tilegame/src/index.js

148 lines
2.9 KiB
JavaScript

/* global requestAnimationFrame */
import { canvas, ctx } from './canvas'
import { TileMap, World } from './tiles'
import { HeightMap } from './heightmap'
import Debug from './debug'
import Input from './input'
import Viewport from './viewport'
import RES from './resource'
let playing = false
let frameTime = 0
let frameCount = 0
let fps = 0
let vp = new Viewport(0, 0)
let height = new HeightMap(0, 32, 16, 0)
let map = new TileMap('assets/ground.png', 32)
const chunkSize = 32
const tileSize = 12
// Define dirt tiles
map.define({
'DIRT_CORNER_TOP_LEFT': 0,
'DIRT_TOP': 1,
'DIRT_CORNER_TOP_RIGHT': 2,
'DIRT_INNER_BOTTOM_RIGHT': 3,
'DIRT_INNER_BOTTOM_LEFT': 4,
'DIRT_LEFT': 32,
'DIRT': 33,
'DIRT_RIGHT': 34,
'DIRT_INNER_TOP_RIGHT': 35,
'DIRT_INNER_TOP_LEFT': 36,
'DIRT_CORNER_BOTTOM_LEFT': 64,
'DIRT_BOTTOM': 65,
'DIRT_CORNER_BOTTOM_RIGHT': 66
})
// Define grass tiles
map.define({
'GRASS_CORNER_TOP_LEFT': 5,
'GRASS_TOP': 6,
'GRASS_CORNER_TOP_RIGHT': 7,
'GRASS_INNER_BOTTOM_RIGHT': 8,
'GRASS_INNER_BOTTOM_LEFT': 9,
'GRASS_LEFT': 37,
'GRASS_MID': 38,
'GRASS_RIGHT': 39,
'GRASS_INNER_TOP_RIGHT': 40,
'GRASS_INNER_TOP_LEFT': 41,
'GRASS_CORNER_BOTTOM_LEFT': 69,
'GRASS_BOTTOM': 70,
'GRASS_CORNER_BOTTOM_RIGHT': 71
})
map.define({
'AIR': -1,
'STONE': 10
})
let world = new World(height, { GROUND: map }, chunkSize, tileSize, 32, 64)
function update (dt) {
world.update(dt, vp)
if (Input.isDown('w')) {
vp.y -= 15
} else if (Input.isDown('s')) {
vp.y += 15
}
if (Input.isDown('a')) {
vp.x -= 15
} else if (Input.isDown('d')) {
vp.x += 15
}
let full = world.chunkSize * world.tileSize
if (vp.x < 0) {
vp.x = 0
} else if (vp.x + vp.width > world.width * full) {
vp.x = (full * world.width) - vp.width
}
if (vp.y < 0) {
vp.y = 0
} else if (vp.y + vp.height > world.height * full) {
vp.y = (full * world.height) - vp.height
}
}
function draw () {
world.draw(vp)
Debug.draw(vp, world, fps)
}
function step () {
draw()
let ts = window.performance.now()
let timeDiff = ts - frameTime // time difference in milliseconds
frameCount++
if (timeDiff > 0) {
fps = Math.floor(frameCount / timeDiff * 1000)
frameCount = 0
frameTime = ts
}
update(timeDiff / 1000)
}
function gameLoop () {
playing && requestAnimationFrame(gameLoop)
ctx.fillStyle = '#111'
ctx.fillRect(0, 0, canvas.width, canvas.height)
step()
Input.update()
}
function start () {
Debug.createSliders(height, {
amplitude: [0, 100, 1],
persistence: [0.1, 5, 0.1],
octaves: [1, 16, 1],
period: [1, 100, 1],
lacunarity: [1, 5, 1]
}, function (key, val) {
world.chunks = []
})
Debug.addCheckbox(Debug, 'drawGrid', function (argument) {
world.chunks = []
})
playing = true
gameLoop()
}
async function loadAll () {
let images = ['assets/ground.png']
for (let i in images) {
await RES.loadImage(images[i])
}
}
loadAll().then(start)