/
favrl.js
418 lines (369 loc) · 10.4 KB
/
favrl.js
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// favRL by Norgg, MIT licensed, but would love a shout on Twitter @Norgg if you use this for whatever reason.
// Jam code, sorry for lack of comments.
/**** Sprites ****/
var m = [0,0,9]; // magic
var _ = [9,0,0]; // health
var floor_sprite = [
9,9,9,
9,9,9,
9,9,9
];
var dark_floor_sprite = [
5,5,5,
5,5,5,
5,5,5
];
var unseen_sprite = [
0,0,0,
0,0,0,
0,0,0
];
var human_sprite = [
2,4,2,
$,2,$,
2,$,2
];
var badman_sprite = [
4,2,4,
$,4,$,
4,$,4
];
var wall_sprite = [
3,3,3,
3,3,3,
3,3,3
];
var beast_sprite = [
$,$,5,
3,3,3,
3,$,3
];
var blob_sprite = [
$,2,$,
2,1,2,
0,0,0
];
var treasure_sprite = [
7,8,7,
7,$,7,
7,7,7
];
var mp_pot_sprite = [
7,m,7,
7,m,7,
7,7,7
];
var hp_pot_sprite = [
7,_,7,
7,_,7,
7,7,7
];
var portal_sprite = [
$,5,$,
5,1,5,
5,1,5
];
var stair_up_sprite = [
$,$,1,
$,3,3,
5,5,5
];
var stair_down_sprite = [
8,2,2,
5,5,2,
3,3,3
];
var selected_sprite = [
5,5,5,5,5,
5,5,5,5,5,
5,5,5,5,5,
5,5,5,5,5,
5,5,5,5,5
];
var skull_sprite = [
0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,
0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,
0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,
0,0,0,0,9,9,9,0,0,9,9,9,0,0,0,0,
0,0,0,9,9,9,9,0,0,9,9,9,9,0,0,0,
0,0,0,9,9,9,0,0,0,0,9,9,9,0,0,0,
0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,
0,0,0,0,0,0,0,9,9,0,0,0,0,0,0,0,
0,0,0,0,0,0,9,9,9,9,0,0,0,0,0,0,
0,0,0,0,0,0,9,9,9,9,0,0,0,0,0,0,
0,0,0,0,0,0,9,0,0,9,0,0,0,0,0,0,
0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,
0,0,0,0,9,9,9,9,9,9,9,9,0,0,0,0,
0,0,0,9,9,9,9,9,9,9,9,9,9,0,0,0,
0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,
0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0
];
var win_sprite = [
0,7,0,0,0,0,8,0,0,0,0,0,0,9,9,9,
0,0,0,9,0,0,0,0,0,0,9,0,0,9,9,9,
0,0,0,0,0,0,0,7,0,0,0,0,0,0,9,9,
0,8,0,7,8,7,0,0,0,0,0,0,7,0,0,0,
0,0,0,7,0,7,0,5,5,5,0,0,0,0,9,0,
0,0,0,7,7,7,0,5,5,5,0,0,9,0,0,0,
9,0,0,0,9,0,0,5,5,5,0,0,9,0,0,0,
0,0,7,0,9,9,9,9,9,9,9,9,9,0,0,8,
0,0,0,0,0,0,0,9,9,9,0,0,0,0,0,0,
0,0,0,9,0,0,0,9,9,9,0,0,0,9,0,0,
9,0,0,0,0,8,0,9,9,9,0,8,0,0,0,0,
0,0,8,0,0,0,0,9,0,9,0,0,0,0,7,0,
0,0,0,0,0,0,9,9,0,9,9,0,0,0,0,0,
0,0,6,6,6,6,6,6,6,6,6,6,6,6,0,0,
0,5,5,5,5,5,5,5,5,5,5,5,5,5,5,0,
4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4
];
/**** Setup ****/
function setup() {
//ROT.RNG.setSeed(1341);
window.W = 5;
window.H = 5;
window.INVW = 3;
window.INVH = 3;
window.small_canvas = document.createElement('canvas');
small_canvas.width = small_canvas.height = 16;
window.small_ctx = small_canvas.getContext("2d");
window.canvas = document.createElement('canvas');
canvas.width = canvas.height = 128;
window.ctx = canvas.getContext("2d");
ctx.scale(canvas.width/small_canvas.width, canvas.height/small_canvas.height);
window.bmp = null
restart();
}
function restart() {
window.player = new Thing(0, 0, human_sprite);
player.player = true;
player.hp = 5;
player.maxhp = 5;
player.mp = 3;
player.maxmp = 8;
window.tick = 0;
window.numlevels = 10;
window.levels = [];
for (var i = 0; i < numlevels; i++) {
levels.push(new Level(i));
}
levels[0].checkfov();
render();
}
/**** Rendering ****/
function draw_pixel(idx, c) {
if (c != $) {
if (c.length) {
bmp.data[idx] = c[0]*28;
bmp.data[idx+1] = c[1]*28;
bmp.data[idx+2] = c[2]*28;
bmp.data[idx+3] = 255;
} else {
bmp.data[idx] = bmp.data[idx+1] = bmp.data[idx+2] = c*28;
bmp.data[idx+3] = 255;
}
}
}
function draw_sprite(sprite, x, y, filter) {
if (!filter) {
filter = function(px) { return px; };
}
for (var i = 0; i < 3; i++) {
for (var j = 0; j < 3; j++) {
var idx = ((x*3+i) + (y*3+j) * 16) * 4;
draw_pixel(idx, filter(sprite[i+j*3]));
}
}
}
function draw_inventory_sprite(sprite, x, y, selected) {
if (selected) {
for (var i = 0; i < 5; i++) {
for (var j = 0; j < 5; j++) {
var idx = ((x*5+i) + (y*5+j) * 16) * 4;
draw_pixel(idx, selected_sprite[i+j*5]);
}
}
}
for (var i = 0; i < 3; i++) {
for (var j = 0; j < 3; j++) {
var idx = ((x*5+i+1) + (y*5+j+1) * 16) * 4;
draw_pixel(idx, sprite[i+j*3]);
}
}
}
function draw_big_sprite(sprite) {
for (var i = 0; i < 16; i++) {
for (var j = 0; j < 16; j++) {
var idx = (i + j*16) * 4;
draw_pixel(idx, sprite[i+j*16]);
}
}
}
function draw_health() {
var idx = (15 + (player.maxhp) * 16) * 4;
draw_pixel(idx, 0);
for (var i = 0; i < player.hp; i++) {
var idx = (15 + i * 16) * 4;
draw_pixel(idx, _);
}
var idx = (player.maxmp + (15 * 16)) * 4;
draw_pixel(idx, 0);
for (var i = 0; i < player.mp; i++) {
var idx = (i + 15 * 16) * 4;
draw_pixel(idx, m);
}
}
function clear_screen() {
for (var i = 0; i < 16; i++) {
for (var j = 0; j < 16; j++) {
var idx = (i + j * 16) * 4;
bmp.data[idx] = bmp.data[idx+1] = bmp.data[idx+2] = 255;
bmp.data[idx+3] = 255;
}
}
}
function render() {
small_ctx.webkitImageSmoothingEnabled = small_ctx.mozImageSmoothingEnabled = small_ctx.imageSmoothingEnabled = false;
ctx.webkitImageSmoothingEnabled = ctx.mozImageSmoothingEnabled = ctx.imageSmoothingEnabled = false;
bmp = small_ctx.createImageData(16, 16);
clear_screen();
if (player.won) {
draw_big_sprite(win_sprite);
} else if (player.dead) {
draw_big_sprite(skull_sprite);
} else if (player.in_inventory) {
for (var i = 0; i < player.inventory.length; i++) {
var thing = player.inventory[i];
var invx = i%INVW;
var invy = Math.floor(i/INVW);
var selected = (player.selected[0] == invx) && (player.selected[1] == invy)
draw_inventory_sprite(thing.sprite, invx, invy, selected);
}
draw_health();
} else {
for (var i = 0; i < W; i++) {
for (var j = 0; j < H; j++) {
if (player.level.map[i][j].seen) {
if (player.level.map[i][j].lit) {
draw_sprite(floor_sprite, i, j);
} else {
draw_sprite(dark_floor_sprite, i, j);
}
for (var t = 0; t < player.level.map[i][j].length; t++) {
var thing = player.level.map[i][j][t];
if (player.level.map[i][j].lit || !thing.enemy) {
var filter = undefined;
if (thing.hurt) {
filter = function(px) {
if (px == $) {
return px;
} else if (px.length) {
return [px[0]+2, px[1], px[2]];
} else {
return [6, px, px];
}
}
}
draw_sprite(thing.sprite, i, j, filter);
}
}
} else {
draw_sprite(unseen_sprite, i, j);
}
}
}
draw_health();
}
small_ctx.putImageData(bmp, 0, 0);
ctx.drawImage(small_canvas, 0, 0);
var fav = $('<link rel="shortcut icon" type="image/png">');
fav.attr('href', small_canvas.toDataURL('image/png'));
$('head').append(fav);
}
/**** Input ****/
$(window).keydown(function(evt) {
//evt.preventDefault();
if (evt.keyCode == 82) { // R
restart();
return;
}
if (player.dead || player.won) return;
var moved = false;
if (evt.keyCode == 87 || evt.keyCode == 75 || evt.keyCode == 38) { // W|K|Up
if (player.in_inventory) {
player.inventory_select(0, -1);
} else {
moved = player.move(0, -1);
}
} else if (evt.keyCode == 83 || evt.keyCode == 74 || evt.keyCode == 40) { // S|J|Down
if (player.in_inventory) {
player.inventory_select(0, 1);
} else {
moved = player.move(0, 1);
}
} else if (evt.keyCode == 65 || evt.keyCode == 72 || evt.keyCode == 37) { // A|H|Left
if (player.in_inventory) {
player.inventory_select(-1, 0);
} else {
moved = player.move(-1, 0);
}
} else if (evt.keyCode == 68 || evt.keyCode == 76 || evt.keyCode == 39) { // D|L|Right
if (player.in_inventory) {
player.inventory_select(1, 0);
} else {
moved = player.move(1, 0);
}
} else if (evt.keyCode == 32) { // Space
if (player.in_inventory) {
moved = player.use_selected();
} else {
moved = player.act();
}
} else if (evt.keyCode == 77) { // M
if (!player.in_inventory) {
moved = player.magic();
}
} else if (evt.keyCode == 78) { // N
if (!player.in_inventory) {
moved = true;
}
} else if (evt.keyCode == 73) { // I
player.in_inventory = !player.in_inventory;
} else {
//console.log(evt.keyCode);
}
if (moved) {
player.hurt = false;
tick++;
for (var i = 0; i < levels.length; i++) {
levels[i].update();
}
}
render();
for (var i = 0; i < player.level.map.length; i++) {
for (var j = 0; j < player.level.map.length; j++) {
for (var t = 0; t < player.level.map[i][j].length; t++) {
var thing = player.level.map[i][j][t];
if (thing.hurt) thing.hurt = false;
}
}
}
});
/**** Onload ****/
$(function() {
$('#toosmall').click(function(evt) {
evt.preventDefault();
if (!$('canvas').length) {
$('#toosmallp').append("<p><b>FINE</b>.</p>");
$('#toosmallp').append(canvas);
}
});
$('#hints').click(function(evt) {
evt.preventDefault();
$('#hintsul').toggle(50);
});
$('#thx').click(function(evt) {
evt.preventDefault();
$('#thxspan').toggle(50);
});
setup();
});