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98 changed files with 6567 additions and 2784 deletions

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@ -1,9 +1,9 @@
root = true
[*]
[*.{js,jsx,mjs,cjs,ts,tsx,mts,cts,vue,css,scss,sass,less,styl}]
charset = utf-8
indent_style = space
indent_size = 2
end_of_line = lf
indent_style = space
insert_final_newline = true
trim_trailing_whitespace = true
end_of_line = lf
max_line_length = 100

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@ -1,48 +0,0 @@
/* eslint-env node */
require('@rushstack/eslint-patch/modern-module-resolution')
module.exports = {
root: true,
env: {
browser: true,
node: true,
},
extends: [
'eslint:recommended',
'plugin:vue/vue3-essential',
'@vue/eslint-config-typescript/recommended',
'@vue/eslint-config-prettier',
],
overrides: [
{
files: ['cypress/e2e/**.{cy,spec}.{js,ts,jsx,tsx}'],
extends: ['plugin:cypress/recommended'],
},
{
// https://typescript-eslint.io/docs/linting/troubleshooting/#i-get-errors-from-the-no-undef-rule-about-global-variables-not-being-defined-even-though-there-are-no-typescript-errors
files: ['*.vue'],
rules: {
'no-undef': 'off',
},
},
{
files: ['*.story.vue', '*.story.controls.vue'],
rules: {
'@typescript-eslint/no-empty-function': 'off',
'@typescript-eslint/no-unused-vars': 'off',
'vue/require-v-for-key': 'off',
'vue/no-mutating-props': 'off',
},
},
],
rules: {
// see https://vuejs.org/guide/extras/reactivity-transform.html
'vue/no-setup-props-destructure': 'off',
// TODO: discuss if we want to force this
'vue/multi-word-component-names': 'off',
// see https://eslint.org/docs/latest/rules/no-prototype-builtins#when-not-to-use-it
'no-prototype-builtins': 'off',
// as long as it is explicit, it is fine to use any
'@typescript-eslint/no-explicit-any': 'off',
},
}

1
.gitattributes vendored Normal file
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* text=auto eol=lf

9
.gitignore vendored
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@ -8,20 +8,23 @@ pnpm-debug.log*
lerna-debug.log*
node_modules
.DS_Store
dist
dist-ssr
coverage
*.local
/cypress/videos/
/cypress/screenshots/
# Editor directories and files
.vscode/*
!.vscode/extensions.json
.idea
.DS_Store
*.suo
*.ntvs*
*.njsproj
*.sln
*.sw?
# old source code for reference?!
src/old
*.tsbuildinfo

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{
"semi": false,
"singleQuote": true
}

6
.prettierrc.json Normal file
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{
"$schema": "https://json.schemastore.org/prettierrc",
"semi": false,
"singleQuote": true,
"printWidth": 100
}

9
.vscode/extensions.json vendored Normal file
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{
"recommendations": [
"Vue.volar",
"vitest.explorer",
"dbaeumer.vscode-eslint",
"EditorConfig.EditorConfig",
"esbenp.prettier-vscode"
]
}

674
LICENSE Normal file
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@ -0,0 +1,674 @@
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THERE IS NO WARRANTY FOR THE PROGRAM, TO THE EXTENT PERMITTED BY
APPLICABLE LAW. EXCEPT WHEN OTHERWISE STATED IN WRITING THE COPYRIGHT
HOLDERS AND/OR OTHER PARTIES PROVIDE THE PROGRAM "AS IS" WITHOUT WARRANTY
OF ANY KIND, EITHER EXPRESSED OR IMPLIED, INCLUDING, BUT NOT LIMITED TO,
THE IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR
PURPOSE. THE ENTIRE RISK AS TO THE QUALITY AND PERFORMANCE OF THE PROGRAM
IS WITH YOU. SHOULD THE PROGRAM PROVE DEFECTIVE, YOU ASSUME THE COST OF
ALL NECESSARY SERVICING, REPAIR OR CORRECTION.
16. Limitation of Liability.
IN NO EVENT UNLESS REQUIRED BY APPLICABLE LAW OR AGREED TO IN WRITING
WILL ANY COPYRIGHT HOLDER, OR ANY OTHER PARTY WHO MODIFIES AND/OR CONVEYS
THE PROGRAM AS PERMITTED ABOVE, BE LIABLE TO YOU FOR DAMAGES, INCLUDING ANY
GENERAL, SPECIAL, INCIDENTAL OR CONSEQUENTIAL DAMAGES ARISING OUT OF THE
USE OR INABILITY TO USE THE PROGRAM (INCLUDING BUT NOT LIMITED TO LOSS OF
DATA OR DATA BEING RENDERED INACCURATE OR LOSSES SUSTAINED BY YOU OR THIRD
PARTIES OR A FAILURE OF THE PROGRAM TO OPERATE WITH ANY OTHER PROGRAMS),
EVEN IF SUCH HOLDER OR OTHER PARTY HAS BEEN ADVISED OF THE POSSIBILITY OF
SUCH DAMAGES.
17. Interpretation of Sections 15 and 16.
If the disclaimer of warranty and limitation of liability provided
above cannot be given local legal effect according to their terms,
reviewing courts shall apply local law that most closely approximates
an absolute waiver of all civil liability in connection with the
Program, unless a warranty or assumption of liability accompanies a
copy of the Program in return for a fee.
END OF TERMS AND CONDITIONS
How to Apply These Terms to Your New Programs
If you develop a new program, and you want it to be of the greatest
possible use to the public, the best way to achieve this is to make it
free software which everyone can redistribute and change under these terms.
To do so, attach the following notices to the program. It is safest
to attach them to the start of each source file to most effectively
state the exclusion of warranty; and each file should have at least
the "copyright" line and a pointer to where the full notice is found.
<one line to give the program's name and a brief idea of what it does.>
Copyright (C) <year> <name of author>
This program is free software: you can redistribute it and/or modify
it under the terms of the GNU General Public License as published by
the Free Software Foundation, either version 3 of the License, or
(at your option) any later version.
This program is distributed in the hope that it will be useful,
but WITHOUT ANY WARRANTY; without even the implied warranty of
MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
GNU General Public License for more details.
You should have received a copy of the GNU General Public License
along with this program. If not, see <https://www.gnu.org/licenses/>.
Also add information on how to contact you by electronic and paper mail.
If the program does terminal interaction, make it output a short
notice like this when it starts in an interactive mode:
<program> Copyright (C) <year> <name of author>
This program comes with ABSOLUTELY NO WARRANTY; for details type `show w'.
This is free software, and you are welcome to redistribute it
under certain conditions; type `show c' for details.
The hypothetical commands `show w' and `show c' should show the appropriate
parts of the General Public License. Of course, your program's commands
might be different; for a GUI interface, you would use an "about box".
You should also get your employer (if you work as a programmer) or school,
if any, to sign a "copyright disclaimer" for the program, if necessary.
For more information on this, and how to apply and follow the GNU GPL, see
<https://www.gnu.org/licenses/>.
The GNU General Public License does not permit incorporating your program
into proprietary programs. If your program is a subroutine library, you
may consider it more useful to permit linking proprietary applications with
the library. If this is what you want to do, use the GNU Lesser General
Public License instead of this License. But first, please read
<https://www.gnu.org/licenses/why-not-lgpl.html>.

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@ -1,20 +1,23 @@
# building-game
# Vue Shovel
> A blocky, side-scrolling, building and exploration game
> A blocky, side-scrolling, building and exploration game ...phew, what a pile of words.
This version of DIG! is reimplemented with Vue3 and Typescript. To see the old (and probably broken) version, check the vue2 branch.
This is Vue Shovel, a complete rewrite of DIG! in Typescript, with Vue3.
## Build Setup
``` bash
```bash
# install dependencies
yarn
pnpm
# serve with hot reload at localhost:8080
yarn dev
# serve with hot reload at localhost:5173
pnpm dev
# build for production with minification
yarn build
pnpm build
# the production build can be run locally with
pnpm preview
```

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/// <reference types="vite/client" />
declare module "*.vue" {
import { DefineComponent } from "vue";
// eslint-disable-next-line @typescript-eslint/no-explicit-any, @typescript-eslint/ban-types
const component: DefineComponent<{}, {}, any>;
export default component;
}

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@ -0,0 +1,32 @@
import pluginVue from 'eslint-plugin-vue'
import { defineConfigWithVueTs, vueTsConfigs } from '@vue/eslint-config-typescript'
import pluginVitest from '@vitest/eslint-plugin'
import oxlint from 'eslint-plugin-oxlint'
import skipFormatting from '@vue/eslint-config-prettier/skip-formatting'
// To allow more languages other than `ts` in `.vue` files, uncomment the following lines:
// import { configureVueProject } from '@vue/eslint-config-typescript'
// configureVueProject({ scriptLangs: ['ts', 'tsx'] })
// More info at https://github.com/vuejs/eslint-config-typescript/#advanced-setup
export default defineConfigWithVueTs(
{
name: 'app/files-to-lint',
files: ['**/*.{ts,mts,tsx,vue}'],
},
{
name: 'app/files-to-ignore',
ignores: ['**/dist/**', '**/dist-ssr/**', '**/coverage/**'],
},
pluginVue.configs['flat/essential'],
vueTsConfigs.recommended,
{
...pluginVitest.configs.recommended,
files: ['src/**/__tests__/*'],
},
...oxlint.configs['flat/recommended'],
skipFormatting,
)

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@ -1,3 +0,0 @@
{
"recommendations": ["Vue.volar", "Vue.vscode-typescript-vue-plugin"]
}

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@ -1,18 +0,0 @@
# Vue 3 + TypeScript + Vite
This template should help get you started developing with Vue 3 and TypeScript in Vite. The template uses Vue 3 `<script setup>` SFCs, check out the [script setup docs](https://v3.vuejs.org/api/sfc-script-setup.html#sfc-script-setup) to learn more.
## Recommended IDE Setup
- [VS Code](https://code.visualstudio.com/) + [Volar](https://marketplace.visualstudio.com/items?itemName=Vue.volar) (and disable Vetur) + [TypeScript Vue Plugin (Volar)](https://marketplace.visualstudio.com/items?itemName=Vue.vscode-typescript-vue-plugin).
## Type Support For `.vue` Imports in TS
TypeScript cannot handle type information for `.vue` imports by default, so we replace the `tsc` CLI with `vue-tsc` for type checking. In editors, we need [TypeScript Vue Plugin (Volar)](https://marketplace.visualstudio.com/items?itemName=Vue.vscode-typescript-vue-plugin) to make the TypeScript language service aware of `.vue` types.
If the standalone TypeScript plugin doesn't feel fast enough to you, Volar has also implemented a [Take Over Mode](https://github.com/johnsoncodehk/volar/discussions/471#discussioncomment-1361669) that is more performant. You can enable it by the following steps:
1. Disable the built-in TypeScript Extension
1. Run `Extensions: Show Built-in Extensions` from VSCode's command palette
2. Find `TypeScript and JavaScript Language Features`, right click and select `Disable (Workspace)`
2. Reload the VSCode window by running `Developer: Reload Window` from the command palette.

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@ -1,20 +0,0 @@
{
"name": "foo",
"private": true,
"version": "0.0.0",
"type": "module",
"scripts": {
"dev": "vite",
"build": "vue-tsc && vite build",
"preview": "vite preview"
},
"dependencies": {
"vue": "^3.2.45"
},
"devDependencies": {
"@vitejs/plugin-vue": "^4.0.0",
"typescript": "^4.9.3",
"vite": "^4.1.0",
"vue-tsc": "^1.0.24"
}
}

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@ -1 +0,0 @@
<svg xmlns="http://www.w3.org/2000/svg" xmlns:xlink="http://www.w3.org/1999/xlink" aria-hidden="true" role="img" class="iconify iconify--logos" width="31.88" height="32" preserveAspectRatio="xMidYMid meet" viewBox="0 0 256 257"><defs><linearGradient id="IconifyId1813088fe1fbc01fb466" x1="-.828%" x2="57.636%" y1="7.652%" y2="78.411%"><stop offset="0%" stop-color="#41D1FF"></stop><stop offset="100%" stop-color="#BD34FE"></stop></linearGradient><linearGradient id="IconifyId1813088fe1fbc01fb467" x1="43.376%" x2="50.316%" y1="2.242%" y2="89.03%"><stop offset="0%" stop-color="#FFEA83"></stop><stop offset="8.333%" stop-color="#FFDD35"></stop><stop offset="100%" stop-color="#FFA800"></stop></linearGradient></defs><path fill="url(#IconifyId1813088fe1fbc01fb466)" d="M255.153 37.938L134.897 252.976c-2.483 4.44-8.862 4.466-11.382.048L.875 37.958c-2.746-4.814 1.371-10.646 6.827-9.67l120.385 21.517a6.537 6.537 0 0 0 2.322-.004l117.867-21.483c5.438-.991 9.574 4.796 6.877 9.62Z"></path><path fill="url(#IconifyId1813088fe1fbc01fb467)" d="M185.432.063L96.44 17.501a3.268 3.268 0 0 0-2.634 3.014l-5.474 92.456a3.268 3.268 0 0 0 3.997 3.378l24.777-5.718c2.318-.535 4.413 1.507 3.936 3.838l-7.361 36.047c-.495 2.426 1.782 4.5 4.151 3.78l15.304-4.649c2.372-.72 4.652 1.36 4.15 3.788l-11.698 56.621c-.732 3.542 3.979 5.473 5.943 2.437l1.313-2.028l72.516-144.72c1.215-2.423-.88-5.186-3.54-4.672l-25.505 4.922c-2.396.462-4.435-1.77-3.759-4.114l16.646-57.705c.677-2.35-1.37-4.583-3.769-4.113Z"></path></svg>

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<script setup lang="ts">
import HelloWorld from './components/HelloWorld.vue'
</script>
<template>
<div>
<a href="https://vitejs.dev" target="_blank">
<img src="/vite.svg" class="logo" alt="Vite logo" />
</a>
<a href="https://vuejs.org/" target="_blank">
<img src="./assets/vue.svg" class="logo vue" alt="Vue logo" />
</a>
</div>
<HelloWorld msg="Vite + Vue" />
</template>
<style scoped>
.logo {
height: 6em;
padding: 1.5em;
will-change: filter;
transition: filter 300ms;
}
.logo:hover {
filter: drop-shadow(0 0 2em #646cffaa);
}
.logo.vue:hover {
filter: drop-shadow(0 0 2em #42b883aa);
}
</style>

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@ -1 +0,0 @@
<svg xmlns="http://www.w3.org/2000/svg" xmlns:xlink="http://www.w3.org/1999/xlink" aria-hidden="true" role="img" class="iconify iconify--logos" width="37.07" height="36" preserveAspectRatio="xMidYMid meet" viewBox="0 0 256 198"><path fill="#41B883" d="M204.8 0H256L128 220.8L0 0h97.92L128 51.2L157.44 0h47.36Z"></path><path fill="#41B883" d="m0 0l128 220.8L256 0h-51.2L128 132.48L50.56 0H0Z"></path><path fill="#35495E" d="M50.56 0L128 133.12L204.8 0h-47.36L128 51.2L97.92 0H50.56Z"></path></svg>

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@ -1,38 +0,0 @@
<script setup lang="ts">
import { ref } from 'vue'
defineProps<{ msg: string }>()
const count = ref(0)
</script>
<template>
<h1>{{ msg }}</h1>
<div class="card">
<button type="button" @click="count++">count is {{ count }}</button>
<p>
Edit
<code>components/HelloWorld.vue</code> to test HMR
</p>
</div>
<p>
Check out
<a href="https://vuejs.org/guide/quick-start.html#local" target="_blank"
>create-vue</a
>, the official Vue + Vite starter
</p>
<p>
Install
<a href="https://github.com/johnsoncodehk/volar" target="_blank">Volar</a>
in your IDE for a better DX
</p>
<p class="read-the-docs">Click on the Vite and Vue logos to learn more</p>
</template>
<style scoped>
.read-the-docs {
color: #888;
}
</style>

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@ -1,80 +0,0 @@
:root {
font-family: Inter, system-ui, Avenir, Helvetica, Arial, sans-serif;
line-height: 1.5;
font-weight: 400;
color-scheme: light dark;
color: rgba(255, 255, 255, 0.87);
background-color: #242424;
font-synthesis: none;
text-rendering: optimizeLegibility;
-webkit-font-smoothing: antialiased;
-moz-osx-font-smoothing: grayscale;
-webkit-text-size-adjust: 100%;
}
a {
font-weight: 500;
color: #646cff;
text-decoration: inherit;
}
a:hover {
color: #535bf2;
}
body {
margin: 0;
display: flex;
place-items: center;
min-width: 320px;
min-height: 100vh;
}
h1 {
font-size: 3.2em;
line-height: 1.1;
}
button {
border-radius: 8px;
border: 1px solid transparent;
padding: 0.6em 1.2em;
font-size: 1em;
font-weight: 500;
font-family: inherit;
background-color: #1a1a1a;
cursor: pointer;
transition: border-color 0.25s;
}
button:hover {
border-color: #646cff;
}
button:focus,
button:focus-visible {
outline: 4px auto -webkit-focus-ring-color;
}
.card {
padding: 2em;
}
#app {
max-width: 1280px;
margin: 0 auto;
padding: 2rem;
text-align: center;
}
@media (prefers-color-scheme: light) {
:root {
color: #213547;
background-color: #ffffff;
}
a:hover {
color: #747bff;
}
button {
background-color: #f9f9f9;
}
}

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@ -1,7 +1,8 @@
<!DOCTYPE html>
<html lang="en">
<html lang="">
<head>
<meta charset="UTF-8" />
<meta charset="UTF-8">
<link rel="icon" href="/favicon.ico">
<link rel="icon" type="image/png" href="/favicon.png" />
<link rel="preload" as="image" href="/Tiles/dirt.png" />
<link rel="preload" as="image" href="/Tiles/dirt_grass.png" />
@ -15,8 +16,8 @@
<link rel="preload" as="image" href="/Tiles/trunk_mid.png" />
<link rel="preload" as="image" href="/Tiles/trunk_bottom.png" />
<link rel="preload" as="image" href="/Tiles/leaves_transparent.png" />
<meta name="viewport" content="width=device-width, initial-scale=1.0" />
<title>Dig!</title>
<meta name="viewport" content="width=device-width, initial-scale=1.0">
<title>Vue Shovel</title>
<style>
:root {
--block-size: 64px;

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@ -1,33 +1,58 @@
{
"name": "DIG",
"name": "vue-shovel",
"description": "A blocky, side-scrolling, digging and exploration game",
"version": "0.0.1",
"version": "0.1.0",
"author": "koehr <n@koehr.in>",
"license": "MIT",
"license": "GPLv3",
"private": true,
"type": "module",
"scripts": {
"dev": "vite",
"build": "vue-tsc && vite build",
"build": "run-p type-check \"build-only {@}\" --",
"preview": "vite preview",
"lint": "eslint . --ext .vue,.js,.jsx,.cjs,.mjs,.ts,.tsx,.cts,.mts --fix"
"test:unit": "vitest",
"build-only": "vite build",
"type-check": "vue-tsc --build",
"lint:oxlint": "oxlint . --fix -D correctness --ignore-path .gitignore",
"lint:eslint": "eslint . --fix",
"lint": "run-s lint:*",
"format": "prettier --write src/"
},
"dependencies": {
"alea": "^1.0.1",
"simplex-noise": "^4.0.1",
"vue": "^3.4.22"
"simplex-noise": "^4.0.3",
"vue": "^3.5.13"
},
"devDependencies": {
"@rushstack/eslint-patch": "^1.10.2",
"@typescript-eslint/parser": "^7.7.0",
"@vitejs/plugin-vue": "^5.0.4",
"@vue/eslint-config-prettier": "^9.0.0",
"@vue/eslint-config-typescript": "^13.0.0",
"eslint": "^9.0.0",
"eslint-plugin-vue": "^9.25.0",
"typescript": "^5.4.5",
"unplugin-vue-macros": "^2.9.1",
"vite": "^5.2.9",
"vue-tsc": "^2.0.13"
"@tsconfig/node22": "^22.0.0",
"@types/jsdom": "^21.1.7",
"@types/node": "^22.13.9",
"@vitejs/plugin-vue": "^5.2.1",
"@vitest/eslint-plugin": "^1.1.36",
"@vue/eslint-config-prettier": "^10.2.0",
"@vue/eslint-config-typescript": "^14.5.0",
"@vue/test-utils": "^2.4.6",
"@vue/tsconfig": "^0.7.0",
"eslint": "^9.21.0",
"eslint-plugin-oxlint": "^0.15.13",
"eslint-plugin-vue": "~10.0.0",
"jiti": "^2.4.2",
"jsdom": "^26.0.0",
"npm-run-all2": "^7.0.2",
"oxlint": "^0.15.13",
"prettier": "3.5.3",
"typescript": "~5.8.0",
"vite": "^6.2.1",
"vite-plugin-vue-devtools": "^7.7.2",
"vitest": "^3.0.8",
"vue-tsc": "^2.2.8"
},
"pnpm": {
"ignoredBuiltDependencies": [
"esbuild"
],
"onlyBuiltDependencies": [
"esbuild"
]
}
}

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@ -1,14 +0,0 @@
<!DOCTYPE html>
<html>
<head>
<title>Simplex Noise Test</title>
<style>
body, html { width: 100%; height: 100%; padding: 0; margin: 0; overflow: hidden; background: black; }
canvas { display: block; width: 1024px; height: 768px; margin: calc(50vh - 768px / 2) auto 0; border: 2px solid #333; }
</style>
</head>
<body>
<canvas></canvas>
<script type="module" src="/src/simplex-demo.ts"></script>
</body>
</html>

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@ -1,72 +1,114 @@
<script setup lang="ts">
import { ref, computed, onMounted } from 'vue'
import type { Block, BlockType, Direction, Item, InventoryItem, LightSource } from './types.d'
import { ref, computed, watch, onMounted, useTemplateRef } from 'vue'
import Help from './screens/help.vue'
import Inventory from './screens/inventory.vue'
import Background from './Background.vue'
import { BLOCK_SIZE, STAGE_WIDTH, STAGE_HEIGHT, type Block } from './level/def'
import { BLOCK_SIZE, STAGE_WIDTH, STAGE_HEIGHT, softTerrain, hardTerrain } from './level/def'
import { getItem, getItemClass } from './level/items'
import createLevel from './level'
import usePlayer from './util/usePlayer'
import useTime from './util/useTime'
import useInput from './util/useInput'
import usePlayer, { type InventoryItem } from './util/usePlayer'
import useLightMap from './util/useLightMap'
import useLightMask from './util/useLightMask'
const { updateTime, time, timeOfDay, clock } = useTime()
const { player, direction, dx, dy, pocket, unpocket } = usePlayer()
const { inputX, inputY, running, paused, help, inventory } = useInput()
const level = createLevel(STAGE_WIDTH + 2, STAGE_HEIGHT + 2)
const lightMapEl = ref<HTMLCanvasElement | undefined>(undefined)
let updateLightMap: ReturnType<typeof useLightMap>
const lightMaskEl = useTemplateRef<HTMLCanvasElement>('light-mask')
let updateLightMap = (() => {}) as ReturnType<typeof useLightMask>
pocket({ name: 'Shovel', type: 'tool', icon: 'shovel', quality: 'wood' })
pocket({ name: 'Sword', type: 'weapon', icon: 'sword', quality: 'wood' })
pocket({ name: 'Pick Axe', type: 'tool', icon: 'pick', quality: 'wood' })
pocket(getItem('tool_shovel_wood'))
pocket(getItem('tool_sword_wood'))
pocket(getItem('tool_pickaxe_wood'))
pocket(getItem('fixture_torch'), 5)
let animationFrame = 0
let lastTick = 0
const debug = ref(true)
const x = ref(0)
const y = ref(0)
const floorX = computed(() => Math.floor(x.value))
const floorY = computed(() => Math.floor(y.value))
const tx = computed(() => (x.value - floorX.value) * -BLOCK_SIZE)
const ty = computed(() => (y.value - floorY.value) * -BLOCK_SIZE)
const rows = computed(() => level.grid(floorX.value, floorY.value))
const lightBarrier = computed(() => level.sunLight(floorX.value))
const fracX = computed(() => x.value - floorX.value)
const fracY = computed(() => y.value - floorY.value)
const tx = computed(() => fracX.value * -BLOCK_SIZE)
const ty = computed(() => fracY.value * -BLOCK_SIZE)
const px = computed(() => Math.round(player.x + fracX.value))
const py = computed(() => Math.round(player.y + fracY.value))
const lightBarrier = computed<number[]>(() => {
const _update = mapUpdateCount.value // reactivity trigger
return level.sunLight(floorX.value)
})
const mapUpdateCount = ref(0)
const mapGrid = computed<Block[][]>(() => {
const _update = mapUpdateCount.value // reactivity trigger
return level.grid(floorX.value, floorY.value, true)
})
const lightSources = computed(() => {
const _update = mapUpdateCount.value // reactivity trigger
const _floorX = floorX.value // reactivity trigger
const _floorY = floorY.value // reactivity trigger
const lightSources: LightSource[] = []
const grid = mapGrid.value
for (let y = 0; y < grid.length; y++) {
const row = grid[y]
for (let x = 0; x < row.length; x++) {
const block = row[x]
if (block.illumination) {
lightSources.push({
x, y,
strength: block.illumination,
color: block.color ?? '#FFE'
})
}
}
}
return lightSources
})
const arriving = ref(true)
const walking = ref(false)
const inventorySelection = ref<InventoryItem>(player.inventory[0])
type Surroundings = {
at: Block,
left: Block,
right: Block,
up: Block,
down: Block,
}
const surroundings = computed<Surroundings>(() => {
const px = player.x
const py = player.y
const row = rows.value
const getSurroundings = (x: number, y: number) => {
const rows = mapGrid.value
const rowY = rows[y]
const rowYp = rows[y - 1]
const rowYn = rows[y + 1]
return {
at: row[py][px],
left: row[py][px - 1],
right: row[py][px + 1],
up: row[py - 1][px],
down: row[py + 1][px],
at: rowY[x],
left: rowY[x - 1],
right: rowY[x + 1],
up: rowYp[x],
down: rowYn[x],
}
}
const surroundings = computed<Record<Direction, Block>>(() => {
const _update = mapUpdateCount.value // reactivity trigger
return getSurroundings(px.value, py.value)
})
const blocked = computed(() => {
const { left, right, up, down } = surroundings.value
const fx = fracX.value
const fy = fracY.value
return {
left: !left.walkable,
right: !right.walkable,
left: !left.walkable && fx < 0.8 && fx > 0.7,
right: !right.walkable && fx > 0.2 && fx < 0.3,
up: !up.walkable,
down: !down.walkable,
down: !down.walkable && fy > 0.8,
}
})
@ -79,11 +121,12 @@ function dig(blockX: number, blockY: number, block: Block) {
// finally dig that block
// TODO: damage blocks first
level.change({
type: 'exchange',
change: 'exchange',
x: floorX.value + blockX,
y: floorY.value + blockY,
newType: 'air'
})
mapUpdateCount.value = mapUpdateCount.value + 1
// anything to pick up?
if (block.drops) {
@ -93,42 +136,66 @@ function dig(blockX: number, blockY: number, block: Block) {
}
function build(blockX: number, blockY: number, block: InventoryItem) {
const blockToBuild = block.builds
// the block doesn't do anything
if (!blockToBuild) return
let blockToBuild = block.builds
if (!blockToBuild) return // the block doesn't do anything?!
// While blocks are just filling the space completely, fixtures are attached
// to the closest surface. We check the surroundings, starting at with left
// and right, then bottom and top.
if (block.type === 'fixture') {
const { left, right, up, down } = getSurroundings(blockX, blockY)
if (!left.transparent) blockToBuild = `${blockToBuild}Left`
else if (!right.transparent) blockToBuild = `${blockToBuild}Right`
else if (!up.transparent) blockToBuild = `${blockToBuild}Ceiling`
else if (!down.transparent) blockToBuild = `${blockToBuild}Floor`
}
level.change({
type: 'exchange',
change: 'exchange',
x: floorX.value + blockX,
y: floorY.value + blockY,
newType: blockToBuild
newType: blockToBuild as BlockType
})
mapUpdateCount.value = mapUpdateCount.value + 1
const newAmount = unpocket(block)
const newAmount = unpocket(block as Item)
if (newAmount < 1) inventorySelection.value = player.inventory[0]
}
function interactWith(blockX: number, blockY: number, block: Block) {
if (debug) {
console.debug(
`interact with ${block.type} at ${blockX},${blockY},`,
`with a ${inventorySelection.value.id} in hand`
)
}
// § 4 ArbZG
if (paused.value) return
const blockInHand = inventorySelection.value.type === 'block'
const toolInHand = inventorySelection.value.type === 'tool'
const emptyBlock = block.type === 'air' || block.type === 'cave'
// no spooky interaction at a distance
const distanceX = ~~(px.value - blockX)
const distanceY = ~~(py.value - blockY)
if (distanceX > 1 || distanceY > 1) return
const blockInHand = inventorySelection.value
const shovelInHand = blockInHand.id.indexOf('shovel') >= 0
const pickaxeInHand = blockInHand.id.indexOf('pickaxe') >= 0
const canBuild = !!blockInHand.builds
const hasTool = blockInHand.type === 'tool'
const hasSpace = block.type === 'air' || block.type === 'cave'
const canUseShovel = softTerrain.indexOf(block.type) >= 0
const canUsePickaxe = hardTerrain.indexOf(block.type) >= 0
// put the selected block
if (blockInHand && emptyBlock) {
build(blockX, blockY, inventorySelection.value)
if (canBuild && hasSpace) {
build(blockX, blockY, blockInHand)
// dig a block with shovel or pick axe
} else if (toolInHand && !emptyBlock) {
dig(blockX, blockY, block)
} else if (hasTool && !hasSpace) {
if (shovelInHand && canUseShovel) dig(blockX, blockY, block)
else if (pickaxeInHand && canUsePickaxe) dig(blockX, blockY, block)
}
// This feels like cheating, but it makes Vue recalculate floorX
// which then recalculates the blocks, so that the changes are
// applied. Otherwise, they wouldn't be visible before moving
x.value = x.value + 0.01
x.value = x.value - 0.01
}
let lastTimeUpdate = 0
@ -196,12 +263,18 @@ function selectTool(item: InventoryItem) {
}
onMounted(() => {
const canvas = lightMapEl.value!
canvas.height = (BLOCK_SIZE + 2) * STAGE_HEIGHT
canvas.width = (BLOCK_SIZE + 2) * STAGE_WIDTH
const ctx = canvas.getContext('2d')!
updateLightMap = useLightMap(ctx, floorX, floorY, tx, ty, time, lightBarrier)
if (lightMaskEl.value) {
const canvas = lightMaskEl.value
canvas.height = (BLOCK_SIZE + 2) * STAGE_HEIGHT
canvas.width = (BLOCK_SIZE + 2) * STAGE_WIDTH
const ctx = canvas.getContext('2d')!
updateLightMap = useLightMask(
ctx, floorY, tx, ty,
lightBarrier, lightSources,
)
} else {
console.warn('lightmap deactivated')
}
lastTick = performance.now()
move(lastTick)
})
@ -209,19 +282,27 @@ onMounted(() => {
<template>
<div id="field" :class="timeOfDay">
<Background :time :x />
<div id="parallax">
</div>
<div id="blocks" :style="{transform: `translate(${tx}px, ${ty}px)`}">
<template v-for="(row, y) in rows">
<template v-for="(row, y) in mapGrid">
<div v-for="(block, x) in row"
:class="['block', block.type, {
highlight: x === player.x && y == player.y
}]"
:class="['block', block.type, { highlight: debug && x === px && y === py }]"
@click="interactWith(x, y, block)"
/>
</template>
</div>
<div id="player" :class="[direction, { walking }]" @click="inventory = !inventory">
<div id="player"
:class="[direction, {
walking,
running: walking && running,
sitting: paused
}]"
@click="inventory = !inventory"
>
<div class="head"></div>
<div class="body"></div>
<div class="legs">
@ -235,11 +316,19 @@ onMounted(() => {
</div>
</div>
<canvas id="light-mask" ref="lightMapEl" :style="{transform: `translate(${tx}px, ${ty}px)`}" />
<canvas id="light-mask" ref="light-mask"
:style="{ transform: `translate(${tx}px, ${ty}px)` }"
/>
<div id="beam" v-if="arriving"></div>
<div id="level-indicator">
x:{{ floorX }}, y:{{ floorY }}
<template v-if="paused">(PAUSED)</template>
<template v-if="paused">
<template v-if="debug">
({{ clock }})<br/>
time: <input type="number" max="0" min="1000" v-model="time" />
</template>
<template v-else>(PAUSED)</template>
</template>
<template v-else>({{ clock }})</template>
</div>

View file

@ -2,6 +2,7 @@
import { ref, computed, onMounted, watch } from 'vue'
import useBackground from './util/useBackground'
import { BLOCK_SIZE, STAGE_WIDTH, STAGE_HEIGHT } from './level/def'
import { calcSunAngle } from './util/useTime'
export interface Props {
time: number
@ -11,8 +12,7 @@ export interface Props {
const props = defineProps<Props>()
const canvas = ref<HTMLCanvasElement | null>(null)
const p = Math.PI / -10
const sunY = computed(() => Math.sin(props.time * p))
const sunY = computed(() => calcSunAngle(props.time))
onMounted(() => {
@ -21,8 +21,8 @@ onMounted(() => {
const drawBackground = useBackground(
canvasEl,
~~(STAGE_WIDTH * BLOCK_SIZE / 2.0),
~~(STAGE_HEIGHT * BLOCK_SIZE / 2.0),
~~(STAGE_WIDTH * BLOCK_SIZE / 1.0),
~~(STAGE_HEIGHT * BLOCK_SIZE / 1.0),
)
watch(props, () => drawBackground(props.x, sunY.value), { immediate: true })
@ -31,5 +31,5 @@ onMounted(() => {
</script>
<template>
<canvas ref="canvas" id="background"></canvas>
<canvas ref="canvas" id="background" />
</template>

View file

@ -98,27 +98,35 @@
.block.brickWall {
background-image: url(/Tiles/brick_grey.png);
}
.block.torchLeft { background-image: url("/Items/torchLeft.png"); }
.block.torchRight { background-image: url("/Items/torchRight.png"); }
.block.torchFloor { background-image: url("/Items/torchFloor.png"); }
.block.torchCeiling { background-image: url("/Items/torchCeiling.png"); }
#field {
user-select: none;
}
#field .block:hover,
#field .block.block.highlight {
filter: brightness(1.2) grayscale(1.0);
filter: brightness(1.2) saturate(1.2);
outline: 1px solid white;
z-index: 10;
}
.morning0 .block,
.morning0 #player {
filter: saturate(50%);
filter: saturate(50%) brightness(0.6);
}
.morning1 .block,
.morning1 #player {
filter: saturate(100%);
filter: saturate(100%) brightness(0.8);
}
.morning2 .block,
.morning2 #player {
filter: saturate(120%);
filter: saturate(120%) brightness(0.9);
}
.evening0 .block,
@ -128,17 +136,17 @@
.evening1 .block,
.evening1 #player {
filter: saturate(70%);
filter: saturate(70%) brightness(0.8);
}
.evening2 .block,
.evening2 #player {
filter: saturate(50%);
filter: saturate(50%) brightness(0.6);
}
.night .block,
.night #player {
filter: saturate(30%);
filter: saturate(30%) brightness(0.4);
}
#blocks {
@ -151,12 +159,14 @@
flex-flow: row wrap;
}
#light-mask {
#parallax, #background, #light-mask {
position: absolute;
top: calc(var(--block-size) * -1);
left: calc(var(--block-size) * -1);
width: calc(100% + var(--block-size) * 2);
height: calc(100% + var(--block-size) * 2);
mix-blend-mode: multiply;
pointer-events: none;
}
}
#light-mask {
mix-blend-mode: multiply;
}

View file

@ -1,7 +1,18 @@
.item.tool-shovel-wood { background-image: url("/Items/shovel_bronze.png"); }
.item.weapon-sword-wood { background-image: url("/Items/sword_bronze.png"); }
.item.tool-sword-wood { background-image: url("/Items/sword_bronze.png"); }
.item.tool-pick-wood { background-image: url("/Items/pick_bronze.png"); }
.item.tool-shovel-iron { background-image: url("/Items/shovel_iron.png"); }
.item.tool-sword-iron { background-image: url("/Items/sword_iron.png"); }
.item.tool-pick-iron { background-image: url("/Items/pick_iron.png"); }
.item.tool-shovel-diamond { background-image: url("/Items/shovel_diamond.png"); }
.item.tool-sword-diamond { background-image: url("/Items/sword_diamond.png"); }
.item.tool-pick-diamond { background-image: url("/Items/pick_diamond.png"); }
.item.block-wood { background-image: url("/Tiles/wood.png"); }
.item.block-dirt { background-image: url("/Tiles/dirt.png"); }
.item.block-stone { background-image: url("/Tiles/stone.png"); }
.item.block-gravel { background-image: url("/Tiles/gravel_stone.png"); }
.item.fixture-torch { background-image: url("/Items/torchFloor.png"); }

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Before

Width:  |  Height:  |  Size: 72 KiB

View file

@ -14,7 +14,7 @@
--player-height: 76px;
position: absolute;
left: calc(var(--field-width) / 2);
top: calc(var(--field-height) / 2 - 10px);
top: calc(var(--field-height) / 2);
display: flex;
flex-flow: column nowrap;
width: var(--player-width);
@ -58,6 +58,21 @@
#player.walking > .legs > div.left {
animation: dangle .3s linear infinite alternate;
}
#player.running > .legs > div.right {
animation: gillop .2s linear infinite alternate;
}
#player.running > .legs > div.left {
animation: gallop .2s linear infinite alternate;
}
#player.sitting {
transform: translateY(10px);
}
#player.right.sitting {
transform: scaleX(-1) translateY(10px);
}
#player.sitting > .legs > div {
transform: rotate(90deg);
}
#player > .arms {
position: absolute;
width: 8px;
@ -70,6 +85,9 @@
#player.walking > .arms {
animation: dangle .3s linear infinite alternate;
}
#player.running > .arms {
animation: gallop .2s linear infinite alternate;
}
#player > .arms > .item {
width: 32px;
height: 32px;
@ -89,6 +107,14 @@
from { transform: rotate(-20deg); }
to { transform: rotate(20deg); }
}
@keyframes gillop {
from { transform: rotate(35deg); }
to { transform: rotate(-35deg); }
}
@keyframes gallop {
from { transform: rotate(-35deg); }
to { transform: rotate(35deg); }
}
@keyframes pulse {
from { opacity: .3; }
to { opacity: 1.0; }

View file

@ -1,9 +1,14 @@
import type { NoiseFunction2D } from 'simplex-noise'
import {blockTypes as T, level as L, probability as P, type Block} from './def'
import { blockTypes as T, level as L, probability as P } from './def'
import type { Block } from '../types.d'
const TREE_ROOT = [T.treeRootLeft, T.treeRootMiddle, T.treeRootRight]
function trees(r: number, i: number, row: Block[], previousRow: Block[]) {
function trees(
r: number,
i: number,
row: Block[],
previousRow: Block[],
nextRow: Block[],
) {
const max = row.length - 1
const h = i - 1
const j = i + 1
@ -11,6 +16,7 @@ function trees(r: number, i: number, row: Block[], previousRow: Block[]) {
const above = previousRow[i]
const aboveLeft = previousRow[h]
const aboveRight = previousRow[j]
const below = nextRow[i]
if (current === T.treeCrown) {
if (i > 0) row[h] = T.treeLeaves
@ -27,8 +33,8 @@ function trees(r: number, i: number, row: Block[], previousRow: Block[]) {
if (i < max) row[j] = T.treeLeaves
} else if (above === T.treeTrunk) {
if (current === T.air) row[i] = T.treeTrunk
else row[i] = T.treeRoot
if (below === T.soil || below === T.grass) row[i] = T.treeRoot
else row[i] = T.treeTrunk
} else if (above === T.treeRoot) {
row[i] = T.soil
if (i > 0) row[h] = T.treeRoot
@ -44,7 +50,8 @@ function ground(r: number, i: number, current: Block, above: Block) {
return current
}
function ground_(r: number, i: number, row: Block[], previousRow: Block[]) {
/*
function ground(r: number, i: number, row: Block[], previousRow: Block[]) {
const rootParts = [T.treeRootLeft, T.treeRootMiddle, T.treeRootRight]
const prevBlock = previousRow[i]
@ -55,6 +62,7 @@ function ground_(r: number, i: number, row: Block[], previousRow: Block[]) {
if (row[i] === T.soil) row[i] = T.grass
}
}
*/
function rock(r: number, i: number, current: Block, above: Block) {
if (above === T.soil && r < P.fray) return T.soil
@ -67,9 +75,16 @@ function underground(r: number, i: number, current: Block, above: Block) {
}
export default function createBlockExtender(rand: NoiseFunction2D) {
function growTrees(level: number, column: number, offset: number, row: Block[], previousRow: Block[]) {
function growTrees(
level: number,
column: number,
offset: number,
row: Block[],
previousRow: Block[],
nextRow: Block[],
) {
const r = rand(level, column + offset)
trees(r, column, row, previousRow)
trees(r, column, row, previousRow, nextRow)
}
function extendBlock(level: number, column: number, offset: number, current: Block, above: Block) {
@ -80,10 +95,16 @@ export default function createBlockExtender(rand: NoiseFunction2D) {
return underground(r, column, current, above)
}
function extendRow(level: number, columnOffset: number, row: Block[], previousRow: Block[]) {
function extendRow(
level: number,
columnOffset: number,
row: Block[],
previousRow: Block[],
nextRow: Block[],
) {
for (let column = 0; column < row.length; column++) {
if (level < L.ground) {
// growTrees(level, column, columnOffset, row, previousRow)
growTrees(level, column, columnOffset, row, previousRow, nextRow)
} else {
row[column] = extendBlock(level, column, columnOffset, row[column], previousRow[column])
}

View file

@ -1,5 +1,6 @@
import type { NoiseFunction2D } from 'simplex-noise'
import {blockTypes as T, level as L, probability as P, type Block} from './def'
import { blockTypes as T, level as L, probability as P } from './def'
import type { Block } from '../types.d'
export default function createBlockGenerator(rand: NoiseFunction2D) {
// randomly generate a block

View file

@ -1,6 +1,6 @@
import type { DropItem } from './items'
import type { Block, BlockType } from '../types.d'
export const BLOCK_SIZE = 64 // each block is 64̨̣̌̇x64 pixel in size and equals 1m
export const BLOCK_SIZE = 64 // each block is 64x64 px in size and equals 1m
export const RECIPROCAL = 1 / BLOCK_SIZE
export const STAGE_WIDTH = 20 // 20*64 = 1280 pixel wide stage
@ -9,43 +9,37 @@ export const STAGE_HEIGHT = 12 // 12*64 = 768 pixel high stage
export const GRAVITY = 10 // blocks per second
export type Block = {
type: string, // what is it?
hp: number, // how long do I need to hit it?
walkable: boolean, // can I walk through it?
climbable?: boolean, // can I climb it?
transparent?: boolean, // can I see through it?
illuminated?: boolean, // is it glowing?
drops?: DropItem, // what do I get, when loot it?
}
export type BlockType =
| 'air' | 'grass'
| 'treeCrown' | 'treeLeaves' | 'treeTrunk' | 'treeRoot'
| 'soil' | 'soilGravel' | 'stone' | 'stoneGravel'
| 'bedrock' | 'cave'
| 'brickWall'
export const blockTypes: Record<BlockType, Block> = {
// Transparent Blocks
air: { type: 'air', hp: Infinity, walkable: true, transparent: true },
cave: { type: 'cave', hp: Infinity, walkable: true, transparent: true },
// Tree Parts
treeCrown: { type: 'treeCrown', hp: 1, walkable: true, transparent: true, drops: 'leaves' },
treeLeaves: { type: 'treeLeaves', hp: 1, walkable: true, transparent: true, drops: 'leaves' },
treeTrunk: { type: 'treeTrunk', hp: 10, walkable: true, climbable: true, transparent: true, drops: 'wood' },
treeRoot: { type: 'treeRoot', hp: 10, walkable: true, climbable: true, drops: 'wood' },
treeCrown: { type: 'treeCrown', hp: 1, walkable: true, transparent: true, drops: 'block_leaves' },
treeLeaves: { type: 'treeLeaves', hp: 1, walkable: true, transparent: true, drops: 'block_leaves' },
treeTrunk: { type: 'treeTrunk', hp: 10, walkable: true, climbable: true, transparent: true, drops: 'block_wood' },
treeRoot: { type: 'treeRoot', hp: 10, walkable: true, climbable: true, drops: 'block_wood' },
// Opaque Natural Blocks
grass: { type: 'grass', hp: 5, walkable: false, drops: 'dirt' },
soil: { type: 'soil', hp: 5, walkable: false, drops: 'dirt' },
soilGravel: { type: 'soilGravel', hp: 5, walkable: false, drops: 'gravel' },
stoneGravel: { type: 'stoneGravel', hp: 10, walkable: false, drops: 'gravel' },
stone: { type: 'stone', hp: 10, walkable: false, drops: 'stone' },
bedrock: { type: 'bedrock', hp: 25, walkable: false, drops: 'stone' },
grass: { type: 'grass', hp: 5, walkable: false, drops: 'block_dirt' },
soil: { type: 'soil', hp: 5, walkable: false, drops: 'block_dirt' },
soilGravel: { type: 'soilGravel', hp: 5, walkable: false, drops: 'block_gravel' },
stoneGravel: { type: 'stoneGravel', hp: 10, walkable: false, drops: 'block_gravel' },
stone: { type: 'stone', hp: 10, walkable: false, drops: 'block_stone' },
bedrock: { type: 'bedrock', hp: 25, walkable: false, drops: 'block_stone' },
// Built Blocks
brickWall: { type: 'brickWall', hp: 25, walkable: false, drops: 'stone' },
brickWall: { type: 'brickWall', hp: 25, walkable: false, drops: 'block_gravel' },
torchLeft: { type: 'torchLeft', hp: 1, walkable: true, transparent: true, drops: 'fixture_torch', illumination: 1.0, color: '#FFE', fixture: true },
torchRight: { type: 'torchRight', hp: 1, walkable: true, transparent: true, drops: 'fixture_torch', illumination: 1.0, color: '#FFE', fixture: true },
torchCeiling: { type: 'torchCeiling', hp: 1, walkable: true, transparent: true, drops: 'fixture_torch', illumination: 1.0, color: '#FFE', fixture: true },
torchFloor: { type: 'torchFloor', hp: 1, walkable: true, transparent: true, drops: 'fixture_torch', illumination: 1.0, color: '#FEB', fixture: true },
}
export const softTerrain: BlockType[] = [
'grass', 'soil', 'soilGravel',
'torchLeft', 'torchRight', 'torchCeiling', 'torchFloor',
]
export const hardTerrain: BlockType[] = ['stone', 'stoneGravel', 'bedrock', 'brickWall']
export const level = {
treeTop: 9,
ground: 14,
@ -55,7 +49,7 @@ export const level = {
}
export const probability = {
tree: 0.3,
tree: 0.2,
soilHole: 0.3,
soilGravel: 0.2,
stoneGravel: 0.1,

View file

@ -3,24 +3,10 @@ import { createNoise2D, type NoiseFunction2D } from 'simplex-noise'
import createBlockGenerator from './blockGen'
import createBlockExtender from './blockExt'
import {blockTypes, blockTypes as T, level as L, type Block, type BlockType} from './def'
import { level as L, blockTypes, blockTypes as T } from './def'
import type { Block, Change } from '../types.d'
// describes a changed block, eg digged or placed by the player
type DamagedBlock = {
type: 'damage'
x: number
y: number
damage: number
}
type ChangedBlock = {
type: 'exchange'
x: number
y: number
newType: BlockType
}
type Change = DamagedBlock | ChangedBlock
const MAX_LIGHT = 100 // maximum level where light shines
const MAX_LIGHT = L.underground // maximum level where light shines
export default function createLevel(width: number, height: number, seed = 'extremely random seed') {
const prng = alea(seed)
@ -50,7 +36,7 @@ export default function createLevel(width: number, height: number, seed = 'extre
if (changes) {
const maxLevel = levelOffset + height
changes.forEach(c => {
if (c.type !== 'exchange' || c.y < levelOffset || c.y >= maxLevel) return
if (c.change !== 'exchange' || c.y < levelOffset || c.y >= maxLevel) return
_grid[c.y - levelOffset][c.x - columnOffset] = blockTypes[c.newType]
})
}
@ -60,7 +46,7 @@ export default function createLevel(width: number, height: number, seed = 'extre
// takes the current columnOffset and generates all blocks from the very top
// until a block is generated that blocks light. The height of that block is
// stored in the lightBarrier list
function calcLightBarrier(columnOffset: number) {
function calcLightBarrier(columnOffset: number): void {
let previousBlock: Block = T.air
for (let col = 0; col < width; col++) {
@ -71,7 +57,7 @@ export default function createLevel(width: number, height: number, seed = 'extre
const changes = _changes[columnOffset + col]
if (changes) {
const change = changes.find(c => c.y === level)
if (change && change.type === 'exchange') block = blockTypes[change.newType]
if (change && change.change === 'exchange') block = blockTypes[change.newType]
}
previousBlock = block
@ -84,27 +70,36 @@ export default function createLevel(width: number, height: number, seed = 'extre
}
}
function generate(columnOffset: number, levelOffset: number) {
function generate(columnOffset: number, levelOffset: number): void {
for (let i = 0; i < height; i++) {
const level = levelOffset + i
const row: Block[] = Array(width)
const previousRow = i ? _grid[i-1] : [] as Block[]
const nextRow = _grid[i+1] ?? [] as Block[]
blockGen.fillRow(level, columnOffset, row)
blockExt.extendRow(level, columnOffset, row, previousRow)
blockExt.extendRow(level, columnOffset, row, previousRow, nextRow)
_grid[i] = row
}
applyPlayerChanges(columnOffset, levelOffset)
}
function sunLight(columnOffset: number) {
function sunLight(columnOffset: number): number[] {
calcLightBarrier(columnOffset)
return _lightBarrier
}
function grid(x: number, y: number) {
generate(x, y)
let lastGenX = 0
let lastGenY = 0
generate(0, 0)
function grid(x: number, y: number, force = false): Block[][] {
if (force || lastGenX !== x || lastGenY !== y) {
generate(x, y)
lastGenX = x
lastGenY = y
}
return _grid
}

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@ -1,58 +1,45 @@
import type { BlockType } from './def'
import type { InventoryItem } from '../util/usePlayer'
import type { ItemQuality, Item, InventoryItem } from '../types.d'
export type ItemQuality = 'wood' | 'iron' | 'silver' | 'gold' | 'diamond'
export type ItemType = 'tool' | 'weapon' | 'block' | 'ore'
export const items = {
tool_shovel_wood: { id: 'tool_shovel_wood', name: 'Wooden Shovel', type: 'tool', icon: 'shovel', quality: 'wood' } as Item,
tool_pickaxe_wood: { id: 'tool_pickaxe_wood', name: 'Wooden Pick Axe', type: 'tool', icon: 'pick', quality: 'wood' } as Item,
tool_sword_wood: { id: 'tool_sword_wood', name: 'Wooden Sword', type: 'tool', icon: 'sword', quality: 'wood' } as Item,
export type DropItem =
| 'Shovel' | 'Pick Axe' | 'Sword'
| 'leaves' | 'dirt' | 'wood' | 'stone' | 'gravel'
| 'coal' | 'iron' | 'silver' | 'gold' | 'ruby' | 'diamond' | 'emerald'
tool_shovel_iron: { id: 'tool_shovel_iron', name: 'Iron Shovel', type: 'tool', icon: 'shovel', quality: 'iron' } as Item,
tool_pickaxe_iron: { id: 'tool_pickaxe_iron', name: 'Iron Pick Axe', type: 'tool', icon: 'pick', quality: 'iron' } as Item,
tool_sword_iron: { id: 'tool_sword_iron', name: 'Iron Sword', type: 'tool', icon: 'sword', quality: 'iron' } as Item,
export interface Item {
name: DropItem
type: ItemType
icon: string
hasQuality?: boolean
builds?: BlockType
}
tool_shovel_diamond: { id: 'tool_shovel_diamond', name: 'Diamond Shovel', type: 'tool', icon: 'shovel', quality: 'diamond' } as Item,
tool_pickaxe_diamond: { id: 'tool_pickaxe_diamond', name: 'Diamond Pick Axe', type: 'tool', icon: 'pick', quality: 'diamond' } as Item,
tool_sword_diamond: { id: 'tool_sword_diamond', name: 'Diamond Sword', type: 'tool', icon: 'sword', quality: 'diamond' } as Item,
export const items: Item[] = [
{ name: 'Shovel', type: 'tool', icon: 'shovel', hasQuality: true },
{ name: 'Pick Axe', type: 'tool', icon: 'pick', hasQuality: true },
{ name: 'Sword', type: 'weapon', icon: 'sword', hasQuality: true },
block_leaves: { id: 'block_leaves', name: 'leaves', type: 'block', icon: 'leaves', builds: 'treeLeaves' } as Item,
block_dirt: { id: 'block_dirt', name: 'dirt', type: 'block', icon: 'dirt', builds: 'soil' } as Item,
block_wood: { id: 'block_wood', name: 'wood', type: 'block', icon: 'wood', builds: 'treeTrunk' } as Item,
block_stone: { id: 'block_stone', name: 'stone', type: 'block', icon: 'stone', builds: 'brickWall' } as Item,
block_gravel: { id: 'block_gravel', name: 'gravel', type: 'block', icon: 'gravel' /*, builds??? TODO */ } as Item,
{ name: 'leaves', type: 'block', icon: 'leaves', builds: 'treeLeaves' },
{ name: 'dirt', type: 'block', icon: 'dirt', builds: 'soil' },
{ name: 'wood', type: 'block', icon: 'wood', builds: 'treeTrunk' },
{ name: 'stone', type: 'block', icon: 'stone', builds: 'brickWall' },
{ name: 'gravel', type: 'block', icon: 'stone' }, // TODO
ore_coal: { id: 'ore_coal', name: 'coal', type: 'ore', icon: 'ore_coal' } as Item,
ore_iron: { id: 'ore_iron', name: 'iron', type: 'ore', icon: 'ore_iron' } as Item,
ore_silver: { id: 'ore_silver', name: 'silver', type: 'ore', icon: 'ore_silver' } as Item,
ore_gold: { id: 'ore_gold', name: 'gold', type: 'ore', icon: 'ore_gold' } as Item,
ore_ruby: { id: 'ore_ruby', name: 'ruby', type: 'ore', icon: 'ore_ruby' } as Item,
ore_diamond: { id: 'ore_diamond', name: 'diamond', type: 'ore', icon: 'ore_diamond' } as Item,
ore_emerald: { id: 'ore_emerald', name: 'emerald', type: 'ore', icon: 'ore_emerald' } as Item,
{ name: 'coal', type: 'ore', icon: 'ore_coal' },
{ name: 'iron', type: 'ore', icon: 'ore_iron' },
{ name: 'silver', type: 'ore', icon: 'ore_silver' },
{ name: 'gold', type: 'ore', icon: 'ore_gold' },
{ name: 'ruby', type: 'ore', icon: 'ore_ruby' },
{ name: 'diamond', type: 'ore', icon: 'ore_diamond' },
{ name: 'emerald', type: 'ore', icon: 'ore_emerald' },
]
fixture_torch: { id: 'fixture_torch', name: 'Torch', type: 'fixture', icon: 'torch', builds: 'torch' } as Item,
} as const
export type ItemId = keyof typeof items
export const damage: Record<ItemQuality, number> = {
wood: 1,
iron: 2,
silver: 3,
gold: 5,
diamond: 8,
}
iron: 3,
diamond: 5,
} as const
export function getItem(name: string, quality = null) {
const item = items.find(i => i.name === name)
if (item) {
return {
...item,
quality,
}
}
export function getItem(id: ItemId) {
return items[id]
}
export function getItemClass(item: InventoryItem) {

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@ -1,80 +0,0 @@
<script setup lang="ts">
import { ref, onMounted, watch, computed } from 'vue'
import { BLOCK_SIZE, STAGE_WIDTH, STAGE_HEIGHT } from './level/def'
export interface Props {
x: number,
y: number,
tx: number,
ty: number,
lightBarrier: number[],
time: number,
}
const props = defineProps<Props>()
// TODO: use OffscreenCanvas and a WebWorker?
const lightMapEl = ref<HTMLCanvasElement | undefined>(undefined)
const W = ((STAGE_WIDTH + 2) * BLOCK_SIZE) / 2
const H = ((STAGE_HEIGHT + 2) * BLOCK_SIZE) / 2
const playerX = (W - BLOCK_SIZE) / 4
const playerY = H / 4 - BLOCK_SIZE / 2
const playerLightSize = BLOCK_SIZE / 3
function drawPlayerLight(ctx: CanvasRenderingContext2D) {
const playerLight = ctx.createRadialGradient(
playerX - props.tx / 4, playerY - props.ty / 4, 0,
playerX - props.tx / 4, playerY - props.ty / 4, playerLightSize
)
// Add three color stops
playerLight.addColorStop(0.0, "#FFFF");
playerLight.addColorStop(1, "#F0F0");
// Set the fill style and draw a rectangle
ctx.fillStyle = playerLight;
ctx.fillRect(0, 0, W, H)
}
onMounted(() => {
const canvas = lightMapEl.value
const ctx = canvas?.getContext('2d')
if (!ctx) return
watch(props, () => {
const t = props.time
if (t > 900 || t < 100) {
ctx.fillStyle = `hsl(0, 0%, 20%)`
} else if (t < 250) {
const s = Math.round((t - 100) / 1.5) // 0-100%
const l = Math.round((t - 100) / 1.875) + 20 // 20-100%
ctx.fillStyle = `hsl(0, ${s}%, ${l}%)`
// } else if (t < 700) {
// ctx.fillStyle = `hsl(0, ${}%, ${}%)`
} else {
ctx.fillStyle = `hsl(0, 0%, 100%)`
}
ctx.fillRect(0, 0, W, H)
drawPlayerLight(ctx)
})
})
</script>
<template>
<canvas ref="lightMapEl" :style="{transform: `translate(${tx}px, ${ty}px)`}" />
</template>
<style scoped>
canvas {
position: absolute;
top: -64px;
left: -64px;
width: calc(100% + 128px);
height: calc(100% + 128px);
mix-blend-mode: multiply;
}
</style>

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@ -1,7 +1,7 @@
import { createApp } from "vue";
import "./assets/field.css";
import "./assets/player.css";
import "./assets/items.css";
import App from "./App.vue";
import { createApp } from "vue"
import "./assets/field.css"
import "./assets/player.css"
import "./assets/items.css"
import App from "./App.vue"
createApp(App).mount("#app");
createApp(App).mount("#app")

32
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@ -0,0 +1,32 @@
<template>
<div id="building-game">
<Field />
</div>
</template>
<script>
import Field from './Field'
export default {
name: 'building-game',
components: { Field },
data () {
return {
}
}
}
</script>
<style>
html,body,#app {
display: flex;
flex-flow: column nowrap;
justify-content: center;
width: 100vw;
height: 100vh;
background: black;
margin: 0;
padding: 0;
overflow: hidden;
}
</style>

72
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@ -0,0 +1,72 @@
<template>
<canvas ref="canvas" id="background"></canvas>
</template>
<script>
import solarQuartet from './solar-quartet'
import { BLOCK_SIZE, STAGE_WIDTH, STAGE_HEIGHT } from './level/def'
export default {
name: 'background',
props: {
x: Number,
time: Number
},
data () {
return {
redraw: null
}
},
watch: {
// x () { this.refresh() },
time () { this.refresh() }
},
mounted () {
const canvas = this.$refs.canvas
const godraysCanvas = document.createElement('canvas')
canvas.width = STAGE_WIDTH * BLOCK_SIZE
canvas.height = STAGE_HEIGHT * BLOCK_SIZE
godraysCanvas.width = ~~(canvas.width / 8.0)
godraysCanvas.height = ~~(canvas.height / 8.0)
this.redraw = solarQuartet.bind(
null,
canvas, canvas.getContext('2d'), ~~(canvas.width / 2.0), ~~(canvas.height / 2.0),
godraysCanvas, godraysCanvas.getContext('2d'), godraysCanvas.width, godraysCanvas.height,
)
this.refresh()
},
computed: {
/* time value to sun position conversion
*
* The time value rotates from 0 to 1000
* sunY convertes it to values between 0 and -100,
* while -100 is high sun position (aka day)
* and 0 is low (aka night).
* My adaption of Solar Quartet renders a static night sky from -30 upwards
* and a static day at -70 or lower
*/
sunY () {
// time is between 0 and 1000
const p = Math.PI / 1000
return Math.sin(this.time * p) * -100
}
},
methods: {
refresh () {
// console.time('draw background')
this.redraw(this.x, this.sunY)
// console.timeEnd('draw background')
}
}
}
</script>
<style>
#background {
display: block;
width: var(--field-width);
height: var(--field-height);
object-fit: contain;
background: black;
}
</style>

35
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@ -0,0 +1,35 @@
<template>
<div class="block" :class="type"></div>
</template>
<script>
export default {
name: 'block',
props: {
type: String
},
data () {
return {
}
}
}
</script>
<style>
.block {
flex: 0 0 auto;
width: 30px;
height: 30px;
background-color: #6DA956;
border: 1px solid transparent;
}
.block.air { background-color: #33A; }
.block.grass { background-color: #33A; height: 28px; border-bottom: 2px solid #0A0; }
.block.soil { background-color: #543; }
.block.gravel { background-color: #665; }
.block.stone { background-color: #555; }
.block.bedrock { background-color: #444; }
.block:hover {
border-color: rgba(255,255,255,0.2);
}
</style>

216
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@ -0,0 +1,216 @@
<template>
<div id="field" :class="daytimeClass">
<input v-keep-focussed type="text"
@keydown.up="inputY = -1"
@keydown.down="inputY = 1"
@keydown.right="inputX = -1"
@keydown.left="inputX = 1"
@keyup.up="inputY = inputY === -1 ? 0 : 1"
@keyup.down="inputY = inputY === 1 ? 0 : 1"
@keyup.right="inputX = inputX === -1 ? 0 : 1"
@keyup.left="inputX = inputX === 1 ? 0: -1"
@keypress.p="togglePause"
@keydown.space="digging = true"
@keyup.space="digging = false"
/>
<mountain-background :x="128 + x / 8" :time="time" />
<div id="wrap" :style="{transform: `translate(${tx}px, ${ty}px)`}">
<template v-for="(row, y) in rows">
<div v-for="(block, x) in row" class="block" :class="[block.type]" />
</template>
</div>
<div id="player" :class="[player.direction]" />
<div id="level-indicator">
x:{{ floorX }}, y:{{ floorY }}
<template v-if="moving !== false">({{clock}})</template>
<template v-else>(PAUSED)</template>
</div>
</div>
</template>
<script>
// import throttle from 'lodash/throttle'
import MountainBackground from './Background'
import Level from './level'
import { Moveable } from './physics'
import {
BLOCK_SIZE,
RECIPROCAL,
STAGE_WIDTH,
STAGE_HEIGHT,
PLAYER_X,
PLAYER_Y
} from './level/def'
const level = new Level(STAGE_WIDTH + 2, STAGE_HEIGHT + 2)
const player = new Moveable(PLAYER_X, PLAYER_Y)
export default {
name: 'field',
components: { MountainBackground },
data () {
return {
player,
x: 0,
y: 12,
inputX: 0,
inputY: 0,
time: 250,
moving: false,
lastTick: 0
}
},
mounted () {
this.lastTick = performance.now()
this.move(this.lastTick)
},
computed: {
rows () { return level.grid(this.floorX, this.floorY) },
surroundings () {
const px = PLAYER_X
const py = PLAYER_Y
const at = this.rows[py][px]
const left = this.rows[py][px]
const right = this.rows[py][px + 1]
const up = this.rows[py - 1][px] || at
const down = this.rows[py + 1][px]
return { at, left, right, up, down }
},
blocked () {
const { at, left, right, up, down } = this.surroundings
return {
at: !at.walkable,
left: !left.walkable,
right: !right.walkable,
up: !up.walkable,
down: !down.walkable
}
},
floorX () { return Math.floor(this.x) },
floorY () { return Math.floor(this.y) },
tx () { return (this.x - this.floorX) * -BLOCK_SIZE },
ty () { return (this.y - this.floorY) * -BLOCK_SIZE },
daytimeClass () {
const t = this.time
if (t >= 900 || t < 80) return "night"
if (t >= 80 && t < 120) return "morning0"
if (t >= 120 && t < 150) return "morning1"
if (t >= 150 && t < 240) return "morning2"
if (t >= 700 && t < 800) return "evening0"
if (t >= 800 && t < 850) return "evening1"
if (t >= 850 && t < 900) return "evening2"
return "day"
},
clock () {
const t = this.time * 86.4 // 1000 ticks to 86400 seconds (per day)
const h = ~~(t / 3600.0)
const m = ~~((t / 3600.0 - h) * 60.0)
return `${(h + 2) % 24}:${m < 10 ? '0' : ''}${m}`
}
},
methods: {
move (thisTick) {
this.moving = requestAnimationFrame(this.move)
// keep roughly 20 fps
if (thisTick - this.lastTick < 50) return
// set time of day in ticks
this.time = (this.time + 0.1) % 1000
const player = this.player
const x = player.x
const y = player.y
let dx = player.vx * player.dir * RECIPROCAL
let dy = player.vy * RECIPROCAL
// don't walk / fall into blocks
if (dx > 0 && this.blocked.right) dx = 0
if (dx < 0 && this.blocked.left) dx = 0
if (dy > 0 && this.blocked.down) dy = 0
if (dy < 0 && this.blocked.up) dy = 0
// don't walk, work!
if (!this.inputY && this.digging) {
dx = 0
this.dig()
}
this.x += dx
this.y += dy
this.lastTick = thisTick
},
dig () {
console.log('dig', this.playerDirection, this.surroundings[this.playerDirection])
// lets not bother with invincible blocks (like air or cave)
if (this.surroundings[this.playerDirection].hp >= Infinity) return
const px = this.floorX + PLAYER_X
const py = this.floorY + PLAYER_Y
const block = {...this.surroundings[this.playerDirection]}
block.hp--
level.change(py, px, block)
},
togglePause () {
if (this.moving === false) { // is paused
this.move()
} else {
cancelAnimationFrame(this.moving)
this.moving = false
}
}
}
}
</script>
<style src="./assets/field.css" />
<style>
:root {
--block-size: 32px;
--field-width: 1024px;
--field-height: 576px;
--spare-blocks: 2;
}
#level-indicator {
position: absolute;
top: 0;
right: 0;
color: white;
}
#player {
position: absolute;
left: calc(var(--field-width) / 2);
top: calc(var(--field-height) / 2);
background-image: url(./assets/dwarf_right.png);
}
#player.right { background-image: url(./assets/dwarf_right.png); }
#player.left { background-image: url(./assets/dwarf_left.png); }
#player.up { background-image: url(./assets/dwarf_back.png); }
#player.down { background-image: url(./assets/dwarf_back.png); }
#player, .block {
flex: 0 0 auto;
width: var(--block-size);
height: var(--block-size);
background-color: transparent;
background-size: cover;
background-position: center;
background-repeat: no-repeat;
}
#wrap {
position: absolute;
top: calc(var(--block-size) * (var(--spare-blocks) / -2));
left: calc(var(--block-size) * (var(--spare-blocks) / -2));
width: calc(var(--field-width) + var(--spare-blocks) * var(--block-size));
height: calc(var(--field-height) + var(--spare-blocks) * var(--block-size));
display: flex;
flex-flow: row wrap;
}
</style>

66
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@ -0,0 +1,66 @@
export const BLOCK_SIZE = 32 // each block is 32̨̣̌̇x32 pixel in size and equals 1m
export const RECIPROCAL = 1 / BLOCK_SIZE
export const STAGE_WIDTH = 32 // 32*32 = 1024 pixel wide stage
export const STAGE_HEIGHT = ~~(STAGE_WIDTH * 0.5625) // 16:9 😎
// the player position is fixed to the middle of the x axis
export const PLAYER_X = ~~(STAGE_WIDTH / 2) + 1
export const PLAYER_Y = ~~(STAGE_HEIGHT * 0.5) // fall from the center
export const GRAVITY = 10 // blocks per second
export const type = {
air: {type: 'air', hp: Infinity, walkable: true},
grass: {type: 'grass', hp: 1, walkable: false},
tree_top_left: {type: 'tree_top_left', hp: 5, walkable: true},
tree_top_middle: {type: 'tree_top_middle', hp: 5, walkable: true},
tree_top_right: {type: 'tree_top_right', hp: 5, walkable: true},
tree_crown_left: {type: 'tree_crown_left', hp: 5, walkable: true},
tree_crown_middle: {type: 'tree_crown_middle', hp: 5, walkable: true, climbable: true},
tree_crown_right: {type: 'tree_crown_right', hp: 5, walkable: true},
tree_trunk_left: {type: 'tree_trunk_left', hp: 5, walkable: true},
tree_trunk_middle: {type: 'tree_trunk_middle', hp: 5, walkable: true, climbable: true},
tree_trunk_right: {type: 'tree_trunk_right', hp: 5, walkable: true},
tree_root_left: {type: 'tree_root_left', hp: 5, walkable: true},
tree_root_middle: {type: 'tree_root_middle', hp: 5, walkable: true, climbable: true},
tree_root_right: {type: 'tree_root_right', hp: 5, walkable: true},
tree_top_left_mixed: {type: 'tree_top_left_mixed', hp: 5, walkable: true},
tree_crown_left_mixed: {type: 'tree_crown_left_mixed', hp: 5, walkable: true},
tree_trunk_left_mixed: {type: 'tree_trunk_left_mixed', hp: 5, walkable: true},
tree_root_left_mixed: {type: 'tree_root_left_mixed', hp: 5, walkable: true},
tree_top_right_mixed: {type: 'tree_top_right_mixed', hp: 5, walkable: true},
tree_crown_right_mixed: {type: 'tree_crown_right_mixed', hp: 5, walkable: true},
tree_trunk_right_mixed: {type: 'tree_trunk_right_mixed', hp: 5, walkable: true},
tree_root_right_mixed: {type: 'tree_root_right_mixed', hp: 5, walkable: true},
soil: {type: 'soil', hp: 2, walkable: false},
soil_gravel: {type: 'soil_gravel', hp: 5, walkable: false},
stone_gravel: {type: 'stone_gravel', hp: 5, walkable: false},
stone: {type: 'stone', hp: 10, walkable: false},
bedrock: {type: 'bedrock', hp: 25, walkable: false},
cave: {type: 'cave', hp: Infinity, walkable: true}
}
export const level = {
treeTop: 24,
ground: 28,
rock: 32,
underground: 48,
cave_max: 250
}
export const probability = {
tree: 0.2,
soil_hole: 0.3,
soil_gravel: 0.2,
stone_gravel: 0.1,
cave: 0.5,
fray: 0.4
}

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@ -0,0 +1,58 @@
import {type as T, level as L, probability as P} from './def'
export default class BlockGen {
constructor (noiseGen) {
this.rand = (x, y) => 0.5 + 0.5 * noiseGen.noise2D(x, y)
}
level (level, column, row, previousRow) {
for (let i = 0; i < row.length; i++) {
row[i] = this.block(level, column + i, row[i], row[i - 1], previousRow[i])
}
}
block (level, column, current, before, above) {
if (level < L.peak) return this.air()
const r = this.rand(level, column)
if (level < L.ground) {
if (level === L.treeTop) return this.treeTop(r)
return this.air()
}
if (level < L.rock) return this.ground(r)
if (level < L.underground) return this.rock(r)
return this.underground(r, above, before, level - L.underground)
}
// always returns air
air () {
return T.air
}
// returns mostly air, but sometimes starts a tree
treeTop (r) {
if (r < P.tree) return T.tree_top_middle
return T.air
}
// returns mostly soil and grass, sometimes gravel and sometimes air
ground (r) {
if (r < P.soil_gravel) return T.soil_gravel
return T.soil
}
// returns mostly stones, sometimes gravel
rock (r) {
return r < P.stone_gravel ? T.stone_gravel : T.stone
}
// return mostly bedrock, sometimes caves, depending on the level
underground (r, above, before, level) {
// the probability for a cave rises with the level
const a = P.cave / L.cave_max**2
const p = Math.min(P.cave, a * level**2)
if (r < p) return T.cave
return T.bedrock
}
}

44
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@ -0,0 +1,44 @@
import SeedRng from 'seedrandom'
import SimplexNoise from 'open-simplex-noise'
import {type as T, level as L} from './def'
import BlockGen from './first-iteration'
import BlockExt from './second-iteration'
import PlayerChanges from './third-iteration'
export default class Level {
constructor (width, height, seed = 'super random seed') {
const random = SeedRng(seed)
const noiseGen = new SimplexNoise(parseInt(seed, 32))
this._w = width
this._h = height
this._grid = new Array(this._h)
this.blockGen = new BlockGen(noiseGen)
this.blockExt = new BlockExt(noiseGen)
this.playerChanges = new PlayerChanges()
}
change (level, column, newBlock) {
if (newBlock.hp <= 0) {
newBlock = level > L.rock ? { ...T.cave } : { ...T.air }
}
this.playerChanges.apply(level, column, newBlock)
}
grid (x, y) {
this.generate(x, y, this._w, this._h)
return this._grid
}
generate (column, y, width, height) {
for (let i = 0; i < height; i++) {
const level = y + i
const row = Array(width)
const previousRow = this._grid[i - 1] || Array()
this.blockGen.level(level, column, row, previousRow)
this.blockExt.level(level, column, row, previousRow)
this.playerChanges.level(level, column, row)
this._grid[i] = row
}
}
}

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@ -0,0 +1,70 @@
import {type as T, level as L, probability as P} from './def'
export default class BlockExt {
constructor (noiseGen) {
this.rand = (x, y) => 0.5 + 0.5 * noiseGen.noise2D(x, y)
}
level (level, column, row, previousRow) {
for (let i = 0; i < row.length; i++) {
const r = Math.abs(this.rand(level, column + i))
if (level < L.ground) this.trees(r, i, row, previousRow, level)
else if (level < L.rock) this.ground(r, i, row, previousRow)
else if (level < L.underground) this.rock(r, i, row, previousRow)
else this.underground(r, i, row, previousRow)
}
}
trees (r, i, row, previousRow, level) {
const max = row.length - 1
if (row[i] === T.tree_top_middle) {
if (i) {
if (row[i - 1] === T.tree_top_right) row[i - 1] = T.tree_top_left_mixed
else row[i - 1] = T.tree_top_left
}
if (i < max) row[i + 1] = T.tree_top_right
} else if (previousRow[i] === T.tree_top_middle) {
row[i] = T.tree_crown_middle
if (i) {
if (row[i - 1] === T.tree_crown_right) row[i - 1] = T.tree_crown_left_mixed
else row[i - 1] = T.tree_crown_left
}
if (i < max) row[i + 1] = T.tree_crown_right
} else if (previousRow[i] === T.tree_crown_middle) {
row[i] = T.tree_trunk_middle
if (i) {
if (row[i - 1] === T.tree_trunk_right) row[i - 1] = T.tree_trunk_left_mixed
else row[i - 1] = T.tree_trunk_left
}
if (i < max) row[i + 1] = T.tree_trunk_right
} else if (previousRow[i] === T.tree_trunk_middle) {
row[i] = T.tree_root_middle
if (i) {
if (row[i - 1] === T.tree_root_right) row[i - 1] = T.tree_root_left_mixed
else row[i - 1] = T.tree_root_left
}
if (i < max) row[i + 1] = T.tree_root_right
}
}
ground (r, i, row, previousRow) {
const tree_parts = [T.tree_root_left, T.tree_root_middle, T.tree_root_right]
if (previousRow[i] === T.air) {
if (r < P.soil_hole) row[i] = T.air
if (row[i] === T.soil) row[i] = T.grass
} else if (tree_parts.indexOf(previousRow[i]) >= 0) {
if (row[i] === T.soil) row[i] = T.grass
}
}
rock (r, i, row, previousRow) {
if (previousRow[i] === T.soil && r < P.fray) row[i] = T.soil
}
underground (r, i, row, previousRow) {
if (previousRow[i] === T.stone && r < P.fray) row[i] = T.stone
}
}

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@ -0,0 +1,23 @@
export default class PlayerChanges {
constructor () {
this.changes = {}
}
getKey (level, column) {
return `${column}.${level}`
}
apply (level, column, newBlock) {
const key = this.getKey(level, column)
this.changes[key] = newBlock
console.log('applied', level, column, newBlock, this.changes)
}
level (level, column, row) {
for (let i = 0; i < row.length; i++) {
const key = this.getKey(level - 1, column + i)
const change = this.changes[key]
if (change) row[i] = change
}
}
}

14
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@ -0,0 +1,14 @@
import Vue from 'vue'
import App from './App.vue'
Vue.directive('keep-focussed', {
inserted (el, binding) {
el.focus()
el.addEventListener('blur', () => el.focus())
}
})
new Vue({
el: '#app',
render: h => h(App)
})

22
src/old/physics.js Normal file
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@ -0,0 +1,22 @@
import { GRAVITY } from './level/def'
/** physics gets input like
instance of Moveable,
position: [x, y],
surroundings: [top, right, bottom, left] where each is a block type
and updates the Moveable instance values accordingly
*/
export class Moveable {
constructor (x, y, direction = 1) {
this.x = x
this.y = y
this.dir = direction
this.vx = 0
this.vy = 0
}
get direction () {
return this.dir > 0 ? 'left' : 'right'
}
}

130
src/old/solar-quartet.js Normal file
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@ -0,0 +1,130 @@
/* Adapted from the original "Solar Quartet" by y0natan
* https://codepen.io/y0natan/pen/MVvxBM
* https://js1k.com/2018-coins/demo/3075
*/
// sunY sets the height of the sun and with this the time of the day
// where 0 is lowest (night) and -100 is highest (day), other values are possible
// but don't make much sense / difference
export default function drawFrame (canvas, ctx, width, height, grCanvas, grCtx, grWidth, grHeight, frame, sunY) {
// reset canvas state
canvas.width = width
canvas.height = height
grCanvas.width = grWidth
grCanvas.height = grHeight
const sunCenterX = grWidth / 2
const sunCenterY = grHeight / 2 + sunY
// Set the godrays' context fillstyle to a newly created gradient
// which we also run through our abbreviator.
let emissionGradient = grCtx.createRadialGradient(
sunCenterX, sunCenterY, // The sun's center.
0, // Start radius.
sunCenterX, sunCenterY, // The sun's center.
44 // End radius.
)
grCtx.fillStyle = emissionGradient
// Now we addColorStops. This needs to be a dark gradient because our
// godrays effect will basically overlay it on top of itself many many times,
// so anything lighter will result in lots of white.
// If you're not space-bound you can add another stop or two, maybe fade out to black,
// but this actually looks good enough.
// a black "gradient" means no emission, so we fade to black as transition to night or day
let emissionStrength = 1.0
if (sunY > -30) emissionStrength -= Math.max((30 + sunY) / 5, 0.0)
else if (sunY < -60) emissionStrength += Math.min(1 + (60 + sunY) / 5, 0.0)
emissionGradient.addColorStop(.1, `hsl(30,50%,${3.1 * emissionStrength}%)`) // pixels in radius 0 to 4.4 (44 * .1).
emissionGradient.addColorStop(.2, `hsl(12,71%,${1.4 * emissionStrength}%)`) // pixels in radius 0 to 4.4 (44 * .1).
// Now paint the gradient all over our godrays canvas.
grCtx.fillRect(0, 0, grWidth, grHeight)
// And set the fillstyle to black, we'll use it to paint our occlusion (mountains).
grCtx.fillStyle = '#000'
// Paint the sky
const skyGradient = ctx.createLinearGradient(0, 0, 0, height)
// hue from blue to red depending on the suns position
const skyHue = 360 + sunY
// lesser saturation at day so that the red fades away
const skySaturation = 100 + sunY
// darker at night
const skyLightness = Math.min(sunY * -1 - 10, 55)
const skyHSLTop = `hsl(220, 70%, ${skyLightness}%)`
const skyHSLBottom = `hsl(${skyHue}, ${skySaturation}%, ${skyLightness}%)`
skyGradient.addColorStop(0, skyHSLTop)
skyGradient.addColorStop(.7, skyHSLBottom)
ctx.fillStyle = skyGradient
ctx.fillRect(0, 0, width, height)
// Our mountains will be made by summing up sine waves of varying frequencies and amplitudes.
function mountainHeight(position, roughness) {
// Our frequencies (prime numbers to avoid extra repetitions).
// TODO: play with the numbers
let frequencies = [1721, 947, 547, 233, 73, 31, 7]
// Add them up.
return frequencies.reduce((height, freq) => height * roughness - Math.cos(freq * position), 0)
}
// Draw 4 layers of mountains.
for(let i = 0; i < 4; i++) {
// Set the main canvas fillStyle to a shade of green-brown with variable lightness
// depending on sunY and depth
if (sunY > -60) {
ctx.fillStyle = `hsl(5, 23%, ${33*emissionStrength - i*6*emissionStrength}%)`
} else {
ctx.fillStyle = `hsl(${220 - i*40}, 23%, ${33-i*6}%)`
}
// For each column in our canvas...
for(let x = width; x--;) {
// Ok, I don't really remember the details here, basically the (frame+frame*i*i) makes the
// near mountains move faster than the far ones. We divide by large numbers because our
// mountains repeat at position 1/7*Math.PI*2 or something like that...
let mountainPosition = (frame * 2 * i**2) / 1000 + x / 2000;
// Make further mountains more jagged, adds a bit of realism and also makes the godrays
// look nicer.
let mountainRoughness = i / 19 - .5;
// 128 is the middle, i * 25 moves the nearer mountains lower on the screen.
let y = 128 + i * 25 + mountainHeight(mountainPosition, mountainRoughness) * 45;
// Paint a 1px-wide rectangle from the mountain's top to below the bottom of the canvas.
ctx.fillRect(x, y, 1, 999); // 999 can be any large number...
// Paint the same thing in black on the godrays emission canvas, which is 1/4 the size,
// and move it one pixel down (otherwise there can be a tiny underlit space between the
// mountains and the sky).
grCtx.fillRect(x/4, y/4+1, 1, 999);
}
}
// The godrays are generated by adding up RGB values, gCt is the bane of all js golfers -
// globalCompositeOperation. Set it to 'lighter' on both canvases.
ctx.globalCompositeOperation = grCtx.globalCompositeOperation = 'lighter';
// NOW - let's light this motherfucker up! We'll make several passes over our emission canvas,
// each time adding an enlarged copy of it to itself so at the first pass we get 2 copies, then 4,
// then 8, then 16 etc... We square our scale factor at each iteration.
for (let scaleFactor = 1.07; scaleFactor < 5; scaleFactor *= scaleFactor) {
// The x, y, width and height arguments for drawImage keep the light source in the same
// spot on the enlarged copy. It basically boils down to multiplying a 2D matrix by itself.
// There's probably a better way to do this, but I couldn't figure it out.
// For reference, here's an AS3 version (where BitmapData:draw takes a matrix argument):
// https://github.com/yonatan/volumetrics/blob/d3849027213e9499742cc4dfd2838c6032f4d9d3/src/org/zozuar/volumetrics/EffectContainer.as#L208-L209
grCtx.drawImage(
grCanvas,
(grWidth - grWidth * scaleFactor) / 2,
(grHeight - grHeight * scaleFactor) / 2 - sunY * scaleFactor + sunY,
grWidth * scaleFactor,
grHeight * scaleFactor
)
}
// Draw godrays to output canvas (whose globalCompositeOperation is already set to 'lighter').
ctx.drawImage(grCanvas, 0, 0, width, height);
}

View file

@ -1,7 +1,7 @@
<script setup lang="ts">
import { ref, computed, onUnmounted } from 'vue'
import { getItemClass } from '../level/items'
import type { InventoryItem } from '../util/usePlayer'
import type { InventoryItem } from '../types.d'
export interface Props {
items: InventoryItem[]
@ -10,7 +10,7 @@ export interface Props {
const props = defineProps<Props>()
const emit = defineEmits<{
(event: 'selection', value: InventoryItem | null): void
(event: 'selection', value: InventoryItem): void
}>()
// inventory size is 15

94
src/types.d.ts vendored Normal file
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@ -0,0 +1,94 @@
import type { ItemId } from './level/items'
export type { ItemId } from './level/items'
export type ItemQuality = 'wood' | 'iron' | 'diamond'
export type ItemType = 'tool' | 'block' | 'ore' | 'fixture'
export interface Item {
id: string
name: string
type: ItemType
icon: string
quality?: ItemQuality
// this should be ItemId | BlockType, but has to be string to avoid
// a circular type reference
builds?: string
}
export interface ToolItem extends Item {
type: 'tool'
quality: ItemQuality
}
export interface BlockItem extends Item {
type: 'block'
builds: BlockType
}
type Fixture<T extends string> = `${T}Left` | `${T}Right` | `${T}Ceiling` | `${T}Floor`;
export type BlockType =
| 'air' | 'grass'
| 'treeCrown' | 'treeLeaves' | 'treeTrunk' | 'treeRoot'
| 'soil' | 'soilGravel'
| 'stone' | 'stoneGravel'
| 'bedrock' | 'cave'
| 'brickWall'
| Fixture<'torch'>
export type Block = {
type: BlockType // what is it?
hp: number // how long do I need to hit it?
walkable: boolean // can I walk through it?
climbable?: boolean // can I climb it?
transparent?: boolean // can I see through it?
fixture?: boolean // is it built by the player?
illumination?: number // How many blocks wide is it glowing?
color?: string // How is it coloured?
drops?: ItemId // what do I get, when loot it?
}
// describes a changed block, eg digged or placed by the player
type DamagedBlock = {
change: 'damage'
x: number
y: number
damage: number
}
type ChangedBlock = {
change: 'exchange'
x: number
y: number
newType: BlockType
}
export type Change = DamagedBlock | ChangedBlock
export interface InventoryItem extends Item {
amount: number
}
export interface Moveable {
x: number // position on x-axis (fixed for the player)
y: number // position on y-axis (fixed for the player)
lastDir: number // store last face direction
vx: number // velocity on the x-axis
vy: number // velocity on the y-axis
}
export interface Npc extends Moveable {
hostile: boolean
inventory: InventoryItem[]
}
export interface Player extends Moveable {
inventory: InventoryItem[]
}
export type Direction = 'at' | 'left' | 'right' | 'up' | 'down'
export interface LightSource {
x: number
y: number
strength: number
color: string
}

View file

@ -18,7 +18,13 @@ function hsl(h: number, s: number, l: number): string {
* @param r: number [44] - the radius of the "sun"
* @returns emissionStrength: number - emission intensity blends over the mountains
*/
function renderGodrays(ctx: CanvasRenderingContext2D, cx: number, cy: number, sunY: number, r = 44) {
function renderGodrays(
ctx: CanvasRenderingContext2D,
cx: number,
cy: number,
sunY: number,
r = 44,
) {
const w = ctx.canvas.width
const h = ctx.canvas.height
@ -36,11 +42,14 @@ function renderGodrays(ctx: CanvasRenderingContext2D, cx: number, cy: number, su
if (sunY > -30) emissionStrength -= Math.max((30 + sunY) / 5, 0.0)
else if (sunY < -60) emissionStrength += Math.min(1 + (60 + sunY) / 5, 0.0)
emissionGradient.addColorStop(.1, hsl(30, 50, 3.1 * emissionStrength)) // pixels in radius 0 to 4.4 (44 * .1).
emissionGradient.addColorStop(.2, hsl(12, 71, 1.4 * emissionStrength)) // pixels in radius 0 to 4.4 (44 * .1).
// Now paint the gradient all over our godrays canvas.
// pixels in radius 0 to 4.4 (44 * .1)
emissionGradient.addColorStop(.1, hsl(30, 50, 3.1 * emissionStrength))
emissionGradient.addColorStop(.2, hsl(12, 71, 1.4 * emissionStrength))
// Now paint the gradient all over our godrays canvas
ctx.fillRect(0, 0, w, h)
// And set the fillstyle to black, we'll use it to paint our occlusion (mountains).
// And set the fillstyle to black, we'll use it to paint our occlusion (mountains)
ctx.fillStyle = '#000'
return emissionStrength
@ -51,8 +60,12 @@ function renderGodrays(ctx: CanvasRenderingContext2D, cx: number, cy: number, su
* Mountains are made by summing up sine waves with varying frequencies and amplitudes
* The frequencies are prime, to avoid extra repetitions
*/
function calcMountainHeight(pos: number, roughness: number, frequencies = [1721, 947, 547, 233, 73, 31, 7]) {
return frequencies.reduce((height, freq) => height * roughness - Math.cos(freq * pos), 0)
function calcMountainHeight(
pos: number,
roughness: number,
freqs = [1721, 947, 547, 233, 73, 31, 7],
) {
return freqs.reduce((height, freq) => height * roughness - Math.cos(freq * pos), 0)
}
/**
@ -64,7 +77,14 @@ function calcMountainHeight(pos: number, roughness: number, frequencies = [1721,
* @param layers: number - amount of mountain layers for parallax effect
* @param emissionStrength: number - intensity of the godrays
*/
function renderMountains(ctx: CanvasRenderingContext2D, grCtx: CanvasRenderingContext2D, frame: number, sunY: number, layers: number, emissionStrength: number) {
function renderMountains(
ctx: CanvasRenderingContext2D,
grCtx: CanvasRenderingContext2D,
frame: number,
sunY: number,
layers: number,
emissionStrength: number,
) {
const w = ctx.canvas.width
const h = ctx.canvas.height
const grDiv = w / grCtx.canvas.width
@ -127,19 +147,27 @@ function renderSky(ctx: CanvasRenderingContext2D, sunY: number) {
* @param rayQuality: number [8] - The quality of the sunrays (divides the resolution, so higher value means lower quality)
* @param mountainLayers: number [4] - How many layers of mountains are used for parallax effect?
*/
export default function useBackground (canvasEl: HTMLCanvasElement, w: number, h: number, rayQuality = 8, mountainLayers = 4) {
export default function useBackground(
canvasEl: HTMLCanvasElement,
w: number,
h: number,
rayQuality = 8,
mountainLayers = 4,
) {
canvasEl.width = w
canvasEl.height = h
const grW = w / rayQuality
const grH = h / rayQuality
const ctx = canvasEl.getContext('2d')
if (ctx === null) return // like, how old is your browser?
const grCanvasEl = document.createElement('canvas')
const ctx = canvasEl.getContext('2d')
const grCtx = grCanvasEl.getContext('2d')
if (grCtx === null) return // like, how old is your browser?
if (ctx === null || grCtx === null) {
console.error('BACKGROUND CANVAS ERROR: Failed to set up canvas?!')
return () => {} // for real, how old is it?
}
grCanvasEl.width = grW
grCanvasEl.height = grH
@ -153,7 +181,10 @@ export default function useBackground (canvasEl: HTMLCanvasElement, w: number, h
* @param sunY: number - the position (height) of the sun in the sky
*/
return function drawFrame (frame: number, sunY: number) {
console.log('drawing frame', frame, sunY)
ctx.globalCompositeOperation = grCtx.globalCompositeOperation = 'source-over'
ctx.clearRect(0, 0, w, h)
grCtx.clearRect(0, 0, grW, grH)
const emissionStrength = renderGodrays(grCtx, sunCenterX, sunCenterY, sunY)
renderSky(ctx, sunY)
renderMountains(ctx, grCtx, frame, sunY, mountainLayers, emissionStrength)

View file

@ -28,18 +28,18 @@ export default function useInput() {
inputX.value = -1
break
case 'p':
if (!help.value) paused.value = !paused.value
if (wasPaused && !paused.value) wasPaused = false
if (!help.value && !inventory.value) {
paused.value = !paused.value
wasPaused = paused.value
}
break
case '?':
if (paused.value && !help.value) wasPaused = true
if (!wasPaused) paused.value = !help.value
help.value = !help.value
paused.value = help.value || wasPaused
break
case 'i':
if (paused.value && !inventory.value) wasPaused = true
if (!wasPaused) paused.value = !inventory.value
inventory.value = !inventory.value
paused.value = inventory.value || wasPaused
break
}
}

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@ -1,105 +0,0 @@
import type { ComputedRef } from 'vue'
import { BLOCK_SIZE, STAGE_WIDTH, STAGE_HEIGHT } from '../level/def'
export default function useLightMap(
ctx: CanvasRenderingContext2D,
x: ComputedRef<number>,
y: ComputedRef<number>,
tx: ComputedRef<number>,
ty: ComputedRef<number>,
time: ComputedRef<number>,
lightBarrier: ComputedRef<number[]>,
) {
const W = ((STAGE_WIDTH + 2) * BLOCK_SIZE)
const H = ((STAGE_HEIGHT + 2) * BLOCK_SIZE)
const B = BLOCK_SIZE - 4 // no idea why there is a difference, but it is 4px
const playerX = (W - B) / 2 + B / 4
const playerY = H / 2 - B / 2
const playerLightSize = B * 1.8
function getAmbientLightColor() {
const t = time.value
// Night time (pale bluish dark: hslpicker.com/#2b293d )
if (t > 900 || t < 100) {
return `hsl(245, 20%, 20%)`
}
// Morning hours (gradually more reddish hue)
if (t < 250) {
const s = Math.round((t - 100) / 1.5) // 0-100%
const l = Math.round((t - 100) / 1.875) + 20 // 20-100%
return `hsl(0, ${s}%, ${l}%)`
}
// Evening hours (from neutral white to bluish hue with low saturation)
if (t > 700) {
const s = 100 - Math.round((t - 700) / 2.5) // 100-20%
return `hsl(245, ${s}%, ${s}%)`
}
// day (neutral white)
return `hsl(0, 0%, 100%)`
}
function drawPlayerLight(sizeMul:number) {
const playerLight = ctx.createRadialGradient(
playerX - tx.value, playerY - ty.value, 0,
playerX - tx.value, playerY - ty.value, playerLightSize * sizeMul
)
// Add color stops: white in the center to transparent white
playerLight.addColorStop(0.0, "#FFFF");
playerLight.addColorStop(1, "#FFF0");
// Set the fill style and draw a rectangle
ctx.fillStyle = playerLight;
ctx.fillRect(0, 0, W, H)
}
function drawLights() {
// used for everything above ground
const ambientLight = getAmbientLightColor()
const surroundingLight = ambientLight.slice(-2)
const barrier = lightBarrier.value
ctx.fillStyle = ambientLight
for (let col = 0; col < W / B; col++) {
const level = (barrier[col] - y.value) * B
const sw = B
const sh = level
const sx = col * sw
const sy = 0
ctx.fillRect(sx, sy, sw, sh)
}
// make light columns wider to illuminate surrounding blocks
const extra = Math.floor(B / 2)
const reflectedLight = ambientLight.slice(0, -1) + ', 50%)'
ctx.fillStyle = reflectedLight
for (let col = 0; col < W / B; col++) {
const level = (barrier[col] - y.value) * B
const sw = B
const sh = level
const sx = col * sw
const sy = 0
ctx.fillRect(sx - extra, sy - extra, sw + extra * 2, sh + extra * 2)
}
// TODO: draw light for candles and torches
}
return function update() {
// first, throw the world in complete darkness
ctx.fillStyle = '#000'
ctx.fillRect(0, 0, W, H)
// second, find and bring light into the world
drawLights()
// finally, draw the players light
// with a size multiplicator which might be later used to
// simulate greater illumination with candles or torches
drawPlayerLight(1)
}
}

91
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@ -0,0 +1,91 @@
import type { Ref, ComputedRef } from 'vue'
import type { LightSource } from '../types.d'
import { BLOCK_SIZE, STAGE_WIDTH, STAGE_HEIGHT } from '../level/def'
type RefOrComputed<T> = Ref<T> | ComputedRef<T>
export default function useLightMask(
ctx: CanvasRenderingContext2D,
y: RefOrComputed<number>,
tx: RefOrComputed<number>,
ty: RefOrComputed<number>,
lightBarrier: RefOrComputed<number[]>,
lightSources: RefOrComputed<LightSource[]>,
) {
const W = ((STAGE_WIDTH + 2) * BLOCK_SIZE)
const H = ((STAGE_HEIGHT + 2) * BLOCK_SIZE)
const B = BLOCK_SIZE - 4 // no idea why there is a difference, but it is 4px
const BHalf = B / 2
const playerX = (W - B) / 2 + B / 4
const playerY = H / 2 - BHalf
const playerLightSize = B * 1.8
function drawPlayerLight(sizeMul:number) {
const playerLight = ctx.createRadialGradient(
playerX - tx.value, playerY - ty.value, 0,
playerX - tx.value, playerY - ty.value, playerLightSize * sizeMul
)
playerLight.addColorStop(0.7, "#FFFA");
playerLight.addColorStop(1, "#FFF0");
// Set the fill style and draw a rectangle
ctx.fillStyle = playerLight;
ctx.fillRect(0, 0, W, H)
}
function drawLightSources() {
for (const src of lightSources.value) {
const x = src.x * B
const y = src.y * B
const strength = src.strength + (src.strength * Math.random()) / 10
const light = ctx.createRadialGradient(
x + BHalf, y - BHalf, 0,
x + BHalf, y - BHalf, strength * B,
)
const color = src.color
light.addColorStop(0.0, color)
light.addColorStop(0.4, `${color}A`)
light.addColorStop(1, `${color}0`)
ctx.fillStyle = light
ctx.fillRect(0, 0, W, H)
}
}
function drawShadows() {
const barrier = lightBarrier.value
for (let col = 0; col < barrier.length; col++) {
const level = (barrier[col] - y.value) * B
const x = B*col
// gradient for the shadow that is cast down from the surface
const gradient = ctx.createLinearGradient(0, 0, 0, H)
gradient.addColorStop(0, '#FFF')
gradient.addColorStop(Math.min(level / H, 1), '#FFF')
gradient.addColorStop(Math.min((level + B) / H, 1), '#000')
ctx.fillStyle = gradient
ctx.fillRect(x, 0, B, H)
}
}
return function update() {
// first, throw the world in complete darkness
ctx.fillStyle = '#FFFFFF'
ctx.fillRect(0, 0, W, H)
// second, hide what is beneath
drawShadows()
// third, fight the darkness
drawLightSources()
// finally, draw the players light
// with a size multiplicator which might be later used to
// simulate greater illumination with candles or torches
drawPlayerLight(1)
}
}

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@ -1,15 +1,6 @@
import { computed, reactive } from 'vue'
import { RECIPROCAL, STAGE_WIDTH, STAGE_HEIGHT } from '../level/def'
import type { Item, ItemQuality } from '../level/items'
export interface InventoryItem extends Item {
amount: number
quality: ItemQuality | null
}
export interface Player extends Moveable {
inventory: InventoryItem[]
}
import type { Item, Player } from '../types.d'
const player = reactive<Player>({
x: Math.round((STAGE_WIDTH + 2) / 2),
@ -17,10 +8,10 @@ const player = reactive<Player>({
lastDir: 0,
vx: 0,
vy: 1, // always falling, because of gravity
inventory: [], // not yet in use
inventory: [],
})
const pocket = (newItem: Item) => {
const pocket = (newItem: Item, amount = 1) => {
const existing = player.inventory.find(item => item.name === newItem.name)
if (existing) {
@ -28,9 +19,8 @@ const pocket = (newItem: Item) => {
return existing.amount
}
player.inventory.push({
quality: null,
amount: 1,
...newItem
...newItem,
amount,
})
return 1
}

58
src/util/useTime.test.ts Normal file
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import { describe, it, expect } from 'vitest'
import { calcTimeOfDay, renderClock, calcSunAngle } from './useTime'
describe('useTime composable', () => {
describe('clock', () => {
it('renders 2:00 at tick 0', () => {
expect(renderClock(0)).toEqual('2:00')
})
it('renders 14:00 at tick 500', () => {
expect(renderClock(500)).toEqual('14:00')
})
it('does not break on meanless values', () => {
expect(renderClock(9500)).toBeDefined()
expect(renderClock(-500)).toBeDefined()
})
})
describe('time of day', () => {
it('sets the correct time of day', () => {
expect(calcTimeOfDay(0)).toEqual('night')
expect(calcTimeOfDay(900)).toEqual('night')
expect(calcTimeOfDay(100)).toEqual('morning0')
expect(calcTimeOfDay(145)).toEqual('morning1')
expect(calcTimeOfDay(200)).toEqual('morning2')
expect(calcTimeOfDay(700)).toEqual('evening0')
expect(calcTimeOfDay(800)).toEqual('evening1')
expect(calcTimeOfDay(850)).toEqual('evening2')
expect(calcTimeOfDay(300)).toEqual('day')
expect(calcTimeOfDay(400)).toEqual('day')
expect(calcTimeOfDay(555)).toEqual('day')
})
})
describe('sun angle', () => {
it('returns -10 degrees over night', () => {
expect(calcSunAngle(900)).toEqual(-10)
expect(calcSunAngle(945)).toEqual(-10)
expect(calcSunAngle(0)).toEqual(-10)
expect(calcSunAngle(57)).toEqual(-10)
})
it('returns -90 degrees over day', () => {
expect(calcSunAngle(250)).toEqual(-90)
expect(calcSunAngle(300)).toEqual(-90)
expect(calcSunAngle(557)).toEqual(-90)
expect(Math.round(calcSunAngle(699))).toEqual(-90)
})
it('raises in the morning', () => {
expect(calcSunAngle(100)).toEqual(-20)
expect(calcSunAngle(150)).toEqual(-45)
expect(calcSunAngle(200)).toEqual(-70)
expect(calcSunAngle(240)).toEqual(-90)
})
it('sinks in the evening', () => {
expect(calcSunAngle(700)).toEqual(-90)
expect(calcSunAngle(750)).toEqual(-70)
expect(calcSunAngle(800)).toEqual(-50)
expect(Math.round(calcSunAngle(899))).toEqual(-10)
})
})
})

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@ -1,30 +1,59 @@
import { ref, computed } from 'vue'
type TimeOfDay =
| 'day'
| 'night'
| 'morning0'
| 'morning1'
| 'morning2'
| 'evening0'
| 'evening1'
| 'evening2'
export function calcTimeOfDay(tick: number): TimeOfDay {
if (tick >= 900 || tick < 80) return 'night'
if (tick >= 80 && tick < 120) return 'morning0'
if (tick >= 120 && tick < 150) return 'morning1'
if (tick >= 150 && tick < 240) return 'morning2'
if (tick >= 700 && tick < 800) return 'evening0'
if (tick >= 800 && tick < 850) return 'evening1'
if (tick >= 850 && tick < 900) return 'evening2'
return 'day'
}
export function renderClock(tick: number): string {
const t = tick * 86.4 // 1000 ticks to 86400 seconds (per day)
const h = ~~(t / 3600.0)
const m = ~~((t / 3600.0 - h) * 60.0)
return `${(h + 2) % 24}:${m < 10 ? '0' : ''}${m}`
}
function calcProgress(tick: number, start: number, end: number, span: number): number {
return (tick - start) / (end - start) * span
}
// calculates the suns angle from -90 (top, at noon), to 0 (at midnight)
export function calcSunAngle(tick: number): number {
// night time: -10 degrees fixed
if (tick >= 900 || tick < 80) return -10
// sunrise: gradually move from -10 to -90, by mapping 80 -> 240 to -10 -> -90
if (tick >= 80 && tick < 240) return -10 - calcProgress(tick, 80, 240, 80)
// sundawn: gradually move from -90 to -10, by mapping 700 -> 900 to -90 -> -10
if (tick >= 700 && tick < 900) return -90 + calcProgress(tick, 700, 900, 80)
// day time: -90 degrees fixed
return -90
}
export default function useTime() {
// the day is split in 1000 parts, so we start in the morning
const time = ref(230)
const time = ref(240)
function updateTime() {
time.value = (time.value + 0.1) % 1000
}
const timeOfDay = computed(() => {
if (time.value >= 900 || time.value < 80) return 'night'
if (time.value >= 80 && time.value < 120) return 'morning0'
if (time.value >= 120 && time.value < 150) return 'morning1'
if (time.value >= 150 && time.value < 240) return 'morning2'
if (time.value >= 700 && time.value < 800) return 'evening0'
if (time.value >= 800 && time.value < 850) return 'evening1'
if (time.value >= 850 && time.value < 900) return 'evening2'
return 'day'
})
const clock = computed(() => {
const t = time.value * 86.4 // 1000 ticks to 86400 seconds (per day)
const h = ~~(t / 3600.0)
const m = ~~((t / 3600.0 - h) * 60.0)
return `${(h + 2) % 24}:${m < 10 ? '0' : ''}${m}`
})
const timeOfDay = computed(() => calcTimeOfDay(time.value))
const clock = computed(() => renderClock(time.value))
return { time, updateTime, timeOfDay, clock }
}

12
src/vite-env.d.ts vendored
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@ -1,18 +1,6 @@
/// <reference types="vite/client" />
declare global {
interface Moveable {
x: number // position on x-axis (fixed for the player)
y: number // position on y-axis (fixed for the player)
lastDir: number // store last face direction
vx: number // velocity on the x-axis
vy: number // velocity on the y-axis
}
interface Npc extends Moveable {
hostile: boolean
inventory: InventoryItem[]
}
}
export {}

15
tsconfig.app.json Normal file
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@ -0,0 +1,15 @@
{
"extends": "@vue/tsconfig/tsconfig.dom.json",
"include": ["env.d.ts", "src/**/*", "src/**/*.vue"],
"exclude": ["src/**/__tests__/*"],
"compilerOptions": {
"tsBuildInfoFile": "./node_modules/.tmp/tsconfig.app.tsbuildinfo",
"paths": {
"~/*": ["./src/*"],
"~cmp/*": ["./src/components/*"],
"~use/*": ["./src/composables/*"],
"~asset/*": ["./src/assets/*"]
}
}
}

View file

@ -1,36 +1,14 @@
{
"compilerOptions": {
"target": "ESNext",
"useDefineForClassFields": true,
"module": "ESNext",
"moduleResolution": "Node",
"strict": true,
"jsx": "preserve",
"resolveJsonModule": true,
"isolatedModules": true,
"esModuleInterop": true,
"lib": [
"ESNext",
"DOM"
],
"skipLibCheck": true,
"noEmit": true,
"types": [
"unplugin-vue-macros/macros-global"
]
},
"include": [
"src/**/*.ts",
"src/**/*.d.ts",
"src/**/*.tsx",
"src/**/*.vue"
],
"exclude": [
"src/old",
],
"files": [],
"references": [
{
"path": "./tsconfig.node.json"
},
{
"path": "./tsconfig.app.json"
},
{
"path": "./tsconfig.vitest.json"
}
]
}

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@ -1,9 +1,19 @@
{
"extends": "@tsconfig/node22/tsconfig.json",
"include": [
"vite.config.*",
"vitest.config.*",
"cypress.config.*",
"nightwatch.conf.*",
"playwright.config.*",
"eslint.config.*"
],
"compilerOptions": {
"composite": true,
"noEmit": true,
"tsBuildInfoFile": "./node_modules/.tmp/tsconfig.node.tsbuildinfo",
"module": "ESNext",
"moduleResolution": "Node",
"allowSyntheticDefaultImports": true
},
"include": ["vite.config.ts"]
"moduleResolution": "Bundler",
"types": ["node"]
}
}

11
tsconfig.vitest.json Normal file
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@ -0,0 +1,11 @@
{
"extends": "./tsconfig.app.json",
"include": ["src/**/__tests__/*", "env.d.ts"],
"exclude": [],
"compilerOptions": {
"tsBuildInfoFile": "./node_modules/.tmp/tsconfig.vitest.tsbuildinfo",
"lib": [],
"types": ["node", "jsdom"]
}
}

View file

@ -1,14 +1,21 @@
import { defineConfig } from 'vite'
import VueMacros from 'unplugin-vue-macros/vite'
import Vue from '@vitejs/plugin-vue'
import { fileURLToPath, URL } from 'node:url'
// https://vitejs.dev/config/
import { defineConfig } from 'vite'
import vue from '@vitejs/plugin-vue'
import vueDevTools from 'vite-plugin-vue-devtools'
// https://vite.dev/config/
export default defineConfig({
plugins: [
VueMacros({
plugins: {
vue: Vue(),
},
}),
vue(),
vueDevTools(),
],
resolve: {
alias: {
'~': fileURLToPath(new URL('./src', import.meta.url)),
'~cmp': fileURLToPath(new URL('./src/components', import.meta.url)),
'~use': fileURLToPath(new URL('./src/composables', import.meta.url)),
'~asset': fileURLToPath(new URL('./src/assets', import.meta.url)),
},
},
})

14
vitest.config.ts Normal file
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@ -0,0 +1,14 @@
import { fileURLToPath } from 'node:url'
import { mergeConfig, defineConfig, configDefaults } from 'vitest/config'
import viteConfig from './vite.config'
export default mergeConfig(
viteConfig,
defineConfig({
test: {
environment: 'jsdom',
exclude: [...configDefaults.exclude, 'e2e/**'],
root: fileURLToPath(new URL('./', import.meta.url)),
},
}),
)

1978
yarn.lock

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