// 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 { DIRECTIONS, TICS_PER_SECOND } from './defs.js'; import * as c2g from './format-c2g.js'; import * as dat from './format-dat.js'; import * as format_base from './format-base.js'; import { Level } from './game.js'; import { PrimaryView, Overlay, DialogOverlay, ConfirmOverlay } from './main-base.js'; import { Editor } from './main-editor.js'; import CanvasRenderer from './renderer-canvas.js'; import SOUNDTRACK from './soundtrack.js'; import { Tileset, CC2_TILESET_LAYOUT, LL_TILESET_LAYOUT, TILE_WORLD_TILESET_LAYOUT } from './tileset.js'; import TILE_TYPES from './tiletypes.js'; import { random_choice, mk, mk_svg, promise_event } from './util.js'; import * as util from './util.js'; const PAGE_TITLE = "Lexy's Labyrinth"; // TODO: // - level password, if any 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', }; const OBITUARIES = { drowned: [ "you tried out water cooling", "you fell into the c", ], burned: [ "your core temp got too high", "your plans went up in smoke", ], exploded: [ "watch where you step", "looks like you're having a blast", "you tripped over something of mine", "you were blown to bits", ], squished: [ "that block of ram was too much for you", "you became two-dimensional", ], time: [ "you tried to overclock", "your time ran out", "your speedrun went badly", ], generic: [ "you had a bad time", ], // Specific creatures ball: [ "you're having a ball", "you'll bounce back from this", ], walker: [ "you let it walk all over you", "step into, step over, step out", ], fireball: [ "you had a meltdown", "you haven't been flamed like that since usenet", ], glider: [ "your ship came in", "don't worry, everything's fin now", ], tank_blue: [ "you didn't watch where they tread", "please and tank blue", ], tank_yellow: [ "you let things get out of control", "you need more direction in your life", "your chances of surviving that were remote", ], bug: [ "you got ants in your pants", "there's a bug in your code", "time for some debugging", ], paramecium: [ "you got the creepy crawlies", "you couldn't wriggle out of that one", ], teeth: [ "you got a mega bite", "you got a little nybble", "you're quite a mouthful", "if it helps, apparently you're delicious", ], blob: [ "gooed job there", "blame the rng for that one", "goo another way next time", ], }; // Helper class used to let the game play sounds without knowing too much about the Player class SFXPlayer { constructor() { this.ctx = new (window.AudioContext || window.webkitAudioContext); // come the fuck on, safari // This automatically reduces volume when a lot of sound effects are playing at once this.compressor_node = this.ctx.createDynamicsCompressor(); this.compressor_node.threshold.value = -40; this.compressor_node.ratio.value = 16; this.compressor_node.connect(this.ctx.destination); this.player_x = null; this.player_y = null; this.sounds = {}; this.sound_sources = { // handcrafted blocked: 'sfx/mmf.ogg', // https://jummbus.bitbucket.io/#j2N04bombn110s0k0l00e00t3Mm4a3g00j07i0r1O_U00o30T0v0pL0OD0Ou00q1d1f8y0z2C0w2c0h2T2v0kL0OD0Ou02q1d1f6y1z2C1w1b4gp1b0aCTFucgds0 bomb: 'sfx/bomb.ogg', // https://jummbus.bitbucket.io/#j2N0cbutton-pressn100s0k0l00e00t3Mm1a3g00j07i0r1O_U0o3T0v0pL0OD0Ou00q1d1f3y1z1C2w0c0h0b4p1bJdn51eMUsS0 'button-press': 'sfx/button-press.ogg', // https://jummbus.bitbucket.io/#j2N0ebutton-releasen100s0k0l00e00t3Mm1a3g00j07i0r1O_U0o3T0v0pL0OD0Ou00q1d1f3y1z1C2w0c0h0b4p1aArdkga4sG0 'button-release': 'sfx/button-release.ogg', // https://jummbus.bitbucket.io/#j2N04doorn110s0k0l00e00t3Mmfa3g00j07i0r1O_U00o30T0v0zL0OD0Ou00q0d1f8y0z2C0w2c0h0T2v0pL0OD0Ou02q0d1f8y3ziC0w1b4gp1f0aqEQ0lCNzrYUY0 door: 'sfx/door.ogg', // https://jummbus.bitbucket.io/#j2N08get-chipn100s0k0l00e00t3Mmca3g00j07i0r1O_U0o4T0v0zL0OD0Ou00q1d1f6y1z2C0wac0h0b4p1dFyW7czgUK7aw0 'get-chip': 'sfx/get-chip.ogg', // https://jummbus.bitbucket.io/#j2N07get-keyn100s0k0l00e00t3Mmfa3g00j07i0r1O_U0o5T0v0pL0OD0Ou00q1d5f8y0z2C0w1c0h0b4p1dFyW85CbwwzBg0 'get-key': 'sfx/get-key.ogg', // https://jummbus.bitbucket.io/#j2N08get-tooln100s0k0l00e00t3Mm6a3g00j07i0r1O_U0o2T0v0pL0OD0Ou00q1d1f4y2z9C0w2c0h0b4p1bGqKNW4isVk0 'get-tool': 'sfx/get-tool.ogg', // https://jummbus.bitbucket.io/#j2N06socketn110s0k0l00e00t3Mm4a3g00j07i0r1O_U00o30T5v0pL0OD0Ou05q1d1f8y1z7C1c0h0HU7000U0006000ET2v0pL0OD0Ou02q1d6f5y3z2C0w0b4gp1xGoKHGhFBcn2FyPkxk0rE2AGcNCQyHwUY0 socket: 'sfx/socket.ogg', // https://jummbus.bitbucket.io/#j2N06splashn110s0k0l00e00t3Mm5a3g00j07i0r1O_U00o20T0v0pL0OD0Ou00q0d0fay0z0C0w9c0h8T2v05L0OD0Ou02q2d6fay0z1C0w0b4gp1lGqKQy02gUY1qh7D1wb2Y0 // https://jummbus.bitbucket.io/#j2N06splashn110s0k0l00e00t3Mm5a3g00j07i0r1O_U00o20T0v0pL0OD0Ou00q0d0fay0z0C0w9c0h8T2v05L0OD0Ou02q2d6fay0z1C0w0b4gp1lGqKQxw_zzM5F4us60IbM0 splash: 'sfx/splash.ogg', // https://jummbus.bitbucket.io/#j2N0astep-floorn100s0k0l00e00t3Mm6a3g00j07i0r1O_U0o1T0v05L0OD0Ou00q0d2f1y1zjC2w0c0h0b4p1aGaKaxqer00 'step-floor': 'sfx/step-floor.ogg', // https://jummbus.bitbucket.io/#j2N08teleportn110s1k0l00e00t3Mm7a3g00j07i0r1O_U00o50T0v0pL0OD0Ou00q1d1f8y4z6C2w5c4h0T2v0kL0OD0Ou02q1d7f8y4z3C1w4b4gp1wF2Uzh5wdC18yHH4hhBhHwaATXu0Asds0 teleport: 'sfx/teleport.ogg', // https://jummbus.bitbucket.io/#j2N05thiefn100s1k0l00e00t3Mm3a3g00j07i0r1O_U0o1T0v0pL0OD0Ou00q1d1f5y1z8C2w2c0h0b4p1fFyUBBr9mGkKKds0 thief: 'sfx/thief.ogg', // handcrafted lose: 'sfx/bummer.ogg', // https://jummbus.bitbucket.io/#j2N04tickn100s0k0l00e00t3Mmca3g00j07i0r1O_U0o2T0v0pL0OD0Ou00q1d1f7y1ziC0w4c0h4b4p1bKqE6Rtxex00 tick: 'sfx/tick.ogg', // https://jummbus.bitbucket.io/#j2N06timeupn100s0k0l00e00t3Mm4a3g00j07i0r1O_U0o3T1v0pL0OD0Ou01q1d5f4y1z8C1c0A0F0B0V1Q38e0Pa610E0861b4p1dIyfgKPcLucqU0 timeup: 'sfx/timeup.ogg', // https://jummbus.bitbucket.io/#j2N03winn200s0k0l00e00t2wm9a3g00j07i0r1O_U00o32T0v0EL0OD0Ou00q1d1f5y1z1C2w1c2h0T0v0pL0OD0Ou00q0d1f2y1z2C0w2c3h0b4gp1xFyW4xo31pe0MaCHCbwLbM5cFDgapBOyY0 win: 'sfx/win.ogg', }; for (let [name, path] of Object.entries(this.sound_sources)) { this.init_sound(name, path); } this.mmf_cooldown = 0; } async init_sound(name, path) { let buf = await util.fetch(path); let audiobuf = await this.ctx.decodeAudioData(buf); this.sounds[name] = { buf: buf, audiobuf: audiobuf, }; } set_player_position(cell) { this.player_x = cell.x; this.player_y = cell.y; } play_once(name, cell = null) { let data = this.sounds[name]; if (! data) { // Hasn't loaded yet, not much we can do if (! this.sound_sources[name]) { console.warn("Tried to play non-existent sound", name); } return; } // "Mmf" can technically play every tic since bumping into something doesn't give a movement // cooldown, so give it our own sound cooldown if (name === 'blocked' && this.player_x !== null) { if (this.mmf_cooldown > 0) { return; } else { this.mmf_cooldown = 4; } } let node = this.ctx.createBufferSource(); node.buffer = data.audiobuf; if (cell && this.player_x !== null) { // Reduce the volume for further-away sounds let dx = cell.x - this.player_x; let dy = cell.y - this.player_y; let dist = Math.sqrt(dx*dx + dy*dy); let gain = this.ctx.createGain(); // x/(x + a) is a common and delightful way to get an easy asymptote and output between // 0 and 1. Here, the result is above 2/3 for almost everything on screen; drops down // to 1/3 for things 20 tiles away (which is, roughly, the periphery when standing in // the center of a CC1 map), and bottoms out at 1/15 for standing in one corner of a // CC2 map of max size and hearing something on the far opposite corner. gain.gain.value = 1 - dist / (dist + 10); node.connect(gain); gain.connect(this.compressor_node); } else { // Play at full volume node.connect(this.compressor_node); } node.start(this.ctx.currentTime); } // Reduce cooldowns advance_tic() { if (this.mmf_cooldown > 0) { this.mmf_cooldown -= 1; } } } class Player extends PrimaryView { constructor(conductor) { super(conductor, document.body.querySelector('main#player')); this.key_mapping = { ArrowLeft: 'left', ArrowRight: 'right', ArrowUp: 'up', ArrowDown: 'down', Spacebar: 'wait', " ": 'wait', w: 'up', a: 'left', s: 'down', d: 'right', q: 'drop', e: 'cycle', c: 'swap', }; this.scale = 1; this.compat = { popwalls_react_on_arrive: false, auto_convert_ccl_popwalls: true, auto_convert_ccl_blue_walls: true, sliding_tanks_ignore_button: true, tiles_react_instantly: false, allow_flick: false, }; this.root.style.setProperty('--tile-width', `${this.conductor.tileset.size_x}px`); this.root.style.setProperty('--tile-height', `${this.conductor.tileset.size_y}px`); this.level_el = this.root.querySelector('.level'); this.overlay_message_el = this.root.querySelector('.overlay-message'); this.message_el = this.root.querySelector('.message'); this.chips_el = this.root.querySelector('.chips output'); this.time_el = this.root.querySelector('.time output'); this.bonus_el = this.root.querySelector('.bonus output'); this.inventory_el = this.root.querySelector('.inventory'); this.input_el = this.root.querySelector('.input'); this.demo_el = this.root.querySelector('.demo'); this.music_el = this.root.querySelector('#player-music'); this.music_audio_el = this.music_el.querySelector('audio'); this.music_index = null; let volume_el = this.music_el.querySelector('#player-music-volume'); this.music_audio_el.volume = this.conductor.options.music_volume ?? 1.0; volume_el.value = this.music_audio_el.volume; volume_el.addEventListener('input', ev => { let volume = ev.target.value; this.conductor.options.music_volume = volume; this.conductor.save_stash(); this.music_audio_el.volume = ev.target.value; }); let enabled_el = this.music_el.querySelector('#player-music-unmute'); this.music_enabled = this.conductor.options.music_enabled ?? true; enabled_el.checked = this.music_enabled; enabled_el.addEventListener('change', ev => { this.music_enabled = ev.target.checked; this.conductor.options.music_enabled = this.music_enabled; this.conductor.save_stash(); // TODO also hide most of the music stuff if (this.music_enabled) { this.update_music_playback_state(); } else { this.music_audio_el.pause(); } }); // 0: normal realtime mode // 1: turn-based mode, and the next tic starts at the beginning // 2: turn-based mode, and we're in mid-tic waiting for input this.turn_based = 0; this.turn_based_checkbox = this.root.querySelector('.controls .control-turn-based'); this.turn_based_checkbox.checked = false; this.turn_based_checkbox.addEventListener('change', ev => { if (this.turn_based_checkbox.checked) { // If we're leaving real-time mode then we're between tics this.turn_based = 1; } else { if (this.turn_based === 2) { // Finish up the tic this.advance_by(1); } this.turn_based = 0; } }); // Bind buttons this.pause_button = this.root.querySelector('.controls .control-pause'); this.pause_button.addEventListener('click', ev => { this.toggle_pause(); ev.target.blur(); }); this.restart_button = this.root.querySelector('.controls .control-restart'); this.restart_button.addEventListener('click', ev => { new ConfirmOverlay(this.conductor, "Abandon this attempt and try again?", () => { this.restart_level(); }).open(); ev.target.blur(); }); this.undo_button = this.root.querySelector('.controls .control-undo'); this.undo_button.addEventListener('click', ev => { let player_cell = this.level.player.cell; // Keep undoing until (a) we're on another cell and (b) we're not sliding, i.e. we're // about to make a conscious move. Note that this means undoing all the way through // force floors, even if you could override them! let moved = false; while (this.level.undo_stack.length > 0 && ! (moved && this.level.player.slide_mode === null)) { this.undo(); if (player_cell !== this.level.player.cell) { moved = true; } } // TODO set back to waiting if we hit the start of the level? but // the stack trims itself so how do we know that if (this.state === 'stopped') { // Be sure to undo any success or failure this.set_state('playing'); } this.update_ui(); this._redraw(); ev.target.blur(); }); this.rewind_button = this.root.querySelector('.controls .control-rewind'); this.rewind_button.addEventListener('click', ev => { if (this.level.undo_stack.length > 0) { this.state = 'rewinding'; } }); // Demo playback this.root.querySelector('.demo-controls .demo-play').addEventListener('click', ev => { if (this.state === 'playing' || this.state === 'paused' || this.state === 'rewinding') { new ConfirmOverlay(this.conductor, "Abandon your progress and watch the replay?", () => { this.play_demo(); }); } else { this.play_demo(); } }); this.root.querySelector('.demo-controls .demo-step-1').addEventListener('click', ev => { this.advance_by(1); this._redraw(); }); this.root.querySelector('.demo-controls .demo-step-4').addEventListener('click', ev => { this.advance_by(4); this._redraw(); }); this.renderer = new CanvasRenderer(this.conductor.tileset); this.level_el.append(this.renderer.canvas); this.renderer.canvas.addEventListener('auxclick', ev => { if (ev.button !== 1) return; // TODO make a real debug flag? allow enabling this but consider it aid level 3? if (! location.host.match(/localhost/)) return; let [x, y] = this.renderer.cell_coords_from_event(ev); this.level.move_to(this.level.player, this.level.cells[y][x], 1); }); // Populate inventory this._inventory_tiles = {}; let floor_tile = this.render_inventory_tile('floor'); this.inventory_el.style.backgroundImage = `url(${floor_tile})`; this.inventory_key_nodes = {}; this.inventory_tool_nodes = []; for (let key of ['key_red', 'key_blue', 'key_yellow', 'key_green']) { let img = mk('img', {src: this.render_inventory_tile(key)}); let count = mk('span.-count'); let root = mk('span', img, count); this.inventory_key_nodes[key] = {root, img, count}; this.inventory_el.append(root); } for (let i = 0; i < 4; i++) { let img = mk('img'); this.inventory_tool_nodes.push(img); this.inventory_el.append(img); } 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.using_touch = false; // true if using touch controls this.current_keys = new Set; // keys that are currently held this.current_keys_new = new Set; // keys that were pressed since input was last read // 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') { if (this.level.state === 'success') { // Advance to the next level // TODO game ending? this.conductor.change_level(this.conductor.level_index + 1); } else { // Restart if (!this.current_keys.has(ev.key)) { this.restart_level(); } } return; } // Don't scroll pls ev.preventDefault(); } if (ev.key === 'z') { if (this.level.undo_stack.length > 0 && (this.state === 'stopped' || this.state === 'playing' || this.state === 'paused')) { this.set_state('rewinding'); } } if (this.key_mapping[ev.key]) { this.current_keys.add(ev.key); this.current_keys_new.add(ev.key); ev.stopPropagation(); ev.preventDefault(); // TODO for demo compat, this should happen as part of input reading? if (this.state === 'waiting') { this.set_state('playing'); } } }); key_target.addEventListener('keyup', ev => { if (ev.key === 'z') { if (this.state === 'rewinding') { this.set_state('playing'); } } if (this.key_mapping[ev.key]) { this.current_keys.delete(ev.key); ev.stopPropagation(); ev.preventDefault(); } }); // Similarly, grab touch events and translate them to directions this.current_touches = {}; // ident => action let touch_target = this.root.querySelector('.-main-area'); let collect_touches = ev => { ev.stopPropagation(); ev.preventDefault(); // If state is anything other than playing/waiting, probably switch to playing, similar // to pressing spacebar if (ev.type === 'touchstart') { if (this.state === 'paused') { this.toggle_pause(); return; } else if (this.state === 'stopped') { if (this.level.state === 'success') { // Advance to the next level // TODO game ending? // TODO this immediately begins it too, not sure why this.conductor.change_level(this.conductor.level_index + 1); } else { // Restart this.restart_level(); } return; } } // Figure out where these touches are, relative to the game area // TODO allow starting a level without moving? let rect = touch_target.getBoundingClientRect(); for (let touch of ev.changedTouches) { // Normalize touch coordinates to [-1, 1] let rx = (touch.clientX - rect.left) / rect.width * 2 - 1; let ry = (touch.clientY - rect.top) / rect.height * 2 - 1; // Divine a direction from the results let action; if (Math.abs(rx) > Math.abs(ry)) { if (rx < 0) { action = 'left'; } else { action = 'right'; } } else { if (ry < 0) { action = 'up'; } else { action = 'down'; } } this.current_touches[touch.identifier] = action; } // TODO for demo compat, this should happen as part of input reading? if (this.state === 'waiting') { this.set_state('playing'); } }; touch_target.addEventListener('touchstart', collect_touches); touch_target.addEventListener('touchmove', collect_touches); let dismiss_touches = ev => { for (let touch of ev.changedTouches) { delete this.current_touches[touch.identifier]; } }; touch_target.addEventListener('touchend', dismiss_touches); touch_target.addEventListener('touchcancel', dismiss_touches); // When we lose focus, act as though every key was released, and pause the game window.addEventListener('blur', ev => { this.current_keys.clear(); this.current_touches = {}; if (this.state === 'playing' || this.state === 'rewinding') { this.autopause(); } }); // Same when the window becomes hidden (especially important on phones, where this covers // turning the screen off!) document.addEventListener('visibilitychange', ev => { if (document.visibilityState === 'hidden') { this.current_keys.clear(); this.current_touches = {}; if (this.state === 'playing' || this.state === 'rewinding') { this.autopause(); } } }); // Populate input debugger this.input_el = this.root.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; } this._advance_bound = this.advance.bind(this); this._redraw_bound = this.redraw.bind(this); // Used to determine where within a tic we are, for animation purposes this.tic_offset = 0; this.last_advance = 0; // performance.now timestamp // Auto-size the level canvas on resize window.addEventListener('resize', ev => { this.adjust_scale(); }); // TODO yet another thing that should be in setup, but can't be because load_level is called // first this.sfx_player = new SFXPlayer; } setup() { } activate() { // We can't resize when we're not visible, so do it now super.activate(); this.adjust_scale(); } deactivate() { // End the level when going away; the easiest way is by restarting it // TODO could throw the level away entirely and create a new one on activate? super.deactivate(); if (this.state !== 'waiting') { this.restart_level(); } } load_game(stored_game) { } load_level(stored_level) { // Do this here because we care about the latest level played, not the latest level opened // in the editor or whatever let savefile = this.conductor.current_pack_savefile; savefile.current_level = stored_level.number; if (savefile.highest_level < stored_level.number) { savefile.highest_level = stored_level.number; } this.conductor.save_savefile(); this.level = new Level(stored_level, this.gather_compat_options(stored_level)); this.level.sfx = this.sfx_player; this.renderer.set_level(this.level); this.root.classList.toggle('--has-demo', !!this.level.stored_level.demo); // TODO base this on a hash of the UA + some identifier for the pack + the level index. StoredLevel doesn't know its own index atm... this.change_music(this.conductor.level_index % SOUNDTRACK.length); this._clear_state(); } restart_level() { this.level.restart(this.gather_compat_options(this.level.stored_level)); this._clear_state(); } gather_compat_options(stored_level) { let ret = {}; if (stored_level.use_ccl_compat) { for (let [key, value] of Object.entries(this.compat)) { ret[key] = value; } } return ret; } // Call after loading or restarting a level _clear_state() { this.set_state('waiting'); this.turn_based = this.turn_based_checkbox.checked ? 1 : 0; this.tic_offset = 0; this.last_advance = 0; this.demo_faucet = null; this.current_keyring = {}; this.current_toolbelt = []; this.chips_el.classList.remove('--done'); this.time_el.classList.remove('--frozen'); this.time_el.classList.remove('--danger'); this.time_el.classList.remove('--warning'); this.root.classList.remove('--bonus-visible'); this.update_ui(); // Force a redraw, which won't happen on its own since the game isn't running this._redraw(); } play_demo() { this.restart_level(); let demo = this.level.stored_level.demo; this.demo_faucet = demo[Symbol.iterator](); this.level.force_floor_direction = demo.initial_force_floor_direction; this.level._blob_modifier = demo.blob_seed; // FIXME should probably start playback on first real input this.set_state('playing'); } get_input() { if (this.demo_faucet) { let step = this.demo_faucet.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]); } for (let key of this.current_keys_new) { input.add(this.key_mapping[key]); } this.current_keys_new.clear(); for (let action of Object.values(this.current_touches)) { input.add(action); } return input; } } advance_by(tics) { for (let i = 0; i < tics; i++) { let input = this.get_input(); // Replica of CC2 input handling, based on experimentation // FIXME unclear how this should interact with undo when playing normally, and // definitely wrong when playing a replay; should this be in Level?? if ((input.has('up') && input.has('down')) || (input.has('left') && input.has('right'))) { // If opposing keys are ever held, stop moving and forget our state this.primary_action = null; this.secondary_action = null; } else if (this.primary_action && input.has(this.primary_action)) { // Our primary action is locked in as long as it's held down, but check for a // newly pressed secondary action; remember, there can't be two opposing keys held, // because we already checked for that above, so this is only necessary if there's // not already a secondary action if (! this.secondary_action) { for (let action of ['down', 'left', 'right', 'up']) { if (action !== this.primary_action && input.has(action) && ! this.previous_input.has(action)) { this.secondary_action = action; break; } } } } else { // Either we weren't holding any keys, or we let go of our primary action; either // way, act like we're starting from scratch and check keys in priority order // TODO actually i'm not sure these are necessary if we check the player's facing // first? this.primary_action = null; this.secondary_action = null; // As a tiebreaker, first check if we're holding the key corresponding to the // player's facing direction let player_facing_action = DIRECTIONS[this.level.player.direction].action; if (input.has(player_facing_action)) { this.primary_action = player_facing_action; } for (let action of ['down', 'left', 'right', 'up']) { if (! input.has(action)) continue; if (! this.primary_action) { this.primary_action = action; } else if (action !== this.primary_action) { // Note that because of the opposing keys check, there can never be more // than two keys held down here this.secondary_action = action; break; } } } this.previous_input = input; this.sfx_player.advance_tic(); var primary_dir = this.primary_action ? ACTION_DIRECTIONS[this.primary_action] : null; var secondary_dir = this.secondary_action ? ACTION_DIRECTIONS[this.secondary_action] : null; let has_input = primary_dir !== null || input.has('wait'); // Turn-based mode complicates this slightly // TODO advance_by(1) no longer advances by 1 tic necessarily... if (this.turn_based === 2) { if (has_input) { this.level.advance_tic(primary_dir, secondary_dir, 2); // TODO what if we just do the next tic part now? but then we can never realign to a tic boundary. this.turn_based = 1; } } else { // Start from a tic boundary this.level.advance_tic(primary_dir, secondary_dir, 1); if (this.turn_based > 0 && this.level.can_accept_input() && ! has_input) { // If we're in turn-based mode and could provide input here, but don't have any, // then wait until we do this.turn_based = 2; } else { this.level.advance_tic(primary_dir, secondary_dir, 2); } } if (this.level.state !== 'playing') { // We either won or lost! this.set_state('stopped'); break; } } this.update_ui(); } // Main driver of the level; advances by one tic, then schedules itself to // be called again next tic advance() { if (this.state !== 'playing' && this.state !== 'rewinding') { this._advance_handle = null; return; } this.last_advance = performance.now(); if (this.state === 'playing') { this.advance_by(1); } else if (this.state === 'rewinding') { if (this.level.undo_stack.length === 0) { // TODO detect if we hit the start of the level (rather than just running the undo // buffer dry) and change to 'waiting' instead // TODO pausing seems rude actually, it should just hover in-place? this._advance_handle = null; this.set_state('paused'); } else { // Rewind by undoing one tic every tic this.undo(); this.update_ui(); } } // XXX tic_offset = 0 was here, what does that change let dt = 1000 / TICS_PER_SECOND; if (this.state === 'rewinding') { // Rewind faster than normal time dt *= 0.5; } this._advance_handle = window.setTimeout(this._advance_bound, dt); } undo() { this.level.undo(); // Undo always returns to the start of a tic if (this.turn_based === 2) { this.turn_based = 1; } } // Redraws every frame, unless the game isn't running redraw() { // Calculate this here, not in _redraw, because that's called at weird // times when the game might not have actually advanced at all yet // TODO this is not gonna be right while pausing lol // TODO i'm not sure it'll be right when rewinding either // TODO or if the game's speed changes. wow! if (this.turn_based === 2) { // We're frozen in mid-tic, so the clock hasn't advanced yet, but everything has already // finished moving; pretend we're already on the next tic this.tic_offset = 1; } else { this.tic_offset = Math.min(0.9999, (performance.now() - this.last_advance) / 1000 / (1 / TICS_PER_SECOND)); if (this.state === 'rewinding') { this.tic_offset = 1 - this.tic_offset; } } this._redraw(); // Check for a stopped game *after* drawing, so that if the game ends, we still draw its // final result before stopping the draw loop // TODO for bonus points, also finish the player animation (but don't advance the game any further) if (this.state === 'playing' || this.state === 'rewinding') { this._redraw_handle = requestAnimationFrame(this._redraw_bound); } else { this._redraw_handle = null; } } // Actually redraw. Used to force drawing outside of normal play _redraw() { this.renderer.draw(this.tic_offset); } render_inventory_tile(name) { if (! this._inventory_tiles[name]) { // TODO reuse the canvas for data urls let canvas = this.renderer.create_tile_type_canvas(name); this._inventory_tiles[name] = canvas.toDataURL(); } return this._inventory_tiles[name]; } update_ui() { this.pause_button.disabled = !(this.state === 'playing' || this.state === 'paused'); this.restart_button.disabled = (this.state === 'waiting'); // TODO can we do this only if they actually changed? this.chips_el.textContent = this.level.chips_remaining; if (this.level.chips_remaining === 0) { this.chips_el.classList.add('--done'); } this.time_el.classList.toggle('--frozen', this.level.time_remaining === null || this.level.timer_paused); if (this.level.time_remaining === null) { this.time_el.textContent = '---'; } else { this.time_el.textContent = Math.ceil(this.level.time_remaining / TICS_PER_SECOND); this.time_el.classList.toggle('--warning', this.level.time_remaining < 30 * TICS_PER_SECOND); this.time_el.classList.toggle('--danger', this.level.time_remaining < 10 * TICS_PER_SECOND); } this.bonus_el.textContent = this.level.bonus_points; if (this.level.bonus_points > 0) { this.root.classList.add('--bonus-visible'); } this.message_el.textContent = this.level.hint_shown ?? ""; // Keys appear in a consistent order for (let [key, nodes] of Object.entries(this.inventory_key_nodes)) { let count = this.level.player.keyring[key] ?? 0; if (this.current_keyring[key] === count) continue; nodes.root.classList.toggle('--hidden', count <= 0); nodes.count.classList.toggle('--hidden', count <= 1); nodes.count.textContent = count; this.current_keyring[key] = count; } // Tools are whatever order we picked them up for (let [i, node] of this.inventory_tool_nodes.entries()) { let tool = this.level.player.toolbelt[i] ?? null; if (this.current_toolbelt[i] === tool) continue; node.classList.toggle('--hidden', tool === null); if (tool) { node.src = this.render_inventory_tile(tool); } this.current_toolbelt[i] = tool; } 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.state === 'rewinding') { this.set_state('paused'); } } autopause() { this.set_state('paused'); } // 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 set_state(new_state) { if (new_state === this.state) return; this.state = new_state; // Populate the overlay let overlay_reason = ''; let overlay_top = ''; let overlay_middle = null; let overlay_bottom = ''; let overlay_keyhint = ''; if (this.state === 'waiting') { overlay_reason = 'waiting'; overlay_middle = "Ready!"; } else if (this.state === 'paused') { overlay_reason = 'paused'; overlay_bottom = "/// paused ///"; if (this.using_touch) { overlay_keyhint = "tap to resume"; } else { overlay_keyhint = "press P to resume"; } } else if (this.state === 'stopped') { if (this.level.state === 'failure') { overlay_reason = 'failure'; overlay_top = "whoops"; let obits = OBITUARIES[this.level.fail_reason] ?? OBITUARIES['generic']; overlay_bottom = random_choice(obits); if (this.using_touch) { // TODO touch gesture to rewind? overlay_keyhint = "tap to try again, or tap undo/rewind above"; } else { overlay_keyhint = "press space to try again, or Z to rewind"; } } else { // We just beat the level! Hey, that's cool. // Let's save the score while we're here. let level_number = this.level.stored_level.number; let level_index = level_number - 1; let scorecard = this.level.get_scorecard(); let savefile = this.conductor.current_pack_savefile; let old_scorecard; if (! savefile.scorecards[level_index] || savefile.scorecards[level_index].score < scorecard.score || (savefile.scorecards[level_index].score === scorecard.score && savefile.scorecards[level_index].aid > scorecard.aid)) { old_scorecard = savefile.scorecards[level_index]; // Adjust the total score savefile.total_score = savefile.total_score ?? 0; if (old_scorecard) { savefile.total_score -= old_scorecard.score; } savefile.total_score += scorecard.score; savefile.scorecards[level_index] = scorecard; this.conductor.save_savefile(); } overlay_reason = 'success'; let base = level_number * 500; let time = scorecard.time * 10; // Pick a success message // TODO done on first try; took many tries let time_left_fraction = null; if (this.level.time_remaining !== null && this.level.stored_level.time_limit !== null) { time_left_fraction = this.level.time_remaining / TICS_PER_SECOND / this.level.stored_level.time_limit; } if (this.level.chips_remaining > 0) { overlay_top = random_choice([ "socket to em!", "go bug blaster!", ]); } else if (this.level.time_remaining && this.level.time_remaining < 200) { overlay_top = random_choice([ "in the nick of time!", "cutting it close!", ]); } else if (time_left_fraction !== null && time_left_fraction > 1) { overlay_top = random_choice([ "faster than light!", "impossible speed!", "pipelined!", ]); } else if (time_left_fraction !== null && time_left_fraction > 0.75) { overlay_top = random_choice([ "lightning quick!", "nice speedrun!", "eagerly evaluated!", ]); } else { overlay_top = random_choice([ "you did it!", "nice going!", "great job!", "good work!", "onwards!", "tubular!", "yeehaw!", "hot damn!", "alphanumeric!", "nice dynamic typing!", ]); } if (this.using_touch) { overlay_keyhint = "tap to move on"; } else { overlay_keyhint = "press space to move on"; } overlay_middle = mk('dl.score-chart', mk('dt', "base score"), mk('dd', base), mk('dt', "time bonus"), mk('dd', `+ ${time}`), ); // It should be impossible to ever have a bonus and then drop back to 0 with CC2 // rules; thieves can halve it, but the amount taken is rounded down. // That is to say, I don't need to track whether we ever got a score bonus if (this.level.bonus_points) { overlay_middle.append( mk('dt', "score bonus"), mk('dd', `+ ${this.level.bonus_points}`), ); } else { overlay_middle.append(mk('dt', ""), mk('dd', "")); } // TODO show your time, bold time...? overlay_middle.append( mk('dt.-sum', "level score"), mk('dd.-sum', `${scorecard.score} ${scorecard.aid === 0 ? '★' : ''}`), ); if (old_scorecard) { overlay_middle.append( mk('dt', "improvement"), mk('dd', `+ ${scorecard.score - old_scorecard.score}`), ); } else { overlay_middle.append(mk('dt', ""), mk('dd', "")); } overlay_middle.append( mk('dt', "total score"), mk('dd', savefile.total_score), ); } } this.overlay_message_el.setAttribute('data-reason', overlay_reason); this.overlay_message_el.querySelector('.-top').textContent = overlay_top; this.overlay_message_el.querySelector('.-bottom').textContent = overlay_bottom; this.overlay_message_el.querySelector('.-keyhint').textContent = overlay_keyhint; let middle = this.overlay_message_el.querySelector('.-middle'); middle.textContent = ''; if (overlay_middle) { middle.append(overlay_middle); } // Ask the renderer to apply a rewind effect only when rewinding, or when paused from // rewinding if (this.state === 'rewinding') { this.renderer.use_rewind_effect = true; } else if (this.state !== 'paused') { this.renderer.use_rewind_effect = false; } this.update_music_playback_state(); // The advance and redraw methods run in a loop, but they cancel // themselves if the game isn't running, so restart them here if (this.state === 'playing' || this.state === 'rewinding') { if (! this._advance_handle) { this.advance(); } if (! this._redraw_handle) { this.redraw(); } } } // Music stuff change_music(index) { if (index === this.music_index) return; this.music_index = index; let track = SOUNDTRACK[index]; this.music_audio_el.src = track.path; let title_el = this.music_el.querySelector('#player-music-title'); title_el.textContent = track.title; if (track.beepbox) { title_el.setAttribute('href', track.beepbox); } else { title_el.removeAttribute('href'); } let author_el = this.music_el.querySelector('#player-music-author'); author_el.textContent = track.author; if (track.url) { author_el.setAttribute('href', track.url); } else if (track.twitter) { author_el.setAttribute('href', 'https://twitter.com/' + track.twitter); } else { author_el.removeAttribute('href'); } } update_music_playback_state() { if (! this.music_enabled) return; // Audio tends to match the game state // TODO rewind audio when rewinding the game? would need to use the audio api, so high effort low reward if (this.state === 'waiting') { this.music_audio_el.pause(); this.music_audio_el.currentTime = 0; } if (this.state === 'playing' || this.state === 'rewinding') { this.music_audio_el.play(); } else if (this.state === 'paused') { this.music_audio_el.pause(); } else if (this.state === 'stopped') { this.music_audio_el.pause(); } } // Auto-size the game canvas to fit the screen, if possible adjust_scale() { // TODO make this optional let style = window.getComputedStyle(this.root); let is_portrait = !! style.getPropertyValue('--is-portrait'); // The base size is the size of the canvas, i.e. the viewport size times the tile size -- // but note that we have 2x4 extra tiles for the inventory depending on layout // TODO if there's ever a portrait view for phones, this will need adjusting let base_x, base_y; if (is_portrait) { base_x = this.conductor.tileset.size_x * this.renderer.viewport_size_x; base_y = this.conductor.tileset.size_y * (this.renderer.viewport_size_y + 2); } else { base_x = this.conductor.tileset.size_x * (this.renderer.viewport_size_x + 4); base_y = this.conductor.tileset.size_y * this.renderer.viewport_size_y; } // The main UI is centered in a flex item with auto margins, so the extra space available is // the size of those margins (which naturally discounts the size of the buttons and music // title and whatnot, so those automatically reserve their own space) if (style['display'] === 'none') { // the computed margins can be 'auto' in this case return; } let extra_x = parseFloat(style['margin-left']) + parseFloat(style['margin-right']); let extra_y = parseFloat(style['margin-top']) + parseFloat(style['margin-bottom']); // The total available space, then, is the current size of the canvas (and inventory, when // appropriate) plus the size of the margins let total_x = extra_x + this.renderer.canvas.offsetWidth + this.inventory_el.offsetWidth; let total_y = extra_y + this.renderer.canvas.offsetHeight; let dpr = window.devicePixelRatio || 1.0; // Divide to find the biggest scale that still fits. But don't exceed 90% of the available // space, or it'll feel cramped (except on small screens, where being too small HURTS). let maxfrac = total_x < 800 ? 1 : 0.9; let scale = Math.floor(maxfrac * dpr * Math.min(total_x / base_x, total_y / base_y)); if (scale <= 1) { scale = 1; } // High DPI support: scale the canvas down by the inverse of the device // pixel ratio, thus matching the canvas's resolution to the screen // resolution and giving us nice, clean pixels. scale /= dpr; this.scale = scale; this.root.style.setProperty('--scale', scale); } } const BUILTIN_LEVEL_PACKS = [{ path: 'levels/CCLP1.ccl', ident: 'cclp1', title: "Chip's Challenge Level Pack 1", desc: "Designed and recommended for new players, starting with gentle introductory levels. A prequel to the other packs.", }, { path: 'levels/CCLP4.ccl', ident: 'cclp4', title: "Chip's Challenge Level Pack 4", desc: "Moderately difficult, but not unfair.", }, { path: 'levels/CCLXP2.ccl', ident: 'cclxp2', title: "Chip's Challenge Level Pack 2-X", desc: "The first community pack released, tricky and rough around the edges.", }, { path: 'levels/CCLP3.ccl', ident: 'cclp3', title: "Chip's Challenge Level Pack 3", desc: "A tough challenge, by and for veteran players.", }]; class Splash extends PrimaryView { constructor(conductor) { super(conductor, document.body.querySelector('main#splash')); // Populate the list of available level packs let pack_list = document.querySelector('#splash-stock-levels'); for (let packdef of BUILTIN_LEVEL_PACKS) { let score; let packinfo = conductor.stash.packs[packdef.ident]; if (packinfo && packinfo.total_score !== undefined) { if (packinfo.total_score === null) { // Whoops, some NaNs got in here :( score = "computing..."; } else { // TODO tack on a star if the game is "beaten"? what's that mean? every level // beaten i guess? score = packinfo.total_score.toLocaleString(); } } else { score = "unplayed"; } let button = mk('button.button-big.level-pack-button', mk('h3', packdef.title), mk('p', packdef.desc), mk('span.-score', score), ); button.addEventListener('click', ev => { this.conductor.fetch_pack(packdef.path, packdef.title); }); pack_list.append(button); } // File loading: allow providing either a single file, multiple files, OR an entire // directory (via the hokey WebKit Entry interface) let upload_file_el = this.root.querySelector('#splash-upload-file'); let upload_dir_el = this.root.querySelector('#splash-upload-dir'); // Clear out the file controls in case of refresh upload_file_el.value = ''; upload_dir_el.value = ''; this.root.querySelector('#splash-upload-file-button').addEventListener('click', ev => { upload_file_el.click(); }); this.root.querySelector('#splash-upload-dir-button').addEventListener('click', ev => { upload_dir_el.click(); }); upload_file_el.addEventListener('change', async ev => { if (upload_file_el.files.length === 0) return; // TODO throw up a 'loading' overlay // FIXME handle multiple files! but if there's only one, explicitly load /that/ one let file = ev.target.files[0]; let buf = await file.arrayBuffer(); await this.conductor.parse_and_load_game(buf, new util.FileFileSource(ev.target.files), file.name); }); upload_dir_el.addEventListener('change', async ev => { // TODO throw up a 'loading' overlay // The directory selector populates 'files' with every single file, recursively, which // is kind of wild but also /much/ easier to deal with let files = upload_dir_el.files; if (files.length > 4096) throw new util.LLError("Got way too many files; did you upload the right directory?"); await this.search_multi_source(new util.FileFileSource(files)); }); // Allow loading a local directory onto us, via the WebKit // file entry interface // TODO? this always takes a moment to register, not sure why... // FIXME as written this won't correctly handle CCLs util.handle_drop(this.root, { require_file: true, dropzone_class: '--drag-hover', on_drop: async ev => { // TODO for now, always use the entry interface, but if these are all files then // they can just be loaded normally let entries = []; for (let item of ev.dataTransfer.items) { entries.push(item.webkitGetAsEntry()); } await this.search_multi_source(new util.EntryFileSource(entries)); }, }); // Bind to "create level" button this.root.querySelector('#splash-create-level').addEventListener('click', ev => { let stored_level = new format_base.StoredLevel(1); stored_level.size_x = 32; stored_level.size_y = 32; for (let i = 0; i < 1024; i++) { let cell = new format_base.StoredCell; cell.push({type: TILE_TYPES['floor']}); stored_level.linear_cells.push(cell); } stored_level.linear_cells[0].push({type: TILE_TYPES['player']}); // FIXME definitely gonna need a name here chief let stored_game = new format_base.StoredGame(null); stored_game.level_metadata.push({ stored_level: stored_level, }); this.conductor.load_game(stored_game); this.conductor.switch_to_editor(); }); } // Look for something we can load, and load it async search_multi_source(source) { // TODO not entiiirely kosher, but not sure if we should have an api for this or what if (source._loaded_promise) { await source._loaded_promise; } let paths = Object.keys(source.files); // TODO should handle having multiple candidates, but this is good enough for now paths.sort((a, b) => a.length - b.length); for (let path of paths) { let m = path.match(/[.]([^./]+)$/); if (! m) continue; let ext = m[1]; // TODO this can't load an individual c2m, hmmm if (ext === 'c2g' || ext === 'dat' || ext === 'ccl') { let buf = await source.get(path); await this.conductor.parse_and_load_game(buf, source, path); break; } } // TODO else...? complain we couldn't find anything? list what we did find?? idk } } // ------------------------------------------------------------------------------------------------- // Central controller, thingy // Report an error when a level fails to load class LevelErrorOverlay extends DialogOverlay { constructor(conductor, error) { super(conductor); this.set_title("bummer"); this.main.append( mk('p', "Whoopsadoodle! I seem to be having some trouble loading this level. I got this error, which may or may not be useful:"), mk('pre.error', error.toString()), mk('p', "It's probably entirely my fault, and I'm very sorry. ", "Unless you're doing something weird and it's actually your fault, I guess. ", "This is just a prerecorded message, so it's hard for me to tell! ", "But if it's my fault and you're feeling up to it, you can let me know by ", mk('a', {href: 'https://github.com/eevee/lexys-labyrinth/issues'}, "filing an issue on GitHub"), " or finding me on Discord or Twitter or whatever.", ), mk('p', "In the more immediate future, you can see if any other levels work by jumping around manually with the 'level select' button. Unless this was the first level of a set, in which case you're completely out of luck."), ); this.add_button("welp, you get what you pay for", ev => { this.close(); }); } } // 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 long-awaited 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.
Source code is on GitHub.
Special thanks to:
Not affiliated with, endorsed by, aided by, or done with the permission of Chuck Somerville, Niffler Inc., or Alpha Omega Productions.
`; class AboutOverlay extends DialogOverlay { constructor(conductor) { super(conductor); 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 // TODO distinguish between deliberately gameplay changes and bugs, though that's kind of an arbitrary line const AESTHETIC_OPTIONS = [{ key: 'anim_half_speed', label: "Animate at half speed", default: true, note: "CC2 plays animations at utterly ludicrous speeds and it looks very bad. This option plays them at half speed (except for explosions and splashes, which have a fixed duration), which is objectively better in every way.", }, { key: 'offset_actors', label: "Offset some actors", default: true, note: "Chip's Challenge typically draws everything in a grid, which looks a bit funny for tall skinny objects like... the player. And teeth. This option draws both of them raised up slightly, so they'll break the grid and add a slight 3D effect. May not work for all tilesets.", }]; const COMPAT_OPTIONS = [{ key: 'popwalls_react_on_arrive', label: "Recessed walls trigger when stepped on", impls: ['lynx', 'ms'], note: "This was the behavior in both versions of CC1, but CC2 changed them to trigger when stepped off of (probably to match the behavior of turtles). Some CCLP levels depend on the old behavior. See the next option for a more conservative solution.", }, { key: 'auto_convert_ccl_popwalls', label: "Fix loaded recessed walls", impls: ['lynx', 'ms'], note: "This is a more conservative solution to the problem with recessed walls. It replaces recessed walls with a new tile, \"doubly recessed walls\", only if they begin the level with something on top of them. This should resolve compatibility issues without changing the behavior of recessed walls.", }, { key: 'auto_convert_ccl_blue_walls', label: "Fix loaded blue walls", impls: ['lynx'], note: "Generally, you can only push a block if it's in a space you could otherwise move into, but Tile World Lynx allows pushing blocks off of blue walls. (Unclear whether this is a Tile World bug, or a Lynx bug that Tile World is replicating.) The same effect can be achieved in Steam by using a recessed wall instead, so this replaces such walls with recessed walls. Note that this fix may have unintended side effects in conjunction with the recessed wall compat option.", }, { key: 'sliding_tanks_ignore_button', label: "Blue tanks ignore blue buttons while sliding", impls: ['lynx'], note: "In Lynx, due to what is almost certainly a bug, blue tanks would simply not react at all if a blue button were pressed while they were in mid-movement. Steam fixed this, but it also made blue tanks \"remember\" a button press if they were in the middle of a slide and then turn around once they were finished, and this subtle change broke at least one CCLP level. (There is no compat option for ignoring a button press while moving normally, as that makes the game worse for no known benefit.)", }, { key: 'tiles_react_instantly', label: "Tiles react instantly", impls: ['ms'], note: "CC originally had objects slide smoothly from one tile to another, so most tiles only responded when the movement completed. In the Microsoft port, though, everything moves instantly (and then waits before moving again), so tiles respond right away.", }, { key: 'allow_flick', label: "Allow flicking", impls: ['ms'], note: "Generally, you can only push a block if it's in a space you could otherwise move into. Due to a bug, the Microsoft port allows pushing blocks that are on top of walls, thin walls, ice corners, etc., and this maneuver is called a \"flick\".", }]; const COMPAT_IMPLS = { lynx: "Lynx, the original version", ms: "Microsoft's Windows port", steam: "The canonical Steam version, but off by default because it's considered a bug", }; const OPTIONS_TABS = [{ name: 'aesthetic', label: "Aesthetics", }, { name: 'compat', label: "Compatibility", }]; class OptionsOverlay extends DialogOverlay { constructor(conductor) { super(conductor); this.root.classList.add('dialog-options'); this.set_title("options"); this.add_button("well alright then", ev => { this.close(); }); this.main.append(mk('p', "Sorry! This stuff doesn't actually work yet.")); let tab_strip = mk('nav.tabstrip'); this.main.append(tab_strip); this.tab_links = {}; this.tab_blocks = {}; this.current_tab = 'aesthetic'; for (let tabdef of OPTIONS_TABS) { let link = mk('a', {href: 'javascript:', 'data-tab': tabdef.name}, tabdef.label); link.addEventListener('click', ev => { ev.preventDefault(); this.switch_tab(ev.target.getAttribute('data-tab')); }); tab_strip.append(link); this.tab_links[tabdef.name] = link; let block = mk('section.tabblock'); this.main.append(block); this.tab_blocks[tabdef.name] = block; if (tabdef.name === this.current_tab) { link.classList.add('--selected'); block.classList.add('--selected'); } } // Aesthetic tab this._add_options(this.tab_blocks['aesthetic'], AESTHETIC_OPTIONS); // Compat tab this.tab_blocks['compat'].append( mk('p', "Revert to:", mk('button', "Default"), mk('button', "Lynx"), mk('button', "Microsoft"), mk('button', "Steam")), mk('p', "These settings are for compatibility with player-created levels, which sometimes relied on subtle details of the Microsoft or Lynx games and no longer work with the now-canonical Steam rules. The default is to follow the Steam rules as closely as possible (except for bugs), but make a few small tweaks to keep CCL-format levels working."), mk('p', "Changes won't take effect until you restart the level or change levels."), mk('p', "Please note that Microsoft had a number of subtle but complex bugs that Lexy's Labyrinth cannot ever reasonably emulate. The Microsoft settings here are best-effort and not intended to be 100% compatible."), ); this._add_options(this.tab_blocks['compat'], COMPAT_OPTIONS); } _add_options(root, options) { let ul = mk('ul'); root.append(ul); for (let optdef of options) { let li = mk('li'); let label = mk('label.option'); label.append(mk('input', {type: 'checkbox', name: optdef.key})); if (optdef.impls) { for (let impl of optdef.impls) { label.append(mk('img.compat-icon', {src: `icons/compat-${impl}.png`})); } } label.append(mk('span.option-label', optdef.label)); let help_icon = mk('img.-help', {src: 'icons/help.png'}); label.append(help_icon); let help_text = mk('p.option-help', optdef.note); li.append(label); li.append(help_text); ul.append(li); help_icon.addEventListener('click', ev => { help_text.classList.toggle('--visible'); }); } } switch_tab(tab) { if (this.current_tab === tab) return; this.tab_links[this.current_tab].classList.remove('--selected'); this.tab_blocks[this.current_tab].classList.remove('--selected'); this.current_tab = tab; this.tab_links[this.current_tab].classList.add('--selected'); this.tab_blocks[this.current_tab].classList.add('--selected'); } } // List of levels class LevelBrowserOverlay extends DialogOverlay { constructor(conductor) { super(conductor); this.set_title("choose a level"); let thead = mk('thead', mk('tr', mk('th', ""), mk('th', "Level"), mk('th', "Your time"), mk('th', mk('abbr', { title: "Actual time it took you to play the level, even on untimed levels, and ignoring any CC2 clock altering effects", }, "Real time")), mk('th', "Your score"), )); let tbody = mk('tbody'); let table = mk('table.level-browser', thead, tbody); this.main.append(table); let savefile = conductor.current_pack_savefile; // TODO if i stop eagerloading everything in a .DAT then this will not make sense any more for (let [i, meta] of conductor.stored_game.level_metadata.entries()) { let scorecard = savefile.scorecards[i]; let score = "—", time = "—", abstime = "—"; if (scorecard) { score = scorecard.score.toLocaleString(); if (scorecard.aid === 0) { score += '★'; } if (scorecard.time === 0) { // This level is untimed time = "n/a"; } else { time = String(scorecard.time); } // Express absolute time as mm:ss, with two decimals on the seconds (which should be // able to exactly count a number of tics) let absmin = Math.floor(scorecard.abstime / TICS_PER_SECOND / 60); let abssec = scorecard.abstime / TICS_PER_SECOND % 60; abstime = `${absmin}:${abssec < 10 ? '0' : ''}${abssec.toFixed(2)}`; } let title = meta.title; if (meta.error) { title = '[failed to load]'; } else if (! title) { title = '(untitled)'; } let tr = mk('tr', {'data-index': i}, mk('td.-number', meta.number), mk('td.-title', title), mk('td.-time', time), mk('td.-time', abstime), mk('td.-score', score), // TODO show your time? include 999 times for untimed levels (which i don't know at // this point whoops but i guess if the time is zero then that answers that)? show // your wallclock time also? // TODO other stats?? num chips, time limit? don't know that without loading all // the levels upfront though, which i currently do but want to stop doing ); // TODO sigh, does not actually indicate visited in C2G world if (i >= savefile.highest_level) { tr.classList.add('--unvisited'); } if (meta.error) { tr.classList.add('--error'); } tbody.append(tr); } tbody.addEventListener('click', ev => { let tr = ev.target.closest('table.level-browser tr'); if (! tr) return; let index = parseInt(tr.getAttribute('data-index'), 10); if (this.conductor.change_level(index)) { this.close(); } }); this.add_button("nevermind", ev => { this.close(); }); } } // Central dispatcher of what we're doing and what we've got loaded const STORAGE_KEY = "Lexy's Labyrinth"; const STORAGE_PACK_PREFIX = "Lexy's Labyrinth: "; class Conductor { constructor(tileset) { this.stored_game = null; this.tileset = tileset; this.stash = JSON.parse(window.localStorage.getItem(STORAGE_KEY)); // TODO more robust way to ensure this is shaped how i expect? if (! this.stash) { this.stash = {}; } if (! this.stash.options) { this.stash.options = {}; } if (! this.stash.packs) { this.stash.packs = {}; } // Handy aliases this.options = this.stash.options; this.splash = new Splash(this); this.editor = new Editor(this); this.player = new Player(this); // Bind the header buttons document.querySelector('#main-about').addEventListener('click', ev => { new AboutOverlay(this).open(); }); document.querySelector('#main-options').addEventListener('click', ev => { new OptionsOverlay(this).open(); }); // Bind to the navigation headers, which list the current level pack // and level this.level_pack_name_el = document.querySelector('#level-pack-name'); this.level_name_el = document.querySelector('#level-name'); this.nav_prev_button = document.querySelector('#main-prev-level'); this.nav_next_button = document.querySelector('#main-next-level'); this.nav_choose_level_button = document.querySelector('#main-choose-level'); this.nav_prev_button.addEventListener('click', ev => { // TODO confirm if (this.stored_game && this.level_index > 0) { this.change_level(this.level_index - 1); } ev.target.blur(); }); this.nav_next_button.addEventListener('click', ev => { // TODO confirm if (this.stored_game && this.level_index < this.stored_game.level_metadata.length - 1) { this.change_level(this.level_index + 1); } ev.target.blur(); }); this.nav_choose_level_button.addEventListener('click', ev => { if (this.stored_game) { new LevelBrowserOverlay(this).open(); } ev.target.blur(); }); document.querySelector('#main-change-pack').addEventListener('click', ev => { // TODO confirm this.switch_to_splash(); }); document.querySelector('#player-edit').addEventListener('click', ev => { // TODO should be able to jump to editor if we started in the // player too! but should disable score tracking, have a revert // button, not be able to save over it, have a warning about // cheating... this.switch_to_editor(); }); document.querySelector('#editor-play').addEventListener('click', ev => { // Restart the level to ensure it takes edits into account // TODO need to finish thinking out the exact flow between editor/player and what happens when... this.player.restart_level(); this.switch_to_player(); }); this.update_nav_buttons(); this.switch_to_splash(); } switch_to_splash() { if (this.current) { this.current.deactivate(); } this.splash.activate(); this.current = this.splash; document.body.setAttribute('data-mode', 'splash'); } switch_to_editor() { if (this.current) { this.current.deactivate(); } this.editor.activate(); this.current = this.editor; document.body.setAttribute('data-mode', 'editor'); } switch_to_player() { if (this.current) { this.current.deactivate(); } this.player.activate(); this.current = this.player; document.body.setAttribute('data-mode', 'player'); } load_game(stored_game, identifier = null) { this.stored_game = stored_game; this._pack_identifier = identifier; this.current_pack_savefile = null; if (identifier !== null) { // TODO again, enforce something about the shape here this.current_pack_savefile = JSON.parse(window.localStorage.getItem(STORAGE_PACK_PREFIX + identifier)); if (this.current_pack_savefile && this.current_pack_savefile.total_score === null) { // Fix some NaNs that slipped in this.current_pack_savefile.total_score = this.current_pack_savefile.scorecards .map(scorecard => scorecard ? scorecard.score : 0) .reduce((a, b) => a + b, 0); this.save_savefile(); } } if (! this.current_pack_savefile) { this.current_pack_savefile = { total_score: 0, current_level: 1, highest_level: 1, // level scorecard: { time, abstime, bonus, score, aid } or null scorecards: [], }; } this.player.load_game(stored_game); this.editor.load_game(stored_game); return this.change_level(0); } change_level(level_index) { // FIXME handle errors here try { this.stored_level = this.stored_game.load_level(level_index); } catch (e) { new LevelErrorOverlay(this, e).open(); return false; } this.level_index = level_index; // FIXME do better this.level_name_el.textContent = `Level ${level_index + 1} — ${this.stored_level.title}`; document.title = `${PAGE_TITLE} - ${this.stored_level.title}`; this.update_nav_buttons(); this.player.load_level(this.stored_level); this.editor.load_level(this.stored_level); return true; } update_nav_buttons() { this.nav_choose_level_button.disabled = !this.stored_game; this.nav_prev_button.disabled = !this.stored_game || this.level_index <= 0; this.nav_next_button.disabled = !this.stored_game || this.level_index >= this.stored_game.level_metadata.length; } save_stash() { window.localStorage.setItem(STORAGE_KEY, JSON.stringify(this.stash)); } save_savefile() { if (! this._pack_identifier) return; window.localStorage.setItem(STORAGE_PACK_PREFIX + this._pack_identifier, JSON.stringify(this.current_pack_savefile)); // Also remember the total score in the stash, if it changed, so we can read it without // having to parse every single one of these things let packinfo = this.stash.packs[this._pack_identifier]; if (! packinfo || packinfo.total_score !== this.current_pack_savefile.total_score) { if (! packinfo) { packinfo = {}; this.stash.packs[this._pack_identifier] = packinfo; } packinfo.total_score = this.current_pack_savefile.total_score; this.save_stash(); } } // ------------------------------------------------------------------------------------------------ // File loading extract_identifier_from_path(path) { let ident = path.match(/^(?:.*\/)?[.]*([^.]+)(?:[.]|$)/)[1]; if (ident) { return ident.toLowerCase(); } else { return null; } } async fetch_pack(path, title) { // TODO indicate we're downloading something // TODO handle errors // TODO cancel a download if we start another one? let buf = await util.fetch(path); await this.parse_and_load_game(buf, new util.HTTPFileSource(new URL(location)), path); } async parse_and_load_game(buf, source, path, identifier, title) { if (identifier === undefined) { identifier = this.extract_identifier_from_path(path); } // TODO get title out of C2G when it's supported this.level_pack_name_el.textContent = title ?? identifier ?? '(untitled)'; // TODO also support tile world's DAC when reading from local?? // TODO ah, there's more metadata in CCX, crapola let magic = String.fromCharCode.apply(null, new Uint8Array(buf.slice(0, 4))); let stored_game; if (magic === 'CC2M' || magic === 'CCS ') { // This is an individual level, so concoct a fake game for it, and don't save anything stored_game = c2g.wrap_individual_level(buf); identifier = null; } else if (magic === '\xac\xaa\x02\x00' || magic == '\xac\xaa\x02\x01') { stored_game = dat.parse_game(buf); } else if (magic.toLowerCase() === 'game') { // TODO this isn't really a magic number and isn't required to be first, so, maybe // this one should just go by filename console.log(path); let dir; if (! path.match(/[/]/)) { dir = ''; } else { dir = path.replace(/[/][^/]+$/, ''); } stored_game = await c2g.parse_game(buf, source, dir); } else { throw new Error("Unrecognized file format"); } if (this.load_game(stored_game, identifier)) { this.switch_to_player(); } } } async function main() { let local = !! location.host.match(/localhost/); let query = new URLSearchParams(location.search); // Pick a tileset // These alternative ones only work locally for me for testing purposes, since they're part of // the commercial games! let tilesheet = new Image(); let tilesize; let tilelayout; if (local && query.get('tileset') === 'ms') { tilesheet.src = 'tileset-ms.png'; tilesize = 32; tilelayout = CC2_TILESET_LAYOUT; } else if (local && query.get('tileset') === 'steam') { tilesheet.src = 'tileset-steam.png'; tilesize = 32; tilelayout = CC2_TILESET_LAYOUT; } else if (query.get('tileset') === 'tworld') { tilesheet.src = 'tileset-tworld.png'; tilesize = 48; tilelayout = TILE_WORLD_TILESET_LAYOUT; } else { // Default to Lexy's Labyrinth tileset tilesheet.src = 'tileset-lexy.png'; tilesize = 32; tilelayout = LL_TILESET_LAYOUT; } // TODO would be fabulous to not wait on this before creating conductor await tilesheet.decode(); let tileset = new Tileset(tilesheet, tilelayout, tilesize, tilesize); let conductor = new Conductor(tileset); window._conductor = conductor; // Pick a level (set) // TODO error handling :( let path = query.get('setpath'); let b64level = query.get('level'); if (path && path.match(/^levels[/]/)) { conductor.fetch_pack(path); } else if (b64level) { // TODO all the more important to show errors!! // FIXME Not ideal, but atob() returns a string rather than any of the myriad binary types let stringy_buf = atob(b64level.replace(/-/g, '+').replace(/_/g, '/')); let buf = Uint8Array.from(stringy_buf, c => c.charCodeAt(0)).buffer; await conductor.parse_and_load_game(buf, null, 'shared.c2m', null, "Shared level"); } } main();