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game-node.js
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game-node.js
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// game-node.js
// @see: http://jsfiddle.net/rotjs/qRnFY/
// @see: http://www.roguebasin.com/index.php?title=Rot.js_tutorial
//
// This version of the code is intended as a hard port to Node.js.
// Browser-specific code has been replaced with Node-specific code.
//---------------------------------------------------------------------
// acquire some libraries we'll need
var keypress = require("keypress");
var ROT = require("rot-js");
// when the program terminates, put the console back the way we found it
process.on("exit", function() {
// move cursor to the bottom left corner
process.stdout.write("\x1b[" + (process.stdout.rows + 1) + ";1H");
// show the cursor again
process.stdout.write("\x1b[?25h");
});
// during the game, hide the cursor from display
process.stdout.write("\x1b[?25l");
// put the keyboard into raw mode, so we can get individual keypress events
keypress(process.stdin);
process.stdin.setRawMode(true);
process.stdin.resume();
// add a handler to listen for "quit game" commands
process.stdin.on("keypress", function(ch, key) {
// if the user pressed Ctrl+C or ESC
if(ch === "\u0003" || ch === "\u001b" ) {
// then quit the game
process.exit(0);
}
});
//
// Ananas aus Caracas
//
// The tutorial consists of three chapters, which gradually add more
// and more functionality. The game itself is pretty simple: motivated
// by this video, a player needs to find an ananas (pineapple) hidden
// within several boxes in an underground dungeon. It is necessary to
// find the ananas before Pedro (the ananas owner) finds and punishes
// you for sneaking into his warehouse.
var Game = {
display: null,
map: {},
engine: null,
player: null,
pedro: null,
ananas: null,
init: function() {
// create a display to match our console
this.display = new ROT.Display({
width: process.stdout.columns,
height: process.stdout.rows,
layout: "term"
});
this._generateMap();
var scheduler = new ROT.Scheduler.Simple();
scheduler.add(this.player, true);
scheduler.add(this.pedro, true);
this.engine = new ROT.Engine(scheduler);
this.engine.start();
},
// display a message for the user
showMessage: function(message) {
// draw the message in the upper left corner, in yellow
this.display.drawText(0, 1, ("%c{#ff0}" + message));
// after 1 second, redraw the map, player, and pedro
// in order to clear the message from the display
// and don't forget to bind "this", so we can still
// reference it from the timeout context
setTimeout((function() {
this.display.clear();
this._drawWholeMap();
this.player._draw();
this.pedro._draw();
}).bind(this), 1000);
},
_generateMap: function() {
// generate a map that will fit on our console
var width = process.stdout.columns;
var height = process.stdout.rows;
var digger = new ROT.Map.Digger(width, height);
var freeCells = [];
var digCallback = function(x, y, value) {
if (value) { return; }
var key = x+","+y;
this.map[key] = ".";
freeCells.push(key);
}
digger.create(digCallback.bind(this));
this._generateBoxes(freeCells);
this._drawWholeMap();
this.player = this._createBeing(Player, freeCells);
this.pedro = this._createBeing(Pedro, freeCells);
},
_createBeing: function(what, freeCells) {
var index = Math.floor(ROT.RNG.getUniform() * freeCells.length);
var key = freeCells.splice(index, 1)[0];
var parts = key.split(",");
var x = parseInt(parts[0]);
var y = parseInt(parts[1]);
return new what(x, y);
},
_generateBoxes: function(freeCells) {
for (var i=0;i<10;i++) {
var index = Math.floor(ROT.RNG.getUniform() * freeCells.length);
var key = freeCells.splice(index, 1)[0];
this.map[key] = "*";
if (!i) { this.ananas = key; } // first box contains an ananas
}
},
_drawWholeMap: function() {
for (var key in this.map) {
var parts = key.split(",");
var x = parseInt(parts[0]);
var y = parseInt(parts[1]);
this.display.draw(x, y, this.map[key]);
}
}
};
var Player = function(x, y) {
// bind the handleEvent function to the Player object, so that
// when it is called from process.stdin.on("keypress", ...)
// it will always treat the Player as the 'this' object
this.handleEvent = this.handleEvent.bind(this);
this._x = x;
this._y = y;
this._draw();
}
Player.prototype.getSpeed = function() { return 100; }
Player.prototype.getX = function() { return this._x; }
Player.prototype.getY = function() { return this._y; }
Player.prototype.act = function() {
Game.engine.lock();
process.stdin.on("keypress", this.handleEvent);
}
Player.prototype.handleEvent = function(ch, key) {
// if we didn't get a reasonable key object, bail out
if (typeof key === "undefined" || key === null) { return; }
// determine the name of the pressed key
var name = key.name;
// if it didn't have a name, bail out
if (typeof name === "undefined" || name === null) { return; }
// if the user hit the space bar or the enter key
if (name === "space" || name === "return") {
// check to see if the box has an ananas
this._checkBox();
return;
}
// otherwise, let's see where the player wants to move
var keyMap = {};
keyMap["up"] = 0;
keyMap["pageup"] = 1;
keyMap["right"] = 2;
keyMap["pagedown"] = 3;
keyMap["down"] = 4;
keyMap["end"] = 5;
keyMap["left"] = 6;
keyMap["home"] = 7;
// one of numpad directions?
if (!(name in keyMap)) { return; }
// is there a free space?
var dir = ROT.DIRS[8][keyMap[name]];
var newX = this._x + dir[0];
var newY = this._y + dir[1];
var newKey = newX + "," + newY;
if (!(newKey in Game.map)) { return; }
Game.display.draw(this._x, this._y, Game.map[this._x+","+this._y]);
this._x = newX;
this._y = newY;
this._draw();
process.stdin.removeListener("keypress", this.handleEvent);
Game.engine.unlock();
}
Player.prototype._draw = function() {
Game.display.draw(this._x, this._y, "@", "#ff0");
}
Player.prototype._checkBox = function() {
var key = this._x + "," + this._y;
if (Game.map[key] != "*") {
Game.showMessage("There is no box here!");
} else if (key == Game.ananas) {
Game.showMessage("Hooray! You found an ananas and won this game.");
Game.engine.lock();
process.stdin.removeListener("keypress", this.handleEvent);
setTimeout(function() { process.exit(0); }, 750);
} else {
Game.showMessage("This box is empty :-(");
}
}
var Pedro = function(x, y) {
this._x = x;
this._y = y;
this._draw();
}
Pedro.prototype.getSpeed = function() { return 100; }
Pedro.prototype.act = function() {
var x = Game.player.getX();
var y = Game.player.getY();
var passableCallback = function(x, y) {
return (x+","+y in Game.map);
}
var astar = new ROT.Path.AStar(x, y, passableCallback, {topology:4});
var path = [];
var pathCallback = function(x, y) {
path.push([x, y]);
}
astar.compute(this._x, this._y, pathCallback);
path.shift();
// <=, in case the player jumps into Pedro's arms (path.length === 0)
if (path.length <= 1) {
Game.engine.lock();
Game.showMessage("%c{red}Game over - you were captured by Pedro!");
setTimeout(function() { process.exit(0); }, 750);
} else {
x = path[0][0];
y = path[0][1];
Game.display.draw(this._x, this._y, Game.map[this._x+","+this._y]);
this._x = x;
this._y = y;
this._draw();
}
}
Pedro.prototype._draw = function() {
Game.display.draw(this._x, this._y, "P", "red");
}
Game.init();
//---------------------------------------------------------------------
// end of game-node.js