// 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, direction = 'south') { this.type = type; this.direction = direction; this.cell = null; this.slide_mode = null; this.movement_cooldown = 0; if (type.has_inventory) { this.inventory = {}; } } static from_template(tile_template) { let type = TILE_TYPES[tile_template.name]; if (! type) console.error(tile_template.name); let tile = new this(type, 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; } // Inventory stuff give_item(name) { this.inventory[name] = (this.inventory[name] ?? 0) + 1; } take_item(name, amount = null) { if (this.inventory[name] && this.inventory[name] >= 1) { if (amount == null && this.type.infinite_items && this.type.infinite_items[name]) { // Some items can't be taken away normally, by which I mean, // green keys ; } else { this.inventory[name] = Math.max(0, this.inventory[name] - (amount || 1)); } return true; } else { return false; } } } class Cell extends Array { constructor(x, y) { super(); this.x = x; this.y = y; } _add(tile, index = null) { if (index === null) { this.push(tile); } else { this.splice(index, 0, tile); } tile.cell = this; } // 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); tile.cell = null; return layer; } } 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; // TODO in lynx/steam, this carries over between levels; in tile world, you can set it manually this.force_floor_direction = 'north'; this.undo_stack = []; this.pending_undo = []; let n = 0; let connectables = []; 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(x, y); row.push(cell); let stored_cell = this.stored_level.linear_cells[n]; n++; let has_cloner, has_forbidden; for (let template_tile of stored_cell) { let tile = Tile.from_template(template_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.name === 'cloner') { has_cloner = true; } if (tile.type.is_player) { // TODO handle multiple players, also chip and melinda both // TODO complain if no chip this.player = tile; // Always put the player at the start of the actor list // (accomplished traditionally with a swap) this.actors.push(this.actors[0]); this.actors[0] = tile; } else if (tile.type.is_actor) { if (has_cloner) { tile.stuck = true; } else { this.actors.push(tile); } } cell._add(tile); if (tile.type.connects_to) { connectables.push(tile); } } } } // Connect buttons and teleporters let num_cells = this.width * this.height; for (let connectable of connectables) { let cell = connectable.cell; let x = cell.x; let y = cell.y; let goal = connectable.type.connects_to; let found = false; // Check for custom wiring, for MSCC .DAT levels let n = x + y * this.width; let target_cell_n = null; if (goal === 'trap') { target_cell_n = this.stored_level.custom_trap_wiring[n] ?? null; } else if (goal === 'cloner') { target_cell_n = this.stored_level.custom_cloner_wiring[n] ?? null; } if (target_cell_n) { // TODO this N could be outside the map bounds let target_cell_x = target_cell_n % this.width; let target_cell_y = Math.floor(target_cell_n / this.width); for (let tile of this.cells[target_cell_y][target_cell_x]) { if (tile.type.name === goal) { connectable.connection = tile; found = true; break; } } if (found) continue; } // Otherwise, look in reading order let direction = 1; if (connectable.type.connect_order === 'backward') { direction = -1; } for (let i = 0; i < num_cells - 1; i++) { x += direction; if (x >= this.width) { x -= this.width; y = (y + 1) % this.height; } else if (x < 0) { x += this.width; y = (y - 1 + this.height) % this.height; } for (let tile of this.cells[y][x]) { if (tile.type.name === goal) { // TODO should be weak, but you can't destroy cloners so in practice not a concern connectable.connection = tile; found = true; break; } } if (found) break; } // TODO soft warn for e.g. a button with no cloner? (or a cloner with no button?) } } // Move the game state forwards by one tic 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) { if (actor.movement_cooldown > 0) { this._set_prop(actor, 'movement_cooldown', actor.movement_cooldown - 1); if (actor.movement_cooldown > 0) continue; } // XXX does the cooldown drop while in a trap? is this even right? // TODO should still attempt to move (so chip turns), just will be stuck (but wait, do monsters turn? i don't think so) if (actor.stuck) 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]; this._set_prop(actor, 'last_move_was_force', false); } else { direction_preference = [actor.direction]; if (actor === this.player) { this._set_prop(actor, 'last_move_was_force', true); } } } else if (actor === this.player) { if (player_direction) { direction_preference = [player_direction]; this._set_prop(actor, 'last_move_was_force', false); } } else if (actor.type.movement_mode === 'forward') { // blue tank behavior: keep moving forward direction_preference = [actor.direction]; } 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 === 'bounce-random') { // walker behavior: preserve current direction; if that // doesn't work, pick a random direction, even the one we // failed to move in // TODO unclear if this is right in cc2 as well. definitely not in ms, which chooses a legal move direction_preference = [actor.direction, ['north', 'south', 'east', 'west'][Math.floor(Math.random() * 4)]]; } else if (actor.type.movement_mode === 'pursue') { // teeth behavior: always move towards the player let dx = actor.cell.x - this.player.cell.x; let dy = actor.cell.y - this.player.cell.y; // Chooses the furthest direction, vertical wins ties if (Math.abs(dx) > Math.abs(dy)) { // Horizontal if (dx > 0) { direction_preference = ['west']; } else { direction_preference = ['east']; } } else { // Vertical if (dy > 0) { direction_preference = ['north']; } else { direction_preference = ['south']; } } } else if (actor.type.movement_mode === 'random') { // blob behavior: move completely at random // TODO cc2 has twiddles for how this works per-level, as well as the initial seed for demo playback direction_preference = [['north', 'south', 'east', 'west'][Math.floor(Math.random() * 4)]]; } if (! direction_preference) continue; let moved = false; for (let direction of direction_preference) { this.set_actor_direction(actor, direction); if (this.attempt_step(actor, direction)) { moved = true; break; } } // Only set movement cooldown if we actually moved! if (moved) { // Speed multiplier is based on the tile we landed /on/. let speed_multiplier = 1; if (actor.slide_mode !== null) { speed_multiplier = 2; } this._set_prop(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) { let tic_counter = this.tic_counter; let time_remaining = this.time_remaining; this.pending_undo.push(() => { this.tic_counter = tic_counter; this.time_remaining = time_remaining; }); 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!"); } } } // Commit the undo state at the end of each tic this.commit(); } // 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 original_cell = actor.cell; let goal_x = original_cell.x + move[0]; let goal_y = original_cell.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 for (let tile of original_cell) { if (tile !== actor && tile.type.thin_walls && tile.type.thin_walls.has(direction)) { blocked = true; break; } } // Only bother touching the goal cell if we're not already trapped // in this one // (Note that here, and anywhere else that has any chance of // altering the cell's contents, we iterate over a copy of the cell // to insulate ourselves from tiles appearing or disappearing // mid-iteration.) // FIXME actually, this prevents flicking! if (! blocked) { let goal_cell = this.cells[goal_y][goal_x]; for (let tile of Array.from(goal_cell)) { if (! tile.blocks(actor, direction)) continue; if (actor.type.pushes && actor.type.pushes[tile.type.name]) { if (this.attempt_step(tile, direction)) // It moved out of the way! continue; } if (tile.type.on_bump) { tile.type.on_bump(tile, this, actor); if (! tile.blocks(actor, direction)) // It became something non-blocking! continue; } 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) { let original_cell = actor.cell; if (x === original_cell.x && y === original_cell.y) return; let goal_cell = this.cells[y][x]; this.remove_tile(actor); actor.slide_mode = null; this.add_tile(actor, goal_cell); // Announce we're leaving, for the handful of tiles that care about it for (let tile of Array.from(original_cell)) { if (tile === actor) continue; if (actor.ignores(tile.type.name)) continue; 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._set_prop(this, 'hint_shown', null); } let teleporter; for (let tile of Array.from(goal_cell)) { if (tile === actor) continue; if (actor.ignores(tile.type.name)) continue; if (actor === this.player && tile.type.is_hint) { this._set_prop(this, 'hint_shown', tile.specific_hint ?? this.stored_level.hint); } if (tile.type.is_item && this.give_actor(actor, tile.type.name)) { this.remove_tile(tile); } else if (tile.type.is_teleporter) { teleporter = tile; } 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!"); } } // Handle teleporting, now that the dust has cleared let current_cell = goal_cell; if (teleporter) { let goal = teleporter.connection; // TODO in pathological cases this might infinite loop while (true) { // Physically move the actor to the new teleporter // XXX is this right, compare with tile world? i overhear it's actually implemented as a slide? // XXX will probably play badly with undo lol let tele_cell = goal.cell; current_cell._remove(actor); tele_cell._add(actor); current_cell = tele_cell; if (this.attempt_step(actor, actor.direction)) // Success, teleportation complete break; if (goal === teleporter) // We've tried every teleporter, including the one they // stepped on, so leave them on it break; // Otherwise, try the next one goal = goal.connection; } } } // ------------------------------------------------------------------------- // Undo handling commit() { this.undo_stack.push(this.pending_undo); this.pending_undo = []; } undo() { let entry = this.undo_stack.pop(); // Undo in reverse order! There's no redo, so it's okay to destroy this entry.reverse(); for (let undo of entry) { undo(); } } // ------------------------------------------------------------------------- // Level alteration methods. EVERYTHING that changes the state of a level, // including the state of a single tile, should do it through one of these // for undo/rewind purposes _set_prop(obj, key, val) { let old_val = obj[key]; this.pending_undo.push(() => obj[key] = old_val); obj[key] = val; } collect_chip() { let current = this.chips_remaining; if (current > 0) { this.pending_undo.push(() => this.chips_remaining = current); this.chips_remaining--; } } fail(message) { this.pending_undo.push(() => { this.state = 'playing'; this.fail_message = null; }); this.state = 'failure'; this.fail_message = message; } win() { this.pending_undo.push(() => this.state = 'playing'); this.state = 'success'; } // Get the next direction a random force floor will use. They share global // state and cycle clockwise. get_force_floor_direction() { let d = this.force_floor_direction; this.force_floor_direction = DIRECTIONS[d].right; return d; } // Tile stuff in particular remove_tile(tile) { let cell = tile.cell; let layer = cell._remove(tile); this.pending_undo.push(() => cell._add(tile, layer)); } add_tile(tile, cell, layer = null) { cell._add(tile, layer); this.pending_undo.push(() => cell._remove(tile)); } transmute_tile(tile, name) { let current = tile.type.name; this.pending_undo.push(() => tile.type = TILE_TYPES[current]); tile.type = TILE_TYPES[name]; // TODO adjust anything else? } give_actor(actor, name) { if (! actor.type.has_inventory) return false; let current = actor.inventory[name]; this.pending_undo.push(() => actor.inventory[name] = current); actor.inventory[name] = (current ?? 0) + 1; return true; } // Mark an actor as sliding make_slide(actor, mode) { actor.slide_mode = mode; } // Change an actor's direction set_actor_direction(actor, direction) { let current = actor.direction; this.pending_undo.push(() => actor.direction = current); actor.direction = direction; } set_actor_stuck(actor, is_stuck) { let current = actor.stuck; if (current === is_stuck) return; this.pending_undo.push(() => actor.stuck = current); actor.stuck = is_stuck; } } // Stackable modal overlay of some kind, usually a dialog class Overlay { constructor(game, root) { this.game = game; this.root = root; // Don't propagate clicks on the root element, so they won't trigger a // parent overlay's automatic dismissal this.root.addEventListener('click', ev => { ev.stopPropagation(); }); } open() { if (this.game.state === 'playing') { this.game.set_state('paused'); } let overlay = mk('div.overlay', this.root); document.body.append(overlay); // Remove the overlay when clicking outside the element overlay.addEventListener('click', ev => { this.close(); }); } close() { this.root.closest('.overlay').remove(); } } // Overlay styled like a dialog box class DialogOverlay extends Overlay { constructor(game) { super(game, mk('div.dialog')); this.root.append( this.header = mk('header'), this.main = mk('section'), this.footer = mk('footer'), ); } set_title(title) { this.header.textContent = ''; this.header.append(mk('h1', {}, title)); } add_button(label, onclick) { let button = mk('button', {type: 'button'}, label); button.addEventListener('click', onclick); this.footer.append(button); } } // Yes/no popup dialog class ConfirmOverlay extends DialogOverlay { constructor(game, message, what) { super(game); this.set_title("just checking"); this.main.append(mk('p', {}, message)); let yes = mk('button', {type: 'button'}, "yep"); let no = mk('button', {type: 'button'}, "nope"); yes.addEventListener('click', ev => { this.close(); what(); }); no.addEventListener('click', ev => { this.close(); }); this.footer.append(yes, no); } } // About dialog const ABOUT_HTML = `
Welcome to Lexy's Labyrinth, an exciting old-school tile-based puzzle adventure that is compatible with — but legally distinct from — Chip's Challenge and its exciting sequel Chip's Challenge 2.
This is a reimplementation from scratch of the game and uses none of its original code or assets. It aims to match the behavior of the Steam releases (sans obvious bugs), since those are now the canonical versions of the game, but compatibility settings aren't off the table.
The default level pack is the community-made Chip's Challenge Level Pack 1, which I had no hand in whatsoever; please follow the link for full attribution. With any luck, future releases will include other community level packs, the ability to play your own, and even a way to play the original levels once you've purchased them on Steam!
Source code is on GitHub.
Special thanks to the incredibly detailed Bit Busters Club and its associated wiki and Discord, the latter of which is full of welcoming people who've been more than happy to answer all my burning arcane questions about Chip's Challenge mechanics. Thank you also to Tile World, an open source Chip's Challenge 1 emulator whose source code was indispensable, and the origin of the default tileset.
`; class AboutOverlay extends DialogOverlay { constructor(game) { super(game); this.set_title("about"); this.main.innerHTML = ABOUT_HTML; this.add_button("cool", ev => { this.close(); }); } } // Options dialog // functionality?: // - store local levels and tilesets in localstorage? (will duplicate space but i'll be able to remember them) // aesthetics: // - tileset // - animations on or off // compat: // - flicking // - that cc2 hook wrapping thing // - that cc2 thing where a brown button sends a 1-frame pulse to a wired trap // - cc2 something about blue teleporters at 0, 0 forgetting they're looking for unwired only // - monsters go in fire // - rff blocks monsters // - rff truly random // - all manner of fucking bugs class OptionsOverlay extends DialogOverlay { constructor(game) { super(game); this.set_title("options"); this.main.append(mk('p', "Sorry! None implemented yet.")); this.add_button("well alright then", ev => { this.close(); }); } } // List of levels class LevelBrowserOverlay extends DialogOverlay { constructor(game) { super(game); this.set_title("choose a level"); let table = mk('table.level-browser'); this.main.append(table); for (let [i, stored_level] of game.stored_game.levels.entries()) { table.append(mk('tr', {'data-index': i}, mk('td', i + 1), mk('td', stored_level.title), // TODO score? // TODO other stats?? mk('td', '▶'), )); } table.addEventListener('click', ev => { let tr = ev.target.closest('table.level-browser tr'); if (! tr) return; let index = parseInt(tr.getAttribute('data-index'), 10); this.game.load_level(index); this.close(); }); this.add_button("nevermind", ev => { this.close(); }); } } // 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 // - implement winning and show score for this level // - show current score so far // - about, help const GAME_UI_HTML = `