1299 lines
51 KiB
JavaScript
1299 lines
51 KiB
JavaScript
document.addEventListener('DOMContentLoaded', () => {
|
|
const BIOME_TYPE = {
|
|
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 = {
|
|
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 } },
|
|
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 } },
|
|
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 },
|
|
};
|
|
|
|
// --- 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 Biome {
|
|
constructor() {
|
|
this.type=null;
|
|
}
|
|
setType(position){
|
|
let scale = 0.05;
|
|
let eRaw = (simplex.noise2D(position.x * scale, position.y * scale) + 1) / 2;
|
|
let tRaw = (simplex.noise2D(position.x * scale * 0.8, position.y * scale * 0.8) + 1) / 2;
|
|
let mRaw = (simplex.noise2D(position.x * scale * 1.5, position.y * scale * 1.5) + 1) / 2;
|
|
if (eRaw < 0.25) this.type = BIOME_TYPE.WATER_DEEP;
|
|
else if (eRaw < 0.3) this.type = BIOME_TYPE.WATER_SHALLOW;
|
|
else if (eRaw < 0.32) this.type = BIOME_TYPE.SWAMP;
|
|
else if (eRaw < 0.35) this.type = BIOME_TYPE.BEACH;
|
|
else if (eRaw > 0.85) this.type = BIOME_TYPE.SNOWMOUNTAIN;
|
|
else if (eRaw > 0.75) this.type = BIOME_TYPE.MOUNTAIN;
|
|
else {
|
|
if (tRaw < 0.3) this.type = BIOME_TYPE.DESERT;
|
|
else if (tRaw > 0.6) this.type = (mRaw > 0.7) ? BIOME_TYPE.ENCHANTED_FOREST : BIOME_TYPE.FOREST;
|
|
else this.type = BIOME_TYPE.GRASSLAND;
|
|
}
|
|
};
|
|
setDesign(ctx, position){
|
|
const screenPos = position.cartToIso();
|
|
const elevationHeight = position.h * ELEVATION_STEP;
|
|
|
|
ctx.save();
|
|
ctx.translate(screenPos.x, screenPos.y - elevationHeight);
|
|
|
|
const baseColor = this.type.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();
|
|
}
|
|
if (this.type === BIOME_TYPE.FOREST && forestSVG) {
|
|
ctx.drawImage(forestSVG, -25, -25, 50, 50);
|
|
} else if (this.biome === BIOME_TYPE.ENCHANTED_FOREST && enchantedForestSVG) {
|
|
ctx.drawImage(enchantedForestSVG, -25, -25, 50, 50);
|
|
} else if (this.biome === BIOME_TYPE.SWAMP && swampSVG) {
|
|
ctx.drawImage(swampSVG, -25, -5, 50, 30);
|
|
}
|
|
};
|
|
}
|
|
class Tile {
|
|
|
|
constructor(x, y) {
|
|
this.position = new Position(x, y);
|
|
this.biome = null;
|
|
this.structure = null;
|
|
this.animal = null;
|
|
this.npc=[];
|
|
this.visibility = 0; // 0: Unseen, 1: Seen, 2: Visible
|
|
this.setBiome();
|
|
this.setElevation();
|
|
this.setStructure();
|
|
this.setEntity();
|
|
}
|
|
|
|
setBiome() {
|
|
this.biome=new Biome();
|
|
this.biome.setType(this.position);
|
|
}
|
|
|
|
setDesign(ctx){
|
|
if (!this.biome || this.visibility === 0) return;
|
|
|
|
this.biome.setDesign(ctx,this.position);
|
|
|
|
// Draw features if fully visible
|
|
if(this.visibility === 2) {
|
|
|
|
|
|
if (this.structure ) {
|
|
this.structure.setDesign(ctx);
|
|
}
|
|
if (this.animal ) {
|
|
this.animal.setDesign(ctx);
|
|
}
|
|
if (this.npc ) {
|
|
this.npc.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);
|
|
}
|
|
}
|
|
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++) {
|
|
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 = new Animal(animalType, 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,position,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.position=position;
|
|
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.type.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;
|
|
}
|
|
|
|
setDesign(ctx) {
|
|
const position = this.creature.position
|
|
if(!position) return;
|
|
|
|
const screenPos = position.cartToIso();
|
|
const elevationHeight = 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.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].position;
|
|
if (targetTile.biome && targetTile.biome.type.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;
|
|
}
|
|
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.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.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.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) {
|
|
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.setControls();
|
|
this.loop = this.loop.bind(this);
|
|
this.setInitial();
|
|
}
|
|
loop(currentTime) {
|
|
this.handleMovement(currentTime);
|
|
this.world.update(currentTime);
|
|
this.world.setDesign();
|
|
requestAnimationFrame(this.loop);
|
|
}
|
|
|
|
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].position,'human',RACE.HUMAN,10,null),);
|
|
this.world.updateVisibility(this.world.map.tiles[spawnY][spawnX].position);
|
|
}
|
|
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; });
|
|
}
|
|
}
|
|
|
|
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(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;
|
|
|
|
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_TYPE) {
|
|
if (BIOME_TYPE[key].design) { BIOME_TYPE[key].sprite = new Sprite(BIOME_TYPE[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();
|
|
});
|
|
|