defiance/js/scriptalpha.js
2025-09-07 21:33:57 +02:00

1092 lines
43 KiB
JavaScript

document.addEventListener('DOMContentLoaded', () => {
const Biome = {
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 },
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 },
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 },
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 },
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 },
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 },
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 },
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 },
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 },
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 },
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 },
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 }
}
const JOB = {
VILLAGER: {
name: "Habitant",
dialogues: [
"Bien le bonjour, étranger.",
"J'espère que la récolte sera bonne cette année.",
"Faites attention aux loups dans la forêt.",
"Le forgeron a de nouvelles marchandises, je crois."
]
}, FARMER: {
name: "Fermier",
dialogues: [
"Le temps est parfait pour les cultures.",
"Ces sangliers n'arrêtent pas de saccager mes champs !",
"Une bonne terre, c'est tout ce qui compte."
]
},
BANDIT: {
name: "Bandit",
dialogues: [
"Qu'est-ce que tu regardes ?",
"Dégage d'ici avant que je me fâche.",
"Ta bourse ou la vie !"
]
}
};
const Affinities = ['water','fire','sand','rock','dark','life','ice','wood','wind','metal','time','space','lava','light','spirit'];
const RACE = {
HUMAN: {strength:1,vitality:1,dexterity:1,intelligence:1,wisdom:1,luck:1}
};
const SLOT = ['head','body','leg','foot','right-hand','left-hand','two-hands','finger1','finger2','neck','purse','backpack','belt1','belt2'];
const ITEM_TYPE = {
lightWeapon:{slot:['right-hand','left-hand','backpack'],soul:true,enchant:true},
heavyWeapon:{slot:['two-hands','backpack'],soul:true,enchant:true},
heavyArmor:{slot:['body','backpack'],soul:true,enchant:true},
lightArmor:{slot:['body','backpack'],soul:true,enchant:true},
shield:{slot:['right-hand','left-hand','backpack'],soul:true,enchant:true},
shoes:{slot:['foot','backpack'],soul:true,enchant:true},
pant:{slot:['leg','backpack'],soul:true,enchant:true},
helmet:{slot:['leg','backpack'],soul:true,enchant:true},
potion:{slot:['heal','backpack'],soul:false,enchant:false},
throwable:{slot:['belt','backpack'],soul:true,enchant:true},
craftMaterial:{slot:['backpack'],soul:false,enchant:false},
ring:{slot:['finger1','finger2','backpack'],soul:true,enchant:true},
amulet:{slot:['neck','backpack'],soul:true,enchant:true},
currency:{slot:['purse'],soul:true,enchant:true},
enchantMaterial:{slot:['backpack'],soul:false,enchant:false},
mercantMaterial:{slot:['backpack'],soul:false,enchant:false}
}
const ITEMS = {
'Épée en Bois': { name: 'Épée en Bois', itemType: 'lightWeapon', stats: { strength: 2 }, icon: '🗡️' ,enchantments:[] },
'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'] },
'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 STRUCTURE_TYPE = {
CASTLE: { name: 'Chateau', population: 15, spawnChance: 0.01, size: { w: 48, h: 48 }, offset: { x: -24, y: -28 } , svgAsset: () => citySVG },
HOUSE: { name: 'Maison', population: 5, spawnChance: 0.02, size: { w: 30, h: 30 }, offset: { x: -20, y: -16 } , svgAsset: () => houseSVG},
FARM: { name: 'Ferme', population: 5, spawnChance: 0.10, size: { w: 30, h: 30 }, offset: { x: -20, y: -16 }, svgAsset: () => farmSVG },
CAMP: { name: 'Campement', population: 2, spawnChance: 0.05, size: { w: 30, h: 30 }, offset: { x: -20, y: -20 } , svgAsset: () => campSVG },
MARKET: { name: 'Marché', population: 2, spawnChance: 0.05, size: { w: 30, h: 30 }, offset: { x: -20, y: -20 } , svgAsset: () => marketSVG },
CULT: { name: 'Lieu de culte', population: 2, spawnChance: 0.05, size: { w: 30, h: 30 }, offset: { x: -20, y: -20 } , svgAsset: () => cultSVG },
MINE: { name: 'Mine', population: 2, spawnChance: 0.05, size: { w: 30, h: 30 }, offset: { x: -20, y: -20 } , svgAsset: () => mineSVG }
};
const SETTLEMENT_TYPE = {
HUMAN_TOWN: { name: 'Ville', population: 100, spawnChance: 0.01, size: 10, structureType:[(STRUCTURE_TYPE.CASTLE,1),(STRUCTURE_TYPE.HOUSE,5),(STRUCTURE_TYPE.MARKET,2),(STRUCTURE_TYPE.CULT,2)] },
HUMAN_VILLAGE: { name: 'Village', population: 50, spawnChance: 0.02, size: 3, structureType:[(STRUCTURE_TYPE.CASTLE,1),(STRUCTURE_TYPE.HOUSE,5)]},
DEMON_CAMP: { name: 'Demon camp', population: 5, spawnChance: 0.10, size: 3, structureType:[(STRUCTURE_TYPE.CULT,1),(STRUCTURE_TYPE.HOUSE,10)] },
ORC_BASE: { name: 'Orc base', population: 2, spawnChance: 0.05, size: 5, structureType:[(STRUCTURE_TYPE.CASTLE,1),(STRUCTURE_TYPE.HOUSE,5)] }
};
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 = {
BIRD: { name: 'Oiseau', svgAsset: () => birdSVG, hp: 10, strength: 4, xp: 15, loot: { 'Cuir': 1, 'Os': 1 }, biomes: [Biome.FOREST, Biome.MOUNTAIN, Biome.SNOWMOUNTAIN], spawnChance: 0.01, size: { w: 40, h: 40 }, offset: { x: -20, y: -35 } },
WOLF: { name: 'Loup', svgAsset: () => wolfPackSVG, hp: 20, strength: 4, xp: 15, loot: { 'Cuir': 1, 'Os': 1 }, biomes: [Biome.FOREST, Biome.MOUNTAIN, Biome.SNOWLAND], spawnChance: 0.01, size: { w: 40, h: 40 }, offset: { x: -20, y: -35 } },
BOAR: { name: 'Sanglier', svgAsset: () => boarSVG, hp: 25, strength: 5, xp: 20, loot: { 'Cuir': 2 }, biomes: [Biome.FOREST, Biome.GRASSLAND], spawnChance: 0.02, size: { w: 30, h: 30 }, offset: { x: -15, y: -28 } },
};
// --- Global Asset Variables ---
let forestSVG, villageSVG, citySVG, playerSVG, enchantedForestSVG, swampSVG, wolfPackSVG, boarSVG;
class Sprite {
constructor(biome) {
this.biome = biome;
this.sheet = null;
this.frameWidth = TILE_WIDTH;
this.frameHeight = TILE_HEIGHT;
this.frameCount = this.biome.design.frames;
this.animationSpeed = this.biome.design.duration;
this.currentFrame = 0;
this.lastFrameTime = 0;
this.setSheet(this.biome.design.drawer);
}
update(currentTime) {
if (this.frameCount <= 1) return; // Don't animate static sprites
if (currentTime - this.lastFrameTime > this.animationSpeed) {
this.currentFrame = (this.currentFrame + 1) % this.frameCount;
this.lastFrameTime = currentTime;
}
}
draw(ctx, dx, dy) {
if (!this.sheet) return;
const sx = 0;
const sy = this.currentFrame * this.frameHeight;
ctx.drawImage(this.sheet,
sx, sy, this.frameWidth, this.frameHeight,
dx, dy, this.frameWidth, this.frameHeight
);
}
setSheet(drawer) {
const sheetCanvas = document.createElement('canvas');
sheetCanvas.width = this.frameWidth;
sheetCanvas.height = this.frameHeight * this.frameCount;
const sheetCtx = sheetCanvas.getContext('2d');
sheetCtx.imageSmoothingEnabled = false;
for (let frame = 0; frame < this.frameCount; frame++) {
sheetCtx.save();
sheetCtx.translate(0, frame * this.frameHeight);
drawer(sheetCtx,frame,this.frameWidth,this.frameHeight);
sheetCtx.restore();
}
this.sheet= sheetCanvas;
}
}
class structure {
constructor(position) {
this.position = position;
this.type = null;
this.name = null;
this.population=null;
this.setType();
this.setName();
//this.setPopulation();
}
setName() {
var rand = seededRandom(this.position.x * 13 + this.position.y * 59);
const NAME_SUFFIXES = ["bourg", "fort", "ville", "mont", "port", "bois", "rivage", "gard"];
this.name= this.type.name+ NAME_SUFFIXES[Math.floor(rand() * NAME_SUFFIXES.length)]
}
setDesign(ctx) {
const svgImage = this.type.svgAsset();
if (!svgImage) return;
const size = this.type.size || { w: 40, h: 40 };
const offset = this.type.offset || { x: -20, y: -35 };
ctx.drawImage(svgImage, offset.x, offset.y, size.w, size.h);
}
setType() {
const types = Object.values(STRUCTURE_TYPE);
const weightedTypes = [];
// Remplir le tableau pondéré en fonction des occurrences
types.forEach(type => {
const weight = Math.floor(type.spawnChance * 100);
for (let i = 0; i < weight; i++) {
weightedTypes.push(type);
}
});
// Sélectionner un type aléatoire dans le tableau pondéré
this.type = weightedTypes[Math.floor(Math.random() * weightedTypes.length)];
}
setPopulation() {
for (let i = 0; i < this.type.population; i++) {
//new NPC
}
}
// Méthode de l'objet
}
class Settlement {
constructor() {
this.tiles = [];
this.structures = [];
this.name = null;
this.population=null;
this.setType();
this.setName();
//this.setPopulation();
}
setName() {
var rand = seededRandom(this.position.x * 13 + this.position.y * 59);
const NAME_SUFFIXES = ["bourg", "fort", "ville", "mont", "port", "bois", "rivage", "gard"];
this.name= this.type.name+ NAME_SUFFIXES[Math.floor(rand() * NAME_SUFFIXES.length)]
}
setType() {
const types = Object.values(SETTLEMENT_TYPE);
const weightedTypes = [];
// Remplir le tableau pondéré en fonction des occurrences
types.forEach(type => {
const weight = Math.floor(type.spawnChance * 100);
for (let i = 0; i < weight; i++) {
weightedTypes.push(type);
}
});
// Sélectionner un type aléatoire dans le tableau pondéré
this.type = weightedTypes[Math.floor(Math.random() * weightedTypes.length)];
}
setPopulation() {
for (let i = 0; i < this.type.population; i++) {
//new NPC
}
}
// Méthode de l'objet
}
class Position{
constructor(x,y,h=0) {
this.x = x;
this.y = y;
this.h = h;
}
setPosition(x, y, h=0) {
this.x = x;
this.y = y;
this.h = h;
}
getPosition() {
return { x: this.x, y: this.y, h: this.h };
}
cartToIso() {
return {
x: (this.x - this.y) * (TILE_WIDTH / 2),
y: (this.x + this.y) * (TILE_HEIGHT / 2)
}
}
}
class Animal {
constructor(type, tile) {
this.type = type;
this.tile = tile;
this.lastMoveTime = 0;
this.moveCooldown = 2000 + Math.random() * 3000;
}
update(currentTime, gameMap) {
if (currentTime - this.lastMoveTime > this.moveCooldown) {
this.move(gameMap);
this.lastMoveTime = currentTime;
this.moveCooldown = 2000 + Math.random() * 3000;
}
}
move(gameMap) {
const possibleMoves = [ { dx: 0, dy: -1 }, { dx: 0, dy: 1 }, { dx: -1, dy: 0 }, { dx: 1, dy: 0 }];
const move = possibleMoves[Math.floor(Math.random() * possibleMoves.length)];
const newX = this.tile.position.x + move.dx;
const newY = this.tile.position.y + move.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') || targetTile.biome.movements.includes('climb')) && this.type.biomes.includes(targetTile.biome)) {
this.tile = targetTile;
}
}
}
setDesign(ctx) {
if (!this.tile || this.tile.visibility !== 2) return;
const svgImage = this.type.svgAsset();
if (!svgImage) return;
const screenPos = this.tile.position.cartToIso();
const elevationHeight = this.tile.position.h * ELEVATION_STEP;
const size = this.type.size || { w: 40, h: 40 };
const offset = this.type.offset || { x: -20, y: -35 };
ctx.save();
ctx.translate(screenPos.x, screenPos.y - elevationHeight);
ctx.drawImage(svgImage, offset.x, offset.y, size.w, size.h);
ctx.restore();
}
}
class Tile {
constructor(x, y) {
this.position = new Position(x, y);
this.biome = null;
this.structure = null;
this.visibility = 0; // 0: Unseen, 1: Seen, 2: Visible
this.setBiome();
this.setElevation();
this.setStructure();
}
setBiome() {
let scale = 0.05;
let eRaw = (simplex.noise2D(this.position.x * scale, this.position.y * scale) + 1) / 2;
let tRaw = (simplex.noise2D(this.position.x * scale * 0.8, this.position.y * scale * 0.8) + 1) / 2;
let mRaw = (simplex.noise2D(this.position.x * scale * 1.5, this.position.y * scale * 1.5) + 1) / 2;
if (eRaw < 0.25) this.biome = Biome.WATER_DEEP;
else if (eRaw < 0.3) this.biome = Biome.WATER_SHALLOW;
else if (eRaw < 0.32) this.biome = Biome.SWAMP;
else if (eRaw < 0.35) this.biome = Biome.BEACH;
else if (eRaw > 0.85) this.biome = Biome.SNOWMOUNTAIN;
else if (eRaw > 0.75) this.biome = Biome.MOUNTAIN;
else {
if (tRaw < 0.3) this.biome = Biome.DESERT;
else if (tRaw > 0.6) this.biome = (mRaw > 0.7) ? Biome.ENCHANTED_FOREST : Biome.FOREST;
else this.biome = Biome.GRASSLAND;
}
}
setDesign(ctx){
if (!this.biome || this.visibility === 0) return;
const screenPos = this.position.cartToIso();
const elevationHeight = this.position.h * ELEVATION_STEP;
ctx.save();
ctx.translate(screenPos.x, screenPos.y - elevationHeight);
const baseColor = this.biome.summerColor;
const shadowColor = shadeColor(baseColor, -30);
// Draw tile faces
ctx.fillStyle = shadowColor;
ctx.beginPath();
ctx.moveTo(0, TILE_HEIGHT); ctx.lineTo(TILE_WIDTH / 2, TILE_HEIGHT / 2); ctx.lineTo(TILE_WIDTH / 2, TILE_HEIGHT / 2 + elevationHeight); ctx.lineTo(0, TILE_HEIGHT + elevationHeight);
ctx.closePath();
ctx.fill();
ctx.fillStyle = shadeColor(shadowColor, -10);
ctx.beginPath();
ctx.moveTo(0, TILE_HEIGHT); ctx.lineTo(-TILE_WIDTH / 2, TILE_HEIGHT / 2); ctx.lineTo(-TILE_WIDTH / 2, TILE_HEIGHT / 2 + elevationHeight); ctx.lineTo(0, TILE_HEIGHT + elevationHeight);
ctx.closePath();
ctx.fill();
// Draw top surface using a sprite if available
if (this.biome.sprite) {
this.biome.sprite.draw(ctx, -TILE_WIDTH / 2, 0);
} else {
ctx.fillStyle = baseColor;
ctx.beginPath();
ctx.moveTo(0, 0); ctx.lineTo(TILE_WIDTH / 2, TILE_HEIGHT / 2); ctx.lineTo(0, TILE_HEIGHT); ctx.lineTo(-TILE_WIDTH / 2, TILE_HEIGHT / 2);
ctx.closePath();
ctx.fill();
}
// Draw features if fully visible
if(this.visibility === 2) {
if (this.biome === Biome.FOREST && forestSVG) {
ctx.drawImage(forestSVG, -25, -25, 50, 50);
} else if (this.biome === Biome.ENCHANTED_FOREST && enchantedForestSVG) {
ctx.drawImage(enchantedForestSVG, -25, -25, 50, 50);
} else if (this.biome === Biome.SWAMP && swampSVG) {
ctx.drawImage(swampSVG, -25, -5, 50, 30);
}
if (this.structure ) {
this.structure.setDesign(ctx);
}
}
// Draw fog overlay if seen but not currently visible
if (this.visibility === 1) {
ctx.fillStyle = 'rgba(0,0,0,0.5)';
ctx.beginPath();
ctx.moveTo(0, 0); ctx.lineTo(TILE_WIDTH / 2, TILE_HEIGHT / 2); ctx.lineTo(0, TILE_HEIGHT); ctx.lineTo(-TILE_WIDTH / 2, TILE_HEIGHT / 2);
ctx.closePath();
ctx.fill();
}
ctx.restore();
}
setElevation(){
if (!this.biome) return;
this.position.h = Math.floor(Math.random() * (this.biome.maxElevation - this.biome.minElevation+ 1) + this.biome.minElevation);
}
setStructure(){
var rand = seededRandom(this.position.x * 13 + this.position.y * 59);
var structureChance = rand();
if (structureChance < 0.01 && this.biome.acceptStructure) {
this.structure=new structure(this.position);
}
}
}
class Map {
constructor(size) {
this.size = size;
this.tiles = [];
this.initializeMap();
}
initializeMap(){
console.time('Map Generation');
this.tiles = Array(this.size).fill(null).map((_, y) => Array(this.size).fill(null).map((_, x) => new Tile(x, y)));
console.timeEnd('Map Generation');
}
}
class Time {
constructor() {
this.year = 812;
this.month = 1;
this.day = 13;
this.season = 'winter';
this.hour = 12;
this.daylight = true;
this.minute=2
}
tick(){
this.minute=(this.minute+1) % 60
if (this.minute==0) this.hour=(this.hour+1) % 24
if (this.hour==0 && this.minute == 0) this.day=(this.day+1) % 31;
if (this.day==1 && this.hour == 0 && this.minute == 0) this.month=(this.month+1) % 13;
if (this.month==1 && this.day == 1 && this.hour == 0 && this.minute == 0) this.year++;
const timeStr = `${this.hour.toString().padStart(2, '0')}:${this.minute.toString().padStart(2, '0')}`;
document.getElementById('time-display').textContent = `Jour ${this.day}, ${timeStr}`;
document.getElementById('season-display').textContent = this.season;
}
setDesign(ctx){
let overlayColor = 'rgba(0,0,0,0)';
let opacity = 0;
if (this.hour >= 20 || this.hour < 6) {
opacity = 0.5;
} else if (this.hour >= 18) {
opacity = 0.3 * ( (this.hour - 18) / 2 );
} else if (this.hour < 8) {
opacity = 0.3 * ( (8 - this.hour) / 2 );
}
if (opacity > 0) {
ctx.fillStyle = '#000033';
ctx.globalAlpha = opacity;
ctx.fillRect(0, 0, canvas.width, canvas.height);
ctx.globalAlpha = 1.0;
}
}
}
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 = race.luck;
}
}
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;
}
}
class Npc {
constructor(job,creature,settlement,equipments) {
this.job = job;
this.tile = creature.tile;
this.settlement = settlement;
this.lastMoveTime = 0;
this.moveCooldown = 3000 + Math.random() * 4000;
//f (!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);
}
};
}
update(currentTime, gameMap) {
if (currentTime - this.lastMoveTime > this.moveCooldown) {
this.move(gameMap);
this.lastMoveTime = currentTime;
}
}
move(gameMap) {
const wanderRadius = 3;
const possibleMoves = [];
for (let y = -wanderRadius; y <= wanderRadius; y++) {
for (let x = -wanderRadius; x <= wanderRadius; x++) {
const newX = this.settlement.position.x + x;
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.movements.includes('walk') && !targetTile.structure) {
possibleMoves.push(targetTile);
}
}
}
}
if(possibleMoves.length > 0) {
this.tile = possibleMoves[Math.floor(Math.random() * possibleMoves.length)];
}
}
setDesign(ctx) {
if (!this.tile || this.tile.visibility !== 2) return;
const screenPos = this.tile.position.cartToIso();
const elevationHeight = this.tile.position.h * ELEVATION_STEP;
ctx.save();
ctx.translate(screenPos.x, screenPos.y - elevationHeight);
ctx.drawImage(npcSVG, -25, -50, 50, 60);
ctx.restore();
}
interact() {
const dialogue = this.type.dialogues[Math.floor(Math.random() * this.type.dialogues.length)];
return { name: this.job.name, text: dialogue };
}
}
class Player {
constructor(creature,equipments) {
this.creature=creature;
this.equipments=equipments;
}
get position() {
return this.creature.tile.position;
}
setDesign(ctx) {
const tile = this.creature.tile
if(!tile) return;
const screenPos = tile.position.cartToIso();
const elevationHeight = tile.position.h * ELEVATION_STEP;
ctx.save();
ctx.translate(screenPos.x, screenPos.y - elevationHeight);
if (playerSVG) {
ctx.drawImage(playerSVG, -25, -50, 50, 60);
} else {
ctx.fillStyle = '#E53E3E'; ctx.beginPath(); ctx.arc(0, TILE_HEIGHT / 2 - 6, 8, 0, Math.PI * 2); ctx.fill();
}
ctx.restore();
}
move(dx, dy, gameMap) {
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.creature.tile = targetTile;
}
}
}
}
class World {
constructor(name) {
this.name = name;
this.map = new Map(200);
this.currentTime=new Time();
this.animals = [];
this.npcs = [];
this.spawnEntities();
}
spawnEntities() {
console.time('Entity Spawning');
for (let y = 0; y < this.map.size; y++) {
for (let x = 0; x < this.map.size; x++) {
const tile = this.map.tiles[y][x];
// Spawn NPCs in structures
if(tile.structure) {
const structureType = tile.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++) {
this.npcs.push(new Npc(job,new Creature(job.name,null,1,null,null,tile,'HUMAN',null,10,null),tile,null ));
}
}
// Spawn Animals
if (tile.biome) {
for (const key in ANIMAL_TYPES) {
const animalType = ANIMAL_TYPES[key];
if (animalType.biomes.includes(tile.biome) && Math.random() < animalType.spawnChance) {
if(animalType.movementClass === 'ground' && tile.biome.movements.includes('walk')) {
this.animals.push(new Animal(animalType, tile));
} else if (animalType.movementClass === 'fly') {
this.animals.push(new Animal(animalType, tile));
}
}
}
}
}
}
console.log(`Spawned ${this.animals.length} animals and ${this.npcs.length} NPCs.`);
console.timeEnd('Entity Spawning');
}
}
class Camera {
constructor(x=0,y=0,canvas) {
this.x=x;
this.y=y;
this.canvas = canvas;
}
setCamera(position) {
var target = position.cartToIso();
var perspective = position.h * ELEVATION_STEP;
this.x = this.canvas.width / 2 - target.x;
this.y = this.canvas.height / 2 - (target.y - perspective);
}
}
class Session {
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.update(currentTime);
this.setDesign();
requestAnimationFrame(this.loop);
}
update(currentTime) {
this.handleMovement(currentTime);
this.updateVisibility();
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.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.position.x;
const py = this.player.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.movements.includes('walk') );
this.player = new Player(new Creature('player',new Attributes(RACE.HUMAN),1,null,null,this.world.map.tiles[spawnY][spawnX],'human',RACE.HUMAN,10,null),);
this.updateVisibility();
}
setControls() {
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; });
}
}
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.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.player.position.x;
const py = this.player.position.y;
let targetNpc = null;
for (const npc of this.world.npcs) {
const dx = Math.abs(npc.tile.position.x - px);
const dy = Math.abs(npc.tile.position.y - py);
if (dx <= 1 && dy <= 1) { // Check adjacent tiles
targetNpc = npc;
break;
}
}
if(targetNpc) {
const dialogueData = targetNpc.interact();
this.showDialogue(dialogueData.name, dialogueData.text);
}
}
showDialogue(name, text) {
const dialogueBox = document.getElementById('dialogue-box');
document.getElementById('dialogue-name').textContent = name;
document.getElementById('dialogue-text').textContent = text;
dialogueBox.classList.remove('hidden');
this.isDialogueActive = true;
}
hideDialogue() {
document.getElementById('dialogue-box').classList.add('hidden');
this.isDialogueActive = false;
}
}
const controls = { up: false, down: false, left: false, right: false };
const simplex = new SimplexNoise();
let lastMoveTime = 0;
const canvas = document.getElementById('gameCanvas');
const ctx = canvas.getContext('2d');
const loadingScreen = document.getElementById('loading');
const TILE_WIDTH = 64;
const TILE_HEIGHT = 32;
const ELEVATION_STEP = TILE_HEIGHT / 4;
const VISION_RADIUS = 8;
function seededRandom(seed) {
let s = seed;
return () => { s = (s * 9301 + 49297) % 233280; return s / 233280.0; };
}
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 drawGrasslandFrame(ctx, frame, width, height) {
const PIXEL_SCALE = 2;
const colors = ['#6A994E', '#588142', '#A5A450'];
ctx.fillStyle = colors[1];
ctx.beginPath();
ctx.moveTo(width / 2, 0); ctx.lineTo(width, height / 2); ctx.lineTo(width / 2, height); ctx.lineTo(0, height / 2);
ctx.closePath();
ctx.fill();
for (let i = 0; i < 150; i++) {
const x = Math.random() * width;
const y = (Math.random() * height / 2) + height / 4;
const dx = Math.abs(x - width / 2);
const dy = Math.abs(y - height / 2);
if (dx / (width / 2) + dy / (height / 2) > 1) continue;
const wave = Math.sin(x / 5 + frame * Math.PI / 2) * PIXEL_SCALE;
ctx.fillStyle = colors[i % 2];
ctx.fillRect(x + wave, y - PIXEL_SCALE, PIXEL_SCALE, PIXEL_SCALE);
}
}
function drawWaterFrame(ctx, frame, width, height) {
const colors = ['#5A8AB8', '#4A7AA8', '#97aabdff'];
ctx.fillStyle = colors[0];
ctx.beginPath();
ctx.moveTo(width / 2, 0); ctx.lineTo(width, height / 2); ctx.lineTo(width / 2, height); ctx.lineTo(0, height / 2);
ctx.closePath();
ctx.fill();
for (let i = 0; i < 3; i++) {
ctx.strokeStyle = colors[1];
ctx.lineWidth = 1;
ctx.beginPath();
const startY = (height / 4) * (i + 1);
const offset = (frame * 0.2) + i * 2;
ctx.moveTo(0, startY + Math.sin(offset) * 2);
for (let x = 0; x < width; x++) {
const y = startY + Math.sin(x * 0.15 + offset) * 2;
if (Math.abs(x - width / 2) / (width / 2) + Math.abs(y - height / 2) / (height / 2) < 1) {
ctx.lineTo(x, y);
}
}
ctx.stroke();
}
}
function drawDeepWaterFrame(ctx, frame, width, height) {
const colors = ['#3D5A80', '#2A4A6D', '#1A202C'];
ctx.fillStyle = colors[0];
ctx.beginPath();
ctx.moveTo(width / 2, 0); ctx.lineTo(width, height / 2); ctx.lineTo(width / 2, height); ctx.lineTo(0, height / 2);
ctx.closePath();
ctx.fill();
for (let i = 0; i < 2; i++) {
ctx.strokeStyle = colors[1];
ctx.lineWidth = 2;
ctx.beginPath();
const startY = (height / 3) * (i + 1);
const offset = (frame * 0.1) + i * 3;
ctx.moveTo(0, startY + Math.sin(offset) * 1.5);
for (let x = 0; x < width; x++) {
const y = startY + Math.sin(x * 0.1 + offset) * 1.5;
if (Math.abs(x - width / 2) / (width / 2) + Math.abs(y - height / 2) / (height / 2) < 1) {
ctx.lineTo(x, y);
}
}
ctx.stroke();
}
}
function drawMountainFrame(ctx, frame, width, height) {
const colors = ['#A9A9A9', '#808080', '#696969'];
ctx.fillStyle = colors[0];
ctx.beginPath();
ctx.moveTo(width / 2, 0); ctx.lineTo(width, height / 2); ctx.lineTo(width / 2, height); ctx.lineTo(0, height / 2);
ctx.closePath();
ctx.fill();
for (let i = 0; i < 70; i++) {
const x = Math.random() * width;
const y = Math.random() * height;
if (Math.abs(x - width / 2) / (width / 2) + Math.abs(y - height / 2) / (height / 2) > 1) continue;
const w = 2 + Math.random() * 4;
const h = 2 + Math.random() * 4;
ctx.fillStyle = colors[1 + Math.floor(Math.random() * 2)];
ctx.fillRect(x - w / 2, y - h / 2, w, h);
}
}
function drawSwampFrame(ctx, frame, width, height) {
const colors = ['#526044', '#36402D', '#6A994E'];
ctx.fillStyle = colors[1];
ctx.beginPath();
ctx.moveTo(width / 2, 0); ctx.lineTo(width, height / 2); ctx.lineTo(width / 2, height); ctx.lineTo(0, height / 2);
ctx.closePath();
ctx.fill();
for (let i = 0; i < 3; i++) {
ctx.strokeStyle = colors[0];
ctx.lineWidth = 1;
ctx.beginPath();
const startY = (height / 4) * (i + 1);
const offset = (frame * 0.05) + i * 2.5;
ctx.moveTo(0, startY + Math.sin(offset) * 1);
for (let x = 0; x < width; x++) {
const y = startY + Math.sin(x * 0.1 + offset) * 1;
if (Math.abs(x - width / 2) / (width / 2) + Math.abs(y - height / 2) / (height / 2) < 1) {
ctx.lineTo(x, y);
}
}
ctx.stroke();
}
}
function drawBeachFrame(ctx, frame, width, height) {
const colors = ['#E9D9A1', '#D4C092', '#FFFFFF'];
ctx.fillStyle = colors[0];
ctx.beginPath();
ctx.moveTo(width / 2, 0); ctx.lineTo(width, height / 2); ctx.lineTo(width / 2, height); ctx.lineTo(0, height / 2);
ctx.closePath();
ctx.fill();
for (let i = 0; i < 10; i++) {
const x = Math.random() * width;
const y = Math.random() * height;
if (Math.abs(x - width / 2) / (width / 2) + Math.abs(y - height / 2) / (height / 2) > 0.9) continue;
ctx.fillStyle = colors[2];
ctx.fillRect(x, y, 1, 1);
}
}
function loadSvgAsImage(gElement) {
return new Promise((resolve, reject) => {
if (!gElement) return reject(new Error("SVG <g> element not found."));
const viewBox = gElement.getAttribute('viewBox') || '0 0 100 100';
const svg = document.createElementNS('http://www.w3.org/2000/svg', 'svg');
svg.setAttribute('viewBox', viewBox);
const defs = document.querySelector('svg > defs');
if (defs) svg.appendChild(defs.cloneNode(true));
svg.appendChild(gElement.cloneNode(true));
const svgString = new XMLSerializer().serializeToString(svg);
const url = URL.createObjectURL(new Blob([svgString], { type: "image/svg+xml;charset=utf-8" }));
const img = new Image();
img.onload = () => { URL.revokeObjectURL(url); resolve(img); };
img.onerror = (err) => { URL.revokeObjectURL(url); reject(err); };
img.src = url;
});
}
async function initializeGame() {
canvas.width = canvas.parentElement.clientWidth;
canvas.height = canvas.parentElement.clientHeight;
try {
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'];
const assetElements = assetIds.map(id => document.getElementById(id));
[forestSVG, villageSVG, citySVG, playerSVG, enchantedForestSVG, swampSVG, wolfPackSVG, boarSVG, birdSVG, farmSVG, campSVG, npcSVG,houseSVG,cultSVG,marketSVG,mineSVG] = await Promise.all(
assetElements.map(el => loadSvgAsImage(el))
);
console.log("All assets loaded.");
let session = new Session();
loadingScreen.style.display = 'none';
session.loop();
} catch (error) {
console.error("Failed to load assets:", error);
loadingScreen.innerHTML = "Error loading assets. Please refresh.";
}
}
initializeGame();
});