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Room.js
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Room.js
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var Sburb = (function(Sburb){
///////////////////////////////////
//Room Class
///////////////////////////////////
//constructor
Sburb.Room = function(name,width,height){
this.name = name;
this.width = width;
this.height = height;
this.sprites = [];
this.effects = [];
this.walkables = [];
this.unwalkables = [];
this.motionPaths = [];
this.triggers = [];
this.walkableMap = null;
this.mapScale = 4;
}
Sburb.Room.prototype.mapData = null;
Sburb.Room.prototype.blockSize = 500;
//add an Effect to the room
Sburb.Room.prototype.addEffect = function(effect){
this.effects.push(effect);
}
//add a Trigger to the room
Sburb.Room.prototype.addTrigger = function(trigger){
this.triggers.push(trigger);
}
//add a Sprite to the room
Sburb.Room.prototype.addSprite = function(sprite){
if(!this.contains(sprite)){
this.sprites.push(sprite);
}
}
//remove a Sprite from the room
Sburb.Room.prototype.removeSprite = function(sprite){
var i;
for(i=0;i<this.sprites.length;i++){
if(this.sprites[i]==sprite){
this.sprites.splice(i,1);
return true;
}
}
return false;
}
//add a walkable to the room
Sburb.Room.prototype.addWalkable = function(path){
this.walkables.push(path);
}
//add an unwalkable to the room
Sburb.Room.prototype.addUnwalkable = function(path){
this.unwalkables.push(path);
}
//add a motionPath to the room
Sburb.Room.prototype.addMotionPath = function(path,xtox,xtoy,ytox,ytoy,dx,dy) {
var motionPath = new function (){
this.path = path;
this.xtox = xtox; this.xtoy = xtoy;
this.ytox = ytox; this.ytoy = ytoy;
this.dx = dx; this.dy = dy;
};
this.motionPaths.push(motionPath);
}
//remove a walkable from the room
Sburb.Room.prototype.removeWalkable = function(path){
this.walkables.splice(this.walkables.indexOf(path),1);
}
//remove an unwalkable to the room
Sburb.Room.prototype.removeUnwalkable = function(path){
this.unwalkables.splice(this.unwalkables.indexOf(path),1);
}
//remove a motionPath from the room
Sburb.Room.prototype.removeMotionPath = function(path) {
for(var i=0;i<this.motionPaths.length;i++){
var mpath = this.motionPaths[i];
if(mpath.name == path.name){
this.motionPaths.splice(i,1);
return;
}
}
}
//perform any intialization
Sburb.Room.prototype.enter = function(){
if(this.walkableMap){
var mapCanvas = Sburb.Map;
var drawWidth = mapCanvas.width = this.walkableMap.width;
var drawHeight = mapCanvas.height = this.walkableMap.height;
var ctx = mapCanvas.getContext("2d");
ctx.drawImage(this.walkableMap,0,0,drawWidth,drawHeight, 0,0,drawWidth,drawHeight);
this.mapData = ctx.getImageData(0,0,drawWidth,drawHeight).data;
/*this.mapData = new Uint8Array(drawWidth*drawHeight);
for(var x=0;x<drawWidth;x+=this.blockSize){
var width = Math.min(this.blockSize,drawWidth-x);
for(var y=0;y<drawHeight;y+=this.blockSize){
var height = Math.min(this.blockSize,drawHeight-y);
var data = ctx.getImageData(x,y,width,height).data;
for(var j=0;j<height;j++){
for(var i=0;i<width;i++){
this.mapData[x+i+(y+j)*drawWidth] = data[(i+j*width)*4];
}
}
}
}*/
}
}
//perform any exit activities necessary
Sburb.Room.prototype.exit = function(){
this.effects = [];
this.mapData = null;
}
//check if the room contains the sprite
Sburb.Room.prototype.contains = function(sprite){
for(var i=0;i<this.sprites.length;i++){
if(this.sprites[i]==sprite){
return true;
}
}
return false;
}
//update the room one frame
Sburb.Room.prototype.update = function(){
var i;
for(i=0;i<this.sprites.length;i++){
this.sprites[i].update(this);
}
for(i=this.effects.length-1;i>=0;i--){
if(this.effects[i].hasPlayed()){
this.effects.splice(i,1);
}else{
this.effects[i].update();
}
}
for(i=this.triggers.length-1;i>=0;i--){
if(this.triggers[i].tryToTrigger()){
this.triggers.splice(i,1);
}
}
}
//draw the room
Sburb.Room.prototype.draw = function(){
this.sortDepths();
for(var i=0;i<this.sprites.length;i++){
this.sprites[i].draw();
}
for(i=0;i<this.effects.length;i++){
this.effects[i].draw(0,0);
}
}
//sort the sprites by depth
Sburb.Room.prototype.sortDepths = function(){
//insertion sort?!?
var i,j;
for(i=1,j=1;i<this.sprites.length;i++,j=i){
var temp = this.sprites[j];
while(j>0 && temp.isBehind(this.sprites[j-1])){
this.sprites[j] = this.sprites[j-1]
j--;
}
this.sprites[j] = temp;
}
}
//query the room for an action based on actual collisions
Sburb.Room.prototype.queryActions = function(query,x,y){
var validActions = [];
for(var i=0;i<this.sprites.length;i++){
var sprite = this.sprites[i];
if(sprite!=query && sprite.hitsPoint(x,y)){
validActions = validActions.concat(sprite.getActions(query));
}
}
return validActions;
}
//query the room for an action based on visual collisions
Sburb.Room.prototype.queryActionsVisual = function(query,x,y){
var validActions = [];
for(var i=0;i<this.sprites.length;i++){
var sprite = this.sprites[i];
if(sprite.isVisuallyUnder(x,y)){
validActions = validActions.concat(sprite.getActions(query));
}
}
return validActions;
}
//check if the sprite is in bounds
Sburb.Room.prototype.isInBounds = function(sprite,dx,dy){
var queries = sprite.getBoundaryQueries(dx,dy);
var result = this.isInBoundsBatch(queries);
for(var point in result){
if(!result[point]){ // I'll let this lack of hasOwnProperty slide
return false;
}
}
return true;
}
//check if a series of points are in bounds
Sburb.Room.prototype.isInBoundsBatch = function(queries,results){
if(typeof results != "object"){
results = {};
for(var queryName in queries){
if(!queries.hasOwnProperty(queryName)) continue;
results[queryName] = false;
}
}
if(this.walkableMap){
for(var query in queries){
if(!queries.hasOwnProperty(query)) continue;
var pt = queries[query];
var data = this.mapData;
var width = this.walkableMap.width;
var height = this.walkableMap.height;
if(pt.x<0 || pt.x>width*this.mapScale || pt.y<0 || pt.y>height*this.mapScale){
results[query] = false;
}else{
var imgPt = (Math.round(pt.x/this.mapScale)+Math.round(pt.y/this.mapScale)*width)*4;
results[query] = !!data[imgPt];
}
}
}
for(var i=0;i<this.walkables.length;i++){
this.walkables[i].queryBatchPos(queries,results);
}
for(var i=0;i<this.unwalkables.length;i++){
this.unwalkables[i].queryBatchNeg(queries,results);
}
return results;
}
//get the move function
Sburb.Room.prototype.getMoveFunction = function(sprite) {
var motionPath = this.getMotionPath(sprite);
if(motionPath){
return function(ax, ay) {
var fx,fy;
fx = (ax*motionPath.xtox + ay*motionPath.ytox + motionPath.dx);
fy = (ax*motionPath.xtoy + ay*motionPath.ytoy + motionPath.dy);
return {x:fx,y:fy};
};
}
}
Sburb.Room.prototype.getInverseMoveFunction = function(sprite){
var motionPath = this.getMotionPath(sprite);
if(motionPath){
return function(ax, ay) {
ax -= motionPath.dx;
ay -= motionPath.dy;
var fx,fy;
var det = motionPath.xtox*motionPath.ytoy - motionPath.xtoy*motionPath.ytox;
if(det){
fx = (ax*motionPath.ytoy - ay*motionPath.ytox)/det;
fy = (-ax*motionPath.xtoy + ay*motionPath.xtox)/det;
return {x:fx,y:fy};
}else{
//there is no inverse
return {x:0, y:0};
}
};
}
}
Sburb.Room.prototype.getMotionPath = function(sprite){
for(i=0; i<this.motionPaths.length; i++) {
var motionPath = this.motionPaths[i];
if( motionPath.path.query(sprite)) {
return motionPath;
}
}
return null;
}
//check if a sprite collides with anything
Sburb.Room.prototype.collides = function(sprite,dx,dy){
for(var i=0;i<this.sprites.length;i++){
var theSprite = this.sprites[i];
if(theSprite.collidable && sprite!=theSprite){
if( sprite.collides(theSprite,dx,dy)){
return theSprite;
}
}
}
return null;
}
//serialize the room to XML
Sburb.Room.prototype.serialize = function(output){
output = output.concat("\n<room name='"+this.name+
"' width='"+this.width+
"' height='"+this.height+
(this.walkableMap?("' walkableMap='"+this.walkableMap.name):"")+
(this.mapScale!=4?("' mapScale='"+this.mapScale):"")+
"' >");
output = output.concat("\n<paths>");
for(var i=0;i<this.walkables.length;i++){
var walkable = this.walkables[i];
output = output.concat("\n<walkable path='"+walkable.name+"'/>");
}
for(var i=0;i<this.unwalkables.length;i++){
var unwalkable = this.unwalkables[i];
output = output.concat("\n<unwalkable path='"+unwalkable.name+"'/>");
}
for(var i=0;i<this.motionPaths.length;i++){
var motionPath = this.motionPaths[i];
output = output.concat("\n<motionpath path='"+motionPath.path.name+"' xtox='"+motionPath.xtox+"' xtoy='"+motionPath.xtoy+
"' ytox='"+motionPath.ytox+"' ytoy='"+motionPath.ytoy+"' dx='"+motionPath.dx+"' dy='"+motionPath.dy+"'/>");
}
output = output.concat("\n</paths>");
output = output.concat("\n<triggers>");
for(var i=0;i<this.triggers.length;i++){
output = this.triggers[i].serialize(output);
}
output = output.concat("\n</triggers>");
for(var i=0; i < this.sprites.length; i++){
output = this.sprites[i].serialize(output);
}
output = output.concat("\n</room>");
return output;
}
///////////////////////////////////////////////
//Related Utility Functions
///////////////////////////////////////////////
//parse a room from XML
Sburb.parseRoom = function(roomNode, assetFolder, spriteFolder) {
var attributes = roomNode.attributes;
var newRoom = new Sburb.Room(attributes.getNamedItem("name").value,
attributes.getNamedItem("width")?parseInt(attributes.getNamedItem("width").value):0,
attributes.getNamedItem("height")?parseInt(attributes.getNamedItem("height").value):0);
var mapScale = attributes.getNamedItem("mapScale");
if(mapScale){
newRoom.mapScale = parseInt(mapScale.value);
}
var walkableMap = attributes.getNamedItem("walkableMap");
if(walkableMap){
newRoom.walkableMap = assetFolder[walkableMap.value];
if(!newRoom.width){
newRoom.width = newRoom.walkableMap.width*newRoom.mapScale;
}
if(!newRoom.height){
newRoom.height = newRoom.walkableMap.height*newRoom.mapScale;
}
}
Sburb.serialLoadRoomSprites(newRoom,roomNode.getElementsByTagName("sprite"), spriteFolder);
Sburb.serialLoadRoomSprites(newRoom,roomNode.getElementsByTagName("character"), spriteFolder);
Sburb.serialLoadRoomSprites(newRoom,roomNode.getElementsByTagName("fighter"), spriteFolder);
var paths = roomNode.getElementsByTagName("paths");
if(paths.length>0){
Sburb.serialLoadRoomPaths(newRoom, paths, assetFolder);
}
var triggers = roomNode.getElementsByTagName("triggers")
if(triggers.length>0){
Sburb.serialLoadRoomTriggers(newRoom,triggers,spriteFolder);
}
return newRoom;
}
return Sburb;
})(Sburb || {});
(function() {
try {
var a = new Uint8Array(1);
return; //no need
} catch(e) { }
function subarray(start, end) {
return this.slice(start, end);
}
function set_(array, offset) {
if (arguments.length < 2) offset = 0;
for (var i = 0, n = array.length; i < n; ++i, ++offset)
this[offset] = array[i] & 0xFF;
}
// we need typed arrays
function TypedArray(arg1) {
var result;
if (typeof arg1 === "number") {
result = new Array(arg1);
for (var i = 0; i < arg1; ++i)
result[i] = 0;
} else
result = arg1.slice(0);
result.subarray = subarray;
result.buffer = result;
result.byteLength = result.length;
result.set = set_;
if (typeof arg1 === "object" && arg1.buffer)
result.buffer = arg1.buffer;
return result;
}
window.Uint8Array = TypedArray;
window.Uint32Array = TypedArray;
window.Int32Array = TypedArray;
})();