Files
Binding-Fignyaac/dist/main.js
T

1092 lines
29 KiB
JavaScript

// src/input.ts
var KEYS = {};
function setupInput() {
window.addEventListener("keydown", (e) => {
KEYS[e.key] = true;
if (["ArrowUp", "ArrowDown", "ArrowLeft", "ArrowRight", " "].includes(e.key)) {
e.preventDefault();
}
});
window.addEventListener("keyup", (e) => {
KEYS[e.key] = false;
});
window.addEventListener("blur", () => {
for (const k in KEYS)
delete KEYS[k];
});
}
// src/constants.ts
var CW = 880;
var CH = 660;
var TILE = 44;
var COLS = 15;
var ROWS = 11;
var RW = COLS * TILE;
var RH = ROWS * TILE;
var OX = (CW - RW) / 2;
var OY = 80;
var T_WALL = 0;
var T_FLOOR = 1;
var T_DOOR = 2;
var MODE_RANGED = 0;
var MODE_MELEE = 1;
var DIR = {
up: [0, -1],
down: [0, 1],
left: [-1, 0],
right: [1, 0]
};
var OPP = {
up: "bottom",
down: "top",
left: "right",
right: "left"
};
var DOOR = {
up: { cols: [6, 7, 8], row: 0, cx: 7, cy: 0 },
down: { cols: [6, 7, 8], row: 10, cx: 7, cy: 10 },
left: { col: 0, rows: [4, 5, 6], cx: 0, cy: 5 },
right: { col: 14, rows: [4, 5, 6], cx: 14, cy: 5 }
};
var MAP_RADIUS = 3;
var MIN_ROOMS = 8;
var EXTRA_ROOMS = 4;
// src/room/tiles.ts
function buildTiles(doorState) {
const tiles = [];
for (let r = 0;r < ROWS; r++) {
tiles[r] = [];
for (let c = 0;c < COLS; c++) {
tiles[r][c] = r === 0 || r === ROWS - 1 || c === 0 || c === COLS - 1 ? T_WALL : T_FLOOR;
}
}
if (doorState)
placeDoors(tiles, doorState);
return tiles;
}
function placeDoors(tiles, doors) {
if (doors.up)
for (const c of DOOR.up.cols)
tiles[DOOR.up.row][c] = T_DOOR;
if (doors.down)
for (const c of DOOR.down.cols)
tiles[DOOR.down.row][c] = T_DOOR;
if (doors.left)
for (const r of DOOR.left.rows)
tiles[r][DOOR.left.col] = T_DOOR;
if (doors.right)
for (const r of DOOR.right.rows)
tiles[r][DOOR.right.col] = T_DOOR;
}
// src/math.ts
function shuffle(a) {
for (let i = a.length - 1;i > 0; i--) {
const j = Math.random() * i | 0;
[a[i], a[j]] = [a[j], a[i]];
}
return a;
}
function rand(a, b) {
return Math.random() * (b - a) + a;
}
function ri(a, b) {
return Math.floor(rand(a, b + 1));
}
function overlap(a, b) {
return a.x < b.x + b.w && a.x + a.w > b.x && a.y < b.y + b.h && a.y + a.h > b.y;
}
// src/room/Room.ts
class Room {
c;
r;
type;
doors = { up: false, down: false, left: false, right: false };
visited = false;
cleared = false;
enemies = [];
tears = [];
tiles;
constructor(c, r, type) {
this.c = c;
this.r = r;
this.type = type;
this.tiles = buildTiles();
}
buildTiles() {
this.tiles = buildTiles(this.cleared || this.type === "spawn" ? this.doors : undefined);
}
}
// src/room/RoomMap.ts
class RoomMap {
rooms = new Map;
key(c, r) {
return c + "," + r;
}
get(c, r) {
return this.rooms.get(this.key(c, r));
}
has(c, r) {
return this.rooms.has(this.key(c, r));
}
add(c, r, type) {
const room = new Room(c, r, type);
this.rooms.set(this.key(c, r), room);
return room;
}
hasBoss() {
for (const room of this.rooms.values()) {
if (room.type === "boss")
return true;
}
return false;
}
generate() {
this.add(0, 0, "spawn");
const frontier = [[0, 0]];
let count = 1;
const target = MIN_ROOMS + ri(0, EXTRA_ROOMS);
const dirs = [
["up", 0, -1],
["down", 0, 1],
["left", -1, 0],
["right", 1, 0]
];
while (frontier.length > 0 && count < target) {
const idx = ri(0, frontier.length - 1);
const [cr, cc] = frontier[idx];
shuffle(dirs);
let added = false;
for (const [_d, dc, dr] of dirs) {
if (count >= target)
break;
const nc = cr + dc;
const nr = cc + dr;
if (Math.abs(nc) > MAP_RADIUS || Math.abs(nr) > MAP_RADIUS)
continue;
if (this.has(nc, nr))
continue;
let type = "normal";
if (!this.hasBoss() && (count === target - 1 || Math.random() < 0.2 && count >= 3)) {
type = "boss";
} else if (Math.random() < 0.12 && count >= 2) {
type = "treasure";
}
this.add(nc, nr, type);
const dir = _d;
this.get(cr, cc).doors[dir] = true;
this.get(nc, nr).doors[OPP[dir]] = true;
frontier.push([nc, nr]);
count++;
added = true;
}
if (!added)
frontier.splice(idx, 1);
}
if (!this.hasBoss()) {
const normals = [...this.rooms.values()].filter((r) => r.type === "normal");
if (normals.length > 0) {
normals[ri(0, normals.length - 1)].type = "boss";
}
}
}
}
// src/entities/Player.ts
class Player {
x = 0;
y = 0;
w = 26;
h = 26;
speed = 3.2;
hp = 6;
maxHp = 6;
mode = MODE_RANGED;
facing = "up";
moveDir = "up";
atkCD = 0;
invTimer = 0;
transCD = 0;
get box() {
return { x: this.x - this.w / 2, y: this.y - this.h / 2, w: this.w, h: this.h };
}
}
// src/entities/Enemy.ts
var STATS = {
normal: { w: 32, hp: 3, speed: 1.15, damage: 1 },
fast: { w: 26, hp: 2, speed: 1.9, damage: 1 },
boss: { w: 46, hp: 10, speed: 0.9, damage: 2 }
};
class Enemy {
x;
y;
type;
w;
h;
hp;
maxHp;
speed;
damage;
knx = 0;
kny = 0;
hitTimer = 0;
atkTimer = 0;
constructor(x, y, type) {
this.x = x;
this.y = y;
this.type = type;
const s = STATS[type];
this.w = s.w;
this.h = s.w;
this.hp = s.hp;
this.maxHp = s.hp;
this.speed = s.speed;
this.damage = s.damage;
}
get box() {
return { x: this.x - this.w / 2, y: this.y - this.h / 2, w: this.w, h: this.h };
}
get alive() {
return this.hp > 0;
}
}
// src/entities/Tear.ts
class Tear {
x;
y;
dx;
dy;
r = 5;
speed = 7;
damage = 1;
life = 80;
constructor(x, y, dx, dy) {
this.x = x;
this.y = y;
this.dx = dx;
this.dy = dy;
}
get alive() {
return this.life > 0;
}
}
// src/entities/MeleeSwing.ts
class MeleeSwing {
dir;
life = 10;
damage = 2;
kb = 10;
box;
constructor(x, y, dir) {
this.dir = dir;
const d = 22;
const s = 50;
const [dx, dy] = DIR[dir];
this.box = {
x: x + (dx > 0 ? d : dx < 0 ? -d - s : -s / 2),
y: y + (dy > 0 ? d : dy < 0 ? -d - s : -s / 2),
w: s,
h: s
};
}
get alive() {
return this.life > 0;
}
}
// src/game/collision.ts
function isBlocked(room, col, row) {
if (row < 0 && room.doors.up && DOOR.up.cols.includes(col))
return false;
if (row >= ROWS && room.doors.down && DOOR.down.cols.includes(col))
return false;
if (col < 0 && room.doors.left && DOOR.left.rows.includes(row))
return false;
if (col >= COLS && room.doors.right && DOOR.right.rows.includes(row))
return false;
if (row < 0 || row >= ROWS || col < 0 || col >= COLS)
return true;
return room.tiles[row][col] === T_WALL;
}
function collidesWall(box, room, ox, oy) {
const l = Math.floor((box.x - ox) / TILE_SIZE);
const r = Math.floor((box.x + box.w - ox) / TILE_SIZE);
const t = Math.floor((box.y - oy) / TILE_SIZE);
const b = Math.floor((box.y + box.h - oy) / TILE_SIZE);
for (let row = t;row <= b; row++) {
for (let col = l;col <= r; col++) {
if (isBlocked(room, col, row))
return true;
}
}
return false;
}
var TILE_SIZE = 44;
// src/game/transitions.ts
var ENTRY_KEYS = {
up: ["w", "W", "ArrowUp"],
down: ["s", "S", "ArrowDown"],
left: ["a", "A", "ArrowLeft"],
right: ["d", "D", "ArrowRight"]
};
function keyPressed(dir) {
for (const k of ENTRY_KEYS[dir]) {
if (KEYS[k])
return true;
}
return false;
}
function checkTransition(game) {
if (game.gameOver || game.won)
return;
if (game.player.transCD > 0)
return;
const p = game.player;
const room = game.curRoom;
if (!room.cleared)
return;
const col = Math.floor((p.x - OX) / TILE);
const row = Math.floor((p.y - OY) / TILE);
if (row === 0 && room.doors.up && DOOR.up.cols.includes(col) && keyPressed("up")) {
if (game.roomMap.has(game.cc, game.cr - 1)) {
game.cr--;
game.enterRoom("down");
return;
}
}
if (row === ROWS - 1 && room.doors.down && DOOR.down.cols.includes(col) && keyPressed("down")) {
if (game.roomMap.has(game.cc, game.cr + 1)) {
game.cr++;
game.enterRoom("up");
return;
}
}
if (col === 0 && room.doors.left && DOOR.left.rows.includes(row) && keyPressed("left")) {
if (game.roomMap.has(game.cc - 1, game.cr)) {
game.cc--;
game.enterRoom("right");
return;
}
}
if (col === COLS - 1 && room.doors.right && DOOR.right.rows.includes(row) && keyPressed("right")) {
if (game.roomMap.has(game.cc + 1, game.cr)) {
game.cc++;
game.enterRoom("left");
return;
}
}
}
// src/render/roomRenderer.ts
function drawRoom(ctx, room) {
for (let r = 0;r < ROWS; r++) {
for (let c = 0;c < COLS; c++) {
const x = OX + c * TILE;
const y = OY + r * TILE;
const t = room.tiles[r][c];
if (t === T_WALL) {
ctx.fillStyle = "#1a1a24";
ctx.fillRect(x, y, TILE, TILE);
ctx.fillStyle = "#242436";
ctx.fillRect(x + 2, y + 2, TILE - 4, TILE - 4);
ctx.fillStyle = "#1e1e2c";
ctx.fillRect(x + 4, y + 4, TILE - 8, TILE - 8);
ctx.strokeStyle = "#161620";
ctx.lineWidth = 1;
ctx.beginPath();
ctx.moveTo(x, y + TILE / 2);
ctx.lineTo(x + TILE, y + TILE / 2);
ctx.stroke();
ctx.beginPath();
ctx.moveTo(x + TILE / 2, y);
ctx.lineTo(x + TILE / 2, y + TILE / 2);
ctx.stroke();
} else if (t === T_DOOR) {
ctx.fillStyle = "#0d0d14";
ctx.fillRect(x, y, TILE, TILE);
ctx.fillStyle = "#2a1e0e";
ctx.fillRect(x + 6, y + 6, TILE - 12, TILE - 12);
ctx.fillStyle = "#3a2e14";
ctx.fillRect(x + 10, y + 10, TILE - 20, TILE - 20);
} else {
const dark = (r + c) % 2 === 0;
ctx.fillStyle = dark ? "#2e2e24" : "#353528";
ctx.fillRect(x, y, TILE, TILE);
}
}
}
ctx.strokeStyle = "rgba(0,0,0,0.3)";
ctx.lineWidth = 2;
ctx.strokeRect(OX, OY, RW, RH);
}
// src/render/entityRenderer.ts
function drawEntities(ctx, room, player, meleeSwing) {
for (const e of room.enemies) {
if (!e.alive)
continue;
const flash = e.hitTimer > 0 && e.hitTimer % 4 < 2;
ctx.save();
ctx.fillStyle = "rgba(0,0,0,0.3)";
ctx.beginPath();
ctx.ellipse(e.x + 2, e.y + e.h / 4, e.w / 3, 4, 0, 0, Math.PI * 2);
ctx.fill();
if (e.type === "boss") {
drawBoss(ctx, e, flash);
} else if (e.type === "fast") {
drawFastEnemy(ctx, e, flash);
} else {
drawNormalEnemy(ctx, e, flash);
}
ctx.restore();
}
drawPlayer(ctx, player);
for (const t of room.tears) {
if (!t.alive)
continue;
ctx.save();
ctx.fillStyle = "#6699cc";
ctx.beginPath();
ctx.arc(t.x, t.y, t.r, 0, Math.PI * 2);
ctx.fill();
ctx.fillStyle = "#99bbee";
ctx.beginPath();
ctx.arc(t.x - 1.5, t.y - 1.5, t.r - 2, 0, Math.PI * 2);
ctx.fill();
ctx.restore();
}
if (meleeSwing && meleeSwing.alive) {
drawMeleeSwing(ctx, meleeSwing);
}
}
function drawBoss(ctx, e, flash) {
ctx.fillStyle = flash ? "#ddd" : "#5a0a0a";
ctx.beginPath();
ctx.arc(e.x, e.y, e.w / 2, 0, Math.PI * 2);
ctx.fill();
ctx.fillStyle = "#4a0808";
ctx.beginPath();
ctx.arc(e.x - 3, e.y - 3, e.w / 2 - 4, 0, Math.PI * 2);
ctx.fill();
ctx.fillStyle = flash ? "#000" : "#ff3333";
ctx.beginPath();
ctx.arc(e.x - 8, e.y - 8, 5, 0, Math.PI * 2);
ctx.fill();
ctx.beginPath();
ctx.arc(e.x + 8, e.y - 8, 5, 0, Math.PI * 2);
ctx.fill();
ctx.fillStyle = "#000";
ctx.beginPath();
ctx.arc(e.x - 8, e.y - 8, 2.5, 0, Math.PI * 2);
ctx.fill();
ctx.beginPath();
ctx.arc(e.x + 8, e.y - 8, 2.5, 0, Math.PI * 2);
ctx.fill();
ctx.fillStyle = flash ? "#bbb" : "#3a0505";
ctx.beginPath();
ctx.moveTo(e.x - 16, e.y - e.w / 2 + 4);
ctx.lineTo(e.x - 8, e.y - e.w / 2 - 16);
ctx.lineTo(e.x, e.y - e.w / 2 + 4);
ctx.fill();
ctx.beginPath();
ctx.moveTo(e.x - 4, e.y - e.w / 2 + 4);
ctx.lineTo(e.x + 4, e.y - e.w / 2 - 16);
ctx.lineTo(e.x + 12, e.y - e.w / 2 + 4);
ctx.fill();
if (e.hp < e.maxHp) {
ctx.fillStyle = "#222";
ctx.fillRect(e.x - 22, e.y - e.h / 2 - 14, 44, 4);
ctx.fillStyle = "#c33";
ctx.fillRect(e.x - 22, e.y - e.h / 2 - 14, 44 * (e.hp / e.maxHp), 4);
}
}
function drawFastEnemy(ctx, e, flash) {
ctx.fillStyle = flash ? "#ddd" : "#992222";
ctx.beginPath();
ctx.arc(e.x, e.y, e.w / 2, 0, Math.PI * 2);
ctx.fill();
ctx.fillStyle = "#771111";
ctx.beginPath();
ctx.arc(e.x - 1, e.y - 1, e.w / 2 - 3, 0, Math.PI * 2);
ctx.fill();
ctx.fillStyle = "#ff4444";
ctx.beginPath();
ctx.arc(e.x - 5, e.y - 4, 3, 0, Math.PI * 2);
ctx.fill();
ctx.beginPath();
ctx.arc(e.x + 5, e.y - 4, 3, 0, Math.PI * 2);
ctx.fill();
ctx.fillStyle = "#000";
ctx.beginPath();
ctx.arc(e.x - 5, e.y - 5, 1.5, 0, Math.PI * 2);
ctx.fill();
ctx.beginPath();
ctx.arc(e.x + 5, e.y - 5, 1.5, 0, Math.PI * 2);
ctx.fill();
}
function drawNormalEnemy(ctx, e, flash) {
ctx.fillStyle = flash ? "#ccc" : "#5a4a2e";
ctx.fillRect(e.x - e.w / 2, e.y - e.h / 2, e.w, e.h);
ctx.fillStyle = "#4a3a1e";
ctx.fillRect(e.x - e.w / 2 + 3, e.y - e.h / 2 + 3, e.w - 6, e.h - 6);
ctx.fillStyle = "#332816";
ctx.fillRect(e.x - e.w / 2 + 6, e.y - e.h / 2 + 6, e.w - 12, e.h - 12);
ctx.fillStyle = "#ffcc66";
ctx.fillRect(e.x - 7, e.y - 5, 5, 5);
ctx.fillRect(e.x + 2, e.y - 5, 5, 5);
ctx.fillStyle = "#000";
ctx.fillRect(e.x - 6, e.y - 4, 3, 3);
ctx.fillRect(e.x + 3, e.y - 4, 3, 3);
}
function drawPlayer(ctx, p) {
ctx.save();
const flash = p.invTimer > 0 && p.invTimer % 6 < 3;
const bodyColor = p.mode === 0 ? "#2a6a9a" : "#9a3a2a";
ctx.fillStyle = flash ? "#ddd" : bodyColor;
ctx.fillRect(p.x - p.w / 2, p.y - p.h / 2, p.w, p.h);
ctx.fillStyle = flash ? "#ccc" : "rgba(0,0,0,0.3)";
ctx.fillRect(p.x - p.w / 2 + 3, p.y - p.h / 2 + 3, p.w - 6, p.h - 6);
const [fx, fy] = DIR[p.facing];
const wx = p.x + fx * (p.w / 2 + 4);
const wy = p.y + fy * (p.h / 2 + 4);
if (p.mode === 0) {
drawPistol(ctx, p, wx, wy, fx, fy, flash);
} else {
drawKnife(ctx, wx, wy, fx, fy, flash);
}
ctx.fillStyle = "#fff";
const ex = p.x + fx * 5;
const ey = p.y + fy * 5;
ctx.fillRect(ex - 5, ey - 4, 4, 5);
ctx.fillRect(ex + 1, ey - 4, 4, 5);
ctx.fillStyle = "#111";
ctx.fillRect(ex - 4 + fx, ey - 3 + fy, 2, 3);
ctx.fillRect(ex + 2 + fx, ey - 3 + fy, 2, 3);
ctx.restore();
}
function drawPistol(ctx, p, wx, wy, fx, fy, flash) {
ctx.strokeStyle = flash ? "#999" : "#555";
ctx.lineWidth = 3;
ctx.lineCap = "round";
ctx.beginPath();
ctx.moveTo(wx, wy);
ctx.lineTo(wx + fx * 14 + fy * 2, wy + fy * 14 + fx * 2);
ctx.stroke();
ctx.fillStyle = flash ? "#aaa" : "#444";
ctx.save();
const angle = fy !== 0 ? Math.PI / 2 * (fy < 0 ? -1 : 1) : fx < 0 ? Math.PI : 0;
ctx.translate(p.x + fx * 8, p.y + fy * 8);
ctx.rotate(angle);
ctx.fillRect(-7, -4, 14, 8);
ctx.restore();
if (p.atkCD > 8 && p.mode === 0) {
ctx.fillStyle = "rgba(255,200,50,0.6)";
ctx.beginPath();
ctx.arc(wx + fx * 16, wy + fy * 16, 6, 0, Math.PI * 2);
ctx.fill();
ctx.fillStyle = "rgba(255,255,200,0.4)";
ctx.beginPath();
ctx.arc(wx + fx * 18, wy + fy * 18, 8, 0, Math.PI * 2);
ctx.fill();
}
}
function drawKnife(ctx, wx, wy, fx, fy, flash) {
ctx.strokeStyle = flash ? "#bbb" : "#ccc";
ctx.lineWidth = 2;
const kx = wx + fx * 6;
const ky = wy + fy * 6;
ctx.beginPath();
ctx.moveTo(kx, ky);
ctx.lineTo(kx + fx * 16 - fy * 6, ky + fy * 16 + fx * 6);
ctx.lineTo(kx + fx * 16 + fy * 6, ky + fy * 16 - fx * 6);
ctx.closePath();
ctx.fillStyle = flash ? "#ddd" : "#d4d4d4";
ctx.fill();
ctx.stroke();
ctx.fillStyle = flash ? "#a99" : "#5a3a1a";
ctx.fillRect(kx - fx * 3 - fy * 3, ky - fy * 3 - fx * 3, 8, 8);
ctx.fillStyle = flash ? "#bbb" : "#888";
ctx.fillRect(kx - fx * 2 - fy * 5, ky - fy * 2 - fx * 5, 5, 12);
}
function drawMeleeSwing(ctx, s) {
const alpha = s.life / 10;
ctx.save();
ctx.globalAlpha = alpha * 0.35;
ctx.fillStyle = "#cc8844";
ctx.fillRect(s.box.x, s.box.y, s.box.w, s.box.h);
ctx.globalAlpha = alpha;
ctx.strokeStyle = "#ddbb88";
ctx.lineWidth = 2;
ctx.strokeRect(s.box.x, s.box.y, s.box.w, s.box.h);
ctx.globalAlpha = alpha * 0.8;
ctx.strokeStyle = "#ffcc88";
ctx.lineWidth = 3;
const [dx, dy] = DIR[s.dir];
ctx.beginPath();
ctx.moveTo(s.box.x + s.box.w / 2 - dx * 18, s.box.y + s.box.h / 2 - dy * 18);
ctx.lineTo(s.box.x + s.box.w / 2 + dx * 18, s.box.y + s.box.h / 2 + dy * 18);
ctx.stroke();
ctx.restore();
}
// src/render/hudRenderer.ts
function drawHUD(ctx, player, room) {
drawHPBar(ctx, player);
drawModeIndicator(ctx, player);
drawEnemyCount(ctx, room);
drawRoomLabel(ctx, room);
}
function drawHPBar(ctx, p) {
const bx = 20, by = 20, bw = 140, bh = 14;
ctx.fillStyle = "#111";
ctx.fillRect(bx, by, bw, bh);
ctx.fillStyle = "#2a0a0a";
ctx.fillRect(bx + 2, by + 2, bw - 4, bh - 4);
const ratio = Math.max(0, p.hp / p.maxHp);
const color = ratio > 0.5 ? "#993333" : ratio > 0.25 ? "#994422" : "#663322";
ctx.fillStyle = color;
ctx.fillRect(bx + 2, by + 2, (bw - 4) * ratio, bh - 4);
ctx.strokeStyle = "#333";
ctx.lineWidth = 1;
ctx.strokeRect(bx, by, bw, bh);
ctx.fillStyle = "#bbb";
ctx.font = "10px monospace";
ctx.textAlign = "center";
ctx.fillText(`HP ${p.hp}/${p.maxHp}`, bx + bw / 2, by + bh - 3);
}
function drawModeIndicator(ctx, p) {
const my = CH - 46;
ctx.textAlign = "center";
const label = p.mode === MODE_RANGED ? "RANGED" : "MELEE";
const color = p.mode === MODE_RANGED ? "#4488cc" : "#cc6644";
ctx.fillStyle = "#0d0d0d";
ctx.fillRect(CW / 2 - 95, my - 18, 190, 34);
ctx.strokeStyle = color;
ctx.lineWidth = 2;
ctx.strokeRect(CW / 2 - 95, my - 18, 190, 34);
ctx.fillStyle = color;
ctx.font = "bold 17px monospace";
ctx.fillText(`[ ${label} ]`, CW / 2, my + 8);
ctx.fillStyle = "#555";
ctx.font = "11px monospace";
ctx.fillText("[Tab/Q] switch", CW / 2, my - 26);
if (p.mode === MODE_RANGED) {
ctx.strokeStyle = "#88bbdd";
ctx.lineWidth = 2;
ctx.beginPath();
ctx.moveTo(CW / 2 - 82, my - 4);
ctx.lineTo(CW / 2 - 72, my - 4);
ctx.stroke();
ctx.fillStyle = "#88bbdd";
ctx.fillRect(CW / 2 - 82, my - 8, 10, 8);
} else {
ctx.fillStyle = "#ddbb88";
ctx.beginPath();
ctx.moveTo(CW / 2 - 82, my - 10);
ctx.lineTo(CW / 2 - 74, my - 2);
ctx.lineTo(CW / 2 - 82, my + 4);
ctx.fill();
}
}
function drawEnemyCount(ctx, room) {
const alive = room.enemies.filter((e) => e.alive).length;
ctx.textAlign = "left";
if (alive > 0) {
ctx.fillStyle = "#aa4444";
ctx.font = "13px monospace";
ctx.fillText(`▶ ${alive}`, 20, CH - 18);
} else if (!room.cleared && room.type !== "spawn") {
ctx.fillStyle = "#886633";
ctx.font = "13px monospace";
ctx.fillText("Clear the room", 20, CH - 18);
}
}
function drawRoomLabel(ctx, room) {
if (!room.visited)
return;
ctx.textAlign = "right";
const labels = { spawn: "START", normal: "", treasure: "TREASURE", boss: "BOSS" };
const label = labels[room.type];
if (label) {
ctx.fillStyle = "#555";
ctx.font = "11px monospace";
ctx.fillText(label, CW - 20, OY + RH + 30);
}
}
// src/render/minimapRenderer.ts
var CELL = 14;
var GAP = 2;
function drawMinimap(ctx, map, cc, cr) {
const cs = CELL + GAP;
const mx = CW - 180;
const my = 12;
ctx.fillStyle = "rgba(0,0,0,0.75)";
ctx.fillRect(mx - 8, my - 8, cs * 7 + 16, cs * 7 + 16);
ctx.strokeStyle = "#333";
ctx.lineWidth = 1;
ctx.strokeRect(mx - 8, my - 8, cs * 7 + 16, cs * 7 + 16);
for (let r = -3;r <= 3; r++) {
for (let c = -3;c <= 3; c++) {
const room = map.get(cc + c, cr + r);
if (!room)
continue;
const x = mx + (c + 3) * cs;
const y = my + (r + 3) * cs;
let color = "#141414";
if (room.visited) {
color = room.type === "spawn" ? "#2a5a2a" : room.type === "boss" ? "#5a1a1a" : room.type === "treasure" ? "#5a5a1a" : "#555";
}
ctx.fillStyle = color;
ctx.fillRect(x, y, CELL, CELL);
if (room.visited) {
ctx.strokeStyle = "rgba(255,255,255,0.12)";
ctx.lineWidth = 1;
if (room.doors.up)
ctx.fillRect(x + cs / 2 - 2, y - 2, 4, 3);
if (room.doors.down)
ctx.fillRect(x + cs / 2 - 2, y + CELL - 1, 4, 3);
if (room.doors.left)
ctx.fillRect(x - 2, y + cs / 2 - 2, 3, 4);
if (room.doors.right)
ctx.fillRect(x + CELL - 1, y + cs / 2 - 2, 3, 4);
}
if (c === 0 && r === 0) {
ctx.strokeStyle = "#ddd";
ctx.lineWidth = 2;
ctx.strokeRect(x - 1.5, y - 1.5, CELL + 3, CELL + 3);
}
}
}
}
// src/game/Game.ts
class Game {
canvas;
ctx;
roomMap = new RoomMap;
player = new Player;
cc = 0;
cr = 0;
meleeSwing = null;
gameOver = false;
won = false;
constructor(canvas) {
this.canvas = canvas;
this.ctx = canvas.getContext("2d");
this.enterRoom("up");
this.loop();
}
get curRoom() {
return this.roomMap.get(this.cc, this.cr);
}
toggleMode() {
this.player.mode = this.player.mode === MODE_RANGED ? MODE_MELEE : MODE_RANGED;
}
restart() {
this.gameOver = false;
this.won = false;
this.roomMap = new RoomMap;
this.player = new Player;
this.cc = 0;
this.cr = 0;
this.meleeSwing = null;
this.enterRoom("up");
}
enterRoom(fromDir) {
const room = this.curRoom;
room.visited = true;
const d = DOOR[fromDir];
const [ddc, ddr] = DIR[fromDir];
this.player.x = OX + d.cx * TILE + TILE / 2 - ddc * TILE;
this.player.y = OY + d.cy * TILE + TILE / 2 - ddr * TILE;
this.player.facing = fromDir;
this.player.invTimer = 20;
this.player.transCD = 15;
this.meleeSwing = null;
room.buildTiles();
room.enemies = [];
room.tears = [];
if (!room.cleared && room.type !== "spawn") {
this.spawnEnemies(room, fromDir);
} else {
room.cleared = true;
room.buildTiles();
}
}
spawnEnemies(room, entryDir) {
const count = room.type === "boss" ? 1 : room.type === "treasure" ? 0 : 2 + Math.floor(Math.random() * 3);
for (let i = 0;i < count; i++) {
let tries = 0;
let x, y, ok;
const type = room.type === "boss" ? "boss" : Math.random() < 0.3 ? "fast" : "normal";
do {
x = OX + 2 * TILE + Math.random() * (COLS - 4) * TILE;
y = OY + 2 * TILE + Math.random() * (ROWS - 4) * TILE;
ok = true;
const ed = DOOR[entryDir];
const dx = OX + ed.cx * TILE + TILE / 2;
const dy = OY + ed.cy * TILE + TILE / 2;
if (Math.hypot(x - dx, y - dy) < 180)
ok = false;
for (const e of room.enemies) {
if (Math.hypot(x - e.x, y - e.y) < 60) {
ok = false;
break;
}
}
if (Math.hypot(x - this.player.x, y - this.player.y) < 150)
ok = false;
tries++;
} while (!ok && tries < 100);
room.enemies.push(new Enemy(x, y, type));
}
}
loop() {
if (!this.gameOver && !this.won)
this.tick();
this.render();
requestAnimationFrame(() => this.loop());
}
tick() {
const room = this.curRoom;
const p = this.player;
if (p.invTimer > 0)
p.invTimer--;
if (p.atkCD > 0)
p.atkCD--;
if (p.transCD > 0)
p.transCD--;
this.processMovement(p);
this.processAttack(room, p);
this.updateMelee(room);
this.updateTears(room);
const aliveCount = this.updateEnemies(room, p);
if (room.enemies.length > 0 && aliveCount === 0 && !room.cleared) {
room.cleared = true;
room.buildTiles();
}
checkTransition(this);
if (!this.gameOver) {
const bossRoom = [...this.roomMap.rooms.values()].find((r) => r.type === "boss");
if (bossRoom?.cleared)
this.won = true;
}
}
processMovement(p) {
let mx = 0, my = 0;
if (KEYS["w"] || KEYS["W"])
my = -1;
if (KEYS["s"] || KEYS["S"])
my = 1;
if (KEYS["a"] || KEYS["A"])
mx = -1;
if (KEYS["d"] || KEYS["D"])
mx = 1;
if (mx !== 0 || my !== 0) {
const len = Math.hypot(mx, my);
mx /= len;
my /= len;
if (my < 0)
p.moveDir = "up";
else if (my > 0)
p.moveDir = "down";
if (mx < 0)
p.moveDir = "left";
else if (mx > 0)
p.moveDir = "right";
const dx = mx * p.speed;
const dy = my * p.speed;
p.x += dx;
if (collidesWall(p.box, this.curRoom, OX, OY))
p.x -= dx;
p.y += dy;
if (collidesWall(p.box, this.curRoom, OX, OY))
p.y -= dy;
}
}
processAttack(room, p) {
let ax = 0, ay = 0;
if (KEYS["ArrowUp"]) {
ax = 0;
ay = -1;
} else if (KEYS["ArrowDown"]) {
ax = 0;
ay = 1;
} else if (KEYS["ArrowLeft"]) {
ax = -1;
ay = 0;
} else if (KEYS["ArrowRight"]) {
ax = 1;
ay = 0;
} else if (KEYS[" "] || KEYS["Space"]) {
[ax, ay] = DIR[p.moveDir];
}
if ((ax !== 0 || ay !== 0) && p.atkCD <= 0) {
const len = Math.hypot(ax, ay);
ax /= len;
ay /= len;
const dn = ay < 0 ? "up" : ay > 0 ? "down" : ax < 0 ? "left" : "right";
p.facing = dn;
p.atkCD = p.mode === MODE_RANGED ? 10 : 22;
if (p.mode === MODE_RANGED) {
room.tears.push(new Tear(p.x, p.y, ax, ay));
} else {
this.meleeSwing = new MeleeSwing(p.x, p.y, dn);
}
}
}
updateMelee(room) {
if (this.meleeSwing && !this.meleeSwing.alive)
this.meleeSwing = null;
if (!this.meleeSwing)
return;
this.meleeSwing.life--;
for (const e of room.enemies) {
if (!e.alive || e.hitTimer > 0)
continue;
if (overlap(e.box, this.meleeSwing.box)) {
e.hp -= this.meleeSwing.damage;
e.hitTimer = 10;
const [dx, dy] = DIR[this.meleeSwing.dir];
e.knx = dx * this.meleeSwing.kb;
e.kny = dy * this.meleeSwing.kb;
}
}
}
updateTears(room) {
for (const t of room.tears) {
if (!t.alive)
continue;
t.x += t.dx * t.speed;
t.y += t.dy * t.speed;
t.life--;
const col = Math.floor((t.x - OX) / TILE);
const row = Math.floor((t.y - OY) / TILE);
if (col < 0 || col >= COLS || row < 0 || row >= ROWS || t.life <= 0) {
t.life = 0;
continue;
}
if (room.tiles[row][col] === T_WALL) {
t.life = 0;
continue;
}
for (const e of room.enemies) {
if (!e.alive)
continue;
if (Math.hypot(t.x - e.x, t.y - e.y) < e.w / 2 + t.r) {
e.hp -= t.damage;
e.hitTimer = 8;
t.life = 0;
break;
}
}
}
room.tears = room.tears.filter((t) => t.alive);
}
updateEnemies(room, p) {
let aliveCount = 0;
for (const e of room.enemies) {
if (!e.alive)
continue;
aliveCount++;
if (e.hitTimer > 0)
e.hitTimer--;
if (Math.abs(e.knx) > 0.1 || Math.abs(e.kny) > 0.1) {
e.x += e.knx * 3;
e.y += e.kny * 3;
e.knx *= 0.85;
e.kny *= 0.85;
continue;
}
e.knx = 0;
e.kny = 0;
const dx = p.x - e.x;
const dy = p.y - e.y;
const d = Math.hypot(dx, dy);
if (d > 0 && d < 500) {
const s = e.speed;
const mx = dx / d * s;
const my = dy / d * s;
e.x += mx;
if (collidesWall(e.box, room, OX, OY))
e.x -= mx;
e.y += my;
if (collidesWall(e.box, room, OX, OY))
e.y -= my;
}
if (e.atkTimer > 0)
e.atkTimer--;
if (Math.hypot(e.x - p.x, e.y - p.y) < (e.w + p.w) / 2 && p.invTimer <= 0 && e.atkTimer <= 0) {
p.hp -= e.damage;
p.invTimer = 60;
e.atkTimer = 30;
if (p.hp <= 0) {
this.gameOver = true;
return aliveCount;
}
}
}
return aliveCount;
}
render() {
const ctx = this.ctx;
ctx.fillStyle = "#0a0a0f";
ctx.fillRect(0, 0, CW, CH);
drawRoom(ctx, this.curRoom);
drawEntities(ctx, this.curRoom, this.player, this.meleeSwing);
drawHUD(ctx, this.player, this.curRoom);
drawMinimap(ctx, this.roomMap, this.cc, this.cr);
if (this.gameOver)
this.drawOverlay("#c33", "GAME OVER");
else if (this.won)
this.drawOverlay("#3c3", "VICTORY");
}
drawOverlay(color, text) {
const ctx = this.ctx;
ctx.fillStyle = "rgba(0,0,0,0.8)";
ctx.fillRect(0, 0, CW, CH);
ctx.fillStyle = color;
ctx.font = "bold 56px monospace";
ctx.textAlign = "center";
ctx.fillText(text, CW / 2, CH / 2 - 20);
ctx.fillStyle = "#888";
ctx.font = "18px monospace";
ctx.fillText("[R] restart", CW / 2, CH / 2 + 40);
}
}
// src/main.ts
setupInput();
window.addEventListener("keydown", (e) => {
const game = window.__game;
if (!game)
return;
if ((e.key === "Tab" || e.key === "q" || e.key === "Q") && !game.gameOver && !game.won) {
e.preventDefault();
game.toggleMode();
}
if (e.key === "r" || e.key === "R") {
if (game.gameOver || game.won)
game.restart();
}
});
window.addEventListener("load", () => {
const canvas = document.getElementById("game");
if (!canvas) {
document.body.innerHTML = '<p style="color:red">Error: canvas element not found</p>';
return;
}
const game = new Game(canvas);
window.__game = game;
});