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No commits in common. "b27b5ea041c99f6ec56d3453fdb85a3bb758b513" and "3bcf836c63b411de16d9281f96c80865a391a8c3" have entirely different histories.
b27b5ea041
...
3bcf836c63
3 changed files with 1084 additions and 1813 deletions
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@ -303,7 +303,7 @@
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</div>
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</div>
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</div>
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<script src="../js/script.js"></script>
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<script src="../js/scriptalpha.js"></script>
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</body>
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</html>
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2048
js/script.js
2048
js/script.js
File diff suppressed because it is too large
Load diff
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@ -1,18 +1,19 @@
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document.addEventListener('DOMContentLoaded', () => {
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const BIOME_TYPE = {
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WATER_DEEP: { sprite: null, design: { frames: 8, duration: 200, drawer: drawDeepWaterFrame }, acceptStructure: false, movements: ['swim'], affinities: [{ type: 'water', value: 0.8 }, { type: 'dark', value: 0.2 }], name: 'Eau Profonde', winterColor: '#3D5A80', fallColor: '#3D5A80', summerColor: '#3D5A80', autumnColor: '#3D5A80', maxElevation: 0, minElevation: 0 },
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WATER_SHALLOW: { sprite: null, design: { frames: 6, duration: 150, drawer: drawWaterFrame }, acceptStructure: false, movements: ['swim', 'ride', 'navigate', 'fly'], affinities: [{ type: 'water', value: 0.8 }, { type: 'life', value: 0.2 }], name: 'Eau Peu Profonde', winterColor: '#97aabdff', fallColor: '#5A8AB8', summerColor: '#5A8AB8', autumnColor: '#5A8AB8', maxElevation: 1, minElevation: 1 },
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BEACH: { sprite: null, design: { frames: 4, duration: 200, drawer: drawBeachFrame }, acceptStructure: true, movements: ['walk', 'ride', 'fly'], affinities: [{ type: 'sand', value: 0.8 }, { type: 'water', value: 0.2 }], name: 'Sable', winterColor: '#E9D9A1', fallColor: '#E9D9A1', summerColor: '#E9D9A1', autumnColor: '#E9D9A1', maxElevation: 2, minElevation: 2 },
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GRASSLAND: { sprite: null, design: { frames: 4, duration: 200, drawer: drawGrasslandFrame }, acceptStructure: true, movements: ['walk', 'ride', 'fly'], affinities: [{ type: 'life', value: 0.6 }, { type: 'earth', value: 0.2 }], name: 'Plaine', winterColor: '#ecf1e3ff', fallColor: '#98C159', summerColor: '#a5a450ff', autumnColor: '#455e21ff', maxElevation: 3, minElevation: 2 },
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FOREST: { sprite: null, acceptStructure: true, movements: ['walk', 'ride', 'fly'], affinities: [{ type: 'wood', value: 0.6 }, { type: 'earth', value: 0.4 }], name: 'Forêt', winterColor: '#92ac83ff', fallColor: '#21a32cff', summerColor: '#6A994E', autumnColor: '#b88a28ff', maxElevation: 3, minElevation: 2 },
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ENCHANTED_FOREST: { sprite: null, acceptStructure: true, movements: ['walk', 'ride', 'fly'], affinities: [{ type: 'wood', value: 0.8 }, { type: 'dark', value: 0.2 }, { type: 'life', value: 0.2 }], name: 'Forêt Enchantée', winterColor: '#7B6094', fallColor: '#7B6094', summerColor: '#7B6094', autumnColor: '#7B6094', maxElevation: 3, minElevation: 2 },
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MOUNTAIN: { sprite: null, design: { frames: 1, duration: 9999, drawer: drawMountainFrame }, acceptStructure: false, movements: ['climb', 'fly'], affinities: [{ type: 'rock', value: 0.6 }, { type: 'wind', value: 0.4 }], name: 'Montagne', winterColor: '#F7F7F7', fallColor: '#A9A9A9', summerColor: '#A9A9A9', autumnColor: '#A9A9A9', maxElevation: 5, minElevation: 3 },
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SNOWLAND: { sprite: null, acceptStructure: true, movements: ['walk', 'ride', 'fly'], affinities: [{ type: 'ice', value: 0.8 }, { type: 'earth', value: 0.2 }], name: 'Toundra', winterColor: '#F7F7F7', fallColor: '#F7F7F7', summerColor: '#F7F7F7', autumnColor: '#F7F7F7', maxElevation: 2, minElevation: 2 },
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SNOWMOUNTAIN: { sprite: null, acceptStructure: false, movements: ['climb', 'fly'], affinities: [{ type: 'ice', value: 0.4 }, { type: 'rock', value: 0.4 }, { type: 'wind', value: 0.2 }], name: 'Mont enneigé', winterColor: '#F7F7F7', fallColor: '#F7F7F7', summerColor: '#F7F7F7', autumnColor: '#F7F7F7', maxElevation: 8, minElevation: 4 },
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DESERT: { sprite: null, acceptStructure: true, movements: ['walk', 'ride', 'fly'], affinities: [{ type: 'sand', value: 0.8 }, { type: 'life', value: 0.1 }, { type: 'fire', value: 0.1 }], name: 'Désert', winterColor: '#D4A373', fallColor: '#D4A373', summerColor: '#D4A373', autumnColor: '#D4A373', maxElevation: 2, minElevation: 2 },
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RIVER: { sprite: null, acceptStructure: false, movements: ['navigate', 'swim', 'fly'], affinities: [{ type: 'water', value: 0.6 }, { type: 'earth', value: 0.2 }, { type: 'life', value: 0.2 }], name: 'Rivière', winterColor: '#97aabdff', fallColor: '#5A8AB8', summerColor: '#5A8AB8', autumnColor: '#5A8AB8', maxElevation: 2, minElevation: 2 },
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SWAMP: { sprite: null, design: { frames: 4, duration: 300, drawer: drawSwampFrame }, acceptStructure: false, movements: ['fly'], affinities: [{ type: 'water', value: 0.6 }, { type: 'earth', value: 0.2 }, { type: 'dark', value: 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 Biome = {
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WATER_DEEP: { sprite:null, design: {frames: 8,duration: 200, drawer: drawDeepWaterFrame}, acceptStructure:false, movements:['swim'], affinities:[('water',0.8),('dark',0.2)], name: 'Eau Profonde', winterColor: '#3D5A80', fallColor: '#3D5A80', summerColor: '#3D5A80', autumnColor: '#3D5A80',maxElevation:0,minElevation:0 },
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WATER_SHALLOW: { sprite:null, design: {frames: 6,duration: 150, drawer: drawWaterFrame}, 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:1 },
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BEACH: { sprite:null, design: {frames: 4,duration: 200, drawer: drawBeachFrame}, 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:2 },
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GRASSLAND: {sprite:null, design: { frames: 4,duration: 200, drawer: drawGrasslandFrame}, 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:2 },
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FOREST: { sprite: null, 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:2 },
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ENCHANTED_FOREST: { sprite: null, 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:2 },
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MOUNTAIN: { sprite:null, design: { frames: 1,duration: 9999, drawer: drawMountainFrame}, acceptStructure:false, movements:['climb','fly'],affinities:[('rock',0.6),('wind',0.4)],name: 'Montagne', winterColor: '#F7F7F7', fallColor: '#A9A9A9', summerColor: '#A9A9A9', autumnColor: '#A9A9A9',maxElevation:5,minElevation:3 },
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SNOWLAND: { sprite: null, 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:2 },
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SNOWMOUNTAIN: { sprite: null, 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:8,minElevation:4 },
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DESERT: { sprite: null, 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:2 },
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RIVER: { sprite: null, 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: { 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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@ -102,9 +103,9 @@ document.addEventListener('DOMContentLoaded', () => {
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};
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const ANIMAL_TYPES = {
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WOLF: { name: 'Loup', movement: 'walk', svgAsset: () => wolfPackSVG, hp: 20, strength: 4, xp: 15, loot: { 'Cuir': 1, 'Os': 1 }, biomes: [BIOME_TYPE.FOREST, BIOME_TYPE.MOUNTAIN, BIOME_TYPE.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_TYPE.FOREST, BIOME_TYPE.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_TYPE.FOREST, BIOME_TYPE.GRASSLAND, BIOME_TYPE.MOUNTAIN, BIOME_TYPE.BEACH], spawnChance: 0.03, size: { w: 15, h: 12 }, offset: { x: -22, y: -45 }, flightHeight: 40 },
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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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@ -299,65 +300,71 @@ document.addEventListener('DOMContentLoaded', () => {
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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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if (targetTile.biome && (targetTile.biome.type.movements.includes('walk') || targetTile.biome.type.movements.includes('climb')) && this.type.biomes.type.includes(targetTile.biome.type)) {
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if (targetTile.biome && (targetTile.biome.movements.includes('walk') || targetTile.biome.movements.includes('climb')) && this.type.biomes.includes(targetTile.biome)) {
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this.tile = targetTile;
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}
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}
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}
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setDesign(ctx) {
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if (!this.tile || this.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 = this.tile.position.cartToIso();
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const elevationHeight = this.tile.position.h * ELEVATION_STEP;
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const flightHeight = this.type.flightHeight || 0;
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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 - flightHeight);
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if (flightHeight > 0) {
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ctx.fillStyle = 'rgba(0,0,0,0.2)';
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ctx.beginPath();
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ctx.ellipse(0, flightHeight, 8, 4, 0, 0, 2 * Math.PI);
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ctx.fill();
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}
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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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}
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class Biome {
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constructor() {
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this.type=null;
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class Tile {
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constructor(x, y) {
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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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setType(position){
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setBiome() {
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let scale = 0.05;
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let eRaw = (simplex.noise2D(position.x * scale, position.y * scale) + 1) / 2;
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let tRaw = (simplex.noise2D(position.x * scale * 0.8, position.y * scale * 0.8) + 1) / 2;
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let mRaw = (simplex.noise2D(position.x * scale * 1.5, position.y * scale * 1.5) + 1) / 2;
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if (eRaw < 0.25) this.type = BIOME_TYPE.WATER_DEEP;
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else if (eRaw < 0.3) this.type = BIOME_TYPE.WATER_SHALLOW;
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else if (eRaw < 0.32) this.type = BIOME_TYPE.SWAMP;
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else if (eRaw < 0.35) this.type = BIOME_TYPE.BEACH;
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else if (eRaw > 0.85) this.type = BIOME_TYPE.SNOWMOUNTAIN;
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else if (eRaw > 0.75) this.type = BIOME_TYPE.MOUNTAIN;
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let eRaw = (simplex.noise2D(this.position.x * scale, this.position.y * scale) + 1) / 2;
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let tRaw = (simplex.noise2D(this.position.x * scale * 0.8, this.position.y * scale * 0.8) + 1) / 2;
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let mRaw = (simplex.noise2D(this.position.x * scale * 1.5, this.position.y * scale * 1.5) + 1) / 2;
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if (eRaw < 0.25) this.biome = Biome.WATER_DEEP;
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else if (eRaw < 0.3) this.biome = Biome.WATER_SHALLOW;
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else if (eRaw < 0.32) this.biome = Biome.SWAMP;
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else if (eRaw < 0.35) this.biome = Biome.BEACH;
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else if (eRaw > 0.85) this.biome = Biome.SNOWMOUNTAIN;
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else if (eRaw > 0.75) this.biome = Biome.MOUNTAIN;
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else {
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if (tRaw < 0.3) this.type = BIOME_TYPE.DESERT;
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else if (tRaw > 0.6) this.type = (mRaw > 0.7) ? BIOME_TYPE.ENCHANTED_FOREST : BIOME_TYPE.FOREST;
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else this.type = BIOME_TYPE.GRASSLAND;
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if (tRaw < 0.3) this.biome = Biome.DESERT;
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else if (tRaw > 0.6) this.biome = (mRaw > 0.7) ? Biome.ENCHANTED_FOREST : Biome.FOREST;
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else this.biome = Biome.GRASSLAND;
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}
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};
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setDesign(ctx, position){
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const screenPos = position.cartToIso();
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const elevationHeight = position.h * ELEVATION_STEP;
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}
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setDesign(ctx){
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if (!this.biome || this.visibility === 0) return;
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const screenPos = this.position.cartToIso();
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const elevationHeight = this.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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const baseColor = this.type.summerColor;
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const baseColor = this.biome.summerColor;
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const shadowColor = shadeColor(baseColor, -30);
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// Draw tile faces
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@ -374,8 +381,8 @@ document.addEventListener('DOMContentLoaded', () => {
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ctx.fill();
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// Draw top surface using a sprite if available
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if (this.type.sprite) {
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this.type.sprite.draw(ctx, -TILE_WIDTH / 2, 0);
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if (this.biome.sprite) {
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this.biome.sprite.draw(ctx, -TILE_WIDTH / 2, 0);
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||||
} else {
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ctx.fillStyle = baseColor;
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ctx.beginPath();
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||||
|
@ -383,44 +390,20 @@ document.addEventListener('DOMContentLoaded', () => {
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|||
ctx.closePath();
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||||
ctx.fill();
|
||||
}
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if (this.type === BIOME_TYPE.FOREST && forestSVG) {
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ctx.drawImage(forestSVG, -25, -25, 50, 50);
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||||
} else if (this.type === BIOME_TYPE.ENCHANTED_FOREST && enchantedForestSVG) {
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ctx.drawImage(enchantedForestSVG, -25, -25, 50, 50);
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||||
} else if (this.type === BIOME_TYPE.SWAMP && swampSVG) {
|
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ctx.drawImage(swampSVG, -25, -5, 50, 30);
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||||
}
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||||
};
|
||||
}
|
||||
class Tile {
|
||||
|
||||
constructor(x, y) {
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this.position = new Position(x, y);
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||||
this.biome = null;
|
||||
this.structure = null;
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||||
this.entities = [];
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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.setEntities();
|
||||
}
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||||
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setBiome() {
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this.biome=new Biome();
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||||
this.biome.setType(this.position);
|
||||
}
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||||
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||||
setDesign(ctx){
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||||
if (!this.biome || this.visibility === 0) return;
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||||
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this.biome.setDesign(ctx,this.position);
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||||
|
||||
// Draw features if fully visible
|
||||
|
||||
if(this.visibility === 2) {
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||||
if (this.structure) this.structure.setDesign(ctx);
|
||||
this.entities.forEach(e => e.setDesign(ctx));
|
||||
if (this.biome === Biome.FOREST && forestSVG) {
|
||||
ctx.drawImage(forestSVG, -25, -25, 50, 50);
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||||
} else if (this.biome === Biome.ENCHANTED_FOREST && enchantedForestSVG) {
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||||
ctx.drawImage(enchantedForestSVG, -25, -25, 50, 50);
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} else if (this.biome === Biome.SWAMP && swampSVG) {
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ctx.drawImage(swampSVG, -25, -5, 50, 30);
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||||
}
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||||
|
||||
if (this.structure ) {
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||||
this.structure.setDesign(ctx);
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||||
}
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||||
}
|
||||
|
||||
// Draw fog overlay if seen but not currently visible
|
||||
|
@ -437,58 +420,41 @@ document.addEventListener('DOMContentLoaded', () => {
|
|||
|
||||
setElevation(){
|
||||
if (!this.biome) return;
|
||||
this.position.h = Math.floor(Math.random() * (this.biome.type.maxElevation - this.biome.type.minElevation+ 1) + this.biome.type.minElevation);
|
||||
this.position.h = Math.floor(Math.random() * (this.biome.maxElevation - this.biome.minElevation+ 1) + this.biome.minElevation);
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||||
}
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||||
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||||
setStructure(){
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||||
var rand = seededRandom(this.position.x * 13 + this.position.y * 59);
|
||||
var structureChance = rand();
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||||
if (structureChance < 0.01 && this.biome.type.acceptStructure) {
|
||||
if (structureChance < 0.01 && this.biome.acceptStructure) {
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||||
this.structure=new structure(this.position);
|
||||
}
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||||
}
|
||||
setEntities() {
|
||||
// --- NPC liés aux structures ---
|
||||
if (this.structure && this.structure.type) {
|
||||
const structureType = this.structure.type;
|
||||
let job = JOB.VILLAGER;
|
||||
if (structureType === STRUCTURE_TYPE.FARM) job = JOB.FARMER;
|
||||
if (structureType === STRUCTURE_TYPE.CAMP) job = JOB.BANDIT;
|
||||
setEntity(){
|
||||
// a changer!
|
||||
if(this.structure) {
|
||||
const structureType = this.structure.type;
|
||||
let job = JOB.VILLAGER;
|
||||
if(structureType === STRUCTURE_TYPE.FARM) job = JOB.FARMER;
|
||||
if(structureType === STRUCTURE_TYPE.CAMP) job = JOB.BANDIT;
|
||||
|
||||
for (let i = 0; i < structureType.population; i++) {
|
||||
const creature = new Creature(
|
||||
job.name,
|
||||
new Attributes(RACE.HUMAN),
|
||||
1,
|
||||
null,
|
||||
null,
|
||||
this, // la tuile du NPC
|
||||
'HUMAN',
|
||||
RACE.HUMAN,
|
||||
10,
|
||||
null
|
||||
);
|
||||
this.entities.push(new Npc(job, creature, this.structure, null));
|
||||
}
|
||||
}
|
||||
// --- Animaux sauvages ---
|
||||
else if (this.biome) {
|
||||
for (const key in ANIMAL_TYPES) {
|
||||
const animalType = ANIMAL_TYPES[key];
|
||||
|
||||
// 🔑 Vérif par nom au lieu d’objet
|
||||
if (animalType.biomes.some(b => b.name === this.biome.type.name) && Math.random() < animalType.spawnChance) {
|
||||
if (this.biome.type.movements.includes(animalType.movement)) {
|
||||
this.entities.push(new Animal(animalType, this));
|
||||
for(let i = 0; i < structureType.population; i++) {
|
||||
this.npc.push(new Npc(job,new Creature(job.name,null,1,null,null,this.position,'HUMAN',null,10,null),this,null ));
|
||||
}
|
||||
}
|
||||
else {
|
||||
if (this.biome) {
|
||||
for (const key in ANIMAL_TYPES) {
|
||||
const animalType = ANIMAL_TYPES[key];
|
||||
if (animalType.biomes.includes(this.biome) && Math.random() < animalType.spawnChance) {
|
||||
if( this.biome.movements.includes(animalType.movement)) {
|
||||
this.animal.push(new Animal(animalType, this.position));
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
|
||||
|
||||
|
||||
}
|
||||
class Map {
|
||||
constructor(size) {
|
||||
|
@ -546,74 +512,6 @@ setEntities() {
|
|||
ctx.globalAlpha = 1.0;
|
||||
}
|
||||
}
|
||||
generateRoads(locations) {
|
||||
//Location to transform into settlement
|
||||
if (locations.length < 2) return;
|
||||
for (let i = 0; i < locations.length - 1; i++) {
|
||||
let start = locations[i];
|
||||
let end = locations[i+1];
|
||||
let currentX = start.x;
|
||||
let currentY = start.y;
|
||||
while(Math.abs(currentX - end.x) > 0 || Math.abs(currentY - end.y) > 0) {
|
||||
if (Math.abs(currentX - end.x) > Math.abs(currentY - end.y)) {
|
||||
currentX += Math.sign(end.x - currentX);
|
||||
} else {
|
||||
currentY += Math.sign(end.y - currentY);
|
||||
}
|
||||
if (currentX >= 0 && currentX < this.size && currentY >= 0 && currentY < this.size) {
|
||||
const tile = this.tiles[currentY][currentX];
|
||||
if (tile.biome === Biome.RIVER) {
|
||||
tile.hasBridge = true;
|
||||
} else if (tile.biome !== Biome.WATER_DEEP && tile.biome !== Biome.WATER_SHALLOW) {
|
||||
tile.isRoad = true;
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
generateRivers() {
|
||||
const numRivers = 10;
|
||||
for (let i = 0; i < numRivers; i++) {
|
||||
let currentX = Math.floor(Math.random() * this.size);
|
||||
let currentY = Math.floor(Math.random() * this.size);
|
||||
let sourceTile = this.tiles[currentY][currentX];
|
||||
|
||||
if (sourceTile.biome !== Biome.MOUNTAIN) continue;
|
||||
|
||||
let maxLength = 200;
|
||||
while (maxLength > 0) {
|
||||
maxLength--;
|
||||
const currentTile = this.tiles[currentY][currentX];
|
||||
if (currentTile.biome === Biome.WATER_DEEP || currentTile.biome === Biome.WATER_SHALLOW) break;
|
||||
|
||||
currentTile.biome = Biome.RIVER;
|
||||
currentTile.elevation = Math.max(1, currentTile.elevation -1);
|
||||
|
||||
const neighbors = [ {x:0, y:-1}, {x:0, y:1}, {x:-1, y:0}, {x:1, y:0} ];
|
||||
let lowestNeighbor = null;
|
||||
let lowestElevation = currentTile.elevation;
|
||||
|
||||
for (const n of neighbors) {
|
||||
const nx = currentX + n.x;
|
||||
const ny = currentY + n.y;
|
||||
if (nx >= 0 && nx < this.size && ny >= 0 && ny < this.size) {
|
||||
const neighborTile = this.tiles[ny][nx];
|
||||
if (neighborTile.elevation < lowestElevation) {
|
||||
lowestElevation = neighborTile.elevation;
|
||||
lowestNeighbor = {x: nx, y: ny};
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
if (lowestNeighbor) {
|
||||
currentX = lowestNeighbor.x;
|
||||
currentY = lowestNeighbor.y;
|
||||
} else {
|
||||
break;
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
}
|
||||
class Attributes {
|
||||
|
@ -628,7 +526,7 @@ setEntities() {
|
|||
}
|
||||
|
||||
class Creature {
|
||||
constructor(name,attributes,level,affinities,alignments,tile,species,race,hp,items) {
|
||||
constructor(name,attributes,level,affinities,alignments,position,species,race,hp,items) {
|
||||
this.name = name;
|
||||
this.attributes = attributes;
|
||||
this.level = level;
|
||||
|
@ -637,28 +535,15 @@ setEntities() {
|
|||
this.alignments = alignments;
|
||||
this.species = species;
|
||||
this.race = race;
|
||||
this.tile=tile;
|
||||
this.position=position;
|
||||
this.items=items;
|
||||
this.hp=hp;
|
||||
}
|
||||
}
|
||||
class Npc {
|
||||
constructor(job, creature, settlement, equipments) {
|
||||
this.job = job;
|
||||
this.creature = creature; // ✅ on stocke bien la créature
|
||||
this.tile = creature.tile; // ✅ le NPC est placé sur la tuile de la créature
|
||||
this.settlement = settlement; // ✅ lien avec le village/structure
|
||||
this.equipments = equipments || [];
|
||||
this.lastMoveTime = 0;
|
||||
this.moveCooldown = 3000 + Math.random() * 4000;
|
||||
}
|
||||
|
||||
|
||||
}
|
||||
class Npc {
|
||||
constructor(job,creature,settlement,equipments) {
|
||||
this.job = job;
|
||||
this.creature = creature;
|
||||
this.tile = creature.tile;
|
||||
this.settlement = settlement;
|
||||
this.lastMoveTime = 0;
|
||||
this.moveCooldown = 3000 + Math.random() * 4000;
|
||||
|
@ -706,22 +591,22 @@ setEntities() {
|
|||
const newY = this.settlement.position.y + y;
|
||||
if (newX >= 0 && newX < gameMap.size && newY >= 0 && newY < gameMap.size) {
|
||||
const targetTile = gameMap.tiles[newY][newX];
|
||||
if(targetTile.biome.type.movements.includes('walk') && !targetTile.structure) {
|
||||
if(targetTile.biome.movements.includes('walk') && !targetTile.structure) {
|
||||
possibleMoves.push(targetTile);
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
if(possibleMoves.length > 0) {
|
||||
this.creature.tile = possibleMoves[Math.floor(Math.random() * possibleMoves.length)];
|
||||
this.tile = possibleMoves[Math.floor(Math.random() * possibleMoves.length)];
|
||||
}
|
||||
}
|
||||
|
||||
setDesign(ctx) {
|
||||
if (!this.creature.tile || this.creature.tile.visibility !== 2) return;
|
||||
if (!this.tile || this.tile.visibility !== 2) return;
|
||||
|
||||
const screenPos = this.creature.tile.position.cartToIso();
|
||||
const elevationHeight = this.creature.tile.position.h * ELEVATION_STEP;
|
||||
const screenPos = this.tile.position.cartToIso();
|
||||
const elevationHeight = this.tile.position.h * ELEVATION_STEP;
|
||||
|
||||
ctx.save();
|
||||
ctx.translate(screenPos.x, screenPos.y - elevationHeight);
|
||||
|
@ -742,7 +627,7 @@ setEntities() {
|
|||
}
|
||||
|
||||
setDesign(ctx) {
|
||||
const position = this.creature.tile.position
|
||||
const position = this.creature.position
|
||||
if(!position) return;
|
||||
|
||||
const screenPos = position.cartToIso();
|
||||
|
@ -759,327 +644,26 @@ setEntities() {
|
|||
ctx.restore();
|
||||
}
|
||||
move(dx, dy, gameMap) {
|
||||
const newX = this.creature.tile.position.x + dx;
|
||||
const newY = this.creature.tile.position.y + dy;
|
||||
const newX = this.creature.position.x + dx;
|
||||
const newY = this.creature.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.type.movements.includes('walk')) {
|
||||
this.creature.tile = targetTile;
|
||||
const targetTile = gameMap.tiles[newY][newX].position;
|
||||
if (targetTile.biome && targetTile.biome.movements.includes('walk')) {
|
||||
this.creature.position = targetTile;
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
class Combat {
|
||||
constructor(player, opponent) {
|
||||
this.player=player;
|
||||
this.opponent=opponent;
|
||||
this.state='initiating'
|
||||
this.startCombat();
|
||||
}
|
||||
startCombat() {
|
||||
this.state= 'started';
|
||||
document.getElementById('combat-screen').classList.remove('hidden');
|
||||
document.getElementById('combat-screen').classList.add('flex');
|
||||
updateCombatUI();
|
||||
document.getElementById('combat-log').textContent = `Le combat commence`;
|
||||
document.getElementById('attack-btn').addEventListener('click', handleAttack);
|
||||
}
|
||||
|
||||
handleAttack(camera) {
|
||||
|
||||
const playerDamage = Math.max(1, player.attributes.strength + Math.floor(Math.random() * 4) - this.opponent.attributes.defense);
|
||||
this.opponent.currentHp = Math.max(0, this.opponent.currentHp - playerDamage);
|
||||
document.getElementById('combat-log').textContent = `Vous infligez ${playerDamage} dégâts.`;
|
||||
floatingTexts.push({ content: `-${playerDamage}`, x: camera.x + canvas.width * 0.7, y: camera.y + canvas.height * 0.4, endTime: performance.now() + 1000, duration: 1000, color: '#ff4444' });
|
||||
|
||||
updateCombatUI();
|
||||
|
||||
if (this.opponent.currentHp <= 0) {
|
||||
endCombat(true);
|
||||
return;
|
||||
}
|
||||
|
||||
setTimeout(() => {
|
||||
const opponentDamage = Math.max(1, this.opponent.attributes.strength + Math.floor(Math.random() * 4) - 2);
|
||||
this.player.creature.hp = Math.max(0, this.player.creature.hp - opponentDamage);
|
||||
document.getElementById('combat-log').textContent += `\nLe ${this.opponent.name} riposte et vous inflige ${opponentDamage} dégâts.`;
|
||||
floatingTexts.push({ content: `-${opponentDamage}`, x: camera.x + canvas.width * 0.3, y: camera.y + canvas.height * 0.4, endTime: performance.now() + 1000, duration: 1000, color: '#ff4444' });
|
||||
|
||||
updateCombatUI();
|
||||
updateAllInfoPanels();
|
||||
|
||||
if ( this.player.creature.hp <= 0) {
|
||||
endCombat(false);
|
||||
}
|
||||
}, 500);
|
||||
}
|
||||
endCombat(isVictory) {
|
||||
const combatLog = document.getElementById('combat-log');
|
||||
if (isVictory) {
|
||||
combatLog.textContent = `Vous avez vaincu le ${currentOpponent.name} !`;
|
||||
addXp(currentOpponent.xp);
|
||||
Object.entries(currentOpponent.loot).forEach(([item, amount]) => {
|
||||
player.inventory[item] = (player.inventory[item] || 0) + amount;
|
||||
combatLog.textContent += `\nVous trouvez ${amount} ${item}.`;
|
||||
});
|
||||
|
||||
const opponentTile = mapData[player.y][player.x];
|
||||
if (currentOpponent.isAnimal) {
|
||||
opponentTile.animals.shift();
|
||||
} else {
|
||||
opponentTile.monsters.shift();
|
||||
}
|
||||
} else {
|
||||
combatLog.textContent = `Vous avez été vaincu...`;
|
||||
player.derivedStats.currentHp = 1;
|
||||
}
|
||||
|
||||
currentOpponent = null;
|
||||
setTimeout(() => {
|
||||
document.getElementById('combat-screen').classList.add('hidden');
|
||||
document.getElementById('combat-screen').classList.remove('flex');
|
||||
gameState = 'exploring';
|
||||
updateAllInfoPanels();
|
||||
}, 2000);
|
||||
}
|
||||
|
||||
updateCombatUI() {
|
||||
document.getElementById('combat-player-hp-text').textContent = `${this.player.creature.hp} / ${player.derivedStats.maxHp}`;
|
||||
document.getElementById('combat-player-hp-bar').style.width = `${(this.player.creature.hp / player.derivedStats.maxHp) * 100}%`;
|
||||
if (this.opponent) {
|
||||
document.getElementById('combat-opponent-name').textContent = this.opponent.name;
|
||||
document.getElementById('combat-opponent-icon').textContent = currentOpponent.icon;
|
||||
document.getElementById('combat-opponent-hp-text').textContent = `${this.opponent.currentHp} / ${this.opponent.hp}`;
|
||||
document.getElementById('combat-opponent-hp-bar').style.width = `${(this.opponent.currentHp / this.opponent.hp) * 100}%`;
|
||||
}
|
||||
}
|
||||
|
||||
}
|
||||
class Quest {
|
||||
constructor( ) {
|
||||
this.id = null;
|
||||
this.definition = null;
|
||||
this.currentStage = 0;
|
||||
this.status = 'inactive'; // inactive, active, completed
|
||||
|
||||
}
|
||||
|
||||
getCurrentStage() {
|
||||
return this.definition.stages[this.currentStage];
|
||||
}
|
||||
|
||||
advance(choiceIndex) {
|
||||
const stage = this.getCurrentStage();
|
||||
if(stage.choices && stage.choices[choiceIndex]) {
|
||||
const nextStageIndex = stage.choices[choiceIndex].nextStage;
|
||||
if (nextStageIndex !== null) {
|
||||
this.currentStage = nextStageIndex;
|
||||
if(this.status === 'inactive') this.status = 'active';
|
||||
if(this.getCurrentStage().isEnd) {
|
||||
this.status = 'completed';
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
async setQuest(npc) {
|
||||
if(npc.questId && this.quests[npc.questId]) {
|
||||
return this.quests[npc.questId];
|
||||
}
|
||||
try {
|
||||
const questDefinition = await this.generateQuestForNpc(npc);
|
||||
if(questDefinition) {
|
||||
const questId = `GEMINI_${Date.now()}`;
|
||||
npc.assignQuest(questId);
|
||||
this.id=questId;
|
||||
this.definition=questDefinition;
|
||||
}
|
||||
} catch(e) {
|
||||
console.error("Gemini quest generation failed, using fallback.", e);
|
||||
const fallbackId = 'WOLF_MENACE';
|
||||
npc.assignQuest(fallbackId);
|
||||
this.id=fallbackId;
|
||||
this.definition=QUEST_DATABASE[fallbackId];
|
||||
}
|
||||
return null;
|
||||
}
|
||||
async generateQuestForNpc(npc) {
|
||||
if (!geminiApiKey) {
|
||||
throw new Error("API key is missing.");
|
||||
}
|
||||
|
||||
const prompt = `Génère une quête simple pour un jeu RPG en 2D isométrique.
|
||||
Le PNJ est un "${npc.type.name}".
|
||||
Il se trouve près d'une structure de type "${npc.homeTile.structure.type.name}" dans un biome de type "${npc.homeTile.biome.name}".
|
||||
|
||||
Crée une quête avec un titre, et 3 à 4 étapes.
|
||||
La première étape (index 0) doit proposer d'accepter ou de refuser la quête.
|
||||
L'étape suivante (index 1) doit décrire l'objectif. L'objectif doit être simple, comme tuer un certain nombre de monstres ou collecter des objets.
|
||||
La dernière étape doit être la récompense (isEnd: true).
|
||||
|
||||
Réponds UNIQUEMENT avec un objet JSON valide qui suit le schéma ci-dessous. N'ajoute aucun texte avant ou après le JSON.
|
||||
`;
|
||||
|
||||
const payload = {
|
||||
contents: [{ parts: [{ text: prompt }] }],
|
||||
generationConfig: {
|
||||
responseMimeType: "application/json",
|
||||
responseSchema: {
|
||||
type: "OBJECT",
|
||||
properties: {
|
||||
"title": { "type": "STRING" },
|
||||
"stages": {
|
||||
"type": "ARRAY",
|
||||
"items": {
|
||||
"type": "OBJECT",
|
||||
"properties": {
|
||||
"text": { "type": "STRING" },
|
||||
"choices": {
|
||||
"type": "ARRAY",
|
||||
"items": {
|
||||
"type": "OBJECT",
|
||||
"properties": {
|
||||
"text": { "type": "STRING" },
|
||||
"nextStage": { "type": ["NUMBER", "NULL"] }
|
||||
},
|
||||
"required": ["text"]
|
||||
}
|
||||
},
|
||||
"objective": { "type": ["OBJECT", "NULL"], "properties": {"type": {"type": "STRING"}, "target": {"type": "STRING"}, "count": {"type": "NUMBER"}} },
|
||||
"reward": { "type": ["OBJECT", "NULL"], "properties": {"xp": {"type": "NUMBER"}, "items": {"type": "ARRAY", "items": { "type": "STRING" }}} },
|
||||
"isEnd": { "type": ["BOOLEAN", "NULL"] }
|
||||
},
|
||||
"required": ["text", "choices"]
|
||||
}
|
||||
}
|
||||
},
|
||||
"required": ["title", "stages"]
|
||||
}
|
||||
}
|
||||
};
|
||||
|
||||
const apiUrl = `https://generativelanguage.googleapis.com/v1beta/models/gemini-2.5-flash-preview-05-20:generateContent?key=${geminiApiKey}`;
|
||||
|
||||
const response = await fetch(apiUrl, {
|
||||
method: 'POST',
|
||||
headers: { 'Content-Type': 'application/json' },
|
||||
body: JSON.stringify(payload)
|
||||
});
|
||||
|
||||
if (!response.ok) {
|
||||
const errorBody = await response.text();
|
||||
console.error("API Error Body:", errorBody);
|
||||
throw new Error(`API call failed with status: ${response.status}`);
|
||||
}
|
||||
|
||||
const result = await response.json();
|
||||
const jsonText = result.candidates?.[0]?.content?.parts?.[0]?.text;
|
||||
if(jsonText) {
|
||||
return JSON.parse(jsonText);
|
||||
}
|
||||
throw new Error("Invalid response from API.");
|
||||
}
|
||||
}
|
||||
|
||||
class World {
|
||||
constructor(name) {
|
||||
this.name = name;
|
||||
this.map = new Map(200);
|
||||
this.currentTime=new Time();
|
||||
this.camera = new Camera(0,0, canvas);
|
||||
this.player=null;
|
||||
this.animals = [];
|
||||
this.npcs = [];
|
||||
}
|
||||
setDesign(){
|
||||
ctx.fillStyle = '#000000';
|
||||
ctx.fillRect(0, 0, canvas.width, canvas.height);
|
||||
|
||||
ctx.save();
|
||||
ctx.translate(this.camera.x, this.camera.y);
|
||||
|
||||
const [startX, endX, startY, endY] = this.getVisibleTileBounds();
|
||||
|
||||
for (let y = startY; y < endY; y++) {
|
||||
for (let x = startX; x < endX; x++) {
|
||||
if (this.map.tiles[y] && this.map.tiles[y][x]) {
|
||||
this.map.tiles[y][x].setDesign(ctx);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
//this.world.animals.forEach(animal => animal.setDesign(ctx));
|
||||
//this.world.npcs.forEach(npc => npc.setDesign(ctx));
|
||||
this.player.setDesign(ctx);
|
||||
|
||||
ctx.restore();
|
||||
ctx.save();
|
||||
this.currentTime.setDesign(ctx);
|
||||
ctx.restore();
|
||||
|
||||
}
|
||||
getVisibleTileBounds() {
|
||||
const margin = 5;
|
||||
const viewWidth = canvas.width;
|
||||
const viewHeight = canvas.height;
|
||||
|
||||
const isoToCart = (isoX, isoY) => {
|
||||
const cartX = (isoX / (TILE_WIDTH / 2) + isoY / (TILE_HEIGHT / 2)) / 2;
|
||||
const cartY = (isoY / (TILE_HEIGHT / 2) - isoX / (TILE_WIDTH / 2)) / 2;
|
||||
return { x: Math.floor(cartX), y: Math.floor(cartY) };
|
||||
};
|
||||
|
||||
const topLeft = isoToCart(-this.camera.x, -this.camera.y);
|
||||
const bottomRight = isoToCart(-this.camera.x + viewWidth, -this.camera.y + viewHeight);
|
||||
|
||||
const startX = Math.max(0, topLeft.x - margin);
|
||||
const endX = Math.min(this.map.size - 1, bottomRight.x + margin);
|
||||
const startY = Math.max(0, topLeft.y - margin);
|
||||
const endY = Math.min(this.map.size - 1, bottomRight.y + margin);
|
||||
|
||||
return [startX, endX, startY, endY];
|
||||
}
|
||||
update(currentTime) {
|
||||
|
||||
this.updateVisibility(this.player.creature.tile.position);
|
||||
// a changer!
|
||||
//this.world.animals.forEach(animal => animal.update(currentTime, this.world.map));
|
||||
//this.world.npcs.forEach(npc => npc.update(currentTime, this.world.map));
|
||||
|
||||
this.camera.setCamera(this.player.creature.tile.position);
|
||||
|
||||
// Update all biome sprites
|
||||
for (const key in BIOME_TYPE) {
|
||||
if (BIOME_TYPE[key].sprite) {
|
||||
BIOME_TYPE[key].sprite.update(currentTime);
|
||||
}
|
||||
}
|
||||
|
||||
this.currentTime.tick();
|
||||
}
|
||||
updateVisibility(position) {
|
||||
const px = position.x;
|
||||
const py = position.y;
|
||||
const radius = VISION_RADIUS;
|
||||
const radiusSq = radius * radius;
|
||||
|
||||
const viewBox = {
|
||||
minX: Math.max(0, px - radius - 2),
|
||||
maxX: Math.min(this.map.size - 1, px + radius + 2),
|
||||
minY: Math.max(0, py - radius - 2),
|
||||
maxY: Math.min(this.map.size - 1, py + radius + 2)
|
||||
};
|
||||
|
||||
for(let y = viewBox.minY; y <= viewBox.maxY; y++) {
|
||||
for(let x = viewBox.minX; x <= viewBox.maxX; x++) {
|
||||
const tile = this.map.tiles[y][x];
|
||||
if(tile.visibility === 2) tile.visibility = 1;
|
||||
|
||||
const dx = px - x;
|
||||
const dy = py - y;
|
||||
if (dx * dx + dy * dy <= radiusSq) {
|
||||
tile.visibility = 2;
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
class Camera {
|
||||
constructor(x=0,y=0,canvas) {
|
||||
|
@ -1098,25 +682,74 @@ setEntities() {
|
|||
|
||||
constructor() {
|
||||
this.world = new World('Defiance');
|
||||
this.camera = new Camera(0,0, canvas);
|
||||
this.setControls();
|
||||
this.loop = this.loop.bind(this);
|
||||
this.player=null;
|
||||
this.setInitial();
|
||||
}
|
||||
loop(currentTime) {
|
||||
this.handleMovement(currentTime);
|
||||
this.world.update(currentTime);
|
||||
this.world.setDesign();
|
||||
this.update(currentTime);
|
||||
this.setDesign();
|
||||
requestAnimationFrame(this.loop);
|
||||
}
|
||||
|
||||
update(currentTime) {
|
||||
this.handleMovement(currentTime);
|
||||
this.updateVisibility();
|
||||
// a changer!
|
||||
this.world.animals.forEach(animal => animal.update(currentTime, this.world.map));
|
||||
this.world.npcs.forEach(npc => npc.update(currentTime, this.world.map));
|
||||
|
||||
this.camera.setCamera(this.player.creature.position);
|
||||
|
||||
// Update all biome sprites
|
||||
for (const key in Biome) {
|
||||
if (Biome[key].sprite) {
|
||||
Biome[key].sprite.update(currentTime);
|
||||
}
|
||||
}
|
||||
|
||||
this.world.currentTime.tick();
|
||||
}
|
||||
|
||||
updateVisibility() {
|
||||
const map = this.world.map;
|
||||
const px = this.player.creature.position.x;
|
||||
const py = this.player.creature.position.y;
|
||||
const radius = VISION_RADIUS;
|
||||
const radiusSq = radius * radius;
|
||||
|
||||
const viewBox = {
|
||||
minX: Math.max(0, px - radius - 2),
|
||||
maxX: Math.min(map.size - 1, px + radius + 2),
|
||||
minY: Math.max(0, py - radius - 2),
|
||||
maxY: Math.min(map.size - 1, py + radius + 2)
|
||||
};
|
||||
|
||||
for(let y = viewBox.minY; y <= viewBox.maxY; y++) {
|
||||
for(let x = viewBox.minX; x <= viewBox.maxX; x++) {
|
||||
const tile = map.tiles[y][x];
|
||||
if(tile.visibility === 2) tile.visibility = 1;
|
||||
|
||||
const dx = px - x;
|
||||
const dy = py - y;
|
||||
if (dx * dx + dy * dy <= radiusSq) {
|
||||
tile.visibility = 2;
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
|
||||
setInitial(){
|
||||
let spawnX, spawnY;
|
||||
do {
|
||||
spawnX = Math.floor(Math.random() * this.world.map.size);
|
||||
spawnY = Math.floor(Math.random() * this.world.map.size);
|
||||
} while (!this.world.map.tiles[spawnY][spawnX].biome || !this.world.map.tiles[spawnY][spawnX].biome.type.movements.includes('walk') );
|
||||
this.world.player = new Player(new Creature('player',new Attributes(RACE.HUMAN),1,null,null,this.world.map.tiles[spawnY][spawnX],'human',RACE.HUMAN,10,null),);
|
||||
this.world.updateVisibility(this.world.map.tiles[spawnY][spawnX].position);
|
||||
} while (!this.world.map.tiles[spawnY][spawnX].biome || !this.world.map.tiles[spawnY][spawnX].biome.movements.includes('walk') );
|
||||
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),);
|
||||
this.updateVisibility();
|
||||
}
|
||||
setControls() {
|
||||
document.addEventListener('keydown', e => {
|
||||
|
@ -1142,23 +775,71 @@ setEntities() {
|
|||
btn.addEventListener('touchend', e => { e.preventDefault(); controls[dir] = false; });
|
||||
}
|
||||
}
|
||||
setDesign(){
|
||||
ctx.fillStyle = '#000000';
|
||||
ctx.fillRect(0, 0, canvas.width, canvas.height);
|
||||
|
||||
ctx.save();
|
||||
ctx.translate(this.camera.x, this.camera.y);
|
||||
|
||||
const [startX, endX, startY, endY] = this.getVisibleTileBounds();
|
||||
|
||||
for (let y = startY; y < endY; y++) {
|
||||
for (let x = startX; x < endX; x++) {
|
||||
if (this.world.map.tiles[y] && this.world.map.tiles[y][x]) {
|
||||
this.world.map.tiles[y][x].setDesign(ctx);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
this.world.animals.forEach(animal => animal.setDesign(ctx));
|
||||
this.world.npcs.forEach(npc => npc.setDesign(ctx));
|
||||
this.player.setDesign(ctx);
|
||||
|
||||
ctx.restore();
|
||||
ctx.save();
|
||||
this.world.currentTime.setDesign(ctx);
|
||||
ctx.restore();
|
||||
|
||||
}
|
||||
|
||||
getVisibleTileBounds() {
|
||||
const margin = 5;
|
||||
const viewWidth = canvas.width;
|
||||
const viewHeight = canvas.height;
|
||||
|
||||
const isoToCart = (isoX, isoY) => {
|
||||
const cartX = (isoX / (TILE_WIDTH / 2) + isoY / (TILE_HEIGHT / 2)) / 2;
|
||||
const cartY = (isoY / (TILE_HEIGHT / 2) - isoX / (TILE_WIDTH / 2)) / 2;
|
||||
return { x: Math.floor(cartX), y: Math.floor(cartY) };
|
||||
};
|
||||
|
||||
const topLeft = isoToCart(-this.camera.x, -this.camera.y);
|
||||
const bottomRight = isoToCart(-this.camera.x + viewWidth, -this.camera.y + viewHeight);
|
||||
|
||||
const startX = Math.max(0, topLeft.x - margin);
|
||||
const endX = Math.min(this.world.map.size - 1, bottomRight.x + margin);
|
||||
const startY = Math.max(0, topLeft.y - margin);
|
||||
const endY = Math.min(this.world.map.size - 1, bottomRight.y + margin);
|
||||
|
||||
return [startX, endX, startY, endY];
|
||||
}
|
||||
|
||||
handleMovement(currentTime) {
|
||||
if (currentTime - lastMoveTime < 150) return;
|
||||
let moved = false;
|
||||
if (controls.up) { this.world.player.move(0, -1,this.world.map); moved = true; }
|
||||
if (controls.down) { this.world.player.move(0, 1,this.world.map); moved = true; }
|
||||
if (controls.left) { this.world.player.move(-1, 0,this.world.map); moved = true; }
|
||||
if (controls.right) { this.world.player.move(1, 0,this.world.map); moved = true; }
|
||||
if (controls.up) { this.player.move(0, -1,this.world.map); moved = true; }
|
||||
if (controls.down) { this.player.move(0, 1,this.world.map); moved = true; }
|
||||
if (controls.left) { this.player.move(-1, 0,this.world.map); moved = true; }
|
||||
if (controls.right) { this.player.move(1, 0,this.world.map); moved = true; }
|
||||
if(moved) lastMoveTime = currentTime;
|
||||
}
|
||||
|
||||
handleInteraction() {
|
||||
if (!controls.interact) return;
|
||||
controls.interact = false; // Consume the action
|
||||
|
||||
const px = this.world.player.creature.position.x;
|
||||
const py = this.world.player.creature.position.y;
|
||||
const px = this.player.creature.position.x;
|
||||
const py = this.player.creature.position.y;
|
||||
|
||||
let targetNpc = null;
|
||||
for (const npc of this.world.npcs) {
|
||||
|
@ -1367,8 +1048,8 @@ setEntities() {
|
|||
canvas.height = canvas.parentElement.clientHeight;
|
||||
|
||||
try {
|
||||
for (const key in BIOME_TYPE) {
|
||||
if (BIOME_TYPE[key].design) { BIOME_TYPE[key].sprite = new Sprite(BIOME_TYPE[key]);}
|
||||
for (const key in Biome) {
|
||||
if (Biome[key].design) { Biome[key].sprite = new Sprite(Biome[key]);}
|
||||
}
|
||||
|
||||
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'];
|
||||
|
|
Loading…
Add table
Add a link
Reference in a new issue