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SCRIPT-8
// title: porklike #12-a
// Watch the real tutorial at https://www.youtube.com/watch?v=HnY7Inp74dw
const { floor, sqrt, pow } = Math
const createActor = ({ x, y, kind, id, hp }) => ({
id,
kind,
dx: 0,
dy: 0,
x,
y,
fsmState: 'standing',
counter: 0,
hp,
moveTarget: null
})
resetMap()
const monsters = []
range(16).forEach(x => {
range(16).forEach(y => {
const tile = getTile(x, y)
if (tile && tile.number === 16) {
monsters.push(
createActor({
id: `monster${monsters.length}`,
kind: 'monster',
x: x * 8,
y: y * 8,
hp: 2
})
)
setTile(x, y, 113)
}
})
})
initialState = {
counter: 0,
nextInput: null,
isPlayerTurn: true,
floaters: [],
actors: [
createActor({
id: 'player',
kind: 'player',
x: 16,
y: 16,
hp: 5
}),
...monsters
]
}
const cycles = {
monster: {
standing: {
duration: 16,
steps: [16, 17, 16, 18]
},
walking: {
duration: 4,
steps: [16, 17, 16, 18]
}
},
player: {
standing: {
duration: 24,
steps: [0, 0, 0, 0, 0, 0, 0, 4]
},
walking: {
duration: 4,
steps: [1, 2, 3, 0]
}
}
}
const actorMachine = new StateMachine({
transitions: [
{ name: 'moveEvent', from: 'standing', to: 'walking' },
{ name: 'attackEvent', from: 'standing', to: 'attacking' },
{ name: 'bump', from: 'standing', to: 'bumping' },
{ name: 'noMoveEvent', from: 'bumping', to: 'standing' },
{ name: 'noMoveEvent', from: 'walking', to: 'standing' },
{ name: 'noMoveEvent', from: 'attacking', to: 'standing' },
{
name: 'goto',
from: '*',
to: s => s
}
]
})
// Let's think about the combat system.
// Every turn, we first move the player.
// We can move him to a walkable tile.
// Or make him interact with something, e.g. a door or a jar.
// Or attack a monster.
// A player's turn begins with an arrow press,
// and ends when the corresponding state has finished.
// At that point, the monsters' turns begin.
// They will do the same thing: move to a walkable tile,
// as decided by whatever pathfinding we choose.
// They cannot interact with objects, but rather
// they will bump into them, e.g. no opening doors.
// They do not attack each other.
// But they can attack the player.
// When all the monsters have finished their
// corresponding state, then we can take our turn.
// TODO: maintain turn
const moveMonsters = (state, input) => {
state.actors
.filter(actor => actor.kind === 'monster')
.forEach(actor => {
let { x, y, dx, dy, fsmState, counter, sprite, flipH, kind } = actor
// Reset fsmState.
actorMachine.goto(fsmState)
// ---------------------------------------------------------------------------
// ------- STANDING ----------------------------------------------------------
// ---------------------------------------------------------------------------
if (actorMachine.state === 'standing') {
// Set sprite.
const { steps, duration } = cycles[kind][fsmState]
sprite = steps[floor(counter / duration) % steps.length]
// Set counter.
counter++
// Reset speed.
dx = 0
dy = 0
// If it's the monster's turn,
// get where we want to go, and choose the right state
// based on our target destination.
if (!state.isPlayerTurn) {
const singleArrow = { x: 0, y: -1 }
// Get the target coordinates (where we want to move).
const targetCoords = [x + singleArrow.x * 8, y + singleArrow.y * 8]
// Make them map coordinates.
const targetCoordsMap = targetCoords.map(d => d / 8)
// Get the target tile.
const targetTile = getTile(...targetCoordsMap)
// Get the target actor.
const targetActor = state.actors.find(
actor => actor.x === targetCoords[0] && actor.y === targetCoords[1]
)
if (
targetTile.type === 0 &&
!targetActor &&
actorMachine.can('moveEvent')
) {
// Set actor dx/dy.
dx = singleArrow.x
dy = singleArrow.y
// Reset the counter.
counter = 0
// Finally, move to the next state.
actorMachine.moveEvent()
}
}
// ---------------------------------------------------------------------------
// ------- WALKING -----------------------------------------------------------
// ---------------------------------------------------------------------------
} else if (fsmState === 'walking') {
// Update position.
x += dx
y += dy
// Flip direction.
flipH = dx ? dx < 0 : flipH
// Set sprite.
const { steps, duration } = cycles[kind][fsmState]
sprite = steps[floor(counter / duration) % steps.length]
// Update counter.
counter++
// If we reached the next tile,
if (x % 8 === 0 && y % 8 === 0 && actorMachine.can('noMoveEvent')) {
// reset the counter,
counter = 0
// and go to next state.
actorMachine.noMoveEvent()
actor.done = true
}
}
actor.sprite = sprite
actor.counter = counter
actor.fsmState = actorMachine.state
actor.dx = dx
actor.dy = dy
actor.x = x
actor.y = y
})
state.isPlayerTurn = state.actors.filter(
actor => actor.kind === 'monster' && actor.done
).length = state.actors.filter(actor => actor.kind === 'monster').length
}
// If this is called, it's the player's turn.
const movePlayer = (state, input) => {
const actor = state.actors.find(actor => actor.kind === 'player')
let { x, y, dx, dy, fsmState, counter, sprite, flipH, kind } = actor
const arrowIsPressed = arrowPressed(input)
const singleArrow = getSingleArrow(input)
// Reset fsmState.
actorMachine.goto(fsmState)
// ---------------------------------------------------------------------------
// ------- STANDING ----------------------------------------------------------
// ---------------------------------------------------------------------------
if (actorMachine.state === 'standing') {
// Set sprite.
const { steps, duration } = cycles[kind][fsmState]
sprite = steps[floor(counter / duration) % steps.length]
// Set counter.
counter++
// Reset speed.
dx = 0
dy = 0
// If it's the player's turn, and an arrow was pressed,
// get where we want to go, and choose the right state
// based on our target destination.
if (state.isPlayerTurn && arrowIsPressed) {
// Get the target coordinates (where we want to move).
const targetCoords = [x + singleArrow.x * 8, y + singleArrow.y * 8]
// Make them map coordinates.
const targetCoordsMap = targetCoords.map(d => d / 8)
// Get the target tile.
const targetTile = getTile(...targetCoordsMap)
// Get the target actor.
const targetActor = state.actors.find(
actor => actor.x === targetCoords[0] && actor.y === targetCoords[1]
)
if (
targetTile.type === 0 &&
!targetActor &&
actorMachine.can('moveEvent')
) {
// Set actor dx/dy.
dx = singleArrow.x
dy = singleArrow.y
// Reset the counter.
counter = 0
// Finally, move to the next state.
actorMachine.moveEvent()
}
}
// ---------------------------------------------------------------------------
// ------- WALKING -----------------------------------------------------------
// ---------------------------------------------------------------------------
} else if (fsmState === 'walking') {
// Play the walk phrase on the first frame.
if (counter === 0) playPhrase(4)
// Update position.
x += dx
y += dy
// Flip direction.
flipH = dx ? dx < 0 : flipH
// Set sprite.
const { steps, duration } = cycles[kind][fsmState]
sprite = steps[floor(counter / duration) % steps.length]
// Update counter.
counter++
// If we reached the next tile,
if (x % 8 === 0 && y % 8 === 0 && actorMachine.can('noMoveEvent')) {
// reset the counter,
counter = 0
// and go to next state.
actorMachine.noMoveEvent()
state.isPlayerTurn = false
}
}
actor.sprite = sprite
actor.counter = counter
actor.fsmState = actorMachine.state
actor.dx = dx
actor.dy = dy
actor.x = x
actor.y = y
actor.flipH = flipH
}
// Let's think about the combat system.
// Every turn, we first move the player.
// We can move him to a walkable tile.
// Or make him interact with something, e.g. a door or a jar.
// Or attack a monster.
// A player's turn begins with an arrow press,
// and ends when the corresponding state has finished.
// At that point, the monsters' turns begin.
// They will do the same thing: move to a walkable tile,
// as decided by whatever pathfinding we choose.
// They cannot interact with objects, but rather
// they will bump into them, e.g. no opening doors.
// They do not attack each other.
// But they can attack the player.
// When all the monsters have finished their
// corresponding state, then we can take our turn.
// For each actor, find its current state, and react to input.
const _moveActors = (state, input) => {
// Get the input buffer - we'll update it.
let { nextInput } = state
// Get the inputs we're interested in.
// If nextInput is not null, use that.
const arrowIsPressed = arrowPressed(nextInput || input)
const singleArrow = getSingleArrow(nextInput || input)
let playerReceivedInput = false
state.actors.forEach((actor, i, array) => {
// Get the actor properties we'll be updating.
let {
x,
y,
dx,
dy,
fsmState,
counter,
sprite,
flipH,
kind,
targetActorId,
moveTarget
} = actor
// By default, set the moveTarget to where we are now.
moveTarget = [x, y]
// Reset fsmState.
actorMachine.goto(fsmState)
if (actorMachine.state === 'standing') {
// If nextInput is not null, we're consuming it here.
// Set it to null.
if (kind === 'player' && nextInput) nextInput = null
// Set sprite.
const { steps, duration } = cycles[kind][fsmState]
sprite = steps[floor(counter / duration) % steps.length]
// Set counter.
counter++
// Reset speed.
dx = 0
dy = 0
// Was an arrow button pressed?
if (arrowIsPressed) {
const player = array.find(actor => actor.kind === 'player')
const [playerTargetX, playerTargetY] = player.moveTarget
// Tell ourselves if the player received input.
// We'll use this to make the monsters move.
if (kind === 'player') {
playerReceivedInput = true
} else if (
// If the player received input, but we're not the player,
// time to move.
playerReceivedInput
) {
let minDist = 999
// For the four directions (up, down, right, left),
for (const direction of [[0, -1], [0, 1], [1, 0], [-1, 0]]) {
// get the new movement's coordinates,
const x1 = x + direction[0] * 8
const y1 = y + direction[1] * 8
// get the tile on these coordinates,
const targetTile = getTile(x1 / 8, y1 / 8)
// and if the tile is walkable,
if (targetTile.type === 0) {
// get the distance from the coordinates to the player,
const thisDist = dist(x1, y1, playerTargetX, playerTargetY)
// and if this distance is smaller than the current minDistance,
if (thisDist < minDist) {
// update the minDistance,
minDist = thisDist
// and update singleArrow.
singleArrow.x = direction[0]
singleArrow.y = direction[1]
}
}
}
}
// Get the target coordinates (where we want to move).
const targetCoords = [x + singleArrow.x * 8, y + singleArrow.y * 8]
// Make them map coordinates.
const targetCoordsMap = targetCoords.map(d => d / 8)
// Get the target tile.
const targetTile = getTile(...targetCoordsMap)
// Get the target actor, either on the tile, or going to the tile.
// UGH this is getting messy.
const targetActor = state.actors.find(
actor => actor.x === targetCoords[0] && actor.y === targetCoords[1]
)
// If singleArrow has movement data,
// and the target tile is walkable,
// and there is no actor there,
// and the player isn't moving there,
if (
(singleArrow.x || singleArrow.y) &&
targetTile.type === 0 &&
!targetActor &&
!(
playerTargetX === targetCoords[0] &&
playerTargetY === targetCoords[1]
) &&
actorMachine.can('moveEvent')
) {
// set our moveTarget to the targetCoords.
moveTarget = targetCoords
// Set actor dx/dy.
dx = singleArrow.x
dy = singleArrow.y
// Reset the counter.
counter = 0
// Finally, move to the next state.
actorMachine.moveEvent()
} else if (
// If singleArrow has movement data,
// and there is an actor on the target tile,
// or the player is moving there,
(singleArrow.x || singleArrow.y) &&
(targetActor ||
(playerTargetX === targetCoords[0] &&
playerTargetY === targetCoords[1])) &&
actorMachine.can('attackEvent')
) {
// set the initial bump speed,
dx = singleArrow.x * 0.5
dy = singleArrow.y * 0.5
// reset the counter,
counter = 0
// set the targetActor id on this actor,
targetActorId = targetActor ? targetActor.id : player.id
// and move to the next state.
actorMachine.attackEvent()
} else if (
// If singleArrow has movement data,
// and the target is a interactive item,
(singleArrow.x || singleArrow.y) &&
targetTile.type === 1 &&
actorMachine.can('bump')
) {
// interact.
for (const [from, to, phrase] of [
// door
[125, 113, 1],
// big box
[124, 123, 2],
// small box
[122, 121, 2],
// big vase
[120, 113, 5],
// small vase
[119, 113, 5],
// stone tablet,
[118, 118],
// wall
[112, 112, 0]
]) {
if (targetTile.number === from) {
setTile(...targetCoordsMap, to)
phrase !== undefined && kind === 'player' && playPhrase(phrase)
}
}
// If we can't walk,
// set the initial bump speed.
dx = singleArrow.x * 0.5
dy = singleArrow.y * 0.5
// Next reset the counter.
counter = 0
// Finally, move to the next state.
actorMachine.bump()
}
}
} else if (fsmState === 'walking') {
if (kind === 'player') {
// If pressed, set current input as next input.
if (arrowPressed(input)) nextInput = input
// Play the walk phrase on the first frame.
if (counter === 0 && kind === 'player') playPhrase(4)
}
// If the player is walking,
// Update position.
x += dx
y += dy
// Flip direction.
flipH = dx ? dx < 0 : flipH
// Set sprite.
const { steps, duration } = cycles[kind][fsmState]
sprite = steps[floor(counter / duration) % steps.length]
// Update counter.
counter++
// If we reached the next tile,
if (x % 8 === 0 && y % 8 === 0 && actorMachine.can('noMoveEvent')) {
// reset the counter,
counter = 0
// and go to next state.
actorMachine.noMoveEvent()
}
} else if (fsmState === 'attacking') {
// If pressed, set current input as next input.
if (kind === 'player' && arrowPressed(input)) nextInput = input
// If we're on the first attack frame,
// attack the target, and if appropriate,
// remove target from array.
if (counter === 0) {
const targetActorIndex = array.findIndex(
actor => actor.id === targetActorId
)
const targetActor = array[targetActorIndex]
state.actors[targetActorIndex].hp--
if (!state.actors[targetActorIndex].hp) {
state.actors.splice(targetActorIndex, 1)
}
state.floaters.push({
x: targetActor.x,
y: targetActor.y,
targetY: targetActor.y - 6,
counter: 0,
text: '-1'
})
// Play attack sounds:
// player attacking monster
if (kind === 'player') playPhrase(6)
// monster attacking player
if (targetActor.kind === 'player') playPhrase(7)
}
// If the player is bumping into something,
// set the flip direction (only if we're on the first step),
flipH = !counter && dx ? dx < 0 : flipH
// move the player,
x += dx
y += dy
// and if the counter is past a certain point,
if (counter === 3) {
// reset the movement direction.
dx *= -1
dy *= -1
}
// Last, increment the counter.
counter++
// If we reached the next tile,
if (x % 8 === 0 && y % 8 === 0 && actorMachine.can('noMoveEvent')) {
// reset the counter,
counter = 0
// reset the targetActorId,
targetActorId = null
// and go to next state.
actorMachine.noMoveEvent()
}
} else if (fsmState === 'bumping') {
// If pressed, set current input as next input.
if (kind === 'player' && arrowPressed(input)) nextInput = input
// If the player is bumping into something,
// set the flip direction (only if we're on the first step),
flipH = !counter && dx ? dx < 0 : flipH
// move the player,
x += dx
y += dy
// and if the counter is past a certain point,
if (counter === 3) {
// reset the movement direction.
dx *= -1
dy *= -1
}
// Last, increment the counter.
counter++
// If we reached the next tile,
if (x % 8 === 0 && y % 8 === 0 && actorMachine.can('noMoveEvent')) {
// reset the counter,
counter = 0
// and go to next state.
actorMachine.noMoveEvent()
}
}
actor.targetActorId = targetActorId
actor.sprite = sprite
actor.counter = counter
actor.fsmState = actorMachine.state
actor.dx = dx
actor.dy = dy
actor.x = x
actor.y = y
actor.flipH = flipH
actor.moveTarget = moveTarget
})
state.nextInput = JSON.parse(JSON.stringify(nextInput))
}
const updateFloaters = state => {
state.floaters.forEach((floater, i, array) => {
floater.y += (floater.targetY - floater.y) / 10
floater.counter++
if (floater.counter > 70) {
state.floaters.splice(i, 1)
}
})
}
const arrowPressed = input =>
input.leftPressed ||
input.rightPressed ||
input.upPressed ||
input.downPressed
const getSingleArrow = input => {
let array = [0, 0, 0, 0]
array[
[
input.upPressed,
input.rightPressed,
input.downPressed,
input.leftPressed
].indexOf(true)
] = 1
return { x: array[1] - array[3], y: -array[0] + array[2] }
}
const outlinePrint = (x, y, text, color, outline) => {
range(9).forEach(i => {
print(x + -1 + (i % 3), y + -1 + i / 3, text, outline)
})
print(x, y, text, color)
}
const dist = (x1, y1, x2, y2) => sqrt(pow(x2 - x1, 2) + pow(y2 - y1, 2))
update = (state, input) => {
movePlayer(state, input)
moveMonsters(state, input)
// updateFloaters(state)
// state.counter++
}
const drawFloaters = state => {
state.floaters.forEach(floater => {
outlinePrint(floater.x, floater.y, floater.text, 1, 7)
})
}
draw = state => {
clear()
map()
drawActors(state)
drawFloaters(state)
// state.actors.forEach(actor => {
// outlinePrint(actor.x + 2, actor.y + 10, actor.hp, 1, 7)
// })
print(0, 0, `turn: ${state.isPlayerTurn ? 'player' : 'monsters'}` , 0)
const debug = false
if (debug) {
const actor = state.actors[0]
// const { input } = state
// print(92, 8 * 0, input.up ? 'up' : '', 0)
// print(109, 8 * 1, input.right ? 'right' : '', 0)
// print(88, 8 * 1, input.down ? 'down' : '', 0)
// print(67, 8 * 1, input.left ? 'left' : '', 0)
// print(0, 8 * 0, `mode: ${playerMachine.state}`, 0)
print(0, 8 * 0, `fsmState: ${actor.fsmState}`, 0)
// print(0, 8 * 1, `y: ${actor.y}`, 0)
// print(0, 8 * 2, `dy: ${actor.dy}`, 0)
// print(0, 8 * 3, `x: ${actor.x}`, 0)
// print(0, 8 * 4, `dx: ${actor.dx}`, 0)
// print(0, 8 * 5, state.counter % 60, 0)
// print(0, 8 * 3, `sprite: ${player.sprite}`, 0)
// print(0, 8 * 4, `counter: ${state.counter}`, 0)
}
}
[
[
112,
112,
112,
112,
112,
112,
112,
112,
112,
112,
112,
112,
112,
112,
112,
112,
null,
null,
null,
null,
null,
null,
null,
null,
null,
null,
null,
null,
null,
null,
null,
null,
null,
null,
null,
null,
null,
null,
null,
null,
null,
null,
null,
null,
null,
null,
null,
null,
null,
null,
null,
null,
null,
null,
null,
null,
null,
null,
null,
null,
null,
null,
null,
null,
null,
null,
null,
null,
null,
null,
null,
null,
null,
null,
null,
null,
null,
null,
null,
null,
null,
null,
null,
null,
null,
null,
null,
null,
null,
null,
null,
null,
null,
null,
null,
null,
null,
null,
null,
null,
null,
null,
null,
null,
null,
null,
null,
null,
null,
null,
null,
null,
null,
null,
null,
null,
null,
null,
null,
null,
null,
null,
null,
null,
null,
null,
null,
null
],
[
112,
113,
113,
113,
113,
113,
113,
113,
113,
113,
113,
113,
113,
113,
113,
112,
null,
null,
null,
null,
null,
null,
null,
null,
null,
null,
null,
null,
null,
null,
null,
null,
null,
null,
null,
null,
null,
null,
null,
null,
null,
null,
null,
null,
null,
null,
null,
null,
null,
null,
null,
null,
null,
null,
null,
null,
null,
null,
null,
null,
null,
null,
null,
null,
null,
null,
null,
null,
null,
null,
null,
null,
null,
null,
null,
null,
null,
null,
null,
null,
null,
null,
null,
null,
null,
null,
null,
null,
null,
null,
null,
null,
null,
null,
null,
null,
null,
null,
null,
null,
null,
null,
null,
null,
null,
null,
null,
null,
null,
null,
null,
null,
null,
null,
null,
null,
null,
null,
null,
null,
null,
null,
null,
null,
null,
null,
null,
null
],
[
112,
113,
113,
113,
113,
113,
113,
113,
113,
113,
113,
113,
113,
113,
113,
112,
null,
null,
null,
null,
null,
null,
null,
null,
null,
null,
null,
null,
null,
null,
null,
null,
null,
null,
null,
null,
null,
null,
null,
null,
null,
null,
null,
null,
null,
null,
null,
null,
null,
null,
null,
null,
null,
null,
null,
null,
null,
null,
null,
null,
null,
null,
null,
null,
null,
null,
null,
null,
null,
null,
null,
null,
null,
null,
null,
null,
null,
null,
null,
null,
null,
null,
null,
null,
null,
null,
null,
null,
null,
null,
null,
null,
null,
null,
null,
null,
null,
null,
null,
null,
null,
null,
null,
null,
null,
null,
null,
null,
null,
null,
null,
null,
null,
null,
null,
null,
null,
null,
null,
null,
null,
null,
null,
null,
null,
null,
null,
null
],
[
112,
113,
113,
113,
113,
113,
113,
113,
113,
113,
113,
113,
113,
113,
113,
112,
null,
null,
null,
null,
null,
null,
null,
null,
null,
null,
null,
null,
null,
null,
null,
null,
null,
null,
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