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script.js.bak
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script.js.bak
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/** @type {HTMLCanvasElement} */
const canvas = document.getElementById("gameCanvas");
if (canvas) {
const ctx = canvas.getContext("2d");
const SCREEN_SIZE = canvas.width;
const GRID_SIZE = 8;
const LINE_SIZE = SCREEN_SIZE/GRID_SIZE;
let player_lin = 6;
let player_col = 6;
let dir = 1;
let map = [
[1, 1, 1, 1, 1, 1, 1, 1],
[1, 0, 0, 0, 0, 1, 0, 1],
[1, 0, 1, 1, 1, 1, 0, 1],
[1, 0, 0, 0, 0, 0, 0, 1],
[1, 0, 1, 1, 0, 1, 0, 1],
[1, 0, 1, 1, 0, 1, 0, 1],
[1, 0, 0, 1, 0, 1, 0, 1],
[1, 1, 1, 1, 1, 1, 1, 1]
]
// Sprites
let spr_wall_center = new Image();
let spr_wall_left = new Image();
let spr_wall_right = new Image();
let spr_ground = new Image();
let spr_ceiling = new Image();
// Load sprite sources
spr_wall_center.src = './assets/sprites/wall_center.png';
spr_wall_left.src = './assets/sprites/wall_left.png';
spr_wall_right.src = './assets/sprites/wall_right.png';
spr_ground.src = './assets/sprites/ground.png';
spr_ceiling.src = './assets/sprites/ceiling.png';
function rotateLeft() {
map = map[0].map((val, index) => map.map(row => row[index]).reverse());
aux = player_col;
player_col = 7-player_lin;
player_lin = aux;
}
function rotateRight() {
map = map[0].map((val, index) => map.map(row => row[row.length-1-index]));
aux = player_col;
player_col = player_lin;
player_lin = 7-aux;
}
function darkenLayer(posX, posY, sizeX, sizeY, qtd) {
const imageData = ctx.getImageData(posX, posY, sizeX, sizeY);
const data = imageData.data;
for (let i = 0; i < data.length; i += 4) {
data[i] -= qtd*20; // red
data[i + 1] -= qtd*20; // green
data[i + 2] -= qtd*20; // blue
}
ctx.putImageData(imageData, posX, posY);
}
function draw3DMap() {
let done = false;
for(let layer = 0; layer < 8 && !done; ++layer) {
// Pontos de guia
let offSet = SCREEN_SIZE/(2**layer);
let size = {
full: offSet,
half: offSet/2,
quart: offSet/4,
double: 2*offSet,
}
let topLeft = {
x: SCREEN_SIZE/2-(offSet/2),
y: SCREEN_SIZE/2-(offSet/2),
};
let topRight = {
x: SCREEN_SIZE/2+(offSet/2),
y: SCREEN_SIZE/2-(offSet/2),
};
let bottomLeft = {
x: SCREEN_SIZE/2-(offSet/2),
y: SCREEN_SIZE/2+(offSet/2),
};
// Check for frontal walls
if(map[player_lin-(layer*dir)][player_col] == 1) {
ctx.drawImage(spr_wall_center, topLeft.x, topLeft.y, size.full, size.full);
done = true;
}
// Background frontal walls
if(map[player_lin-(layer*dir-1)][player_col-dir] == 0) { //left
ctx.drawImage(spr_wall_center, topLeft.x-size.half, topLeft.y, size.half, size.full);
}
if(map[player_lin-(layer*dir-1)][player_col+dir] == 0) { //right
ctx.drawImage(spr_wall_center, topLeft.x+size.full, topLeft.y, size.half, size.full);
}
// Left Wall
if(map[player_lin-(layer*dir-1)][player_col-dir] == 1) {
ctx.drawImage(spr_wall_left, topLeft.x-size.half, topLeft.y-size.half, size.half, size.double);
}
// Right Wall
if(map[player_lin-(layer*dir-1)][player_col+dir] == 1) {
ctx.drawImage(spr_wall_right, topRight.x, topRight.y-size.half, size.half, size.double);
}
// Draw ceiling and ground
ctx.drawImage(spr_ground, bottomLeft.x-size.half, bottomLeft.y, size.double, size.half);
ctx.drawImage(spr_ceiling, topLeft.x-size.half, topLeft.y-size.half, size.double, size.half);
debugger;
darkenLayer(topLeft.x-size.half, topLeft.y-size.half, size.double, size.double, layer);
}
}
function drawMiniMap() {
for(let i = 0; i < 8; ++i) {
for(let j = 0; j < 8; ++j) {
// Minimap is 32*32
let x = SCREEN_SIZE-32+(4*j);
let y = SCREEN_SIZE-32+(4*i);
// Walls are white
if(map[i][j]) {
ctx.fillStyle = "white";
ctx.fillRect(x, y, 4, 4);
}
else if(i == player_lin && j == player_col) {
ctx.fillStyle = "red";
ctx.fillRect(x, y, 4, 4);
}
}
}
}
function gameLoop() {
// Draw background
ctx.rect(0, 0, SCREEN_SIZE, SCREEN_SIZE)
ctx.fillStyle = "black";
ctx.fill();
draw3DMap();
drawMiniMap();
}
document.addEventListener("keydown",
function(event) {
switch (event.key) {
case 'w': if(map[player_lin-1][player_col] == 0){ player_lin--; } break;
case 's': rotateLeft(); rotateLeft(); break;
case 'a': rotateLeft(); break;
case 'd': rotateRight(); break;
default: break;
}
},
);
setInterval(gameLoop, 1000 / 30);
}