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Brick-dungeon: damaging monsters

This commit is contained in:
Pabloader 2024-07-08 10:11:07 +00:00
parent a26e069504
commit 0bb010190d
6 changed files with 302 additions and 46 deletions

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@ -37,6 +37,7 @@ body {
border-width: calc(var(--pixel-size) * 0.05);
border-style: solid;
position: relative;
transition: color 100ms ease-out;
&::after {
content: '';
@ -49,6 +50,7 @@ body {
width: calc(var(--pixel-size) * 0.4);
height: calc(var(--pixel-size) * 0.4);
background-color: var(--color);
transition: background-color 100ms ease-out;
}
&.active {
@ -123,6 +125,7 @@ body {
.text {
text-transform: uppercase;
font-family: monospace;
transition: color 100ms ease-out;
}
.footer {

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@ -9,7 +9,8 @@ interface IKeyState {
const KEYS: Record<string, IKeyState> = {};
document.body.addEventListener('keydown', (e) => {
const keyId = e.code.toLowerCase();
const keyId = e.code;
console.debug(`[Input] Pressed ${keyId}`);
if (KEYS[keyId]) {
KEYS[keyId].state = true;
} else {
@ -18,15 +19,16 @@ document.body.addEventListener('keydown', (e) => {
});
document.body.addEventListener('keyup', (e) => {
const keyId = e.code.toLowerCase();
const keyId = e.code;
console.debug(`[Input] Released ${keyId}`);
if (KEYS[keyId]) {
KEYS[keyId].state = false;
}
});
export const isPressed = (key: string): boolean => KEYS[key.toLowerCase()]?.pressed ?? false;
export const isReleased = (key: string): boolean => KEYS[key.toLowerCase()]?.released ?? false;
export const isHeld = (key: string): boolean => KEYS[key.toLowerCase()]?.held ?? false;
export const isPressed = (key: string): boolean => KEYS[key]?.pressed ?? false;
export const isReleased = (key: string): boolean => KEYS[key]?.released ?? false;
export const isHeld = (key: string): boolean => KEYS[key]?.held ?? false;
export function updateKeys() {
for (const key of Object.values(KEYS)) {

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@ -4,6 +4,21 @@ export const nextFrame = async (): Promise<number> => new Promise((resolve) => r
export const randInt = (min: number, max: number) => Math.round(min + (max - min - 1) * Math.random());
export const randBool = () => Math.random() < 0.5;
export const choice = (array: any[]) => array[randInt(0, array.length)];
export const weightedChoice = <T>(options: [T, number][]): T => {
const sum = options.reduce((acc, o) => acc + o[1], 0);
const rnd = Math.random() * sum;
let weight = 0;
for (const [item, probability] of options) {
weight += probability;
if (rnd < weight) {
return item;
}
}
return options[0][0];
}
export const range = (size: number | string) => Object.keys((new Array(+size)).fill(0)).map(k => +k);
export const clamp = (value: number, min: number, max: number) => Math.min(max, Math.max(min, value));

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@ -0,0 +1,163 @@
import { BrickDisplay, type BrickDisplayImage } from "@common/display";
const emptySprite: BrickDisplayImage = { image: [], width: 0, height: 0 };
export interface Item {
sprite: BrickDisplayImage;
damage: number;
heal?: number;
accuracy: number;
ranged: boolean;
consumable: boolean;
}
export interface Monster {
sprite: BrickDisplayImage;
damage: number;
health: number;
ranged: boolean;
lootTable: Record<string, number>; // <itemId, probability of drop>
secondLootChance: number;
}
export enum Items {
STICK,
SWORD,
HEAVY_SWORD,
BOW,
GRENADE,
POTION,
HEAL,
}
export enum Monsters {
SMALL_SLIME,
SMALL_DEMON,
SNAKE,
SMALL_ELEMENTAL,
SLIME,
DEMON,
ELEMENTAL,
BIG_SLIME,
BIG_ELEMENTAL,
}
export const ITEMS: Item[] = [
{ // STICK
sprite: emptySprite,
damage: 1,
accuracy: 1,
ranged: false,
consumable: false,
},
{ // SWORD
sprite: emptySprite,
accuracy: 1,
damage: 5,
ranged: false,
consumable: false,
},
{ // BIG_SWORD
sprite: emptySprite,
accuracy: 0.9,
damage: 10,
ranged: false,
consumable: false,
},
{ // BOW
sprite: emptySprite,
accuracy: 0.7,
damage: 5,
ranged: true,
consumable: false,
},
{ // GRENADE
sprite: emptySprite,
accuracy: 0.8,
damage: 10,
ranged: true,
consumable: true,
},
{ // POTION
sprite: emptySprite,
accuracy: 1,
damage: 0,
heal: 10,
ranged: false,
consumable: true,
},
{ // HEAL
sprite: emptySprite,
accuracy: 1,
damage: 0,
heal: 5,
ranged: false,
consumable: true,
},
];
export const MONSTERS: Monster[] = [
{ // SMALL_SLIME
sprite: emptySprite,
health: 1,
damage: 1,
lootTable: {
[Items.HEAL]: 0.5,
[Items.SWORD]: 0.3,
[Items.POTION]: 0.15,
[Items.BOW]: 0.05,
},
ranged: false,
secondLootChance: 0,
},
{ // SMALL_DEMON
sprite: emptySprite,
health: 2,
damage: 1,
lootTable: {
[Items.HEAL]: 0.5,
[Items.SWORD]: 0.3,
[Items.POTION]: 0.15,
[Items.BOW]: 0.04,
[Items.HEAVY_SWORD]: 0.01,
},
ranged: false,
secondLootChance: 0,
},
{ // SNAKE
sprite: emptySprite,
health: 3,
damage: 2,
lootTable: {
[Items.HEAL]: 0.5,
[Items.POTION]: 0.3,
[Items.BOW]: 0.1,
[Items.GRENADE]: 0.01,
},
ranged: false,
secondLootChance: 0,
},
{ // SMALL_ELEMENTAL
sprite: emptySprite,
health: 4,
damage: 2,
lootTable: {
[Items.HEAL]: 0.5,
[Items.BOW]: 0.3,
[Items.GRENADE]: 0.1,
},
ranged: false,
secondLootChance: 0,
},
];
export function loadData(spritesheet: BrickDisplayImage) {
for (let i = 0; i < ITEMS.length; i++) {
ITEMS[i].sprite = BrickDisplay.extractSprite(spritesheet, i * 4, 0, 4, 4);
}
for (let i = 0; i < MONSTERS.length; i++) {
const x = (i % 8) << 2;
const y = (3 + i / 8) << 2;
MONSTERS[i].sprite = BrickDisplay.extractSprite(spritesheet, x, y, 4, 4);
}
}

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@ -1,26 +1,32 @@
import { BrickDisplay, type BrickDisplayImage } from "@common/display";
import { delay } from "@common/utils";
import { isPressed, updateKeys } from "@common/input";
import backgroundImage from './assets/background.png';
import spritesheetImage from './assets/spritesheet.png';
import { ITEMS, Items, MONSTERS, loadData, type Item } from "./data";
let display: BrickDisplay;
let background: BrickDisplayImage;
let player: BrickDisplayImage;
const weapons: BrickDisplayImage[] = [];
const monsters: BrickDisplayImage[] = [];
let playerSprite: BrickDisplayImage;
let bgY = 0;
let weapon = 0;
let monster = 0;
const playerY = 2;
function moveBackground() {
bgY++;
if (bgY >= 0) {
bgY -= display.height;
}
}
let y = 0;
let targetY = 0;
let playerTurn = true;
let lootToConfirm: Items | null = null;
let selectedSlot = 0;
let inventory: Items[] = [Items.STICK, Items.BOW];
let monsterAlive = true;
let monster = -1;
let monsterY = 12;
let monsterTargetY = 12;
let bulletY = -1;
let bulletBlink = false;
let bulletTargetY = -1;
let frames = 0;
let prevFrameTime: number = 0;
@ -29,56 +35,123 @@ async function loop(time: number) {
const dt = time - prevFrameTime;
prevFrameTime = time;
if (frames > 10) {
moveBackground();
frames = 0;
const item = ITEMS[inventory[selectedSlot]];
if (bulletTargetY !== bulletY) {
console.log('Bullet animation');
if (frames % 2 == 0) {
bulletY += Math.sign(bulletTargetY - bulletY);
}
bulletBlink = !bulletBlink;
} else if (monsterTargetY !== monsterY) {
console.log('Monster animation');
if (frames % 3 == 0) {
monsterY += Math.sign(monsterTargetY - monsterY);
}
} else if (targetY !== y) {
console.log('Player animation');
if (frames % 3 == 0) {
y += Math.sign(targetY - y);
}
} else if (playerTurn) {
// console.log('Player turn');
if (isPressed('ArrowLeft')) {
selectedSlot = (selectedSlot + inventory.length - 1) % inventory.length;
} else if (isPressed('ArrowRight')) {
selectedSlot = (selectedSlot + 1) % inventory.length;
}
if (isPressed('ArrowUp') && (!monsterAlive || y < monsterY - 5)) {
targetY = y + 4;
playerTurn = false;
}
if (isPressed('Space') && (monsterAlive && (y >= monsterY - 5 || item.ranged))) {
if (item.consumable) {
inventory.splice(selectedSlot, 1);
selectedSlot = (selectedSlot + inventory.length - 1) % inventory.length;
}
if (item.ranged) {
console.log('Ranged attack')
bulletY = y + playerY + playerSprite.height;
bulletTargetY = monsterY + MONSTERS[monster].sprite.height;
} else {
console.log('Melee attack');
damageMonster(item);
}
playerTurn = false;
}
} else if (lootToConfirm) {
console.log('lootConfirm');
// TODO
} else if (monsterAlive) { // Monster turn
console.log('Monster turn');
// TODO
playerTurn = true;
} else { // return control to player
playerTurn = true;
}
if (bulletY > 0 && bulletTargetY === bulletY) {
bulletTargetY = bulletY = -1;
bulletBlink = false;
damageMonster(item);
}
display.clear();
display.clear(true);
display.speed = item.damage;
const bgY = y % display.height;
display.drawImage(background, 0, bgY);
display.drawImage(background, 0, bgY + display.height);
display.drawImage(background, 0, bgY - display.height);
display.drawImage(player, 3, 14);
display.drawImage(monsters[monster], 3, 2);
display.drawImage(playerSprite, 3, display.height - playerSprite.height - playerY);
if (monsterAlive && MONSTERS[monster]) {
display.drawImage(MONSTERS[monster].sprite, 3, display.height + (y - monsterY) - MONSTERS[monster].sprite.height - playerY);
}
display.drawImage(weapons[weapon], 0, 0, true);
if (bulletY > 0) {
display.setPixel(display.width >> 1, display.height + (y - bulletY), bulletBlink);
}
display.drawImage(ITEMS[inventory[selectedSlot]].sprite, 0, 0, true);
display.update();
if (isPressed('arrowleft')) {
weapon = (weapon + weapons.length - 1) % weapons.length;
} else if (isPressed('arrowright')) {
weapon = (weapon + 1) % weapons.length;
}
if (isPressed('arrowup')) {
monster = (monster + monsters.length - 1) % monsters.length;
} else if (isPressed('arrowdown')) {
monster = (monster + 1) % monsters.length;
}
updateKeys();
requestAnimationFrame(loop);
}
function spawnNextMonster() {
monster++;
monsterAlive = MONSTERS[monster] != null;
monsterTargetY = monsterY = y + 13;
}
function damageMonster(item: Item) {
const rnd = Math.random();
console.log(`Attack for ${item.damage}, success: ${rnd.toFixed(1)} < ${item.accuracy}`)
if (monsterAlive && rnd < item.accuracy) {
MONSTERS[monster].health -= item.damage;
console.log(`Monster HP: ${MONSTERS[monster].health}`);
if (MONSTERS[monster].health <= 0) {
monsterAlive = false;
// TODO spawn loot
spawnNextMonster();
}
}
}
export default function main() {
display = new BrickDisplay();
display.init();
background = BrickDisplay.convertImage(backgroundImage);
const spritesheet = BrickDisplay.convertImage(spritesheetImage);
loadData(spritesheet);
for (let i = 0; i < 4; i++) {
weapons.push(BrickDisplay.extractSprite(spritesheet, i * 4, 0, 4, 4));
}
for (let i = 0; i < 6; i++) {
monsters.push(BrickDisplay.extractSprite(spritesheet, i * 4, 12, 4, 4));
}
for (let i = 0; i < 3; i++) {
monsters.push(BrickDisplay.extractSprite(spritesheet, i * 4, 16, 4, 4));
}
player = BrickDisplay.extractSprite(spritesheet, 0, 8, 4, 4)
playerSprite = BrickDisplay.extractSprite(spritesheet, 0, 8, 4, 4);
spawnNextMonster();
requestAnimationFrame(loop);
}