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script 2-3-24.js
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/*
teddblue's RaycastingJS
i got help from these sources:
raycasting: https://lodev.org/cgtutor/raycasting.html
rgb to hsl: https://gist.github.com/mjackson/5311256
*/
var RUN = true
var windW = 320 //width of game in windowed mode
var windH = 240 //height of game in windowed mode
var gameW = windW;
var gameH = windH;
var isFullscreen = false;
const div = document.getElementById("NicksGame");
const canvas = document.createElement("canvas");
canvas.width = gameW;
canvas.height = gameH;
canvas.style = "image-rendering: pixelated; image-rendering: crisp-edges"
const ctx = canvas.getContext("2d");
ctx.fillRect(0, 0, gameW, gameH);
div.appendChild(canvas);
const assets = document.createElement("div")
assets.style = "display: none; position: absolute"
div.appendChild(assets);
const menu = document.createElement("div");
menu.innerHTML += '<button id="fullscreen", onclick="fullscreen()">⛶</button>'//for collapse use "⮌"
menu.innerHTML += '<p id="debug" style="display:inline"> fps:0 </0>'
div.appendChild(menu);
var logData = false;
// color
class RGB {
constructor(red = 0, green = 0, blue = 0) {
this.r = red;
this.g = green;
this.b = blue;
}
}
function addRGB(color, r, g, b) {
color.r += r;
if (color.r > 255) { color.r -= 256 };
if (color.r < 0) { color.r = 0 };
color.g += g;
if (color.g > 255) { color.g -= 256 };
if (color.g < 0) { color.g = 0 };
color.b += b;
if (color.b > 255) { color.b -= 256 };
if (color.b < 0) { color.b = 0 };
return color
}
function multRGB(color, r, g, b) {
color.r *= r;
if (color.r > 255) { color.r = 255 };
if (color.r < 0) { color.r = 0 };
color.g *= g;
if (color.g > 255) { color.g = 255 };
if (color.g < 0) { color.g = 0 };
color.b *= b;
if (color.b > 255) { color.b = 255 };
if (color.b < 0) { color.b = 0 };
return color
}
function stringRGB(color) {
return ("rgb(" + color.r + "," + color.g + "," + color.b + ")");
}
//Map
MapIdx = 0;
var level = {
title: "starter world",
texW: 2,
texH: 2,
tiles: [
{ h: 2, w: 2, pixels: [new RGB(0, 100, 255), new RGB(0, 0, 0)] },
{ h: 1, w: 1, pixels: [new RGB(0, 255, 0)] },
{ h: 1, w: 1, pixels: [new RGB(200, 0, 255)] },
{ h: 1, w: 1, pixels: [new RGB(255, 0, 0)] },
{ h: 1, w: 1, pixels: [new RGB(255, 255, 0)] }
],
map: [
{
floorTex: 0,
ceilTex: 0,
skybox: 0,
gridW: 0,
grid: [],
floor: [],
ceil: [],
object: [
{ x: 10, y: 5, z: 0, d: 2, tile: 0 }
]
}
]
}
var Map = level.map[MapIdx];
function getTile(x, y) {
var idx = Math.floor(x) + (Math.floor(y) * Map.gridW)
var type = Map.grid[idx]
if (x < 0 || x > Map.gridW || y < 0 || y > Map.grid.length / Map.gridW) {
idx = -1;
type = 1;
}
var info = {
idx: idx,
type: type
}
return info
}
//Camera
var Cam = {
x: 12,
y: 12,
z: .5,
d: 0,
dirX: -1,
dirY: 0,
planeX: 0,
planeY: 0.66,
res: 2,
drawDist: 10,
fog: {
min: 5,
max: 10
}
}
var h = Math.ceil(gameH / Cam.res)
var w = Math.ceil(gameW / Cam.res)
var ZBuffer = [];
function fogRGB(color, distance) {
distance = Math.abs(distance)
if (Map.fog) {
var fogColor = Map.fog.color
//fogColor = new RGB(fogColor.r, fogColor.g, fogColor.b)
if (distance > Map.fog.max) {
color.r = fogColor.r;
color.g = fogColor.g;
color.b = fogColor.b;
} else if (distance > Map.fog.min) {
var m = (distance - Cam.fog.min) / (Cam.fog.max - Cam.fog.min);
m = Math.min(Math.max(m, 0), 1);
color.r = (color.r * (1 - m)) + (fogColor.r * m);
color.g = (color.g * (1 - m)) + (fogColor.g * m);
color.b = (color.b * (1 - m)) + (fogColor.b * m);
}
}
return color
}
//Drawing
function drawBkg() {
ctx.fillStyle = "rgb(0,0,0)"
ctx.fillRect(0, 0, gameW, gameH)
var dx = Math.floor(windW * Cam.d);
var dy = 0 - (windH * Math.PI / 2);
var dw = Math.floor(windW * 2 * Math.PI);
var dh = Math.floor(windH * 2 * Math.PI);
ctx.drawImage(document.getElementById("tex_" + Map.skybox), dx, dy, dw, dh)
ctx.drawImage(document.getElementById("tex_" + Map.skybox), dx - dw, dy, dw, dh)
}
function drawHorizontal() {
h = Math.ceil(gameH / Cam.res)
w = Math.ceil(gameW / Cam.res)
for (let y = 0; y < h / 2; y++) {
var rayDirX0 = Cam.dirX - Cam.planeX;
var rayDirY0 = Cam.dirY - Cam.planeY;
var rayDirX1 = Cam.dirX + Cam.planeX;
var rayDirY1 = Cam.dirY + Cam.planeY;
var p = y - h / 2;
var posZ = Cam.z * h;
var rowDistance = posZ / p;
var floorStepX = rowDistance * (rayDirX1 - rayDirX0) / w;
var floorStepY = rowDistance * (rayDirY1 - rayDirY0) / w;
var floorX = (rowDistance * rayDirX0) - Cam.x;
var floorY = (rowDistance * rayDirY0) - Cam.y;
for (let x = 0; x < w; x++) {
var cellX = Math.floor(floorX);
var cellY = Math.floor(floorY);
var idx = cellX - (cellY * Map.gridW)
if (idx < 0 || idx > Map.grid.length || cellX >= 0 || cellX < 0 - Map.gridW) {
idx = -1
}
//draw floor
if (idx > -1) {
if (Map.floor[idx % Map.floor.length] > 0) {
var texture = level.tiles[Map.floor[idx % Map.floor.length]]
var tx = Math.floor(texture.w * (floorX - cellX)) % (texture.w - 1);
var ty = Math.floor(texture.h * (floorY - cellY)) % (texture.h - 1);
var color = texture.pixels[tx + ty * texture.w]
color = new RGB(color.r, color.g, color.b)
color = fogRGB(color, rowDistance)
if (stringRGB(color) == "rgb(255,0,255)") {
//transparency
} else {
color = stringRGB(color)
ctx.fillStyle = color;
ctx.fillRect(
Math.floor(x * Cam.res),
Math.ceil((h - y) * Cam.res - 1),
Math.floor(Cam.res),
Math.floor(Cam.res)
);
}
}
//draw ceiling
if (Map.floor[idx % Map.ceil.length] > 0) {
texture = level.tiles[Map.ceil[idx % Map.ceil.length]]
tx = Math.floor(texture.w * (floorX - cellX)) % (texture.w - 1);
ty = Math.floor(texture.h * (floorY - cellY)) % (texture.h - 1);
color = texture.pixels[tx + ty * texture.w]
color = new RGB(color.r, color.g, color.b)
color = fogRGB(color, rowDistance)
if (stringRGB(color) == "rgb(255,0,255)") {
//transparency
} else {
color = stringRGB(color)
ctx.fillStyle = color;
ctx.fillRect(
Math.floor(x * Cam.res),
Math.ceil((y) * Cam.res - 1),
Math.floor(Cam.res),
Math.floor(Cam.res)
);
}
}
}
floorX += floorStepX;
floorY += floorStepY;
}
}
}
function drawVertical(x, perpWallDist, side, tile, texX) {
// make code to draw line
if (tile == 0) {
return null
}
tile -= 1
texture = level.tiles[tile]//level.blocks[tile].texture[0]]
var lineHeight = (h / perpWallDist);
var drawStart = (h * Cam.z - lineHeight / 2);
var drawEnd = (lineHeight / 2 + h * Cam.z);
var drawSize = drawEnd - drawStart
// draw vertical in sections by color
var segSize = (drawSize / texture.h)
for (let i = 0; i < texture.h; i++) {
var segStart = (drawStart + segSize * i)
var segEnd = (segStart + segSize)
if (segStart < 0) { segStart = 0 }
if (segEnd >= h) { segEnd = h }
if (segStart <= h && segEnd >= 0) {
var pixelIdx = Math.abs(i * texture.w + texX) % (texture.pixels.length)
var color = texture.pixels[pixelIdx]
color = new RGB(color.r, color.g, color.b)
if (stringRGB(color) == "rgb(255,0,255)") {
//transparency
} else {
if (side == 1) { color = multRGB(color, .7, .7, .7) }
color = fogRGB(color, perpWallDist)
color = stringRGB(color)
ctx.fillStyle = color;
ctx.fillRect(
Math.floor(x * Cam.res),
Math.floor(segStart * Cam.res),
Math.floor(Cam.res),
Math.ceil((segEnd - segStart) * Cam.res)
);
}
}
}
}
function drawObjects() {
//calculate and sort by distance from cam per object
for (let i = 0; i < Map.object.length; i++) {
var obj = Map.object[i]
Map.object[i].dist = ((Cam.x - obj.x) ** 2) + ((Cam.y - obj.y) ** 2);
}
Map.object.sort(function(a, b) { return a.dist - b.dist })
for (let i = 0; i < Map.object.length; i++) {
var obj = Map.object[i]
if (obj.tile > 0) {
//fixing object flicker, hapens within this if, the if works as intended
var obj = Map.object[i];
var spriteX = obj.x - Cam.x;
var spriteY = obj.y - Cam.y;
var spriteD = (obj.d - Cam.d) % (Math.PI * 2)
var invDet = 1 / (Cam.planeX * Cam.dirY - Cam.dirX * Cam.planeY);
var transformX = invDet * (Cam.dirY * spriteX - Cam.dirX * spriteY);
var transformY = invDet * (-1 * Cam.planeY * spriteX + Cam.planeX * spriteY);
var spriteScreenX = Math.floor((w / 2) * (1 + transformX / transformY));
var spriteH = Math.abs(Math.floor(h / transformY))
var drawStartY = -1 * spriteH / 2 + h / 2;
if (drawStartY < 0) { drawStartY = 0 }
var drawEndY = spriteH / 2 + h / 2;
if (drawEndY >= h) { drawEndY = h - 1 }
var spriteW = Math.abs(Math.floor(h / transformY))
var originX = Math.floor(-1 * spriteW / 2 + spriteScreenX)
var drawStartX = ((originX > 0) ? originX : 0)
var drawEndX = Math.floor(spriteW / 2 + spriteScreenX);
if (drawEndX > w) { drawEndX = w };
var tile = obj.tile
var texture = level.tiles[tile - 1]
var sprite = false
var tW = texture.w
var tH = texture.h
if (level.sprite) {
sprite = level.sprite[obj.tile - 1]
tile = sprite.tex
texture = level.tiles[tile - 1]
tW = sprite.w
tH = sprite.h
}
for (let stripe = drawStartX; stripe <= drawEndX; stripe++) {
if (transformY > 0 & stripe > 0 & stripe < w & transformY < ZBuffer[stripe]) {
// use a value for direction based on dir and number of direction frames
var dirs = (sprite["dirs"])? sprite["dirs"] : 1;
var dir = Math.round((dirs-1)*((spriteD-Math.PI/dirs)%6.282)/6.282)
var texX = Math.floor(tW * (stripe - originX) / spriteW) + (dir) * tW;
drawVertical(stripe, transformY, 0, tile, texX)
}
}
}
}
}
//Raycast
function Raycast() {
h = Math.ceil(gameH / Cam.res)
w = Math.ceil(gameW / Cam.res)
drawHorizontal();
wallZ = [];
for (let x = 0; x < w; x++) {
;
var camX = 2 * x / w - 1;
var rayDirX = Cam.dirX + Cam.planeX * camX;
var rayDirY = Cam.dirY + Cam.planeY * camX;
var mapX = Math.floor(Cam.x);
var mapY = Math.floor(Cam.y);
var sideDistX;
var sideDistY;
var dDistX = Math.abs(1 / rayDirX);// (rayDirX==0)? 1e30 :
var dDistY = Math.abs(1 / rayDirY);// (rayDirY==0)? 1e30 :
var perpWallDist;
var stepX;
var stepY;
var hit = 0;
var side;
var tile;
if (rayDirX < 0) {
stepX = -1;
sideDistX = (Cam.x - mapX) * dDistX;
} else {
stepX = 1;
sideDistX = (1 + mapX - Cam.x) * dDistX;
}
if (rayDirY < 0) {
stepY = -1;
sideDistY = (Cam.y - mapY) * dDistY;
} else {
stepY = 1;
sideDistY = (1 + mapY - Cam.y) * dDistY;
}
while (hit == 0) {
if (sideDistX < sideDistY) {
sideDistX += dDistX;
mapX += stepX;
side = 0;
} else {
sideDistY += dDistY;
mapY += stepY;
side = 1;
}
tile = getTile(mapX, mapY).type
if (tile > 0) { hit = 1; }
if ((mapX < 0 || mapX >= Map.gridW) || (mapY < 0 || mapY > Math.floor(Map.grid.length / Map.gridW))) {
hit = 1;
tile = 0;
}
}
if (side == 0) {
perpWallDist = (sideDistX - dDistX);
} else {
perpWallDist = (sideDistY - dDistY);
}
var wallX;
if (side == 0) {
wallX = Cam.y + perpWallDist * rayDirY;
} else {
wallX = Cam.x + perpWallDist * rayDirX;
}
wallX -= Math.floor(wallX)
var texX;
if (tile > 0) {
texX = Math.floor(wallX * level.tiles[tile - 1].w);
if (side == 0 && rayDirX > 0) {
texX = level.tiles[tile - 1].w - texX - 1;
}
if (side == 1 && rayDirY < 0) {
texX = level.tiles[tile - 1].w - texX - 1;
}
} else {
texX = 0;
}
if (level.blocks) { tile = level.blocks[tile].texture[0] }
drawVertical(x, perpWallDist, side, tile, texX);
ZBuffer[x] = perpWallDist;
}
drawObjects();
}
// Control
var Keys = {}
var Mouse = { x: 0, y: 0, z: 0, b1: 0, b2: 0, b3: 0 }
document.addEventListener('keydown', (event) => {
if (Keys[event.key]) {
Keys[event.key] += 1;
} else {
Keys[event.key] = 1;
}
}, false);
document.addEventListener('keyup', (event) => {
Keys[event.key] = 0;
}, false);
document.addEventListener('mousemove', (event) => {
Mouse.x = event.movementX;
Mouse.y = event.movementY;
}, false);
function moveCamera(DTime) {
var walkSpeed = .2;
var turnSpeed = .1;
if (Keys[" "] > 50) {
MapIdx = (MapIdx + 1) % level.map.length
Keys[" "] = 0
}
var walk = (Keys["w"] > 0 || Keys["ArrowUp"] > 0) - (Keys["s"] > 0 || Keys["ArrowDown"] > 0);
var turn = (Keys["q"] > 0 || Keys["ArrowLeft"] > 0) - (Keys["e"] > 0 || Keys["ArrowRight"] > 0);
if (document.pointerLockElement == canvas) { turn = Mouse.x / -20 }; //mouse controls
var strafe = (Keys["a"] > 0) - (Keys["d"] > 0);
//var fly = (Keys["f"] > 0) - (Keys["r"] > 0);
//rotate
Cam.d = (Cam.d + turn * turnSpeed) % (2 * Math.PI);
if (Cam.d < 0) { Cam.d += 2 * Math.PI };
var oDirX = Cam.dirX;
Cam.dirX = Cam.dirX * Math.cos(turn * turnSpeed) - Cam.dirY * Math.sin(turn * turnSpeed);
Cam.dirY = oDirX * Math.sin(turn * turnSpeed) + Cam.dirY * Math.cos(turn * turnSpeed);
var oPlaneX = Cam.planeX;
Cam.planeX = Cam.planeX * Math.cos(turn * turnSpeed) - Cam.planeY * Math.sin(turn * turnSpeed);
Cam.planeY = oPlaneX * Math.sin(turn * turnSpeed) + Cam.planeY * Math.cos(turn * turnSpeed);
//move with collisions
if (getTile(Cam.x + Cam.dirX * walk * .4 + walk * Cam.dirX * walkSpeed, Cam.y).type < 1) {
Cam.x += walk * Cam.dirX * walkSpeed;
};
if (getTile(Cam.x, Cam.y + Cam.dirY * walk * .4 + walk * Cam.dirY * walkSpeed).type < 1) {
Cam.y += walk * Cam.dirY * walkSpeed;
};
//strafe with collisions
var strafeDir = Math.atan2(Cam.dirY, Cam.dirX) + (Math.PI / 2);
if (getTile(Cam.x + Math.cos(strafeDir) * strafe * .4 + Math.cos(strafeDir) * strafe * walkSpeed, Cam.y).type < 1) {
Cam.x += Math.cos(strafeDir) * strafe * walkSpeed;
};
if (getTile(Cam.x, Cam.y + Math.sin(strafeDir) * strafe * .4 + Math.sin(strafeDir) * strafe * walkSpeed).type < 1) {
Cam.y += Math.sin(strafeDir) * strafe * walkSpeed;
};
Mouse.x = 0;
Mouse.y = 0;
}
function fullscreen() {
if (canvas.webkitRequestFullScreen) {
canvas.webkitRequestFullScreen();
} else {
canvas.mozRequestFullScreen();
}
}
document.addEventListener("fullscreenchange", (event) => {
if (document.fullscreenElement) {
isFullscreen = true
} else {
isFullscreen = false
}
}, false);
canvas.addEventListener("click", async () => {
await canvas.requestPointerLock();
});
//loading files
var data;
var loaded = 0;
function progBar(x, max){
out="["
for(let i=1; i<max; i++){
if(i<x){
out+="="
}else{
out+="-"
}
}
out+="]"
return out
}
function encodeTexture() {
var img = {
h: 16,
w: 16,
pixels: []
}
img.h = this.height;
img.w = this.width;
ctx.drawImage(this, 0, 0);
sourceTex = ctx.getImageData(0, 0, img.w, img.h);
for (let j = 0; j < (sourceTex.data.length); j += 4) {
var r = sourceTex.data[j];
var g = sourceTex.data[j + 1];
var b = sourceTex.data[j + 2];
img.pixels.push(new RGB(r, g, b));
}
data.tiles[this.texIdx] = img;
loaded += 1;
//console.log("\rloading textures: "+progBar(loaded,data.textures.length))
if (loaded == data.textures.length) {
level = data
console.log("load finished")
console.log(data)
RUN = true
}
}
async function getLevelFile(path = "./level/") {
//RUN = false
console.log("fetching level data")
const requestURL = path + "level.json"
const request = new Request(requestURL);
const response = await fetch(request);
data = await response.json()
if (data == null) { return (null) }
path += "textures/"
var list = data.textures
data.tiles = []
console.log("loading textures: "+progBar(0,list.length))
loaded = 0
for (let i = 0; i < list.length; i++) {
data.tiles.push({})
}
for (let i = 0; i < list.length; i++) {
ctx.fillStyle = "rgb(0,0,0)"
ctx.fillRect(0, 0, gameW, gameH)
var tex = new Image();
tex.onload = encodeTexture;
tex.src = path + list[i];
tex.id = "tex_" + i;
tex.texIdx = i;
assets.appendChild(tex);
}
}
//gameloop
var lastRender = 0;
var frame = 0;
var bigD = 0;
var fps = 30;
function refreshDebug(DTime) {
var debug = document.getElementById("debug")
bigD += DTime;
if (frame % 8 == 0) {
var fps = Math.round((1000 / (bigD / 8)) * 10) / 10
debug.innerHTML = " fps:" + fps + ", res:" + Cam.res + ", dir:" + Cam.d;
bigD = 0;
}
};
function MainLoop(timestamp) {
if (RUN) {
var DTime = timestamp - lastRender;
Map = level.map[MapIdx];
moveCamera(DTime);
ctx.fillStyle = "black";
ctx.fillRect(0, 0, gameW, gameH);
drawBkg();
Raycast();
refreshDebug(DTime);
if (fps > 30 && Cam.res > 1) { Cam.res -= 1 };
if (fps < 24) { Cam.res += 1 };
frame += 1;
lastRender = timestamp;
window.requestAnimationFrame(MainLoop);
}
};
getLevelFile().then(MainLoop);
//drawHorizontal()
//Raycast()