game engine test

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biglyderv 2024-09-13 03:30:57 -04:00
parent 105aac8fd0
commit 5ab4e05afe
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GPG key ID: 33AC87E9ACE66954
4 changed files with 167 additions and 67 deletions

27
game.css Normal file
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@ -0,0 +1,27 @@
.message {
position: relative;
bottom: 800px;
width: 800px;
height: 800px;
display: flex;
flex-direction: column;
justify-content: center;
align-items: center;
background: rgba(0,0,0,0.5);
}
.message span {
display: block;
text-align: center;
color: rgb(255,255,255);
font-weight: bold;
font-size: 50px;
}
#canvas {
width: 800px;
height: 800px;
image-rendering: pixelated
}

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@ -1,16 +1,21 @@
<!DOCTYPE html>
<html>
<head>
<link rel="stylesheet" href="https://dervland.net/index.css">
<meta name="viewport" content="width=device-width, initial-scale=1.0">
</head>
<body>
<section id='main'>
<h1>Fractal Hell</h1>
<canvas style='width: 800px; height: 800px; image-rendering: pixelated' id='canvas'>
</section>
<script src='js/perlin.js'></script>
<script src='js/index.js'></script>
</body>
</html>
<head>
<link rel="stylesheet" href="https://dervland.net/index.css">
<link rel='stylesheet' href='game.css'>
<meta name="viewport" content="width=device-width, initial-scale=1.0">
</head>
<body>
<section id='main'>
<h1>Fractal Hell</h1>
<canvas id='canvas'></canvas>
<div class='message' style='display: none;'><span>You died in the Void...</span></div>
</section>
<script src='js/perlin.js'></script>
<script src='js/index.js'></script>
<script src='js/motion.js'></script>
</body>
</html>

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@ -1,16 +1,11 @@
const width = 8 ** 3;
const height = 8 ** 3;
function validXY(x, y) {
if (x < 0 || x >= width) return false;
if (y < 0 || y >= height) return false;
return true;
}
//const width = 2048;
//const height = 2048;
const tileSize = 8;
function getRGBA(data, i) {
let out = new Uint8Array(4);
for (let j = i * 4; j < i * 4 + 4; j++) {
out[j - i*4] = data[j];
out[j - i * 4] = data[j];
}
return out;
}
@ -21,55 +16,83 @@ function setRGBA(data, i, input) {
}
}
function Game(inSize) {
this.img = new Image();
function toPoint(x2, y2, base, fac, exp, inSize) {
let isMask = 1;
x2 = Math.round(x2 / tileSize);
y2 = Math.round(y2 / tileSize);
for (let j = 0; j < exp; j++) {
isMask *= base[(y2 % inSize) * inSize + (x2 % inSize)];
x2 /= inSize;
y2 /= inSize;
x2 = Math.floor(x2);
y2 = Math.floor(y2);
}
isMask *= fac;
isMask = (isMask - 0.5) * 25 + 0.5;
isMask = Math.max(isMask, 0);
isMask = Math.min(isMask, 1);
return isMask;
}
function Game(inSize, exp, cs) {
this.exp = exp;
this.inSize = inSize;
this.cs = cs;
this.img = new Image();
this.base = new Float32Array(inSize * inSize);
this.frames = 0;
this.camera = [0, 0];
this.dead = false;
}
Game.prototype.main = function() {
var {base, inSize, ctx} = this;
var dat = ctx.getImageData(0,0,width,height);
for (let i = 0; i < base.length; i++) {
base[i] = Math.max(base[i] * 0.99999,0);
Game.prototype.main = function () {
var { base, inSize, ctx, cs, frames, exp, camera, dat } = this;
if (this.dead) {
document.querySelector('.message').style.display = 'flex';
return;
} else {
}
let exp = Math.ceil(Math.log(width) - Math.log(inSize));
this.frames++;
for (let i = 0; i < dat.data.length / 4; i++) {
let x = i % width;
let y = Math.floor(i / width);
this.fac = 0.9999 ** frames;
for (let i = 0; i < cs * cs; i++) {
let x = i % cs
let y = Math.floor(i / cs);
let x2 = x;
let y2 = y;
x = x + Math.round(camera[0] - cs / 2);
y = y + Math.round(camera[1] - cs / 2);
let isMask = 1;
for (let j = 0; j < exp; j++) {
isMask *= base[(y2 % inSize) * inSize + (x2 % inSize)];
x2 /= inSize;
y2 /= inSize;
x2 = Math.floor(x2);
y2 = Math.floor(y2);
let isMask = toPoint(x, y, base, this.fac, exp, inSize);
if (x < 0 || y < 0) {
setRGBA(dat.data, i, [0, 0, 0, 255])
continue;
}
let rgb = [(Math.round(x / tileSize) % 2) ? 255 : 235, (Math.round(y / tileSize) % 2) ? 255 : 235, 255];
isMask = (isMask - 0.5) * 100 + 0.5;
isMask = Math.max(isMask,0);
isMask = Math.min(isMask,1);
isMask *= 255;
setRGBA(dat.data,i,[isMask,isMask,isMask,255])
setRGBA(dat.data, i, [rgb[0] * isMask, rgb[1] * isMask, rgb[2] * isMask, 255])
}
ctx.putImageData(dat,0,0,0,0,width,height);
ctx.putImageData(dat, 0, 0, 0, 0, cs, cs);
ctx.fillStyle = 'red';
ctx.rect(cs / 2 - 2, cs / 2 - 2,4,4);
ctx.fill();
if (toPoint(camera[0], camera[1], base, this.fac, exp, inSize) == 0 ){
this.dead = true;
}
}
Game.prototype.map = function() {
var {base, inSize} = this;
Game.prototype.map = function () {
var { base, inSize, exp } = this;
//noise.seed(Math.random() * 1000);
@ -79,35 +102,51 @@ Game.prototype.map = function() {
base[i] = Math.random();
base[i] = Math.max(base[i],0);
base[i] = Math.min(base[i],1);
base[i] = Math.pow(base[i],0.3);
base[i] = Math.max(base[i], 0);
base[i] = Math.min(base[i], 1);
base[i] = Math.pow(base[i], 0.3);
base[i] = base[i] * 0.4 + 0.6;
//base[i] = (Math.random() > 0.5) ? 0 : 1;
}
this.fac = 1;
let x2 = 0, y2 = 0;
while (true) {
x2 = Math.random() * 1e5;
y2 = Math.random() * 1e5;
let mask = toPoint(x2, y2, base, this.fac, exp, inSize);
if (mask == 1) break;
}
this.camera = [x2, y2];
}
Game.prototype.loop = function() {
Game.prototype.loop = function () {
let that = this;
setInterval(function() { that.main() } ,1000 / 60);
setInterval(function () { that.main() }, 1000 / 60);
}
Game.prototype.startGame = function() {
Game.prototype.startGame = function () {
var canvas = document.querySelector("#canvas");
canvas.width = width;
canvas.height = height;
canvas.width = this.cs;
canvas.height = this.cs;
var ctx = this.ctx = canvas.getContext("2d",{ willReadFrequently: true });
var ctx = this.ctx = canvas.getContext("2d");
ctx.imageSmoothingEnabled = false;
this.dat = ctx.getImageData(0, 0, this.cs, this.cs);
this.map();
this.loop();
}
Game.prototype.init = function() {
Game.prototype.init = function () {
let that = this;
that.startGame();
}
new Game(8).init();
let game = new Game(8, 4, 32 * tileSize)
game.init();

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js/motion.js Normal file
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let keys = [];
let vel = [0, 0];
let id = '';
function down(e) {
keys[e.key.toLowerCase()] = true;
};
function up(e) {
keys[e.key.toLowerCase()] = false;
};
function move() {
var isShift = keys['q'];
vel[0] += ((keys['a'] ? 1 : 0) - (keys['d'] ? 1 : 0)) * (isShift ? 5 : 1);
vel[1] += ((keys['w'] ? 1 : 0) - (keys['s'] ? 1 : 0)) * (isShift ? 5 : 1);
vel[0] *= 0.8;
vel[1] *= 0.8;
game.camera[0] -= vel[0] * 0.2;
game.camera[1] -= vel[1] * 0.2;
}
setInterval(move, 10);
window.addEventListener('keydown', down);
window.addEventListener('keyup', up);