set up assets for Super Tea Witch
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parent
f9b11e5833
commit
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@ -2,7 +2,7 @@
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<html lang="en">
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<html lang="en">
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<head>
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<head>
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<meta charset="utf-8" />
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<meta charset="utf-8" />
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<title>snej</title>
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<title>Super Tea Witch</title>
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<style>
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<style>
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* { padding: 0; margin: 0; }
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* { padding: 0; margin: 0; }
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body { background: black; color: white; font-family: monospace; }
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body { background: black; color: white; font-family: monospace; }
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@ -35,7 +35,8 @@
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<button id="6x">6x</button>
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<button id="6x">6x</button>
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<button id="7x">7x</button>
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<button id="7x">7x</button>
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<button id="8x">8x</button>
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<button id="8x">8x</button>
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<img src="bundle/tf_atlantis_tiles.png" id="atlantis" style="display: none">
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<img src="bundle/terrain.png" id="terrain" style="display: none">
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<img src="bundle/witchtiles_1.png" id="witch" style="display: none">
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<img src="bundle/spritesheet.png" id="spritesheet" style="display: none">
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<img src="bundle/spritesheet.png" id="spritesheet" style="display: none">
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<script src="bundle/spritesheet.js"></script>
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<script src="bundle/spritesheet.js"></script>
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<script src="main.js"></script>
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<script src="main.js"></script>
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100
main.js
100
main.js
@ -337,25 +337,20 @@ class CharacterSprite {
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class Resources {
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class Resources {
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constructor() {
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constructor() {
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const atlantis = document.getElementById('atlantis');
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const terrain = document.getElementById('terrain');
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const witch = document.getElementById('witch');
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const spritesheet = document.getElementById('spritesheet');
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const spritesheet = document.getElementById('spritesheet');
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const ts = 16;
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const ts = 16;
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this.sprites = {
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this.sprites = {
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'ground0': new Sprite(atlantis, 2 * ts, 1 * ts, 16, 16),
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'ground0': new Sprite(terrain, 2 * ts, 1 * ts, 16, 16),
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'ground1': new Sprite(atlantis, 3 * ts, 1 * ts, 16, 16),
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'ground1': new Sprite(terrain, 3 * ts, 1 * ts, 16, 16),
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'ground2': new Sprite(atlantis, 4 * ts, 1 * ts, 16, 16),
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'ground2': new Sprite(terrain, 4 * ts, 1 * ts, 16, 16),
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'ground3': new Sprite(atlantis, 5 * ts, 1 * ts, 16, 16),
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'ground3': new Sprite(terrain, 5 * ts, 1 * ts, 16, 16),
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'ground4': new Sprite(atlantis, 6 * ts, 1 * ts, 16, 16),
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'ground4': new Sprite(terrain, 6 * ts, 1 * ts, 16, 16),
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'ground5': new Sprite(atlantis, 7 * ts, 1 * ts, 16, 16),
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'ground5': new Sprite(terrain, 2 * ts, 2 * ts, 16, 16),
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'ground6': new Sprite(atlantis, 8 * ts, 1 * ts, 16, 16),
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'ground6': new Sprite(terrain, 6 * ts, 2 * ts, 16, 16),
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'rock0': new Sprite(atlantis, 1 * ts, 2 * ts, 16, 16),
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'cauldron_blue': new Sprite(witch, 0, 0, 32, 32),
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'rock1': new Sprite(atlantis, 2 * ts, 2 * ts, 16, 16),
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'cauldron_green': new Sprite(witch, 32, 0, 32, 32),
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'rock2': new Sprite(atlantis, 3 * ts, 2 * ts, 16, 16),
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'anchor0': new Sprite(atlantis, 21 * ts, 1 * ts, 16, 16),
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'seaweed0': new Sprite(atlantis, 20 * ts, 2 * ts, 16, 32),
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'seaweed1': new Sprite(atlantis, 16 * ts, 2 * ts, 16, 32),
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'coral0': new Sprite(atlantis, 15 * ts, 9 * ts, 32, 16),
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'rockpile0': new Sprite(atlantis, 17 * ts, 10 * ts, 32, 32),
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}
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}
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for (const key in spritesheet_json) {
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for (const key in spritesheet_json) {
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@ -372,7 +367,7 @@ class Player {
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// TODO: stop hard-coding player bounding box.
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// TODO: stop hard-coding player bounding box.
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constructor() {
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constructor() {
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this.x = (SNES_WIDTH - 26) / 2;
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this.x = (SNES_WIDTH - 26) / 2;
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this.y = (SNES_HEIGHT - 36) / 2;
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this.y = (SNES_HEIGHT - 36) / 2 - 28;
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this.orientation = Orientation.DOWN;
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this.orientation = Orientation.DOWN;
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this.spriteNames_ = [];
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this.spriteNames_ = [];
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for (const name in spritesheet_json) {
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for (const name in spritesheet_json) {
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@ -442,38 +437,39 @@ class PlayerRenderer {
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class TileRenderer {
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class TileRenderer {
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draw(gfx, sprites) {
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draw(gfx, sprites) {
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const tileSize = 16;
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const tileSize = 16;
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// The screen is 14 x 16 tiles by default.
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const rows = gfx.height / tileSize;
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const rows = gfx.height / tileSize;
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const columns = gfx.width / tileSize;
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const columns = gfx.width / tileSize;
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const layer1 = ["-,*-...*'.,-_'`o",
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const layer1 = [
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"_..'-_**,',_.'oo",
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".'...__,._..*..`",
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"-*-''_-'o,0O_```",
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"*'..,_.--.,.*..`",
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"o`0_._,*O'`--'-'",
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"_._.*._.,.--,._.",
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"`0O-_'',`o*o*`-,",
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"._``_.,_..._..``",
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"*,`'---o'O'_*''-",
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"_,.`.....'...._`",
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"'-.**.'_'`.,'-.'",
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"..`_'*...._.._..",
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".O'``*``'`*,,_o`",
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".,'.'_-'...__.`.",
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"_*_''*O'`_OO-_'o",
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".....,'...*,'..`",
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"0`0,*-,`_*'`O'*.",
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"__..'_......_...",
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".o'-*.*_',`,,`.'",
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"'*..``.,.,..,.,.",
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"`o`O',.`OO,*-'**",
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"...'._'*'..___..",
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"-..*'-''',*'.'.O",
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"'._'.-....,.`.._",
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"*-_'-0.--__O`O`_",
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"_*_.*_,'-...`-..",
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"*-_,O_'*'`*'_._.",
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".-...*._`,`'`.,."];
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"-.*,`OO'_`'*-0-O"];
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const layer2 = [
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const layer2 = [" ",
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" ",
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" ",
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" ",
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" iil ",
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" ",
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" ",
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" ",
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" A ",
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" ",
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" ",
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" ",
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" ",
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" O ",
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" ",
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" ",
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" ",
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" ",
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" i ",
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" ",
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" l ",
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" ",
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" ",
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" ",
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" c R ",
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" ",
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" c "];
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" "];
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const spriteLookup = {
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const spriteLookup = {
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'.': sprites.ground0,
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'.': sprites.ground0,
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',': sprites.ground1,
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',': sprites.ground1,
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@ -482,14 +478,8 @@ class TileRenderer {
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'-': sprites.ground4,
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'-': sprites.ground4,
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'*': sprites.ground5,
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'*': sprites.ground5,
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"'": sprites.ground6,
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"'": sprites.ground6,
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'o': sprites.rock0,
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'O': sprites.cauldron_blue,
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'O': sprites.rock1,
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'o': sprites.cauldron_green,
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'0': sprites.rock2,
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'A': sprites.anchor0,
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'i': sprites.seaweed0,
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'l': sprites.seaweed1,
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'c': sprites.coral0,
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'R': sprites.rockpile0,
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};
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};
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for (let j = 0; j < columns; j++) {
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for (let j = 0; j < columns; j++) {
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for (let i = 0; i < rows; i++) {
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for (let i = 0; i < rows; i++) {
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