 95 L 75 98 L 25 98 Z" fill="#2D3748" /><path d="M 25 42 L 10 20 L 35 30 Z" fill="#4A5568" stroke="#1A202C" stroke-width="1"/><path d="M 75 42 L 90 20 L 65 30 Z" fill="#4A5568" stroke="#1A202C" stroke-width="1"/><path d="M 28 38 L 18 25 L 35 32 Z" fill="#2D3748"/><path d="M 72 38 L 82 25 L 65 32 Z" fill="#2D3748"/><path d="M 50 50 L 65 80 L 50 90 L 35 80 Z" fill="#4A5568" /><path d="M 50 85 L 55 95 L 45 95 Z" fill="black" /><path d="M 35 45 Q 40 42 45 45 Q 40 48 35 45 Z" fill="#FBBF24" /><path d="M 65 45 Q 60 42 55 45 Q 60 48 65 45 Z" fill="#FBBF24" /><circle cx="39" cy="45" r="1" fill="black" /><circle cx="61" cy="45" r="1" fill="black" /><path d="M 18 50 L 10 40 L 25 55 Z" fill="#4A5568" /><path d="M 82 50 L 90 40 L 75 55 Z" fill="#4A5568" /><path d="M 20 65 L 5 55 L 22 70 Z" fill="#4A5568" /><path d="M 80 65 L 95 55 L 78 70 Z" fill="#4A5568" /></g></svg>`},
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BOAR: { name: 'Sanglier', icon: '🐗', hp: 25, strength: 5, xp: 20, loot: { 'Cuir': 2 } },
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};
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const STRUCTURE_TYPE = {
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CASTLE: { name: 'Chateau', population: 15, spawnChance: 0.01, size: { w: 48, h: 48 }, offset: { x: -24, y: -28 } , svgAsset: () => townSVG },
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HOUSE: { name: 'Maison', population: 5, spawnChance: 0.02, size: { w: 40, h: 40 }, offset: { x: -20, y: -16 } , svgAsset: () => villageSVG},
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FARM: { name: 'Ferme', population: 5, spawnChance: 0.10, size: { w: 40, h: 40 }, offset: { x: -20, y: -16 }, svgAsset: () => farmSVG },
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CAMP: { name: 'Campement', population: 2, spawnChance: 0.05, size: { w: 40, h: 40 }, offset: { x: -20, y: -20 } , svgAsset: () => campSVG },
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MARKET: { name: 'Marché', population: 2, spawnChance: 0.05, size: { w: 40, h: 40 }, offset: { x: -20, y: -20 } , svgAsset: () => campSVG },
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CULT: { name: 'Lieu de culte', population: 2, spawnChance: 0.05, size: { w: 40, h: 40 }, offset: { x: -20, y: -20 } , svgAsset: () => campSVG },
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MINE: { name: 'Mine', population: 2, spawnChance: 0.05, size: { w: 40, h: 40 }, offset: { x: -20, y: -20 } , svgAsset: () => campSVG }
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};
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const SETTLEMENT_TYPE = {
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HUMAN_TOWN: { name: 'Ville', population: 15,race: spawnChance: 0.01, size: { w: 48, h: 48 }, offset: { x: -24, y: -28 } , svgAsset: () => townSVG },
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HUMAN_VILLAGE: { name: 'Village', population: 5, spawnChance: 0.02, size: { w: 40, h: 40 }, offset: { x: -20, y: -16 } , svgAsset: () => villageSVG},
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DEMON_CAMP: { name: 'Ferme', population: 5, spawnChance: 0.10, size: { w: 40, h: 40 }, offset: { x: -20, y: -16 }, svgAsset: () => farmSVG },
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ORC_CAMP: { name: 'Campement', population: 2, spawnChance: 0.05, size: { w: 40, h: 40 }, offset: { x: -20, y: -20 } , svgAsset: () => campSVG },
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};
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class structure {
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constructor() {
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this.type = null;
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this.name = null;
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this.population=null;
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this.setName();
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this.setType();
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//this.setPopulation();
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}
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setName() {
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const NAME_PREFIXES = ["Chêne", "Sombre", "Pierre", "Haut", "Val", "Mur", "Guet", "Clair"];
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const NAME_SUFFIXES = ["bourg", "fort", "ville", "mont", "port", "bois", "rivage", "gard"];
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this.name= STRUCTURE_TYPE.name[Math.floor(rand() * NAME_PREFIXES.length)] + NAME_SUFFIXES[Math.floor(rand() * NAME_SUFFIXES.length)]
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}
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setDesign(ctx,tile) {
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if (!tile || tile.visibility !== 2) return;
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const svgImage = this.type.svgAsset();
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if (!svgImage) 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 size = this.type.size || { w: 40, h: 40 };
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const offset = this.type.offset || { x: -20, y: -35 };
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ctx.save();
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ctx.translate(screenPos.x, screenPos.y - elevationHeight);
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ctx.drawImage(svgImage, offset.x, offset.y, size.w, size.h);
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ctx.restore();
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}
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setType() {
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const types = Object.values(STRUCTURE_TYPE);
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const weightedTypes = [];
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// Remplir le tableau pondéré en fonction des occurrences
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types.forEach(type => {
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const weight = Math.floor(type.spawnChance * 100);
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for (let i = 0; i < weight; i++) {
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weightedTypes.push(type);
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}
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});
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// Sélectionner un type aléatoire dans le tableau pondéré
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this.type = weightedTypes[Math.floor(Math.random() * weightedTypes.length)];
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}
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setPopulation() {
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for (let i = 0; i < this.type.population; i++) {
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//new NPC
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}
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}
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// Méthode de l'objet
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}
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class position {
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constructor(x,y,z) {
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this.x = x;
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this.y = y;
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this.h = h;
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}
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setPosition(x,y,z) {
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this.x = x;
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this.y = y;
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this.h = h;
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}
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getPosition() {
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return { x: this.x, y: this.y, z: this.z };
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}
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cartToIso() {
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return {
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x: (this.x - this.y) * 32,
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y: (this.x + this.y) * 16
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}
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}
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// Méthode de l'objet
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}
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class tile {
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constructor(position,elevation) {
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this.position = position;
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this.biome = this.setBiome();
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this.elevation = this.setElevation();
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this.structure = this.setStructure();
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this.explored = false;
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this.design=null;
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}
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// Méthode de l'objet
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setBiome(biome) {
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if (!Object.values(Biome).includes(biome)) {
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throw new Error('Biome invalide !');
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}
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this.biome=biome;
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}
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setBiome() {
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let scale = 0.05;
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let eRaw = (simplex.noise2D(x * scale, y * scale) + 1) / 2;
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let tRaw = (simplex.noise2D(x * scale * 0.8, y * scale * 0.8) + 1) / 2;
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let mRaw = (simplex.noise2D(x * scale * 1.5, y * scale * 1.5) + 1) / 2;
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if (eRaw < 0.25) this.biome = BIOMES.WATER_DEEP;
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else if (eRaw < 0.3) this.biome = BIOMES.WATER_SHALLOW;
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else if (eRaw < 0.35) this.biome = BIOMES.SAND;
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else if (eRaw > 0.85) this.biome = BIOMES.SNOW;
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else if (eRaw > 0.75) this.biome = BIOMES.MOUNTAIN;
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else {
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if (tRaw < 0.3) this.biome = BIOMES.DESERT;
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else if (tRaw > 0.6) this.biome = (mRaw > 0.7) ? BIOMES.ENCHANTED_FOREST : BIOMES.FOREST;
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else this.biome = BIOMES.GRASSLAND;
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}
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}
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setDesign(ctx){
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if (!this.biome) return;
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const screenPos = this.position.cartToIso();
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const elevationHeight = this.position.h * 8;
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ctx.save();
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ctx.translate(screenPos.x, screenPos.y - elevationHeight);
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const baseColor = this.biome.color;
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const shadowColor = shadeColor(baseColor, -30);
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ctx.fillStyle = shadowColor;
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ctx.beginPath();
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ctx.moveTo(0, 32); ctx.lineTo(32, 16); ctx.lineTo(32, 16 + elevationHeight); ctx.lineTo(0, 32 + elevationHeight);
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ctx.closePath();
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ctx.fill();
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ctx.fillStyle = shadeColor(shadowColor, -10);
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ctx.beginPath();
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ctx.moveTo(0, 32); ctx.lineTo(-32, 16); ctx.lineTo(-32, 16 + elevationHeight); ctx.lineTo(0, 32 + elevationHeight);
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ctx.closePath();
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ctx.fill();
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ctx.fillStyle = baseColor;
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ctx.beginPath();
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ctx.moveTo(0, 0); ctx.lineTo(32, 16); ctx.lineTo(0, 32); ctx.lineTo(-32, 16);
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ctx.closePath();
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ctx.fill();
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if (this.structure.type === 'village') {
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ctx.fillStyle = '#D4A373';
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ctx.fillRect(-8, -12, 16, 12);
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ctx.fillStyle = '#8B4513';
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ctx.beginPath();
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ctx.moveTo(0, -22); ctx.lineTo(-10, -12); ctx.lineTo(10, -12);
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ctx.closePath();
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ctx.fill();
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} else if (this.structure.type === 'city') {
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ctx.fillStyle = '#C0C0C0';
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ctx.fillRect(-10, -20, 20, 20);
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ctx.fillStyle = '#808080';
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|
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);
|
||||||
|
}
|
Loading…
Add table
Add a link
Reference in a new issue