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@ -1,12 +1,16 @@
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<template>
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<div id="field" :class="daytimeClass">
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<input v-keep-focussed type="text"
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@keydown.up="jump = jump || !blocked.below ? jump : 20"
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@keydown.right="player_velocity_x = 8"
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@keydown.left="player_velocity_x = -8"
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@keyup.right="player_velocity_x = 0"
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@keyup.left="player_velocity_x = 0"
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@keydown.up="jump = jump || !blocked.down ? jump : 20"
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@keydown.down="moveTo = 'down'"
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@keydown.right="moveTo = 'right'"
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@keydown.left="moveTo = 'left'"
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@keyup.down="moveTo = null"
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@keyup.right="moveTo = null"
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@keyup.left="moveTo = null"
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@keypress.p="togglePause"
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@keydown.space="digging = true"
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@keyup.space="digging = false"
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/>
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<mountain-background :x="128 + x / 8" :time="time" />
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<div id="wrap" :style="{transform: `translate(${tx}px, ${ty}px)`}">
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@ -14,7 +18,7 @@
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<div v-for="(block, x) in row" class="block" :class="[block.type]" />
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</template>
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</div>
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<div id="player" :class="[player_direction]" />
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<div id="player" :class="[playerDirection]" />
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<div id="level-indicator">
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x:{{ floorX }}, y:{{ floorY }}
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<template v-if="moving !== false">({{clock}})</template>
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@ -26,7 +30,6 @@
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<script>
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// import throttle from 'lodash/throttle'
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import Level from './level'
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import Player from './player'
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import MountainBackground from './Background'
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const BLOCK_SIZE = 32
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@ -43,10 +46,12 @@ export default {
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return {
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x: 0,
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y: 0,
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player_direction: 'left',
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player_velocity_x: 0,
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player_velocity_y: 8,
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playerDirection: 'left',
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playerVelocityX: 0,
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playerVelocityY: 8,
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moveTo: null,
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jump: 0,
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digging: false,
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gravity: 8.0 / 20,
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moving: false,
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time: 250
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@ -63,20 +68,20 @@ export default {
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const at = this.rows[py][px]
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const left = this.rows[py][px]
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const right = this.rows[py][px + 1]
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const above = this.rows[py - 1][px] || at
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const below = this.rows[py + 1][px]
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const up = this.rows[py - 1][px] || at
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const down = this.rows[py + 1][px]
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return { at, left, right, above, below }
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return { at, left, right, up, down }
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},
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blocked () {
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const { at, left, right, above, below } = this.surroundings
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const { at, left, right, up, down } = this.surroundings
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return {
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at: !at.walkable,
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left: !left.walkable,
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right: !right.walkable,
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above: !above.walkable,
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below: !below.walkable
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up: !up.walkable,
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down: !down.walkable
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}
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},
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floorX () { return Math.floor(this.x) },
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@ -112,26 +117,50 @@ export default {
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const x = this.x
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const y = this.y
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if (this.moveTo !== null) this.playerDirection = this.moveTo
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if (this.moveTo === 'right') {
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this.playerVelocityX = 8
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} else if (this.moveTo === 'left') {
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this.playerVelocityX = -8
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} else {
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this.playerVelocityX = 0
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}
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// this.player_velocity_y += this.gravity
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let vx = this.player_velocity_x * RECIPROCAL
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let vy = (this.player_velocity_y - this.jump) * RECIPROCAL
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let dx = this.playerVelocityX * RECIPROCAL
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let dy = (this.playerVelocityY - this.jump) * RECIPROCAL
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if (this.jump > 0) this.jump -= 2
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// change player graphic according to direction
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if (vx < 0) this.player_direction = 'left'
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if (vx > 0) this.player_direction = 'right'
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// don't walk / fall into blocks
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if (vx > 0 && this.blocked.right) vx = 0
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if (vx < 0 && this.blocked.left) vx = 0
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if (vy > 0 && this.blocked.below) vy = 0
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if (vy < 0 && this.blocked.above) vy = 0
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if (dx > 0 && this.blocked.right) dx = 0
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if (dx < 0 && this.blocked.left) dx = 0
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if (dy > 0 && this.blocked.down) dy = 0
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if (dy < 0 && this.blocked.up) dy = 0
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// don't walk, work!
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if (!this.jump && this.digging) {
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dx = 0
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this.dig()
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}
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this.x += vx
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this.y += vy
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this.x += dx
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this.y += dy
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this.moving = setTimeout(() => this.move(), 64) // roughly every 4 frames
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},
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dig () {
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console.log('dig', this.playerDirection, this.surroundings[this.playerDirection])
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// lets not bother with invincible blocks (like air or cave)
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if (this.surroundings[this.playerDirection].hp >= Infinity) return
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const px = this.floorX + PLAYER_X
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const py = this.floorY + PLAYER_Y
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const block = {...this.surroundings[this.playerDirection]}
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block.hp--
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level.change(py, px, block)
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},
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togglePause () {
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if (this.moving === false) { // is paused
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this.moving = true // avoid (unlikely) race condition
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@ -147,6 +176,13 @@ export default {
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<style src="./assets/field.css" />
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<style>
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:root {
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--block-size: 32px;
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--field-width: 1024px;
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--field-height: 1024px;
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--spare-blocks: 2;
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}
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#level-indicator {
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position: absolute;
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top: 0;
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@ -155,8 +191,8 @@ export default {
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}
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#player {
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position: absolute;
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left: calc(32px * 16);
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top: calc(32px * 16);
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left: calc(var(--field-width) / 2);
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top: calc(var(--field-height) / 2);
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background-image: url(./assets/dwarf_right.png);
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}
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#player.right { background-image: url(./assets/dwarf_right.png); }
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@ -165,8 +201,8 @@ export default {
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#player.down { background-image: url(./assets/dwarf_back.png); }
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#player, .block {
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flex: 0 0 auto;
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width: 32px;
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height: 32px;
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width: var(--block-size);
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height: var(--block-size);
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background-color: transparent;
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background-size: cover;
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background-position: center;
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@ -174,12 +210,11 @@ export default {
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}
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#wrap {
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position: absolute;
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top: -32px;
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left: -32px;
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width: 1088px;
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height: 1088px;
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top: calc(var(--block-size) * (var(--spare-blocks) / -2));
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left: calc(var(--block-size) * (var(--spare-blocks) / -2));
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width: calc(var(--field-width) + var(--spare-blocks) * var(--block-size));
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height: calc(var(--field-height) + var(--spare-blocks) * var(--block-size));
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display: flex;
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flex-flow: row wrap;
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}
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.left-of-player, .right-of-player, .below-player { outline: 2px solid #FFF5; }
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</style>
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