Removed not needed files and changed the styling of the game
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images/16x16DungeonTileset.png
Normal file
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After Width: | Height: | Size: 30 KiB |
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Before Width: | Height: | Size: 9.7 MiB |
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Before Width: | Height: | Size: 8.8 MiB |
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Before Width: | Height: | Size: 694 KiB |
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Before Width: | Height: | Size: 3.8 MiB |
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images/icon.png
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Before Width: | Height: | Size: 863 B After Width: | Height: | Size: 3.1 KiB |
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Before Width: | Height: | Size: 891 KiB |
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@ -11,37 +11,30 @@
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// It's the "microrogue" tileset
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// It's the "microrogue" tileset
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const tileSet = document.createElement("img");
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const tileSet = document.createElement("img");
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tileSet.src = "./../images/colored_tilemap_packed.png";
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tileSet.src = "./../images/16x16DungeonTileset.png";
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const tileOptions = {
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const tileOptions = {
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layout: "tile",
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layout: "tile",
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bg: "transparent",
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bg: "transparent",
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tileWidth: 8,
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tileWidth: 16,
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tileHeight: 8,
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tileHeight: 16,
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tileSet: tileSet,
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tileSet: tileSet,
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tileMap: {
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tileMap: {
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"@": [40, 0], // player
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"@": [144, 224], // player
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".": [32, 32], // floor
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".": [32, 48], // floor
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"M": [88, 0], // monster
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"M": [32, 160], // monster
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"*": [72, 24], // treasure chest
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"g": [272, 144], // gold
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"g": [64, 40], // gold
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"p": [192, 176], // potion
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"x": [56, 32], // axe
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"T": [112, 160], // tombstone
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"p": [56, 64], // potion
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"╔": [336, 160], // room corner
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"a": [40, 32], // tree 1
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"╗": [368, 160], // room corner
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"b": [32, 40], // tree 2
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"╝": [368, 192], // room corner
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"c": [40, 40], // tree 3
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"╚": [336, 192], // room corner
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"d": [48, 40], // tree 4
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"═": [352, 160], // room edge
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"e": [56, 40], // tree 5
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"║": [336, 176], // room edge
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"T": [72, 56], // tombstone
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"╔": [0, 72], // room corner
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"╗": [24, 72], // room corner
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"╝": [72, 72], // room corner
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"╚": [48, 72], // room corner
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"═": [8, 72], // room edge
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"║": [32, 72], // room edge
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"o": [40, 72], // room corner
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"o": [40, 72], // room corner
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"D": [16, 16], //Door to win
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"D": [16, 16], //Door to win
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"s": [32, 24], //stairs to next Stage
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"s": [288, 112], //stairs to next Stage
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},
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},
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width: 25,
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width: 25,
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height: 40,
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height: 40,
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@ -50,11 +43,11 @@
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//const usePointer = true;
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//const usePointer = true;
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//const useArrows = true;
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//const useArrows = true;
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const touchOffsetY = -20; // move the center by this much
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const touchOffsetY = -20; // move the center by this much
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const scaleMonitor = 6; // scale computer screens by this much
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const scaleMonitor = 3; // scale computer screens by this much
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const turnLengthMS = 200; // shortest time between turns
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const turnLengthMS = 200; // shortest time between turns
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// these map tiles are walkable
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// these map tiles are walkable
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const walkable = [".", "*", "g", "D", "s"];
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const walkable = [".", "g", "D", "s"];
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// these map tiles should not be replaced by room edges
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// these map tiles should not be replaced by room edges
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const noreplace = walkable.concat(["M", "╔", "╗", "╚", "╝", "═", "║"]);
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const noreplace = walkable.concat(["M", "╔", "╗", "╚", "╝", "═", "║"]);
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@ -226,7 +219,6 @@
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digger.create(digCallback.bind(game));
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digger.create(digCallback.bind(game));
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generateItems(game, freeCells);
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generateItems(game, freeCells);
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generateScenery(game.map, zeroCells);
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generateRooms(game.map, digger);
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generateRooms(game.map, digger);
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game.player = createBeing(makePlayer, freeCells);
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game.player = createBeing(makePlayer, freeCells);
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@ -273,15 +265,6 @@
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return [x, y];
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return [x, y];
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}
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}
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function generateScenery(map, freeCells) {
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for (let i = 0; i < 100; i++) {
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if (freeCells.length) {
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const key = takeFreeCell(freeCells);
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map[key] = ROT.RNG.getItem("abcde");
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}
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}
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}
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function generateRooms(map, mapgen) {
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function generateRooms(map, mapgen) {
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const rooms = mapgen.getRooms();
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const rooms = mapgen.getRooms();
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for (let rm = 0; rm < rooms.length; rm++) {
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for (let rm = 0; rm < rooms.length; rm++) {
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