var map = {
tile_size: 16,
keys: [
{ id: 0, colour: "#333", solid: 0 },
{ id: 1, colour: "#888", solid: 0 },
{ id: 2, colour: "#555", solid: 1, bounce: 0.35 },
{
id: 3,
colour: "rgba(121, 220, 242, 0.4)",
friction: { x: 0.9, y: 0.9 },
gravity: { x: 0, y: 0.1 },
jump: 1,
fore: 1,
},
{ id: 4, colour: "#777", jump: 1 },
{ id: 5, colour: "#E373FA", solid: 1, bounce: 1.1 },
{ id: 6, colour: "#666", solid: 1, bounce: 0 },
{ id: 7, colour: "#73C6FA", solid: 0, script: "change_colour" },
{ id: 8, colour: "#FADF73", solid: 0, script: "next_level" },
{ id: 9, colour: "#C93232", solid: 0, script: "death" },
{ id: 10, colour: "#555", solid: 1 },
{ id: 11, colour: "#0FF", solid: 0, script: "unlock" },
],
/* An array representing the map tiles. Each number corresponds to a key */
data: [
[2, 2, 2, 2, 2, 2, 2, 2, 2, 2, 2, 2, 2],
[2, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 2],
[2, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 2],
[2, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 2],
[2, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 2],
[2, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 2],
[2, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 2],
[2, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 2],
[2, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 2],
[
2, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 2, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0,
0, 0, 0, 0, 0, 0, 0, 2, 6, 6, 6, 6, 6, 2,
],
[
2, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 2, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0,
0, 0, 0, 0, 0, 0, 0, 2, 1, 1, 1, 1, 1, 2,
],
[
2, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 2, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0,
0, 0, 0, 0, 0, 0, 0, 2, 1, 1, 1, 1, 1, 2,
],
[
2, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 2, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0,
0, 0, 0, 0, 0, 0, 0, 2, 1, 1, 1, 1, 1, 2,
],
[
2, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 2, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0,
0, 0, 0, 0, 0, 0, 2, 2, 1, 1, 1, 1, 1, 2, 2, 2,
],
[
2, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 2, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0,
0, 0, 0, 0, 0, 0, 2, 7, 1, 1, 1, 1, 1, 1, 1, 2,
],
[
2, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 2, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0,
0, 0, 0, 0, 0, 0, 2, 2, 2, 2, 4, 2, 2, 2, 1, 2,
],
[
2, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 2, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0,
0, 0, 0, 0, 0, 0, 0, 0, 0, 2, 4, 2, 1, 1, 1, 2,
],
[
2, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 2, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0,
0, 0, 0, 0, 0, 0, 0, 0, 0, 2, 4, 2, 1, 2, 2, 2,
],
[
2, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 2, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0,
0, 0, 0, 0, 0, 0, 0, 0, 0, 2, 4, 2, 1, 2,
],
[
2, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 2, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0,
0, 0, 0, 0, 0, 0, 0, 0, 0, 2, 4, 2, 1, 2,
],
[
2, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 2, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0,
0, 0, 0, 0, 0, 0, 0, 0, 0, 2, 4, 2, 1, 2,
],
[
2, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 2, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0,
0, 0, 0, 0, 0, 0, 0, 0, 0, 2, 4, 2, 1, 2,
],
[
2, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 2, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0,
0, 0, 0, 0, 0, 0, 0, 0, 0, 2, 4, 2, 1, 2,
],
[
2, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 2, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0,
0, 0, 0, 0, 0, 0, 0, 0, 0, 2, 4, 2, 1, 2,
],
[
2, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 2, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0,
0, 0, 0, 0, 0, 0, 0, 0, 0, 2, 4, 2, 1, 2,
],
[
2, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 2, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0,
0, 0, 0, 0, 0, 0, 0, 0, 0, 2, 4, 2, 1, 2,
],
[
2, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 2, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0,
0, 0, 0, 0, 0, 0, 0, 0, 0, 2, 4, 2, 1, 2,
],
[
2, 2, 2, 2, 2, 2, 2, 2, 2, 2, 2, 1, 2, 2, 2, 2, 2, 2, 2, 2, 2, 2, 2,
2, 2, 2, 2, 2, 2, 2, 2, 2, 2, 4, 2, 1, 2,
],
[
2, 1, 1, 1, 1, 1, 1, 1, 1, 1, 2, 1, 2, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1,
1, 1, 1, 1, 1, 1, 1, 1, 1, 2, 4, 2, 1, 2,
],
[
2, 1, 1, 1, 1, 1, 1, 1, 1, 1, 2, 1, 2, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1,
1, 1, 1, 1, 1, 1, 1, 1, 1, 2, 4, 2, 1, 2, 2, 2, 2, 2, 2, 2, 2, 2, 2,
2, 2, 2,
],
[
2, 1, 2, 1, 1, 1, 1, 1, 1, 1, 2, 1, 2, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1,
1, 1, 1, 1, 1, 1, 1, 1, 1, 2, 4, 2, 1, 2, 2, 2, 2, 2, 2, 2, 2, 1, 1,
1, 1, 2,
],
[
2, 1, 2, 2, 1, 1, 1, 1, 1, 1, 2, 1, 2, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1,
1, 1, 1, 1, 1, 1, 1, 1, 1, 2, 4, 2, 1, 2, 2, 2, 2, 2, 2, 2, 2, 1, 1,
1, 1, 2,
],
[
2, 1, 2, 2, 2, 1, 1, 1, 1, 1, 2, 1, 2, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1,
1, 1, 1, 1, 1, 1, 1, 1, 1, 2, 4, 2, 1, 2, 2, 2, 2, 2, 2, 2, 2, 1, 1,
1, 1, 2,
],
[
2, 1, 2, 2, 2, 2, 1, 1, 1, 1, 1, 1, 2, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1,
1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 4, 2, 1, 2, 2, 2, 2, 2, 2, 2, 2, 8, 1,
1, 1, 2,
],
[
2, 1, 2, 2, 2, 2, 2, 2, 2, 2, 2, 6, 2, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1,
2, 2, 1, 1, 1, 2, 2, 2, 2, 2, 2, 2, 1, 2, 2, 2, 2, 2, 2, 2, 2, 2, 2,
2, 4, 2,
],
[
2, 1, 2, 2, 2, 2, 2, 2, 2, 2, 2, 2, 2, 1, 1, 1, 1, 1, 1, 1, 1, 1, 2,
2, 2, 9, 9, 9, 2, 10, 10, 10, 10, 10, 10, 1, 1, 1, 1, 1, 1, 1, 11,
2, 2, 2, 2, 4, 2,
],
[
2, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 2, 2,
2, 2, 2, 2, 2, 2, 10, 2, 2, 2, 2, 2, 2, 2, 2, 2, 2, 2, 2, 2, 2, 2,
2, 2, 4, 2,
],
[
2, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 2, 2, 2,
2, 2, 2, 2, 2, 2, 1, 2, 2, 2, 2, 2, 2, 2, 2, 2, 2, 2, 2, 2, 2, 2, 2,
2, 4, 2,
],
[
2, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 2, 2, 2, 2,
2, 2, 2, 2, 2, 2, 1, 2, 2, 2, 2, 2, 2, 2, 2, 2, 2, 2, 2, 2, 2, 2, 2,
2, 4, 2, 2, 2, 2, 2, 2, 2, 2,
],
[
2, 6, 2, 2, 2, 2, 2, 2, 2, 2, 2, 2, 2, 2, 2, 2, 2, 2, 2, 2, 2, 2, 2,
2, 2, 2, 2, 2, 2, 1, 2, 2, 2, 2, 2, 2, 2, 2, 2, 2, 2, 2, 2, 2, 2, 2,
2, 4, 2, 1, 1, 1, 1, 1, 1, 2,
],
[
2, 2, 2, 2, 2, 2, 2, 2, 2, 2, 2, 2, 2, 2, 2, 2, 2, 2, 2, 2, 2, 2, 2,
2, 2, 2, 2, 2, 2, 1, 2, 2, 2, 2, 2, 2, 2, 2, 2, 2, 2, 2, 2, 2, 2, 2,
2, 4, 1, 1, 1, 1, 1, 1, 1, 2,
],
[
2, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1,
1, 1, 1, 1, 1, 1, 1, 2, 2, 2, 2, 2, 2, 2, 2, 2, 2, 2, 2, 2, 2, 2, 2,
2, 2, 2, 2, 2, 2, 2, 2, 1, 2,
],
[
2, 1, 1, 2, 2, 2, 2, 2, 2, 2, 2, 2, 2, 2, 2, 2, 2, 2, 2, 2, 6, 6, 6,
2, 2, 2, 2, 2, 2, 6, 2, 2, 2, 2, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1,
1, 1, 1, 1, 1, 1, 1, 1, 1, 2,
],
[
2, 1, 1, 2, 2, 2, 2, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1,
1, 1, 1, 1, 1, 2, 2, 2, 2, 2, 2, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1,
1, 1, 1, 1, 1, 1, 1, 1, 1, 2,
],
[
2, 1, 1, 2, 2, 2, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1,
1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 2, 1, 1, 2, 2, 2, 2, 2, 2, 2, 2, 2, 2,
2, 2, 2, 2, 2, 2, 2, 2, 2, 2,
],
[
2, 1, 1, 2, 2, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1,
1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 2, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1,
1, 1, 2,
],
[
2, 1, 1, 2, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1,
1, 2, 2, 2, 2, 2, 1, 1, 1, 1, 2, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1,
1, 1, 2,
],
[
2, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1,
1, 1, 2, 2, 2, 2, 1, 1, 1, 1, 2, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1,
1, 1, 2,
],
[
2, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1,
1, 1, 1, 2, 2, 2, 1, 1, 1, 1, 2, 5, 5, 2, 1, 1, 1, 1, 1, 1, 1, 1, 1,
1, 1, 2,
],
[
2, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1,
1, 1, 1, 1, 2, 2, 1, 1, 1, 1, 2, 2, 2, 2, 2, 1, 1, 1, 1, 1, 1, 1, 1,
1, 1, 2,
],
[
2, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1,
1, 1, 1, 1, 1, 2, 1, 1, 1, 1, 2, 2, 2, 2, 2, 2, 1, 1, 1, 1, 1, 1, 1,
1, 1, 2,
],
[
2, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1,
1, 1, 1, 1, 1, 2, 1, 1, 1, 1, 2, 2, 2, 2, 2, 2, 2, 1, 1, 1, 1, 1, 1,
1, 1, 2,
],
[
2, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1,
1, 1, 1, 1, 1, 2, 1, 1, 1, 1, 2, 2, 2, 2, 2, 2, 2, 2, 1, 1, 1, 1, 1,
1, 1, 2,
],
[
2, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1,
1, 1, 1, 1, 1, 2, 3, 3, 3, 3, 2, 2, 2, 2, 2, 2, 2, 2, 2, 2, 2, 3, 3,
3, 3, 2,
],
[
2, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1,
1, 1, 1, 1, 1, 2, 3, 3, 3, 3, 2, 2, 2, 2, 2, 2, 2, 2, 2, 2, 2, 3, 3,
3, 3, 2,
],
[
2, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1,
1, 1, 1, 1, 1, 2, 3, 3, 3, 3, 2, 2, 2, 2, 2, 2, 2, 2, 2, 2, 2, 3, 3,
3, 3, 2,
],
[
2, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1,
1, 1, 1, 1, 1, 2, 3, 3, 3, 3, 2, 2, 2, 2, 2, 2, 2, 2, 2, 2, 2, 3, 3,
3, 3, 2,
],
[
2, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1,
1, 1, 1, 1, 1, 2, 3, 3, 3, 3, 3, 3, 3, 3, 3, 3, 3, 3, 3, 3, 3, 3, 3,
3, 3, 2,
],
[
2, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1,
1, 1, 1, 1, 1, 2, 3, 3, 3, 3, 3, 3, 3, 3, 3, 3, 3, 3, 3, 3, 3, 3, 3,
3, 3, 2,
],
[
2, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 5, 5, 5,
1, 1, 1, 1, 1, 2, 3, 3, 3, 3, 3, 3, 3, 3, 3, 3, 3, 3, 3, 3, 3, 3, 3,
3, 3, 2,
],
[
2, 2, 2, 2, 2, 2, 2, 2, 2, 2, 2, 2, 2, 2, 2, 2, 2, 2, 2, 2, 2, 2, 2,
2, 2, 2, 2, 2, 2, 2, 2, 2, 2, 2, 2, 2, 2, 2, 2, 2, 2, 2, 2, 2, 2, 2,
2, 2, 2,
],
],
/* Default gravity of the map */
gravity: {
x: 0,
y: 0.3,
},
/* Velocity limits */
vel_limit: {
x: 2,
y: 16,
},
/* Movement speed when the key is pressed */
movement_speed: {
jump: 6,
left: 0.3,
right: 0.3,
},
/* The coordinates at which the player spawns and the colour of the player */
player: {
x: 2,
y: 2,
colour: "#FF9900",
},
/* scripts refered to by the "script" variable in the tile keys */
scripts: {
/* you can just use "this" instead of your engine variable ("game"), but Codepen doesn't like it */
change_colour:
'game.player.colour = "#"+(Math.random()*0xFFFFFF<<0).toString(16);',
/* you could load a new map variable here */
next_level:
'alert("Yay! You won! Reloading map.");game.load_map(map);',
death: 'alert("You died!");game.load_map(map);',
unlock:
'game.current_map.keys[10].solid = 0;game.current_map.keys[10].colour = "#888";',
},
};
/* Clarity engine */
var Clarity = function () {
this.alert_errors = false;
this.log_info = true;
this.tile_size = 16;
this.limit_viewport = false;
this.jump_switch = 0;
this.viewport = {
x: 200,
y: 200,
};
this.camera = {
x: 0,
y: 0,
};
this.key = {
left: false,
right: false,
up: false,
};
this.player = {
loc: {
x: 0,
y: 0,
},
vel: {
x: 0,
y: 0,
},
can_jump: true,
};
window.onkeydown = this.keydown.bind(this);
window.onkeyup = this.keyup.bind(this);
};
Clarity.prototype.error = function (message) {
if (this.alert_errors) alert(message);
if (this.log_info) console.log(message);
};
Clarity.prototype.log = function (message) {
if (this.log_info) console.log(message);
};
Clarity.prototype.set_viewport = function (x, y) {
this.viewport.x = x;
this.viewport.y = y;
};
Clarity.prototype.keydown = function (e) {
var _this = this;
switch (e.keyCode) {
case 37:
_this.key.left = true;
break;
case 38:
_this.key.up = true;
break;
case 39:
_this.key.right = true;
break;
}
};
Clarity.prototype.keyup = function (e) {
var _this = this;
switch (e.keyCode) {
case 37:
_this.key.left = false;
break;
case 38:
_this.key.up = false;
break;
case 39:
_this.key.right = false;
break;
}
};
Clarity.prototype.load_map = function (map) {
if (
typeof map === "undefined" ||
typeof map.data === "undefined" ||
typeof map.keys === "undefined"
) {
this.error("Error: Invalid map data!");
return false;
}
this.current_map = map;
this.current_map.background = map.background || "#333";
this.current_map.gravity = map.gravity || { x: 0, y: 0.3 };
this.tile_size = map.tile_size || 16;
var _this = this;
this.current_map.width = 0;
this.current_map.height = 0;
map.keys.forEach(function (key) {
map.data.forEach(function (row, y) {
_this.current_map.height = Math.max(_this.current_map.height, y);
row.forEach(function (tile, x) {
_this.current_map.width = Math.max(_this.current_map.width, x);
if (tile == key.id) _this.current_map.data[y][x] = key;
});
});
});
this.current_map.width_p = this.current_map.width * this.tile_size;
this.current_map.height_p = this.current_map.height * this.tile_size;
this.player.loc.x = map.player.x * this.tile_size || 0;
this.player.loc.y = map.player.y * this.tile_size || 0;
this.player.colour = map.player.colour || "#000";
this.key.left = false;
this.key.up = false;
this.key.right = false;
this.camera = {
x: 0,
y: 0,
};
this.player.vel = {
x: 0,
y: 0,
};
this.log("Successfully loaded map data.");
return true;
};
Clarity.prototype.get_tile = function (x, y) {
return this.current_map.data[y] && this.current_map.data[y][x]
? this.current_map.data[y][x]
: 0;
};
Clarity.prototype.draw_tile = function (x, y, tile, context) {
if (!tile || !tile.colour) return;
context.fillStyle = tile.colour;
context.fillRect(x, y, this.tile_size, this.tile_size);
};
Clarity.prototype.draw_map = function (context, fore) {
for (var y = 0; y < this.current_map.data.length; y++) {
for (var x = 0; x < this.current_map.data[y].length; x++) {
if (
(!fore && !this.current_map.data[y][x].fore) ||
(fore && this.current_map.data[y][x].fore)
) {
var t_x = x * this.tile_size - this.camera.x;
var t_y = y * this.tile_size - this.camera.y;
if (
t_x < -this.tile_size ||
t_y < -this.tile_size ||
t_x > this.viewport.x ||
t_y > this.viewport.y
)
continue;
this.draw_tile(t_x, t_y, this.current_map.data[y][x], context);
}
}
}
if (!fore) this.draw_map(context, true);
};
Clarity.prototype.move_player = function () {
var tX = this.player.loc.x + this.player.vel.x;
var tY = this.player.loc.y + this.player.vel.y;
var offset = Math.round(this.tile_size / 2 - 1);
var tile = this.get_tile(
Math.round(this.player.loc.x / this.tile_size),
Math.round(this.player.loc.y / this.tile_size)
);
if (tile.gravity) {
this.player.vel.x += tile.gravity.x;
this.player.vel.y += tile.gravity.y;
} else {
this.player.vel.x += this.current_map.gravity.x;
this.player.vel.y += this.current_map.gravity.y;
}
if (tile.friction) {
this.player.vel.x *= tile.friction.x;
this.player.vel.y *= tile.friction.y;
}
var t_y_up = Math.floor(tY / this.tile_size);
var t_y_down = Math.ceil(tY / this.tile_size);
var y_near1 = Math.round((this.player.loc.y - offset) / this.tile_size);
var y_near2 = Math.round((this.player.loc.y + offset) / this.tile_size);
var t_x_left = Math.floor(tX / this.tile_size);
var t_x_right = Math.ceil(tX / this.tile_size);
var x_near1 = Math.round((this.player.loc.x - offset) / this.tile_size);
var x_near2 = Math.round((this.player.loc.x + offset) / this.tile_size);
var top1 = this.get_tile(x_near1, t_y_up);
var top2 = this.get_tile(x_near2, t_y_up);
var bottom1 = this.get_tile(x_near1, t_y_down);
var bottom2 = this.get_tile(x_near2, t_y_down);
var left1 = this.get_tile(t_x_left, y_near1);
var left2 = this.get_tile(t_x_left, y_near2);
var right1 = this.get_tile(t_x_right, y_near1);
var right2 = this.get_tile(t_x_right, y_near2);
if (tile.jump && this.jump_switch > 15) {
this.player.can_jump = true;
this.jump_switch = 0;
} else this.jump_switch++;
this.player.vel.x = Math.min(
Math.max(this.player.vel.x, -this.current_map.vel_limit.x),
this.current_map.vel_limit.x
);
this.player.vel.y = Math.min(
Math.max(this.player.vel.y, -this.current_map.vel_limit.y),
this.current_map.vel_limit.y
);
this.player.loc.x += this.player.vel.x;
this.player.loc.y += this.player.vel.y;
this.player.vel.x *= 0.9;
if (left1.solid || left2.solid || right1.solid || right2.solid) {
/* fix overlap */
while (
this.get_tile(
Math.floor(this.player.loc.x / this.tile_size),
y_near1
).solid ||
this.get_tile(
Math.floor(this.player.loc.x / this.tile_size),
y_near2
).solid
)
this.player.loc.x += 0.1;
while (
this.get_tile(
Math.ceil(this.player.loc.x / this.tile_size),
y_near1
).solid ||
this.get_tile(
Math.ceil(this.player.loc.x / this.tile_size),
y_near2
).solid
)
this.player.loc.x -= 0.1;
/* tile bounce */
var bounce = 0;
if (left1.solid && left1.bounce > bounce) bounce = left1.bounce;
if (left2.solid && left2.bounce > bounce) bounce = left2.bounce;
if (right1.solid && right1.bounce > bounce) bounce = right1.bounce;
if (right2.solid && right2.bounce > bounce) bounce = right2.bounce;
this.player.vel.x *= -bounce || 0;
}
if (top1.solid || top2.solid || bottom1.solid || bottom2.solid) {
/* fix overlap */
while (
this.get_tile(
x_near1,
Math.floor(this.player.loc.y / this.tile_size)
).solid ||
this.get_tile(
x_near2,
Math.floor(this.player.loc.y / this.tile_size)
).solid
)
this.player.loc.y += 0.1;
while (
this.get_tile(
x_near1,
Math.ceil(this.player.loc.y / this.tile_size)
).solid ||
this.get_tile(
x_near2,
Math.ceil(this.player.loc.y / this.tile_size)
).solid
)
this.player.loc.y -= 0.1;
/* tile bounce */
var bounce = 0;
if (top1.solid && top1.bounce > bounce) bounce = top1.bounce;
if (top2.solid && top2.bounce > bounce) bounce = top2.bounce;
if (bottom1.solid && bottom1.bounce > bounce) bounce = bottom1.bounce;
if (bottom2.solid && bottom2.bounce > bounce) bounce = bottom2.bounce;
this.player.vel.y *= -bounce || 0;
if ((bottom1.solid || bottom2.solid) && !tile.jump) {
this.player.on_floor = true;
this.player.can_jump = true;
}
}
// adjust camera
var c_x = Math.round(this.player.loc.x - this.viewport.x / 2);
var c_y = Math.round(this.player.loc.y - this.viewport.y / 2);
var x_dif = Math.abs(c_x - this.camera.x);
var y_dif = Math.abs(c_y - this.camera.y);
if (x_dif > 5) {
var mag = Math.round(Math.max(1, x_dif * 0.1));
if (c_x != this.camera.x) {
this.camera.x += c_x > this.camera.x ? mag : -mag;
if (this.limit_viewport) {
this.camera.x = Math.min(
this.current_map.width_p - this.viewport.x + this.tile_size,
this.camera.x
);
this.camera.x = Math.max(0, this.camera.x);
}
}
}
if (y_dif > 5) {
var mag = Math.round(Math.max(1, y_dif * 0.1));
if (c_y != this.camera.y) {
this.camera.y += c_y > this.camera.y ? mag : -mag;
if (this.limit_viewport) {
this.camera.y = Math.min(
this.current_map.height_p - this.viewport.y + this.tile_size,
this.camera.y
);
this.camera.y = Math.max(0, this.camera.y);
}
}
}
if (this.last_tile != tile.id && tile.script) {
eval(this.current_map.scripts[tile.script]);
}
this.last_tile = tile.id;
};
Clarity.prototype.update_player = function () {
if (this.key.left) {
if (this.player.vel.x > -this.current_map.vel_limit.x)
this.player.vel.x -= this.current_map.movement_speed.left;
}
if (this.key.up) {
if (
this.player.can_jump &&
this.player.vel.y > -this.current_map.vel_limit.y
) {
this.player.vel.y -= this.current_map.movement_speed.jump;
this.player.can_jump = false;
}
}
if (this.key.right) {
if (this.player.vel.x < this.current_map.vel_limit.x)
this.player.vel.x += this.current_map.movement_speed.left;
}
this.move_player();
};
Clarity.prototype.draw_player = function (context) {
context.fillStyle = this.player.colour;
context.beginPath();
context.arc(
this.player.loc.x + this.tile_size / 2 - this.camera.x,
this.player.loc.y + this.tile_size / 2 - this.camera.y,
this.tile_size / 2 - 1,
0,
Math.PI * 2
);
context.fill();
};
Clarity.prototype.update = function () {
this.update_player();
};
Clarity.prototype.draw = function (context) {
this.draw_map(context, false);
this.draw_player(context);
};
/* Setup of the engine */
window.requestAnimFrame =
window.requestAnimationFrame ||
window.webkitRequestAnimationFrame ||
window.mozRequestAnimationFrame ||
window.oRequestAnimationFrame ||
window.msRequestAnimationFrame ||
function (callback) {
return window.setTimeout(callback, 1000 / 60);
};
var canvas = document.getElementById("canvas"),
ctx = canvas.getContext("2d");
canvas.width = 400;
canvas.height = 400;
var game = new Clarity();
game.set_viewport(canvas.width, canvas.height);
game.load_map(map);
/* Limit the viewport to the confines of the map */
game.limit_viewport = true;
var Loop = function () {
ctx.fillStyle = "#333";
ctx.fillRect(0, 0, canvas.width, canvas.height);
game.update();
game.draw(ctx);
window.requestAnimFrame(Loop);
};
Loop();