brick-dungeon: core mechanics
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5e4af4d923
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@ -4,7 +4,10 @@ export const nextFrame = async (): Promise<number> => new Promise((resolve) => r
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export const randInt = (min: number, max: number) => Math.round(min + (max - min - 1) * Math.random());
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export const randBool = () => Math.random() < 0.5;
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export const choice = (array: any[]) => array[randInt(0, array.length)];
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export const weightedChoice = <T>(options: [T, number][]): T => {
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export const weightedChoice = <T extends string | number>(options: [T, number][] | Partial<Record<T, number>>): T | null => {
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if (!Array.isArray(options)) {
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options = Object.entries(options) as [T, number][];
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}
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const sum = options.reduce((acc, o) => acc + o[1], 0);
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const rnd = Math.random() * sum;
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@ -17,7 +20,7 @@ export const weightedChoice = <T>(options: [T, number][]): T => {
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}
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}
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return options[0][0];
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return null;
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}
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export const range = (size: number | string) => Object.keys((new Array(+size)).fill(0)).map(k => +k);
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Before Width: | Height: | Size: 198 B After Width: | Height: | Size: 198 B |
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@ -5,18 +5,21 @@ const emptySprite: BrickDisplayImage = { image: [], width: 0, height: 0 };
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export interface Item {
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sprite: BrickDisplayImage;
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damage: number;
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heal?: number;
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accuracy: number;
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heal?: number;
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instantUse?: boolean;
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consumable?: boolean;
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ranged: boolean;
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consumable: boolean;
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}
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export interface Monster {
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sprite: BrickDisplayImage;
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damage: number;
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accuracy: number;
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health: number;
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maxHealth: number;
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ranged: boolean;
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lootTable: Record<string, number>; // <itemId, probability of drop>
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lootTable: Partial<Record<Items, number>>; // <itemId, probability of drop>
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secondLootChance: number;
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}
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@ -48,28 +51,24 @@ export const ITEMS: Item[] = [
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damage: 1,
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accuracy: 1,
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ranged: false,
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consumable: false,
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},
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{ // SWORD
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sprite: emptySprite,
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accuracy: 1,
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damage: 5,
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ranged: false,
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consumable: false,
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},
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{ // BIG_SWORD
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sprite: emptySprite,
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accuracy: 0.9,
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damage: 10,
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ranged: false,
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consumable: false,
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},
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{ // BOW
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sprite: emptySprite,
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accuracy: 0.7,
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damage: 5,
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ranged: true,
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consumable: false,
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},
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{ // GRENADE
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sprite: emptySprite,
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@ -92,14 +91,16 @@ export const ITEMS: Item[] = [
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damage: 0,
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heal: 5,
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ranged: false,
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consumable: true,
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instantUse: true,
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},
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];
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export const MONSTERS: Monster[] = [
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{ // SMALL_SLIME
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sprite: emptySprite,
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health: 1,
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maxHealth: 1,
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damage: 1,
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accuracy: 0.5,
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lootTable: {
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[Items.HEAL]: 0.5,
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[Items.SWORD]: 0.3,
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@ -112,7 +113,9 @@ export const MONSTERS: Monster[] = [
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{ // SMALL_DEMON
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sprite: emptySprite,
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health: 2,
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maxHealth: 2,
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damage: 1,
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accuracy: 0.7,
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lootTable: {
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[Items.HEAL]: 0.5,
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[Items.SWORD]: 0.3,
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@ -126,7 +129,9 @@ export const MONSTERS: Monster[] = [
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{ // SNAKE
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sprite: emptySprite,
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health: 3,
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maxHealth: 3,
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damage: 2,
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accuracy: 0.8,
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lootTable: {
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[Items.HEAL]: 0.5,
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[Items.POTION]: 0.3,
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@ -139,13 +144,15 @@ export const MONSTERS: Monster[] = [
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{ // SMALL_ELEMENTAL
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sprite: emptySprite,
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health: 4,
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maxHealth: 4,
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damage: 2,
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accuracy: 0.5,
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lootTable: {
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[Items.HEAL]: 0.5,
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[Items.BOW]: 0.3,
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[Items.GRENADE]: 0.1,
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},
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ranged: false,
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ranged: true,
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secondLootChance: 0,
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},
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];
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@ -3,7 +3,8 @@ import { isPressed, updateKeys } from "@common/input";
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import backgroundImage from './assets/background.png';
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import spritesheetImage from './assets/spritesheet.png';
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import { ITEMS, Items, MONSTERS, loadData, type Item } from "./data";
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import { ITEMS, Items, MONSTERS, loadData, type Item, type Monster } from "./data";
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import { delay, randBool, weightedChoice } from "@common/utils";
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let display: BrickDisplay;
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let background: BrickDisplayImage;
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@ -13,21 +14,31 @@ const playerY = 2;
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let y = 0;
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let targetY = 0;
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let playerHealth = 10;
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let playerBlink = 0;
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let playerTurn = true;
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let lootToConfirm: Items | null = null;
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let lootBlink = false;
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let selectedSlot = 0;
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let inventory: Items[] = [Items.STICK, Items.BOW];
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let inventory: Items[] = [Items.STICK];
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let monsterAlive = true;
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let monster = -1;
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let currentMonster = -1;
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let monsterY = 12;
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let monsterTargetY = 12;
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let monsterBlink = 0;
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let bulletY = -1;
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let bulletBlink = false;
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let bulletTargetY = -1;
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let lootY = -1;
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let lootItem: Items | null = null;
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let secondLootY = -1;
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let secondLootItem: Items | null = null;
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let frames = 0;
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let prevFrameTime: number = 0;
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async function loop(time: number) {
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@ -35,8 +46,22 @@ async function loop(time: number) {
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const dt = time - prevFrameTime;
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prevFrameTime = time;
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if (frames % 8 == 0) {
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lootBlink = !lootBlink;
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}
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let lootConfirmed = false;
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const item = ITEMS[inventory[selectedSlot]];
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if (bulletTargetY !== bulletY) {
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const monster = MONSTERS[currentMonster];
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if (playerBlink) {
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if (frames % 4 == 0) {
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playerBlink--;
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}
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} else if (monsterBlink) {
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if (frames % 4 == 0) {
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monsterBlink--;
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}
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} else if (bulletTargetY !== bulletY) {
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console.log('Bullet animation');
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if (frames % 2 == 0) {
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bulletY += Math.sign(bulletTargetY - bulletY);
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@ -52,18 +77,25 @@ async function loop(time: number) {
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if (frames % 3 == 0) {
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y += Math.sign(targetY - y);
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}
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} else if (playerTurn) {
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// console.log('Player turn');
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if (isPressed('ArrowLeft')) {
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} else if (playerTurn && playerHealth > 0) {
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lootToConfirm = null;
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if (y === lootY) {
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lootToConfirm = lootItem;
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playerTurn = false;
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} else if (y === secondLootY) {
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lootToConfirm = secondLootItem;
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playerTurn = false;
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} else if (isPressed('ArrowLeft')) {
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selectedSlot = (selectedSlot + inventory.length - 1) % inventory.length;
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} else if (isPressed('ArrowRight')) {
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selectedSlot = (selectedSlot + 1) % inventory.length;
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}
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if (isPressed('ArrowUp') && (!monsterAlive || y < monsterY - 5)) {
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} else if (isPressed('ArrowUp') && (!monsterAlive || y < monsterY - 5)) {
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targetY = y + 4;
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playerTurn = false;
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}
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if (isPressed('Space') && (monsterAlive && (y >= monsterY - 5 || item.ranged))) {
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} else if (isPressed('ArrowDown')) {
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targetY = y - 4;
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playerTurn = false;
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} else if (isPressed('Space') && (monsterAlive && (y >= monsterY - 5 || item.ranged || item.heal))) {
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if (item.consumable) {
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inventory.splice(selectedSlot, 1);
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selectedSlot = (selectedSlot + inventory.length - 1) % inventory.length;
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@ -71,49 +103,142 @@ async function loop(time: number) {
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if (item.ranged) {
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console.log('Ranged attack')
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bulletY = y + playerY + playerSprite.height;
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bulletTargetY = monsterY + MONSTERS[monster].sprite.height;
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bulletTargetY = monsterY + monster.sprite.height;
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} else if (item.heal) {
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console.log('Heal' + item.heal);
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playerHealth += item.heal;
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playerTurn = false;
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} else {
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console.log('Melee attack');
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damageMonster(item);
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playerTurn = false;
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}
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playerTurn = false;
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}
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} else if (lootToConfirm) {
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console.log('lootConfirm');
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// TODO
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console.log('Loot confirm');
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if (isPressed('Space')) {
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const i = ITEMS[lootToConfirm];
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if (i.instantUse && i.heal) {
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playerHealth += i.heal;
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} else {
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inventory.push(lootToConfirm);
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}
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lootConfirmed = true;
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} else if (isPressed('ArrowUp')) {
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targetY = y + 4;
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playerTurn = true;
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} else if (isPressed('ArrowDown')) {
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targetY = y - 4;
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playerTurn = true;
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}
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} else if (monsterAlive) { // Monster turn
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console.log('Monster turn');
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// TODO
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playerTurn = true;
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if (monster.health <= 0) {
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if (monsterBlink === 0) { // wait blink animation finish
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monsterAlive = false;
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const lootTable = { ...monster.lootTable };
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for (const item of inventory) {
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lootTable[item] = 0;
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}
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const drop = weightedChoice(lootTable);
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lootY = monsterY - 1;
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lootItem = drop;
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if (drop != null) {
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lootTable[drop] = 0;
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const rnd = Math.random();
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if (rnd < monster.secondLootChance) {
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secondLootY = monsterY + 7;
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secondLootItem = weightedChoice(lootTable);
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}
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}
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playerTurn = true;
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}
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} else if (monster.ranged) {
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const retreat = randBool();
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if (retreat) {
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monsterTargetY = monsterY + 4;
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playerTurn = true;
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} else {
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bulletY = monsterY + monster.sprite.height;
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bulletTargetY = y + playerY + playerSprite.height;
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}
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} else if (y < monsterY - 5) {
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monsterTargetY = monsterY - 4;
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playerTurn = true;
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} else {
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damagePlayer(monster);
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playerTurn = true;
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}
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} else { // return control to player
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playerTurn = true;
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}
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if (y === targetY && (lootItem || secondLootItem) && lootY < y - 10) {
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lootConfirmed = true;
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}
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if (lootConfirmed) {
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lootY = -1;
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secondLootY = -1;
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lootItem = null;
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secondLootItem = null;
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spawnNextMonster();
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playerTurn = true;
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}
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if (bulletY > 0 && bulletTargetY === bulletY) {
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bulletTargetY = bulletY = -1;
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bulletBlink = false;
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damageMonster(item);
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if (playerTurn) {
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damageMonster(item);
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playerTurn = false;
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} else {
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damagePlayer(monster);
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playerTurn = true;
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}
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}
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display.clear();
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display.clear(true);
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display.speed = item.damage;
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display.score = playerHealth;
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display.gameOver = playerHealth === 0;
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const bgY = y % display.height;
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display.drawImage(background, 0, bgY);
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display.drawImage(background, 0, bgY - display.height);
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display.drawImage(playerSprite, 3, display.height - playerSprite.height - playerY);
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if (monsterAlive && MONSTERS[monster]) {
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display.drawImage(MONSTERS[monster].sprite, 3, display.height + (y - monsterY) - MONSTERS[monster].sprite.height - playerY);
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if (playerBlink % 2 == 0) {
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display.drawImage(playerSprite, 3, display.height - playerSprite.height - playerY);
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}
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if (monsterAlive && monsterBlink % 2 == 0 && monster) {
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display.drawImage(monster.sprite, 3, display.height + (y - monsterY) - monster.sprite.height - playerY);
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}
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if (lootItem && lootItem !== lootToConfirm) {
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display.drawImage(ITEMS[lootItem].sprite, 3, display.height + (y - lootY) - ITEMS[lootItem].sprite.height - playerY);
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}
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if (secondLootItem && secondLootItem !== lootToConfirm) {
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display.drawImage(ITEMS[secondLootItem].sprite, 3, display.height + (y - secondLootY) - ITEMS[secondLootItem].sprite.height - playerY);
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}
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if (bulletY > 0) {
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display.setPixel(display.width >> 1, display.height + (y - bulletY), bulletBlink);
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}
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display.drawImage(ITEMS[inventory[selectedSlot]].sprite, 0, 0, true);
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if (lootToConfirm) {
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if (lootBlink) {
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display.drawImage(ITEMS[lootToConfirm].sprite, 0, 0, true);
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}
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} else {
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display.drawImage(item.sprite, 0, 0, true);
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}
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display.update();
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@ -122,22 +247,34 @@ async function loop(time: number) {
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}
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function spawnNextMonster() {
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monster++;
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monsterAlive = MONSTERS[monster] != null;
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monsterTargetY = monsterY = y + 13;
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currentMonster++;
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monsterAlive = MONSTERS[currentMonster] != null;
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if (monsterAlive) {
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MONSTERS[currentMonster].health = MONSTERS[currentMonster].maxHealth;
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}
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monsterY = y + 20;
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monsterTargetY = y + 13;
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}
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function damageMonster(item: Item) {
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const rnd = Math.random();
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console.log(`Attack for ${item.damage}, success: ${rnd.toFixed(1)} < ${item.accuracy}`)
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console.log(`Attack for ${item.damage}, success: ${rnd.toFixed(1)} < ${item.accuracy}`);
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if (monsterAlive && rnd < item.accuracy) {
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MONSTERS[monster].health -= item.damage;
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console.log(`Monster HP: ${MONSTERS[monster].health}`);
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if (MONSTERS[monster].health <= 0) {
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monsterAlive = false;
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// TODO spawn loot
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MONSTERS[currentMonster].health -= item.damage;
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monsterBlink = 10;
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console.log(`Monster HP: ${MONSTERS[currentMonster].health}`);
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}
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}
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spawnNextMonster();
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function damagePlayer(monster: Monster) {
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const rnd = Math.random();
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console.log(`Monster attack for ${monster.damage}, success: ${rnd.toFixed(1)} < ${monster.accuracy}`);
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if (rnd < monster.accuracy) {
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playerHealth -= monster.damage;
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playerBlink = 10;
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if (playerHealth <= 0) {
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playerHealth = 0;
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}
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}
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}
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