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'use strict'
const canvas = document.getElementById('canvas')
class ATBBar {
constructor(battleCharacter) {
// Parts
this.battleCharacter = battleCharacter
// State
this.progress = 0
this.visualProgress = 0
this.segmentCount = 6
this.queuedActions = []
// Drawing
this.canvas = document.createElement('canvas')
this.canvas.width = 200
this.canvas.height = 13
}
draw() {
const ctx = this.canvas.getContext('2d')
ctx.clearRect(0, 0, this.canvas.width, this.canvas.height)
ctx.save()
ctx.beginPath()
ctx.rect(0, 0, Math.round(this.canvas.width * this.visualProgress), this.canvas.height)
ctx.clip()
ctx.fillStyle = '#77F'
ctx.fillRect(0, 0, this.canvas.width, this.canvas.height)
ctx.restore()
ctx.strokeStyle = '#000'
ctx.strokeRect(0.5, 0.5, this.canvas.width - 1, this.canvas.height - 1)
const segmentWidth = this.canvas.width / this.segmentCount
for (let i = 1; i < this.segmentCount; i++) {
const x = Math.round(segmentWidth * i) + 0.5
ctx.beginPath()
ctx.moveTo(x, 0)
ctx.lineTo(x, this.canvas.height)
ctx.stroke()
}
{
let i = 0
for (const action of this.queuedActions) {
const rectX = Math.round(segmentWidth * i) + 2
const rectW = Math.round(segmentWidth * (i + action.size)) - rectX - 2 - (i + action.size === this.segmentCount ? 1 : 0) // Ternary so it doesn't touch the right-edge of the entire ATB gauge box
const textX = Math.round(rectX + rectW / 2)
const rectH = this.canvas.height - 5
const text = action.label
const actionFilled = this.progress * this.segmentCount >= i + action.size
if (actionFilled) {
ctx.fillStyle = 'gold'
} else {
ctx.fillStyle = 'white'
}
ctx.fillRect(rectX, 2, rectW, rectH)
ctx.strokeStyle = 'black'
ctx.strokeRect(rectX + 0.5, 2.5, rectW, rectH)
ctx.textAlign = 'center'
ctx.fillStyle = 'black'
ctx.font = '5px pixel-font'
ctx.fillText(text, textX, this.canvas.height / 2 + 2.5)
i += action.size
}
}
}
update(dt) {
// ATB gauge progressing
if (!this.battleCharacter.isExecutingChain) {
this.progress = Math.min(1, this.progress + dt / this.segmentCount)
}
// ATB gauge visual update
this.visualProgress += 8 * dt * (this.progress - this.visualProgress)
// Action chaining
if (this.battleCharacter.isExecutingChain && !this.battleCharacter.isExecutingAction) {
if (this.queuedActions.length) {
const action = this.queuedActions.shift()
this.battleCharacter.executeAction(action)
this.progress -= 1 / this.segmentCount * action.size
} else {
this.battleCharacter.isExecutingChain = false
}
}
}
getRemainingSpace() {
return this.segmentCount - this.queuedActions.reduce((acc, { size }) => acc + size, 0)
}
dequeue() {
this.queuedActions.pop()
}
activate() {
if (this.queuedActions.length) {
// Cut off the actions that we don't have enough ATB charge for
let cutoff = 0, segment = 0
while (cutoff < this.queuedActions.length) {
segment += this.queuedActions[cutoff].size
if (segment > this.progress * this.segmentCount) {
break
}
cutoff++
}
if (cutoff === 0) {
// If we don't have enough charge to execute even one action, just don't do anything
return
}
this.queuedActions.splice(cutoff)
this.battleCharacter.isExecutingChain = true
}
}
}
class ActionMenu {
constructor() {
this.canvas = document.createElement('canvas')
// State
this.options = [
['Fire', 'Fira', 'Firaga'],
['Blizz', 'Blizza', 'Blizzaga'],
['Aero', 'Aerora', 'Aeroga'],
['Zap', 'Zappa', 'Zappaga'],
['Bio', 'Biora'],
['Stun', 'Stunra', 'Stunga']
]
this.currentOptionIndex = 3
this.uiLevel = 1 // 1-3 -- which of "fire", "fira", "firaga" is selected.
// Drawing
// Button height is 9, with a margin of 1 between each plus 1 at the top and bottom.
const visibleButtonCount = 3
this.canvas.height = 9 * visibleButtonCount + 1 * (visibleButtonCount - 1) + 2
// Should be the width of a 3-segment ATB bar.
this.canvas.width = 100
}
draw() {
const ctx = this.canvas.getContext('2d')
ctx.clearRect(0, 0, this.canvas.width, this.canvas.height)
const startIndex = this.currentOptionIndex - 1
const endIndex = startIndex + 3
const len = this.options.length
let y = 1
for (let i = startIndex; i < endIndex; i++) {
const option = this.options[i === -1 ? len - 1 : i === len ? 0 : i]
const maxLevel = option.length
const effectiveLevel = Math.min(maxLevel, this.uiLevel)
const text = option[effectiveLevel - 1]
const rectW = this.getRectW(effectiveLevel)
if (effectiveLevel < maxLevel) {
const ghostRectW = this.getRectW(maxLevel)
ctx.fillStyle = 'rgba(255, 255, 255, 0.3)'
ctx.fillRect(1, y, ghostRectW, 9)
ctx.strokeStyle = 'rgba(0, 0, 0, 0.3)'
ctx.strokeRect(1.5, y + 0.5, ghostRectW, 8)
}
if (i === this.currentOptionIndex) {
const mul = Math.sin(Date.now() / 200) * 0.125 + 0.875
ctx.fillStyle = `rgb(${mul * 255}, ${mul * 127}, 0)`
} else {
ctx.fillStyle = 'white'
}
ctx.fillRect(1, y, rectW, 9)
ctx.strokeStyle = 'black'
ctx.strokeRect(1.5, y + 0.5, rectW - 1, 8)
ctx.textAlign = 'center'
ctx.fillStyle = 'black'
ctx.font = '5px pixel-font'
ctx.fillText(text, 1 + Math.round(rectW / 2), y + 2 + 9 / 2)
y += 10
}
}
getRectW(level) {
return Math.floor((this.canvas.width - 2) / 3 * level)
}
downOption() {
this.currentOptionIndex++
if (this.currentOptionIndex >= this.options.length) {
this.currentOptionIndex = 0
}
}
upOption() {
this.currentOptionIndex--
if (this.currentOptionIndex <= -1) {
this.currentOptionIndex = this.options.length - 1
}
}
increaseLevel() {
this.uiLevel++
if (this.uiLevel > 3) {
this.uiLevel = 3
}
}
decreaseLevel() {
this.uiLevel--
if (this.uiLevel < 1) {
this.uiLevel = 1
}
}
queueTo(atbBar) {
const option = this.options[this.currentOptionIndex]
const maxLevel = option.length
const effectiveLevel = Math.min(maxLevel, this.uiLevel)
const remainingSpace = atbBar.getRemainingSpace()
if (effectiveLevel <= remainingSpace) {
atbBar.queuedActions.push({
label: option[effectiveLevel - 1],
size: effectiveLevel
})
} else {
// TODO: Feedback
}
}
}
class BattleCharacter {
constructor() {
// Parts
this.atbBar = new ATBBar(this)
// State
this.isExecutingChain = false
this.isExecutingAction = false
this.actionExecuteTime = 0
}
executeAction(action) {
if (this.isExecutingActions) {
throw new Error('Called executeAction while already executing actions')
}
this.isExecutingChain = true
this.isExecutingAction = true
this.actionExecuteTime = 1
}
update(dt) {
this.atbBar.update(dt)
if (this.isExecutingChain && !this.isExecutingAction) {
throw new Error('Executing chain but not action for more than one update.. ATB Bar should have queued an action or ended the chain')
}
if (this.actionExecuteTime) {
this.actionExecuteTime -= dt
if (this.actionExecuteTime <= 0) {
this.actionExecuteTime = 0
this.isExecutingAction = false
}
}
}
}
const battleCharacter = new BattleCharacter()
const atbBar = battleCharacter.atbBar
atbBar.queuedActions = [{label: 'Fire', size: 1}, {label: 'Blizz', size: 1}, {label: 'Zap', size: 1}, {label: 'Firaga', size: 3}]
const actionMenu = new ActionMenu()
let lastTime = Date.now()
function drawLoop() {
const dt = (Date.now() - lastTime) / 1000
lastTime = Date.now()
battleCharacter.update(dt)
atbBar.draw()
actionMenu.draw()
const ctx = canvas.getContext('2d')
ctx.clearRect(0, 0, canvas.width, canvas.height)
ctx.fillStyle = '#EEE'
ctx.fillRect(0, 0, canvas.width, canvas.height)
ctx.drawImage(actionMenu.canvas, 20, canvas.height - 20 - actionMenu.canvas.height)
ctx.drawImage(atbBar.canvas, 20, canvas.height - 20 - actionMenu.canvas.height - 2 - atbBar.canvas.height)
requestAnimationFrame(drawLoop)
}
canvas.addEventListener('keypress', evt => {
if (evt.keyCode === 38) {
actionMenu.upOption()
} else if (evt.keyCode === 40) {
actionMenu.downOption()
} else if (evt.keyCode === 37) {
actionMenu.decreaseLevel()
} else if (evt.keyCode === 39) {
actionMenu.increaseLevel()
} else if (evt.which === 32) {
actionMenu.queueTo(atbBar)
} else if (evt.keyCode === 8) {
atbBar.dequeue()
} else if (evt.keyCode === 13 || evt.key.toLowerCase() === 'e') {
atbBar.activate()
}
})
requestAnimationFrame(drawLoop)
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