const Biome = {
WATER_DEEP: { acceptStructure:false, movements:['swim'], affinities:[('water',0.8),('dark',0.2)], name: 'Eau Profonde', winterColor: '#3D5A80', fallColor: '#3D5A80', summerColor: '#3D5A80', autumnColor: '#3D5A80',maxElevation:-1,minElevation:-4 },
WATER_SHALLOW: { acceptStructure:false,movements:['swim','ride','navigate','fly'], affinities:[('water',0.8),('life',0.2)],name: 'Eau Peu Profonde', winterColor: '#97aabdff', fallColor: '#5A8AB8', summerColor: '#5A8AB8', autumnColor: '#5A8AB8',maxElevation:1,minElevation:-2 },
BEACH: { acceptStructure:true, movements:['walk','ride','fly'],affinities:[('sand',0.8),('water',0.2)],name: 'Sable', winterColor: '#E9D9A1', fallColor: '#E9D9A1', summerColor: '#E9D9A1', autumnColor: '#E9D9A1',maxElevation:2 ,minElevation:0 },
GRASSLAND: { acceptStructure:true, movements:['walk','ride','fly'],affinities:[('life',0.6),('earth',0.2)],name: 'Plaine', winterColor: '#ecf1e3ff', fallColor: '#98C159', summerColor: '#a5a450ff', autumnColor: '#455e21ff',maxElevation:3,minElevation:-1 },
FOREST: { acceptStructure:true,movements:['walk','ride','fly'],affinities:[('wood',0.6),('earth',0.4)], name: 'Forêt', winterColor: '#92ac83ff', fallColor: '#21a32cff', summerColor: '#6A994E', autumnColor: '#b88a28ff',maxElevation:3,minElevation:0 },
ENCHANTED_FOREST: { acceptStructure:true,movements:['walk','ride','fly'],affinities:[('wood',0.8),('dark',0.2)('life',0.2)], name: 'Forêt Enchantée', winterColor: '#7B6094', fallColor: '#7B6094', summerColor: '#7B6094', autumnColor: '#7B6094',maxElevation:3,minElevation:0 },
MOUNTAIN: { acceptStructure:false, movements:['climb','fly'],affinities:[('rock',0.6),('wind',0.4)],name: 'Montagne', winterColor: '#F7F7F7', fallColor: '#A9A9A9', summerColor: '#A9A9A9', autumnColor: '#A9A9A9',maxElevation:4,minElevation:3 },
SNOWLAND: { acceptStructure:true,movements:['walk','ride','fly'], affinities:[('ice',0.8),('earth',0.2)],name: 'Toundra', winterColor: '#F7F7F7', fallColor: '#F7F7F7', summerColor: '#F7F7F7', autumnColor: '#F7F7F7',maxElevation:2,minElevation:-1 },
SNOWMOUNTAIN: { acceptStructure:false, movements:['climb','fly'],affinities:[('ice',0.4),('rock',0.4),('wind',0.2)],name: 'Mont enneigé', winterColor: '#F7F7F7', fallColor: '#F7F7F7', summerColor: '#F7F7F7', autumnColor: '#F7F7F7',maxElevation:4,minElevation:3 },
DESERT: { acceptStructure:true,movements:['walk','ride','fly'],affinities:[('sand',0.8),('life',0.1),('fire',0.1)], name: 'Désert', winterColor: '#D4A373', fallColor: '#D4A373', summerColor: '#D4A373', autumnColor: '#D4A373',maxElevation:2,minElevation:0 },
RIVER: { acceptStructure:false,movements:['navigate','swim','fly'],affinities:[('water',0.6),('earth',0.2),('life',0.2)],name: 'Rivière', winterColor: '#97aabdff', fallColor: '#5A8AB8', summerColor: '#5A8AB8', autumnColor: '#5A8AB8',maxElevation:2,minElevation:-2 },
SWAMP: { acceptStructure:false, movements:['fly'],affinities:[('water',0.6),('earth',0.2),('dark',0.2)],name: 'Marais', winterColor: '#0b2e10ff', fallColor: '#0b2e10ff', summerColor: '#0b2e10ff', autumnColor: '#0b2e10ff',maxElevation:1,minElevation:-1 }
}
const NAME_PREFIXES = ["Chêne", "Sombre", "Pierre", "Haut", "Val", "Mur", "Guet", "Clair"];
const NAME_SUFFIXES = ["bourg", "fort", "ville", "mont", "port", "bois", "rivage", "gard"];
const Affinities = ['water','fire','sand','rock','dark','life','ice','wood','wind','metal','time','space','lava','light','spirit'];
const RACE = {
HUMAN: {strength:1,vitality:1,dexterity:1,intelligence:1,wisdom:1,luck:1}
};
const Slot = ['head','body','leg','foot','right-hand','left-hand','two-hands','finger1','finger2','neck','purse','backpack','belt1','belt2'];
const ItemType = {lightWeapon:{slot:('right-hand','left-hand','backpack'),soul:true,enchant:true},
heavyWeapon:{slot:('two-hands','backpack'),soul:true,enchant:true},
heavyArmor:{slot:('body','backpack'),soul:true,enchant:true},
lightArmor:{slot:('body','backpack'),soul:true,enchant:true},
shield:{slot:('right-hand','left-hand','backpack'),soul:true,enchant:true},
shoes:{slot:('foot','backpack'),soul:true,enchant:true},
pant:{slot:('leg','backpack'),soul:true,enchant:true},
helmet:{slot:('leg','backpack'),soul:true,enchant:true},
potion:{slot:('heal','backpack'),soul:false,enchant:false},
throwable:{slot:('belt','backpack'),soul:true,enchant:true},
craftMaterial:{slot:('backpack'),soul:false,enchant:false},
ring:{slot:('finger1','finger2','backpack'),soul:true,enchant:true},
amulet:{slot:('neck','backpack'),soul:true,enchant:true},
currency:{slot:('purse'),soul:true,enchant:true},
enchantMaterial:{slot:('backpack'),soul:false,enchant:false},
mercantMaterial:{slot:('backpack'),soul:false,enchant:false}
}
const Items = {
'Épée en Bois': { name: 'Épée en Bois', itemType: 'lightWeapon', stats: { strength: 2 }, icon: '🗡️' ,enchantments:[] },
'Armure de Cuir': { name: 'Armure de Cuir', itemType: 'lightArmor', stats: { vitality: 2 }, icon: '🧥',enchantments:[] },
'Claymore': { name: 'Claymore', itemType: 'lightArmor', stats: { vitality: 2 }, icon: '🧥',enchantments:['primal'] ,soul:new soul('cleaver','test')},
'Bois': { name: 'Bois', itemType: 'craftMaterial', icon: '🌲',biome:['FOREST'],occurence:0.9},
'stone': { name: 'Pierre', itemType: 'craftMaterial', icon: '🗿',biome:['MOUNTAIN'],occurence:0.4},
'Herbes': { name: 'Herbes', itemType: 'craftMaterial', icon: '🌿',biome:['GRASSLAND'],occurence:0.4},
'Cristaux Magiques': { name: ' enchantMaterial',icon: '💎',biome:['MOUNTAIN','ENCHANTED_FOREST'],occurence:0.005},
'Fer': { name: 'Fer', itemType: 'craftMaterial', icon: '🔩',biome:['MOUNTAIN'],occurence:0.001},
'Mushroom': { name: 'Champignons', itemType: 'craftMaterial', icon: '🍄',biome:['FOREST'],occurence:0.01},
'gold': { name: 'Champignons', itemType: 'mercantMaterial', icon: '💰',biome:['MOUNTAIN','RIVER'],occurence:0.001}
};
const StructureType = {
TOWN: { name: 'Ville', population:15, icon: '🗡️', occurence:0.001,design: ``},
VILLAGE: { name: 'Village', population:5, icon: '🗡️',occurence:0.005, design: ``},
FARM: { name: 'Ferme', population:5, icon: '🗡️',occurence:0.010 },
CAMP:{ name: 'Campement', population:2, icon: '⛺',occurence:0.002 },
};
const MONSTER_TYPES = {
GOBLIN: { name: 'Gobelin', icon: '👺', hp: 30, strength: 3, xp: 25, loot: { 'Or': 5 } },
ORC: { name: 'Orc', icon: '👹', hp: 60, strength: 6, xp: 50, loot: { 'Or': 15, 'Fer': 1 } },
};
const ANIMAL_TYPES = {
WOLF: { name: 'Loup', icon: '🐺', hp: 20, strength: 4, xp: 15, loot: { 'Cuir': 1, 'Os': 1 }, design: ``},
BOAR: { name: 'Sanglier', icon: '🐗', hp: 25, strength: 5, xp: 20, loot: { 'Cuir': 2 } },
};
class position {
constructor(x,y,z) {
this.x = x;
this.y = y;
this.h = h;
}
setPosition(x, y, z) {
this.x = x;
this.y = y;
this.h = h;
}
getPosition() {
return { x: this.x, y: this.y, z: this.z };
}
cartToIso() {
return {
x: (this.x - this.y) * 32,
y: (this.x + this.y) * 16
}
}
// Méthode de l'objet
}
class tile {
constructor(position,elevation) {
this.position = position;
this.biome = this.setBiome();
this.elevation = this.setElevation();
this.structure = this.setStructure();
this.explored = false;
this.design=null;
}
// Méthode de l'objet
setBiome(biome) {
if (!Object.values(Biome).includes(biome)) {
throw new Error('Biome invalide !');
}
this.biome = biome;
}
setBiome() {
let scale = 0.05;
let eRaw = (simplex.noise2D(x * scale, y * scale) + 1) / 2;
let tRaw = (simplex.noise2D(x * scale * 0.8, y * scale * 0.8) + 1) / 2;
let mRaw = (simplex.noise2D(x * scale * 1.5, y * scale * 1.5) + 1) / 2;
if (eRaw < 0.25) this.biome = BIOMES.WATER_DEEP;
else if (eRaw < 0.3) this.biome = BIOMES.WATER_SHALLOW;
else if (eRaw < 0.35) this.biome = BIOMES.SAND;
else if (eRaw > 0.85) this.biome = BIOMES.SNOW;
else if (eRaw > 0.75) this.biome = BIOMES.MOUNTAIN;
else {
if (tRaw < 0.3) this.biome = BIOMES.DESERT;
else if (tRaw > 0.6) this.biome = (mRaw > 0.7) ? BIOMES.ENCHANTED_FOREST : BIOMES.FOREST;
else this.biome = BIOMES.GRASSLAND;
}
}
setDesign(ctx){
if (!this.biome) return;
const screenPos = this.position.cartToIso();
const elevationHeight = this.position.h * 8;
ctx.save();
ctx.translate(screenPos.x, screenPos.y - elevationHeight);
const baseColor = this.biome.color;
const shadowColor = shadeColor(baseColor, -30);
ctx.fillStyle = shadowColor;
ctx.beginPath();
ctx.moveTo(0, 32); ctx.lineTo(32, 16); ctx.lineTo(32, 16 + elevationHeight); ctx.lineTo(0, 32 + elevationHeight);
ctx.closePath();
ctx.fill();
ctx.fillStyle = shadeColor(shadowColor, -10);
ctx.beginPath();
ctx.moveTo(0, 32); ctx.lineTo(-32, 16); ctx.lineTo(-32, 16 + elevationHeight); ctx.lineTo(0, 32 + elevationHeight);
ctx.closePath();
ctx.fill();
ctx.fillStyle = baseColor;
ctx.beginPath();
ctx.moveTo(0, 0); ctx.lineTo(32, 16); ctx.lineTo(0, 32); ctx.lineTo(-32, 16);
ctx.closePath();
ctx.fill();
if (this.structure.type === 'village') {
ctx.fillStyle = '#D4A373';
ctx.fillRect(-8, -12, 16, 12);
ctx.fillStyle = '#8B4513';
ctx.beginPath();
ctx.moveTo(0, -22); ctx.lineTo(-10, -12); ctx.lineTo(10, -12);
ctx.closePath();
ctx.fill();
} else if (this.structure.type === 'city') {
ctx.fillStyle = '#C0C0C0';
ctx.fillRect(-10, -20, 20, 20);
ctx.fillStyle = '#808080';
ctx.beginPath();
ctx.moveTo(-10, -20); ctx.lineTo(-12, -22); ctx.lineTo(22, -22); ctx.lineTo(20, -20);
ctx.closePath();
ctx.fill();
}
ctx.restore();
}
setExplored(explored) {
this.explored=explored;
}
setElevation(){
this.elevation = Math.floor(Math.random() * (this.biome.maxElevation - this.biome.minElevation+ 1) + this.biome.minElevation);
}
setStructure(){
var structureChance = rand();
if (structureChance < 0.005 && this.tile.biome.acceptStructure) {
this.structure = { type: 'city', name: NAME_PREFIXES[Math.floor(rand() * NAME_PREFIXES.length)] + NAME_SUFFIXES[Math.floor(rand() * NAME_SUFFIXES.length)], population: TOWN.population + Math.floor(rand() * 150), buildings: ['Remparts', 'Place Forte (Château)', 'Grand Marché', 'Forge', 'Alchimiste', 'Enchanteur', 'Écurie', 'Ferme', 'Ferme', 'Ferme', 'Ferme', 'Ferme', 'Lieu de Culte', 'Nombreuses Maisons'] };
} else if (structureChance < 0.02 && this.tile.biome.acceptStructure) {
this.structure = { type: 'village', name: NAME_PREFIXES[Math.floor(rand() * NAME_PREFIXES.length)] + NAME_SUFFIXES[Math.floor(rand() * NAME_SUFFIXES.length)], population: VILLAGE.population + Math.floor(rand() * 20), buildings: ['Maison du Chef', 'Marchand', 'Lieu de Culte', 'Ferme', 'Ferme', 'Plusieurs Maisons'] };
}
if (!this.tile && this.tile.biome === BIOMES.GRASSLAND && Math.random() < 0.2) {
this.structure={type:'farm', name: 'farm', population: 2, buildings: []}
// npcs.push({ x: nx, y: ny, homeX: loc.x, homeY: loc.y, workX: nx, workY: ny, type: 'farmer', icon: '🧑🌾' });
}
}
}
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,hp,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=hp;
}
fight(){
}
// Méthode de l'objet
}
class npc {
constructor(name, creature, settlement, equipments) {
this.creature = creature;
this.settlement = settlement;
this.equipments = equipments;
}
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, name, alignments, position, structures) {
this.level = level;
this.affinities = affinities;
this.name = name;
this.alignments = alignments;
this.structures = structures;
}
// 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,10,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);
}