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brick-dungeon: core mechanics

This commit is contained in:
Pabloader 2024-07-08 13:11:17 +00:00
parent 0bb010190d
commit 5e4af4d923
4 changed files with 190 additions and 43 deletions

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@ -4,7 +4,10 @@ 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 => {
export const weightedChoice = <T extends string | number>(options: [T, number][] | Partial<Record<T, number>>): T | null => {
if (!Array.isArray(options)) {
options = Object.entries(options) as [T, number][];
}
const sum = options.reduce((acc, o) => acc + o[1], 0);
const rnd = Math.random() * sum;
@ -17,7 +20,7 @@ export const weightedChoice = <T>(options: [T, number][]): T => {
}
}
return options[0][0];
return null;
}
export const range = (size: number | string) => Object.keys((new Array(+size)).fill(0)).map(k => +k);

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@ -5,18 +5,21 @@ const emptySprite: BrickDisplayImage = { image: [], width: 0, height: 0 };
export interface Item {
sprite: BrickDisplayImage;
damage: number;
heal?: number;
accuracy: number;
heal?: number;
instantUse?: boolean;
consumable?: boolean;
ranged: boolean;
consumable: boolean;
}
export interface Monster {
sprite: BrickDisplayImage;
damage: number;
accuracy: number;
health: number;
maxHealth: number;
ranged: boolean;
lootTable: Record<string, number>; // <itemId, probability of drop>
lootTable: Partial<Record<Items, number>>; // <itemId, probability of drop>
secondLootChance: number;
}
@ -48,28 +51,24 @@ export const ITEMS: Item[] = [
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,
@ -92,14 +91,16 @@ export const ITEMS: Item[] = [
damage: 0,
heal: 5,
ranged: false,
consumable: true,
instantUse: true,
},
];
export const MONSTERS: Monster[] = [
{ // SMALL_SLIME
sprite: emptySprite,
health: 1,
maxHealth: 1,
damage: 1,
accuracy: 0.5,
lootTable: {
[Items.HEAL]: 0.5,
[Items.SWORD]: 0.3,
@ -112,7 +113,9 @@ export const MONSTERS: Monster[] = [
{ // SMALL_DEMON
sprite: emptySprite,
health: 2,
maxHealth: 2,
damage: 1,
accuracy: 0.7,
lootTable: {
[Items.HEAL]: 0.5,
[Items.SWORD]: 0.3,
@ -126,7 +129,9 @@ export const MONSTERS: Monster[] = [
{ // SNAKE
sprite: emptySprite,
health: 3,
maxHealth: 3,
damage: 2,
accuracy: 0.8,
lootTable: {
[Items.HEAL]: 0.5,
[Items.POTION]: 0.3,
@ -139,13 +144,15 @@ export const MONSTERS: Monster[] = [
{ // SMALL_ELEMENTAL
sprite: emptySprite,
health: 4,
maxHealth: 4,
damage: 2,
accuracy: 0.5,
lootTable: {
[Items.HEAL]: 0.5,
[Items.BOW]: 0.3,
[Items.GRENADE]: 0.1,
},
ranged: false,
ranged: true,
secondLootChance: 0,
},
];

View File

@ -3,7 +3,8 @@ 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";
import { ITEMS, Items, MONSTERS, loadData, type Item, type Monster } from "./data";
import { delay, randBool, weightedChoice } from "@common/utils";
let display: BrickDisplay;
let background: BrickDisplayImage;
@ -13,21 +14,31 @@ const playerY = 2;
let y = 0;
let targetY = 0;
let playerHealth = 10;
let playerBlink = 0;
let playerTurn = true;
let lootToConfirm: Items | null = null;
let lootBlink = false;
let selectedSlot = 0;
let inventory: Items[] = [Items.STICK, Items.BOW];
let inventory: Items[] = [Items.STICK];
let monsterAlive = true;
let monster = -1;
let currentMonster = -1;
let monsterY = 12;
let monsterTargetY = 12;
let monsterBlink = 0;
let bulletY = -1;
let bulletBlink = false;
let bulletTargetY = -1;
let lootY = -1;
let lootItem: Items | null = null;
let secondLootY = -1;
let secondLootItem: Items | null = null;
let frames = 0;
let prevFrameTime: number = 0;
async function loop(time: number) {
@ -35,8 +46,22 @@ async function loop(time: number) {
const dt = time - prevFrameTime;
prevFrameTime = time;
if (frames % 8 == 0) {
lootBlink = !lootBlink;
}
let lootConfirmed = false;
const item = ITEMS[inventory[selectedSlot]];
if (bulletTargetY !== bulletY) {
const monster = MONSTERS[currentMonster];
if (playerBlink) {
if (frames % 4 == 0) {
playerBlink--;
}
} else if (monsterBlink) {
if (frames % 4 == 0) {
monsterBlink--;
}
} else if (bulletTargetY !== bulletY) {
console.log('Bullet animation');
if (frames % 2 == 0) {
bulletY += Math.sign(bulletTargetY - bulletY);
@ -52,18 +77,25 @@ async function loop(time: number) {
if (frames % 3 == 0) {
y += Math.sign(targetY - y);
}
} else if (playerTurn) {
// console.log('Player turn');
if (isPressed('ArrowLeft')) {
} else if (playerTurn && playerHealth > 0) {
lootToConfirm = null;
if (y === lootY) {
lootToConfirm = lootItem;
playerTurn = false;
} else if (y === secondLootY) {
lootToConfirm = secondLootItem;
playerTurn = false;
} else 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)) {
} else if (isPressed('ArrowUp') && (!monsterAlive || y < monsterY - 5)) {
targetY = y + 4;
playerTurn = false;
}
if (isPressed('Space') && (monsterAlive && (y >= monsterY - 5 || item.ranged))) {
} else if (isPressed('ArrowDown')) {
targetY = y - 4;
playerTurn = false;
} else if (isPressed('Space') && (monsterAlive && (y >= monsterY - 5 || item.ranged || item.heal))) {
if (item.consumable) {
inventory.splice(selectedSlot, 1);
selectedSlot = (selectedSlot + inventory.length - 1) % inventory.length;
@ -71,49 +103,142 @@ async function loop(time: number) {
if (item.ranged) {
console.log('Ranged attack')
bulletY = y + playerY + playerSprite.height;
bulletTargetY = monsterY + MONSTERS[monster].sprite.height;
bulletTargetY = monsterY + monster.sprite.height;
} else if (item.heal) {
console.log('Heal' + item.heal);
playerHealth += item.heal;
playerTurn = false;
} else {
console.log('Melee attack');
damageMonster(item);
playerTurn = false;
}
playerTurn = false;
}
} else if (lootToConfirm) {
console.log('lootConfirm');
// TODO
console.log('Loot confirm');
if (isPressed('Space')) {
const i = ITEMS[lootToConfirm];
if (i.instantUse && i.heal) {
playerHealth += i.heal;
} else {
inventory.push(lootToConfirm);
}
lootConfirmed = true;
} else if (isPressed('ArrowUp')) {
targetY = y + 4;
playerTurn = true;
} else if (isPressed('ArrowDown')) {
targetY = y - 4;
playerTurn = true;
}
} else if (monsterAlive) { // Monster turn
console.log('Monster turn');
// TODO
playerTurn = true;
if (monster.health <= 0) {
if (monsterBlink === 0) { // wait blink animation finish
monsterAlive = false;
const lootTable = { ...monster.lootTable };
for (const item of inventory) {
lootTable[item] = 0;
}
const drop = weightedChoice(lootTable);
lootY = monsterY - 1;
lootItem = drop;
if (drop != null) {
lootTable[drop] = 0;
const rnd = Math.random();
if (rnd < monster.secondLootChance) {
secondLootY = monsterY + 7;
secondLootItem = weightedChoice(lootTable);
}
}
playerTurn = true;
}
} else if (monster.ranged) {
const retreat = randBool();
if (retreat) {
monsterTargetY = monsterY + 4;
playerTurn = true;
} else {
bulletY = monsterY + monster.sprite.height;
bulletTargetY = y + playerY + playerSprite.height;
}
} else if (y < monsterY - 5) {
monsterTargetY = monsterY - 4;
playerTurn = true;
} else {
damagePlayer(monster);
playerTurn = true;
}
} else { // return control to player
playerTurn = true;
}
if (y === targetY && (lootItem || secondLootItem) && lootY < y - 10) {
lootConfirmed = true;
}
if (lootConfirmed) {
lootY = -1;
secondLootY = -1;
lootItem = null;
secondLootItem = null;
spawnNextMonster();
playerTurn = true;
}
if (bulletY > 0 && bulletTargetY === bulletY) {
bulletTargetY = bulletY = -1;
bulletBlink = false;
damageMonster(item);
if (playerTurn) {
damageMonster(item);
playerTurn = false;
} else {
damagePlayer(monster);
playerTurn = true;
}
}
display.clear();
display.clear(true);
display.speed = item.damage;
display.score = playerHealth;
display.gameOver = playerHealth === 0;
const bgY = y % display.height;
display.drawImage(background, 0, bgY);
display.drawImage(background, 0, bgY - display.height);
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);
if (playerBlink % 2 == 0) {
display.drawImage(playerSprite, 3, display.height - playerSprite.height - playerY);
}
if (monsterAlive && monsterBlink % 2 == 0 && monster) {
display.drawImage(monster.sprite, 3, display.height + (y - monsterY) - monster.sprite.height - playerY);
}
if (lootItem && lootItem !== lootToConfirm) {
display.drawImage(ITEMS[lootItem].sprite, 3, display.height + (y - lootY) - ITEMS[lootItem].sprite.height - playerY);
}
if (secondLootItem && secondLootItem !== lootToConfirm) {
display.drawImage(ITEMS[secondLootItem].sprite, 3, display.height + (y - secondLootY) - ITEMS[secondLootItem].sprite.height - playerY);
}
if (bulletY > 0) {
display.setPixel(display.width >> 1, display.height + (y - bulletY), bulletBlink);
}
display.drawImage(ITEMS[inventory[selectedSlot]].sprite, 0, 0, true);
if (lootToConfirm) {
if (lootBlink) {
display.drawImage(ITEMS[lootToConfirm].sprite, 0, 0, true);
}
} else {
display.drawImage(item.sprite, 0, 0, true);
}
display.update();
@ -122,22 +247,34 @@ async function loop(time: number) {
}
function spawnNextMonster() {
monster++;
monsterAlive = MONSTERS[monster] != null;
monsterTargetY = monsterY = y + 13;
currentMonster++;
monsterAlive = MONSTERS[currentMonster] != null;
if (monsterAlive) {
MONSTERS[currentMonster].health = MONSTERS[currentMonster].maxHealth;
}
monsterY = y + 20;
monsterTargetY = y + 13;
}
function damageMonster(item: Item) {
const rnd = Math.random();
console.log(`Attack for ${item.damage}, success: ${rnd.toFixed(1)} < ${item.accuracy}`)
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
MONSTERS[currentMonster].health -= item.damage;
monsterBlink = 10;
console.log(`Monster HP: ${MONSTERS[currentMonster].health}`);
}
}
spawnNextMonster();
function damagePlayer(monster: Monster) {
const rnd = Math.random();
console.log(`Monster attack for ${monster.damage}, success: ${rnd.toFixed(1)} < ${monster.accuracy}`);
if (rnd < monster.accuracy) {
playerHealth -= monster.damage;
playerBlink = 10;
if (playerHealth <= 0) {
playerHealth = 0;
}
}
}