Complete update to the world map

This commit is contained in:
Sky Johnson 2024-11-07 09:19:33 -08:00
parent 0e0a4c8e38
commit 87b29a3828
10 changed files with 694 additions and 29 deletions

File diff suppressed because one or more lines are too long

159
public/assets/css/game.css Normal file
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@ -0,0 +1,159 @@
@import 'src/buttons.css';
:root {
font-size: 16px;
--main-font: Cambria, Cochin, Georgia, Times, 'Times New Roman', serif;
}
* {
margin: 0;
padding: 0;
box-sizing: border-box;
}
body {
background-color: #bcc6cf;
background-image: url('/assets/img/bg.jpg');
background-attachment: fixed;
background-position: center top;
background-repeat: no-repeat;
font-family: var(--main-font);
}
main#game-container {
width: 100vw;
height: 100vh;
overflow: hidden;
position: relative;
}
div#game-ui, div#game-windows {
position: absolute;
top: 0;
left: 0;
z-index: 2;
padding: 1rem;
width: 100%;
height: 100%;
}
div#game-windows {
display: flex;
align-items: center;
justify-content: center;
z-index: 3;
pointer-events: none;
& > div.window {
pointer-events: auto;
background-color: #bcc6cf;
background-image: url('/assets/img/bg.jpg');
background-attachment: fixed;
background-position: center top;
background-repeat: no-repeat;
box-shadow: 0px 0px 5px black;
border-radius: 4px;
position: absolute;
&.hidden {
display: none;
}
header {
display: flex;
align-items: center;
justify-content: space-between;
padding: 1rem 1rem 0.5rem 1rem;
cursor: grab;
.title {
font-weight: bold;
margin-right: 1rem;
user-select: none;
&:empty {
margin-right: 0;
}
}
.close {
width: 1.5rem;
height: 1.5rem;
user-select: none;
cursor: pointer;
}
}
.body {
padding: 0 1rem 1rem 1rem;
&:empty {
padding: 0;
display: none;
}
}
}
}
canvas#game-canvas {
width: 100%;
height: 100%;
position: absolute;
top: 0;
left: 0;
z-index: 1;
}
section#character-hud {
width: 300px;
display: flex;
flex-direction: column;
gap: 0.5rem;
margin-bottom: 1rem;
span#character-name {
color: white;
}
span#character-title {
color: white;
}
div.hud-meter {
background-color: black;
height: 16px;
min-width: 100px;
border-radius: 0.1rem;
position: relative;
& > div {
height: 100%;
border-radius: 0.1rem;
overflow: hidden;
&.hp {
background-color: #e57373;
background-image: linear-gradient(rgba(255, 255, 255, 0.15), rgba(139, 0, 0, 0.1));
box-shadow: 0px 1px 0px 0px rgba(255, 255, 255, 0.2) inset;
border: 1px solid;
border-color: #d32f2f #c62828 #b71c1c;
}
&.mp {
background-color: #5a9bd4;
background-image: linear-gradient(rgba(255, 255, 255, 0.15), rgba(60, 100, 150, 0.1));
box-shadow: 0px 1px 0px 0px rgba(255, 255, 255, 0.2) inset;
border: 1px solid;
border-color: #4a8ab0 #3a7a9c #2a6a88;
}
&.tp {
background-color: #f4cc67;
background-image: linear-gradient(rgba(255, 255, 255, 0.15), rgba(0, 0, 0, 0.1));
box-shadow: 0px 1px 0px 0px rgba(255, 255, 255, 0.2) inset;
border: 1px solid;
border-color: #C59F43 #AA8326 #957321;
}
}
}
}

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@ -2,6 +2,7 @@
@import 'buttons.css';
@import 'forms.css';
@import 'profile.css';
@import 'game.css';
body {
background-color: #bcc6cf;

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@ -0,0 +1,176 @@
/*
The WindowManager is responsible for creation, destruction, modification and tracking of game UI windows.
*/
class WindowManager
{
constructor(container)
{
this.windows = {}
this.container = container
}
updateWindow(id, content, title = '')
{
if (id in this.windows) {
let w = this.windows[id]
w.querySelector('header .title').innerHTML = title
w.querySelector('.body').innerHTML = content
return
}
this.createWindow(id, content, title)
}
createWindow(id, content, title = '')
{
// create window
let w = document.createElement('div')
w.id = `window-${id}`
w.classList.add('window')
// create header
let h = document.createElement('header')
w.appendChild(h)
// create header title
let ht = document.createElement('span')
ht.classList.add('title')
ht.innerHTML = title
h.appendChild(ht)
// create close button
ht.insertAdjacentHTML('afterend', `
<svg class="close" xmlns="http://www.w3.org/2000/svg" width="16" height="16" fill="currentColor" viewBox="0 0 16 16">
<path d="M4.646 4.646a.5.5 0 0 1 .708 0L8 7.293l2.646-2.647a.5.5 0 0 1 .708.708L8.707 8l2.647 2.646a.5.5 0 0 1-.708.708L8 8.707l-2.646 2.647a.5.5 0 0 1-.708-.708L7.293 8 4.646 5.354a.5.5 0 0 1 0-.708"/>
</svg>
`)
h.querySelector('svg').addEventListener('click', () => {
this.windows[id].remove()
delete this.windows[id]
})
// create body
let b = document.createElement('div')
b.classList.add('body')
b.innerHTML = content
w.appendChild(b)
// track window and add it to the container
this.makeWindowDraggable(w, this.container)
this.windows[id] = w
this.container.appendChild(w)
}
makeWindowDraggable(w, c)
{
const header = w.querySelector('header');
if (!header) return;
let isDragging = false;
let currentX;
let currentY;
let initialX;
let initialY;
header.addEventListener('mousedown', startDragging);
document.addEventListener('mousemove', drag);
document.addEventListener('mouseup', stopDragging);
w.addEventListener('mousedown', () => this.bringToFront(w));
function startDragging(e)
{
isDragging = true;
initialX = e.clientX - w.offsetLeft;
initialY = e.clientY - w.offsetTop;
}
function drag(e)
{
if (!isDragging) return;
e.preventDefault();
// Calculate new position
currentX = e.clientX - initialX;
currentY = e.clientY - initialY;
// Get viewport dimensions
const viewportWidth = window.innerWidth;
const viewportHeight = window.innerHeight;
// Get window dimensions
const windowRect = w.getBoundingClientRect();
// Constrain to viewport bounds
// Left edge
currentX = Math.max(0, currentX);
// Right edge
currentX = Math.min(viewportWidth - windowRect.width, currentX);
// Top edge
currentY = Math.max(0, currentY);
// Bottom edge
currentY = Math.min(viewportHeight - windowRect.height, currentY);
// Apply the constrained position
w.style.left = currentX + 'px';
w.style.top = currentY + 'px';
}
function stopDragging()
{
isDragging = false;
}
// Handle window resize
window.addEventListener('resize', () => {
// Get current position and dimensions
const rect = w.getBoundingClientRect();
const viewportWidth = window.innerWidth;
const viewportHeight = window.innerHeight;
// Adjust position if window is outside viewport after resize
let newX = parseInt(w.style.left);
let newY = parseInt(w.style.top);
// Constrain to new viewport bounds
newX = Math.min(Math.max(0, newX), viewportWidth - rect.width);
newY = Math.min(Math.max(0, newY), viewportHeight - rect.height);
w.style.left = newX + 'px';
w.style.top = newY + 'px';
});
}
normalizeZIndices()
{
const array = Array.from(this.windows);
array.sort((a, b) => (parseInt(a.style.zIndex) || 0) - (parseInt(b.style.zIndex) || 0));
// Reassign z-indices starting from 1
array.forEach((win, index) => {
win.style.zIndex = index + 1;
});
return array.length + 1; // Return next available z-index
}
bringToFront(windowElement)
{
const currentMax = Math.max(...Object.values(this.windows)
.map(w => parseInt(w.style.zIndex) || 0));
if (parseInt(windowElement.style.zIndex) >= currentMax) {
return
}
// If z-index is getting too high, normalize all z-indices
if (currentMax > 10000) {
const newZ = this.normalizeZIndices();
windowElement.style.zIndex = newZ;
} else {
windowElement.style.zIndex = currentMax + 1;
}
}
}

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@ -57,6 +57,11 @@ $r->get('/settings', 'settings_controller_get');
*/
$r->get('/auctions', 'auctions_controller_get');
/*
UI
*/
router_post($r, '/ui/stats', 'ui_contoller_stats_post');
/*
Testing
*/
@ -91,8 +96,3 @@ stopwatch_stop('handler');
Cleanup
*/
clear_flashes();
/*
Stopwatch
*/
if (env('debug')) echo c_debug_stopwatch();

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@ -25,12 +25,13 @@ require_once SRC . '/models/session.php';
require_once SRC . '/models/token.php';
// Controllers
require_once SRC . '/controllers/char.php';
require_once SRC . '/controllers/auth.php';
require_once SRC . '/controllers/world.php';
require_once SRC . '/controllers/settings.php';
require_once SRC . '/controllers/auctions.php';
require_once SRC . '/controllers/profile.php';
require_once SRC . '/controller/char.php';
require_once SRC . '/controller/auth.php';
require_once SRC . '/controller/world.php';
require_once SRC . '/controller/settings.php';
require_once SRC . '/controller/auctions.php';
require_once SRC . '/controller/profile.php';
require_once SRC . '/controller/ui.php';
spl_autoload_register(function (string $class) {
if (array_key_exists($class, CLASS_MAP)) require_once SRC . CLASS_MAP[$class];

7
src/controllers/ui.php Normal file
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@ -0,0 +1,7 @@
<?php
function ui_contoller_stats_post()
{
auth_only_and_must_have_character(); ajax_only(); csrf_ensure();
echo c_profile_stats(char());
}

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@ -6,8 +6,7 @@
function world_controller_get()
{
auth_only_and_must_have_character();
$GLOBALS['active_nav_tab'] = 'world';
echo page('world/base');
echo render('layouts/game');
}
/**

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@ -1,6 +1,4 @@
<div class="stats">
<h4>Stats</h4>
<div class="grid">
<div class="cell"><span class="label">Max HP</span> <?= abb_num($char->m_hp) ?></div>
<div class="cell"><span class="label">Max MP</span> <?= abb_num($char->m_mp) ?></div>
<div class="cell"><span class="label">Power</span> <?= abb_num($char->pow) ?></div>
@ -13,5 +11,4 @@
<div class="cell"><span class="label">Precision</span> <?= abb_num($char->pre) ?></div>
<div class="cell"><span class="label">Ferocity</span> <?= abb_num($char->fer) ?></div>
<div class="cell"><span class="label">Luck</span> <?= abb_num($char->luck) ?></div>
</div>
</div>

325
templates/layouts/game.php Normal file
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@ -0,0 +1,325 @@
<!DOCTYPE html>
<html lang="en">
<head>
<meta charset="UTF-8">
<meta name="viewport" content="width=device-width, initial-scale=1.0">
<title>Dragon Knight</title>
<link rel="stylesheet" href="/assets/css/game.css">
<script src="/assets/scripts/htmx.js"></script>
<script src="/assets/scripts/WindowManager.js"></script>
</head>
<body>
<main id="game-container">
<div id="game-ui">
<section id="character-hud">
<span id="character-name"><?= char()->name ?></span>
<span id="character-title">L<?= char()->level ?> <?= char()->title()['name'] ?></span>
<div class="hud-meter">
<div class="hp" style="width: <?= percent(char()->hp, char()->m_hp) ?>%"></div>
<!--<div class="tooltip-trigger tooltip-hover" data-tooltip-content="Health<br><?= char()->hp ?> / <?= char()->m_hp ?>"></div>-->
</div>
<div class="hud-meter">
<div class="mp" style="width: <?= percent(char()->mp, char()->m_mp) ?>%"></div>
<!--<div class="tooltip-trigger tooltip-hover" data-tooltip-content="Mana<br><?= char()->mp ?> / <?= char()->m_mp ?>"></div>-->
</div>
</section>
<section id="menu">
<button id="stats-button" class="ui button primary">Stats</button>
<button id="rand-button" class="ui button primary">Rand</button>
</section>
</div>
<div id="game-windows"></div>
<canvas id="game-canvas"></canvas>
</main>
<script>
const csrf = '<?= csrf() ?>'
let WM = new WindowManager(document.getElementById('game-windows'))
const statsButton = document.getElementById('stats-button')
const randButton = document.getElementById('rand-button')
statsButton.addEventListener('click', function () {
fetch('/ui/stats', {
method: 'POST',
headers: {
'Content-Type': 'application/x-www-form-urlencoded',
'X-Requested-With': 'XMLHttpRequest'
},
body: `csrf=${csrf}`
}).then(response => {
if (response.ok) {
return response.text()
} else {
throw new Error('Failed to move character');
}
}).then(text => {
WM.updateWindow('stats', text, 'Stats')
}).catch(error => {
console.error(error)
})
})
randButton.addEventListener('click', function () {
WM.updateWindow('rand', generateRandomString(32), 'Random')
})
function generateRandomString(length = 8) {
const characters = 'ABCDEFGHIJKLMNOPQRSTUVWXYZabcdefghijklmnopqrstuvwxyz0123456789';
let result = '';
for (let i = 0; i < length; i++) {
result += characters.charAt(Math.floor(Math.random() * characters.length));
}
return result;
}
</script>
<script>
const game = {
canvas: document.getElementById('game-canvas'),
tiles: {
size: 32,
img: new Image(),
cols: 3
},
sprites: {
size: 32,
img: new Image(),
cols: 6
}
}
const map = [
[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, 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, 0, 0, 0, 0, 0, 0, 0, 0, 0],
[0, 0, 0, 1, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 1, 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, 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, 1, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 1, 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, 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, 1, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 1, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 1, 2, 2, 2, 1, 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, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0],
[0, 0, 0, 1, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 1, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 1, 0, 0, 0, 1, 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, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0],
[0, 0, 0, 1, 0, 0, 0, 0, 0, 2, 2, 2, 2, 2, 0, 0, 0, 0, 0, 0, 0, 1, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 1, 0, 0, 0, 1, 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, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0],
[0, 0, 0, 2, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 1, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 1, 0, 0, 0, 1, 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, 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, 1, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 2, 2, 2, 2, 2, 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, 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, 2, 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, 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, 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, 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, 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, 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, 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, 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, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0],
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[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, 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, 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, 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, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0]
]
let player = {
location: { x: <?= location('x') ?>, y: <?= location('y') ?> },
current: { x: <?= location('x') ?>, y: <?= location('y') ?> },
target: { x: <?= location('x') ?>, y: <?= location('y') ?> },
char: 23, sprite: { x: 0, y: 0 },
tweenDuration: 0.2, // seconds
tweenProgress: 0
}
let camera = { x: 0, y: 0 }
let visible = { x: 0, y: 0 }
game.tiles.img.src = '/assets/img/world/tiles.jpg';
game.sprites.img.src = '/assets/img/world/rogues.png';
let lastFrameTime = 0;
let fps = 0;
let debounce = false;
function getPlayerSprite() {
let col = player.char % game.sprites.cols
let row = Math.floor(player.char / game.sprites.cols)
player.sprite = { x: col * game.sprites.size, y: row * game.sprites.size }
}
function updateCanvasSize() {
game.canvas.width = game.canvas.clientWidth
game.canvas.height = game.canvas.clientHeight
visible.x = Math.ceil(game.canvas.width / game.tiles.size)
visible.y = Math.ceil(game.canvas.height / game.tiles.size)
}
function setupEventListeners() {
window.addEventListener('resize', updateCanvasSize)
window.addEventListener('keydown', handleKeyPress)
window.addEventListener('keyup', () => debounce = false)
}
// Handle keyboard input
function handleKeyPress(e) {
if (debounce) return;
debounce = true;
let moved = false;
const newPos = { ...player }
// 0 = up, 1 = down, 2 = left, 3 = right
direction = {
'w': 0,
's': 1,
'a': 2,
'd': 3,
'ArrowUp': 0,
'ArrowDown': 1,
'ArrowLeft': 2,
'ArrowRight': 3
}[e.key];
// Direction vectors: [up, down, left, right]
const dx = [0, 0, -1, 1];
const dy = [-1, 1, 0, 0];
// Calculate new position
const newX = player.location.x + dx[direction];
const newY = player.location.y + dy[direction];
if (direction !== undefined) {
// Check if the new position is outside the map bounds
if (newX < 0 || newX >= map[0].length || newY < 0 || newY >= map.length) return;
if (map[newY][newX] !== 0) return;
// Execute a POST request to /move. If successful, the server will return a new x,y position
fetch('/move', {
method: 'POST',
headers: {
'Content-Type': 'application/x-www-form-urlencoded',
'X-Requested-With': 'XMLHttpRequest'
},
body: `direction=${direction}&csrf=${csrf}`
}).then(response => {
if (response.ok) {
response.json().then(data => {
player.location = { x: data.x, y: data.y }
player.target = { x: data.x, y: data.y }
player.tweenProgress = 0
});
} else {
throw new Error('Failed to move character');
}
})
}
}
// Update camera position
function updateCamera() {
camera.x = player.current.x * game.tiles.size - game.canvas.width / 2;
camera.y = player.current.y * game.tiles.size - game.canvas.height / 2;
// Clamp camera to map bounds
camera.x = Math.max(0, Math.min(camera.x,
map[0].length * game.tiles.size - game.canvas.width));
camera.y = Math.max(0, Math.min(camera.y,
map.length * game.tiles.size - game.canvas.height));
}
function lerp(start, end, t) {
return start + (end - start) * t;
}
// Render the game
function render(t) {
const ctx = game.canvas.getContext('2d')
// Calculate FPS
if (lastFrameTime) {
const delta = (t - lastFrameTime) / 1000;
fps = Math.round(1 / delta);
}
lastFrameTime = t;
ctx.clearRect(0, 0, game.canvas.width, game.canvas.height)
// Calculate visible tile range
const startTileX = Math.floor(camera.x / game.tiles.size)
const startTileY = Math.floor(camera.y / game.tiles.size)
const endTileX = startTileX + visible.x + 1
const endTileY = startTileY + visible.y + 1
// Only render visible tiles
for (let y = startTileY; y < endTileY; y++) {
if (y >= map.length) continue
for (let x = startTileX; x < endTileX; x++) {
if (x >= map[0].length) continue
const screenX = Math.round(x * game.tiles.size - camera.x)
const screenY = Math.round(y * game.tiles.size - camera.y)
ctx.drawImage(game.tiles.img, map[y][x] * game.tiles.size, 0, game.tiles.size, game.tiles.size,
screenX, screenY, game.tiles.size, game.tiles.size)
}
}
// Tween player position
if (player.tweenProgress < 1) {
player.tweenProgress += 1 / player.tweenDuration / 60
player.current.x = lerp(player.current.x, player.target.x, player.tweenProgress)
player.current.y = lerp(player.current.y, player.target.y, player.tweenProgress)
} else {
player.current = { x: player.current.x, y: player.current.y }
}
updateCamera()
// Render the player on top of the map using their current position
const playerX = Math.round((player.current.x * game.tiles.size) - camera.x)
const playerY = Math.round((player.current.y * game.tiles.size) - camera.y)
ctx.drawImage(game.sprites.img, player.sprite.x, player.sprite.y, game.sprites.size, game.sprites.size,
playerX, playerY, game.sprites.size, game.sprites.size)
// Render FPS counter
ctx.fillStyle = 'white';
ctx.font = '16px Arial';
ctx.fillText(`FPS: ${fps}`, game.canvas.width - 70, 20);
requestAnimationFrame(render);
}
window.addEventListener('load', () => {
getPlayerSprite()
updateCanvasSize()
setupEventListeners()
requestAnimationFrame(render)
})
</script>
</body>
</html>