// TODO bugs and quirks i'm aware of:
// - steam: if a player character starts on a force floor they won't be able to make any voluntary movements until they are no longer on a force floor
import * as c2m from './format-c2m.js';
import * as dat from './format-dat.js';
import * as format_util from './format-util.js';
import TILE_TYPES from './tiletypes.js';
import { Tileset, CC2_TILESET_LAYOUT, TILE_WORLD_TILESET_LAYOUT } from './tileset.js';
import { DIRECTIONS } from './defs.js';
function mk(tag_selector, ...children) {
let [tag, ...classes] = tag_selector.split('.');
let el = document.createElement(tag);
el.classList = classes.join(' ');
if (children.length > 0) {
if (!(children[0] instanceof Node) && children[0] !== undefined && typeof(children[0]) !== "string" && typeof(children[0]) !== "number") {
let [attrs] = children.splice(0, 1);
for (let [key, value] of Object.entries(attrs)) {
el.setAttribute(key, value);
}
}
el.append(...children);
}
return el;
}
function promise_event(element, success_event, failure_event) {
let resolve, reject;
let promise = new Promise((res, rej) => {
resolve = res;
reject = rej;
});
let success_handler = e => {
element.removeEventListener(success_event, success_handler);
if (failure_event) {
element.removeEventListener(failure_event, failure_handler);
}
resolve(e);
};
let failure_handler = e => {
element.removeEventListener(success_event, success_handler);
if (failure_event) {
element.removeEventListener(failure_event, failure_handler);
}
reject(e);
};
element.addEventListener(success_event, success_handler);
if (failure_event) {
element.addEventListener(failure_event, failure_handler);
}
return promise;
}
async function fetch(url) {
let xhr = new XMLHttpRequest;
let promise = promise_event(xhr, 'load', 'error');
xhr.open('GET', url);
xhr.responseType = 'arraybuffer';
xhr.send();
await promise;
return xhr.response;
}
const PAGE_TITLE = "Lexy's Labyrinth";
class Tile {
constructor(type, x, y, direction = 'south') {
this.type = type;
this.x = x;
this.y = y;
this.direction = direction;
this.slide_mode = null;
this.movement_cooldown = 0;
if (type.has_inventory) {
this.inventory = {};
}
}
static from_template(tile_template, x, y) {
let type = TILE_TYPES[tile_template.name];
if (! type) console.error(tile_template.name);
let tile = new this(type, x, y, tile_template.direction);
if (type.load) {
type.load(tile, tile_template);
}
return tile;
}
blocks(other, direction) {
if (this.type.blocks)
return true;
if (this.type.thin_walls &&
this.type.thin_walls.has(DIRECTIONS[direction].opposite))
return true;
if (other.type.is_player && this.type.blocks_players)
return true;
if (other.type.is_monster && this.type.blocks_monsters)
return true;
if (other.type.is_block && this.type.blocks_blocks)
return true;
return false;
}
ignores(name) {
if (this.type.ignores && this.type.ignores.has(name))
return true;
if (this.inventory) {
for (let [item, count] of Object.entries(this.inventory)) {
if (count === 0)
continue;
let item_type = TILE_TYPES[item];
if (item_type.item_ignores && item_type.item_ignores.has(name))
return true;
}
}
return false;
}
become(name) {
this.type = TILE_TYPES[name];
// TODO adjust anything else?
}
destroy() {
this.doomed = true;
}
// Inventory stuff
give_item(name) {
this.inventory[name] = (this.inventory[name] ?? 0) + 1;
}
take_item(name) {
if (this.inventory[name] && this.inventory[name] >= 1) {
if (!(this.type.infinite_items && this.type.infinite_items[name])) {
this.inventory[name]--;
}
return true;
}
else {
return false;
}
}
}
class Cell extends Array {
constructor() {
super();
this.is_dirty = false;
}
_add(tile) {
this.push(tile);
}
// DO NOT use me to remove a tile permanently, only to move it!
// Should only be called from Level, which handles some bookkeeping!
_remove(tile) {
let layer = this.indexOf(tile);
if (layer < 0)
throw new Error("Asked to remove tile that doesn't seem to exist");
this.splice(layer, 1);
}
each(f) {
for (let i = this.length - 1; i >= 0; i--) {
if (f(this[i]) === false)
break;
}
this._gc();
}
_gc() {
let p = 0;
for (let i = 0, l = this.length; i < l; i++) {
let cell = this[i];
if (! cell.doomed) {
if (p !== i) {
this[p] = cell;
}
p++;
}
}
this.length = p;
}
}
class Level {
constructor(stored_level) {
this.stored_level = stored_level;
this.width = stored_level.size_x;
this.height = stored_level.size_y;
this.restart();
}
restart() {
// playing: normal play
// success: has been won
// failure: died
// note that pausing is NOT handled here, but by whatever's driving our
// event loop!
this.state = 'playing';
this.cells = [];
this.player = null;
this.actors = [];
this.chips_remaining = this.stored_level.chips_required;
if (this.stored_level.time_limit === 0) {
this.time_remaining = null;
}
else {
this.time_remaining = this.stored_level.time_limit;
}
this.bonus_points = 0;
this.tic_counter = 0;
this.hint_shown = null;
let n = 0;
for (let y = 0; y < this.height; y++) {
let row = [];
this.cells.push(row);
for (let x = 0; x < this.width; x++) {
let cell = new Cell;
row.push(cell);
let stored_cell = this.stored_level.linear_cells[n];
n++;
for (let template_tile of stored_cell) {
let tile = Tile.from_template(template_tile, x, y);
if (tile.type.is_player) {
// TODO handle multiple players, also chip and melinda both
// TODO complain if no chip
this.player = tile;
}
if (tile.type.is_hint) {
// Copy over the tile-specific hint, if any
tile.specific_hint = template_tile.specific_hint ?? null;
}
if (tile.type.is_actor) {
this.actors.push(tile);
}
cell.push(tile);
}
// Make the bottom tile be /first/
cell.reverse();
}
}
}
advance_tic(player_direction) {
if (this.state !== 'playing') {
console.warn(`Level.advance_tic() called when state is ${this.state}`);
return;
}
// XXX this entire turn order is rather different in ms rules
for (let actor of this.actors) {
// TODO strip these out maybe??
if (actor.doomed)
continue;
if (actor.movement_cooldown > 0) {
actor.movement_cooldown -= 1;
if (actor.movement_cooldown > 0)
continue;
}
let direction_preference;
// Actors can't make voluntary moves on ice, so they're stuck with
// whatever they've got
if (actor.slide_mode === 'ice') {
direction_preference = [actor.direction];
}
else if (actor.slide_mode === 'force') {
// Only the player can make voluntary moves on a force floor,
// and only if their previous move was an /involuntary/ move on
// a force floor. If they do, it overrides the forced move
// XXX this in particular has some subtleties in lynx (e.g. you
// can override forwards??) and DEFINITELY all kinds of stuff
// in ms
if (actor === this.player &&
player_direction &&
actor.last_move_was_force)
{
direction_preference = [player_direction];
actor.last_move_was_force = false;
}
else {
direction_preference = [actor.direction];
if (actor === this.player) {
actor.last_move_was_force = true;
}
}
}
else if (actor === this.player) {
if (player_direction) {
console.log('--- player moving', player_direction);
direction_preference = [player_direction];
actor.last_move_was_force = false;
}
}
else if (actor.type.movement_mode === 'follow-left') {
// bug behavior: always try turning as left as possible, and
// fall back to less-left turns when that fails
let d = DIRECTIONS[actor.direction];
direction_preference = [d.left, actor.direction, d.right, d.opposite];
}
else if (actor.type.movement_mode === 'follow-right') {
// paramecium behavior: always try turning as right as
// possible, and fall back to less-right turns when that fails
let d = DIRECTIONS[actor.direction];
direction_preference = [d.right, actor.direction, d.left, d.opposite];
}
else if (actor.type.movement_mode === 'turn-left') {
// glider behavior: preserve current direction; if that doesn't
// work, turn left, then right, then back the way we came
let d = DIRECTIONS[actor.direction];
direction_preference = [actor.direction, d.left, d.right, d.opposite];
}
else if (actor.type.movement_mode === 'turn-right') {
// fireball behavior: preserve current direction; if that doesn't
// work, turn right, then left, then back the way we came
let d = DIRECTIONS[actor.direction];
direction_preference = [actor.direction, d.right, d.left, d.opposite];
}
else if (actor.type.movement_mode === 'bounce') {
// bouncy ball behavior: preserve current direction; if that
// doesn't work, bounce back the way we came
let d = DIRECTIONS[actor.direction];
direction_preference = [actor.direction, d.opposite];
}
else if (actor.type.movement_mode === 'forward') {
// blue tank behavior: keep moving forward
direction_preference = [actor.direction];
}
if (! direction_preference)
continue;
let moved = false;
for (let direction of direction_preference) {
actor.direction = direction;
if (this.attempt_step(actor, direction)) {
moved = true;
break;
}
}
// Always set the cooldown if we even attempt to move. Speed
// multiplier is based on the tile we landed /on/, if any.
let speed_multiplier = 1;
if (actor.slide_mode !== null) {
speed_multiplier = 2;
}
actor.movement_cooldown = actor.type.movement_speed / speed_multiplier;
// TODO do i need to do this more aggressively?
if (this.state === 'success' || this.state === 'failure')
break;
}
if (this.time_remaining !== null) {
this.tic_counter++;
while (this.tic_counter > 20) {
this.tic_counter -= 20;
this.time_remaining -= 1;
if (this.time_remaining <= 0) {
this.fail("Time's up!");
}
}
}
}
fail(message) {
this.state = 'failure';
this.fail_message = message;
}
win() {
this.state = 'success';
}
// Try to move the given actor one tile in the given direction and update
// their cooldown. Return true if successful.
attempt_step(actor, direction) {
let move = DIRECTIONS[direction].movement;
let goal_x = actor.x + move[0];
let goal_y = actor.y + move[1];
let blocked;
if (goal_x >= 0 && goal_x < this.width && goal_y >= 0 && goal_y < this.height) {
// Check for a thin wall in our current cell first
let original_cell = this.cells[actor.y][actor.x];
original_cell.each(tile => {
if (tile !== actor && tile.type.thin_walls &&
tile.type.thin_walls.has(direction))
{
blocked = true;
return;
}
});
// Only bother touching the goal cell if we're not already trapped in this one
// FIXME actually, this prevents flicking!
if (! blocked) {
let goal_cell = this.cells[goal_y][goal_x];
goal_cell.each(tile => {
if (! tile.blocks(actor, direction))
return;
if (actor.type.pushes && actor.type.pushes[tile.type.name]) {
if (this.attempt_step(tile, direction))
// It moved out of the way!
return;
}
if (tile.type.on_bump) {
tile.type.on_bump(tile, this, actor);
if (! tile.blocks(actor, direction))
// It became something non-blocking!
return;
}
blocked = true;
// XXX should i break here, or bump everything?
});
}
}
else {
// Hit the edge
blocked = true;
}
if (blocked) {
if (actor.slide_mode === 'ice') {
// Actors on ice turn around when they hit something
actor.direction = DIRECTIONS[direction].opposite;
}
return false;
}
// We're clear!
this.move_to(actor, goal_x, goal_y);
return true;
}
// Move the given actor to the given position and perform any appropriate
// tile interactions. Does NOT check for whether the move is actually
// legal; use attempt_step for that!
move_to(actor, x, y) {
if (x === actor.x && y === actor.y)
return;
let goal_cell = this.cells[y][x];
let original_cell = this.cells[actor.y][actor.x];
original_cell._remove(actor);
actor.slide_mode = null;
goal_cell._add(actor);
actor.x = x;
actor.y = y;
original_cell.is_dirty = true;
goal_cell.is_dirty = true;
// Announce we're leaving, for the handful of tiles that care about it
original_cell.each(tile => {
if (tile === actor)
return;
if (actor.ignores(tile.type.name))
return;
if (tile.type.on_depart) {
tile.type.on_depart(tile, this, actor);
}
});
// Step on all the tiles in the new cell
if (actor === this.player) {
this.hint_shown = null;
}
goal_cell.each(tile => {
if (tile === actor)
return;
if (actor.ignores(tile.type.name))
return;
if (actor === this.player && tile.type.is_hint) {
this.hint_shown = tile.specific_hint ?? this.stored_level.hint;
}
if (tile.type.is_item && actor.type.has_inventory) {
actor.give_item(tile.type.name);
tile.destroy();
}
else if (tile.type.on_arrive) {
tile.type.on_arrive(tile, this, actor);
}
if ((actor.type.is_player && tile.type.is_monster) ||
(actor.type.is_monster && tile.type.is_player))
{
// TODO ooh, obituaries
this.fail("Oops! Watch out for creatures!");
}
});
}
collect_chip() {
if (this.chips_remaining > 0) {
this.chips_remaining--;
}
}
// TODO make a set of primitives for actually altering the level that also
// record how to undo themselves
make_slide(actor, mode) {
actor.slide_mode = mode;
}
}
// TODO:
// - some kinda visual theme i guess lol
// - level password, if any
// - timer!!!!!
// - bonus points (cc2 only, or maybe only if got any so far this level)
// - intro splash with list of available level packs
// - button: quit to splash
// - button: options
// - implement winning and show score for this level
// - show current score so far
// - about, help
const GAME_UI_HTML = `
Lexy's Labyrinth
Chip's Challenge Level Pack 1
Level 1 — Key Pyramid
Chips
Time
Bonus
Solution demo available
`;
const ACTION_LABELS = {
up: '⬆️\ufe0f',
down: '⬇️\ufe0f',
left: '⬅️\ufe0f',
right: '➡️\ufe0f',
drop: '🚮',
cycle: '🔄',
swap: '👫',
};
const ACTION_DIRECTIONS = {
up: 'north',
down: 'south',
left: 'west',
right: 'east',
};
class Game {
constructor(stored_game, tileset) {
this.stored_game = stored_game;
this.tileset = tileset;
this.key_mapping = {
ArrowLeft: 'left',
ArrowRight: 'right',
ArrowUp: 'up',
ArrowDown: 'down',
w: 'up',
a: 'left',
s: 'down',
d: 'right',
q: 'drop',
e: 'cycle',
c: 'swap',
};
// TODO obey level options; allow overriding
this.viewport_size_x = 9;
this.viewport_size_y = 9;
document.body.innerHTML = GAME_UI_HTML;
this.container = document.body.querySelector('main');
this.container.style.setProperty('--tile-width', `${this.tileset.size_x}px`);
this.container.style.setProperty('--tile-height', `${this.tileset.size_y}px`);
this.level_el = this.container.querySelector('.level');
this.level_name_el = this.container.querySelector('.level-name');
this.message_el = this.container.querySelector('.message');
this.chips_el = this.container.querySelector('.chips output');
this.time_el = this.container.querySelector('.time output');
this.bonus_el = this.container.querySelector('.bonus output');
this.inventory_el = this.container.querySelector('.inventory');
this.bummer_el = this.container.querySelector('.bummer');
this.input_el = this.container.querySelector('.input');
this.demo_el = this.container.querySelector('.demo');
// Populate navigation
let nav_el = this.container.querySelector('.nav');
this.nav_prev_button = nav_el.querySelector('.nav-prev');
this.nav_next_button = nav_el.querySelector('.nav-next');
this.nav_prev_button.addEventListener('click', ev => {
// TODO confirm
if (this.level_index > 0) {
this.load_level(this.level_index - 1);
}
});
this.nav_next_button.addEventListener('click', ev => {
// TODO confirm
if (this.level_index < this.stored_game.levels.length - 1) {
this.load_level(this.level_index + 1);
}
});
// Bind buttons
this.pause_button = this.container.querySelector('.controls .control-pause');
this.pause_button.addEventListener('click', ev => {
this.toggle_pause();
ev.target.blur();
});
// Demo playback
this.container.querySelector('.demo .demo-step-1').addEventListener('click', ev => {
this.advance_by(1);
});
this.container.querySelector('.demo .demo-step-4').addEventListener('click', ev => {
this.advance_by(4);
});
this.container.querySelector('.demo .demo-step-20').addEventListener('click', ev => {
this.advance_by(20);
});
// Populate inventory
this._inventory_tiles = {};
let floor_tile = this.render_inventory_tile('floor');
this.inventory_el.style.backgroundImage = `url(${floor_tile})`;
this.level_canvas = mk('canvas', {width: tileset.size_x * this.viewport_size_x, height: tileset.size_y * this.viewport_size_y});
this.level_el.append(this.level_canvas);
this.level_canvas.setAttribute('tabindex', '-1');
this.level_canvas.addEventListener('auxclick', ev => {
if (ev.button !== 1)
return;
let rect = this.level_canvas.getBoundingClientRect();
let x = Math.floor((ev.clientX - rect.x) / 2 / this.tileset.size_x + this.viewport_x);
let y = Math.floor((ev.clientY - rect.y) / 2 / this.tileset.size_y + this.viewport_y);
this.level.move_to(this.level.player, x, y);
});
let last_key;
this.pending_player_move = null;
this.next_player_move = null;
this.player_used_move = false;
let key_target = document.body;
this.previous_input = new Set; // actions that were held last tic
this.previous_action = null; // last direction we were moving, if any
this.current_keys = new Set; // keys that are currently held
// TODO this could all probably be more rigorous but it's fine for now
key_target.addEventListener('keydown', ev => {
if (ev.key === 'p' || ev.key === 'Pause') {
this.toggle_pause();
return;
}
if (ev.key === ' ') {
if (this.state === 'waiting') {
// Start without moving
this.set_state('playing');
}
else if (this.state === 'stopped') {
console.log(this.level.state);
if (this.level.state === 'success') {
// Advance to the next level
// TODO game ending?
this.load_level(this.level_index + 1);
}
else {
// Restart
this.level.restart();
this.set_state('waiting');
this.update_ui();
this.redraw();
}
return;
}
}
if (this.key_mapping[ev.key]) {
this.current_keys.add(ev.key);
ev.stopPropagation();
ev.preventDefault();
if (this.state === 'waiting') {
this.set_state('playing');
}
}
});
key_target.addEventListener('keyup', ev => {
if (this.key_mapping[ev.key]) {
this.current_keys.delete(ev.key);
ev.stopPropagation();
ev.preventDefault();
}
});
// Populate demo scrubber
let scrubber_el = this.container.querySelector('.demo-scrubber');
let scrubber_elements = {};
for (let [action, label] of Object.entries(ACTION_LABELS)) {
let el = mk('li');
scrubber_el.append(el);
scrubber_elements[action] = el;
}
this.demo_scrubber_marker = mk('div.demo-scrubber-marker');
scrubber_el.append(this.demo_scrubber_marker);
// Populate input debugger
this.input_el = this.container.querySelector('.input');
this.input_action_elements = {};
for (let [action, label] of Object.entries(ACTION_LABELS)) {
let el = mk('span.input-action', {'data-action': action}, label);
this.input_el.append(el);
this.input_action_elements[action] = el;
}
// Done with UI, now we can load a level
this.load_level(0);
// Fill in the scrubber
if (false && this.level.stored_level.demo) {
let input_starts = {};
for (let action of Object.keys(ACTION_LABELS)) {
input_starts[action] = null;
}
let t = 0;
for (let input of this.level.stored_level.demo) {
for (let [action, t0] of Object.entries(input_starts)) {
if (input.has(action)) {
if (t0 === null) {
input_starts[action] = t;
}
}
else if (t0 !== null) {
let bar = mk('span.demo-scrubber-bar');
bar.style.setProperty('--start-time', t0);
bar.style.setProperty('--end-time', t);
scrubber_elements[action].append(bar);
input_starts[action] = null;
}
}
t += 1;
}
this.demo = this.level.stored_level.demo[Symbol.iterator]();
}
else {
// TODO update these, as appropriate, when loading a level
this.input_el.style.display = 'none';
this.demo_el.style.display = 'none';
}
this.frame = 0;
this.tic = 0;
requestAnimationFrame(this.do_frame.bind(this));
}
load_level(level_index) {
// TODO clear out input? (when restarting, too?)
this.level_index = level_index;
this.level = new Level(this.stored_game.levels[level_index]);
// waiting: haven't yet pressed a key so the timer isn't going
// playing: playing normally
// paused: um, paused
// rewinding: playing backwards
// stopped: level has ended one way or another
this.set_state('waiting');
// FIXME do better
this.level_name_el.textContent = `Level ${level_index + 1} — ${this.level.stored_level.title}`;
document.title = `${PAGE_TITLE} - ${this.level.stored_level.title}`;
this.nav_prev_button.disabled = level_index <= 0;
this.nav_next_button.disabled = level_index >= this.stored_game.levels.length;
this.update_ui();
this.redraw();
}
get_input() {
if (this.demo) {
let step = this.demo.next();
if (step.done) {
return new Set;
}
else {
return step.value;
}
}
else {
// Convert input keys to actions. This is only done now
// because there might be multiple keys bound to one
// action, and it still counts as pressed as long as at
// least one key is held
let input = new Set;
for (let key of this.current_keys) {
input.add(this.key_mapping[key]);
}
return input;
}
}
advance_by(tics) {
for (let i = 0; i < tics; i++) {
let input = this.get_input();
let current_input = input;
if (! input.has('up') && ! input.has('down') && ! input.has('left') && ! input.has('right')) {
//input = this.previous_input;
}
// Choose the movement direction based on the held keys. A
// newly pressed action takes priority; in the case of a tie,
// um, XXX ????
let chosen_action = null;
let any_action = null;
for (let action of ['up', 'down', 'left', 'right']) {
if (input.has(action)) {
if (this.previous_input.has(action)) {
chosen_action = action;
}
any_action = action;
}
}
if (! chosen_action) {
// No keys are new, so check whether we were previously
// holding a key and are still doing it
if (this.previous_action && input.has(this.previous_action)) {
chosen_action = this.previous_action;
}
else {
// No dice, so use an arbitrary action
chosen_action = any_action;
}
}
let player_move = chosen_action ? ACTION_DIRECTIONS[chosen_action] : null;
this.previous_action = chosen_action;
this.previous_input = current_input;
this.level.advance_tic(player_move);
this.tic++;
if (this.level.state !== 'playing') {
// We either won or lost!
this.set_state('stopped');
break;
}
}
this.redraw();
this.update_ui();
}
do_frame() {
if (this.state === 'playing') {
this.frame++;
if (this.frame % 3 === 0) {
this.advance_by(1);
}
this.frame %= 60;
}
requestAnimationFrame(this.do_frame.bind(this));
}
render_inventory_tile(name) {
if (! this._inventory_tiles[name]) {
// TODO reuse the canvas
let canvas = mk('canvas', {width: this.tileset.size_x, height: this.tileset.size_y});
this.tileset.draw({type: TILE_TYPES[name]}, canvas.getContext('2d'), 0, 0);
this._inventory_tiles[name] = canvas.toDataURL();
}
return this._inventory_tiles[name];
}
update_ui() {
this.pause_button.disabled = !(this.state === 'playing' || this.state === 'paused');
// TODO can we do this only if they actually changed?
this.chips_el.textContent = this.level.chips_remaining;
if (this.level.time_remaining === null) {
this.time_el.textContent = '---';
}
else {
this.time_el.textContent = this.level.time_remaining;
}
this.bonus_el.textContent = this.level.bonus_points;
this.message_el.textContent = this.level.hint_shown ?? "";
this.inventory_el.textContent = '';
for (let [name, count] of Object.entries(this.level.player.inventory)) {
if (count > 0) {
this.inventory_el.append(mk('img', {src: this.render_inventory_tile(name)}));
}
}
if (this.demo) {
this.demo_scrubber_marker.style.setProperty('--time', this.tic);
this.demo_scrubber_marker.scrollIntoView({inline: 'center'});
}
for (let action of Object.keys(ACTION_LABELS)) {
this.input_action_elements[action].classList.toggle('--pressed', this.previous_input.has(action));
}
}
toggle_pause() {
if (this.state === 'paused') {
this.set_state('playing');
}
else if (this.state === 'playing') {
this.set_state('paused');
}
}
set_state(new_state) {
if (new_state === this.state)
return;
this.state = new_state;
if (this.state === 'waiting') {
this.bummer_el.textContent = "Ready!";
}
else if (this.state === 'playing' || this.state === 'rewinding') {
this.bummer_el.textContent = "";
}
else if (this.state === 'paused') {
this.bummer_el.textContent = "/// paused ///";
}
else if (this.state === 'stopped') {
if (this.level.state === 'failure') {
this.bummer_el.textContent = this.level.fail_message;
}
else {
this.bummer_el.textContent = "";
let base = (this.level_index + 1) * 500;
let time = (this.level.time_remaining || 0) * 10;
this.bummer_el.append(
mk('p', "go bit buster!"),
mk('dl.score-chart',
mk('dt', "base score"),
mk('dd', base),
mk('dt', "time bonus"),
mk('dd', `+ ${time}`),
mk('dt', "score bonus"),
mk('dd', `+ ${this.level.bonus_points}`),
mk('dt.-sum', "level score"),
mk('dd.-sum', base + time + this.level.bonus_points),
mk('dt', "improvement"),
mk('dd', "(TODO)"),
mk('dt', "total score"),
mk('dd', "(TODO)"),
),
);
}
}
}
redraw() {
let ctx = this.level_canvas.getContext('2d');
ctx.clearRect(0, 0, this.level_canvas.width, this.level_canvas.height);
let xmargin = (this.viewport_size_x - 1) / 2;
let ymargin = (this.viewport_size_y - 1) / 2;
let x0 = this.level.player.x - xmargin;
let y0 = this.level.player.y - ymargin;
x0 = Math.max(0, Math.min(this.level.width - this.viewport_size_x, x0));
y0 = Math.max(0, Math.min(this.level.height - this.viewport_size_y, y0));
this.viewport_x = x0;
this.viewport_y = y0;
for (let dx = 0; dx < this.viewport_size_x; dx++) {
for (let dy = 0; dy < this.viewport_size_y; dy++) {
let cell = this.level.cells[dy + y0][dx + x0];
/*
if (! cell.is_dirty)
continue;
*/
cell.is_dirty = false;
for (let tile of cell) {
if (! tile.doomed) {
this.tileset.draw(tile, ctx, dx, dy);
}
}
}
}
}
}
async function main() {
let query;
if (location.host.match(/localhost/)) {
query = new URLSearchParams(location.search);
}
else {
query = new URLSearchParams;
}
// Pick a tileset
// These alternative ones only exist locally for me at the moment, since
// they're part of the commercial games!
let tilesheet = new Image();
let tilesize;
let tilelayout;
if (query.get('tileset') === 'ms') {
tilesheet.src = 'tileset-ms.png';
tilesize = 32;
tilelayout = CC2_TILESET_LAYOUT;
}
else if (query.get('tileset') === 'steam') {
tilesheet.src = 'tileset-steam.png';
tilesize = 32;
tilelayout = CC2_TILESET_LAYOUT;
}
else if (query.get('tileset') === 'lexy') {
tilesheet.src = 'tileset-lexy.png';
tilesize = 32;
tilelayout = CC2_TILESET_LAYOUT;
}
else {
tilesheet.src = 'tileset-tworld.png';
tilesize = 48;
tilelayout = TILE_WORLD_TILESET_LAYOUT;
}
await tilesheet.decode();
let tileset = new Tileset(tilesheet, tilelayout, tilesize, tilesize);
// Pick a level (set)
// TODO error handling :(
let stored_game;
if (query.get('setpath')) {
let path = query.get('setpath');
let data = await fetch(path);
if (path.match(/\.(?:dat|ccl)$/i)) {
stored_game = dat.parse_game(data);
}
else {
stored_game = new format_util.StoredGame;
stored_game.levels.push(c2m.parse_level(data));
}
}
else {
// TODO also support tile world's DAC when reading from local??
// TODO ah, there's more metadata in CCX, crapola
stored_game = dat.parse_game(await fetch('levels/CCLP1.ccl'));
}
let game = new Game(stored_game, tileset);
if (query.get('debug')) {
game.debug = true;
}
}
main();