feat: character/NPC management system with spritesheet support
Add drag & drop spritesheet upload in editor, character registry in sprites.js, character selector for NPCs, sprite rendering on editor canvas, server API for character persistence, and game-side character loading via characterLoader.js. Co-Authored-By: Claude Opus 4.6 <noreply@anthropic.com>
This commit is contained in:
@@ -7,5 +7,6 @@ COPY editor.html public/
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COPY css/ public/css/
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COPY js/ public/js/
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COPY assets/ public/assets/
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RUN mkdir -p public/data
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EXPOSE 80
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CMD ["node", "server.js"]
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219
editor.html
219
editor.html
@@ -63,6 +63,23 @@ body { background: var(--bg); color: var(--text); font-family: 'Segoe UI', syste
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#status-bar span { font-family: monospace; }
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#zoom-info { margin-left: auto; }
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/* Characters section */
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#char-section { border-bottom: 1px solid var(--border); max-height: 200px; overflow-y: auto; }
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#char-section h3 { padding: 4px 16px; font-size: 11px; color: var(--text2); text-transform: uppercase; letter-spacing: 0.5px; display: flex; align-items: center; gap: 6px; }
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#char-section h3 button { background: var(--bg); border: 1px solid var(--border); color: var(--accent); border-radius: 3px; padding: 1px 6px; cursor: pointer; font-size: 10px; }
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#char-section h3 button:hover { background: var(--accent); color: #000; }
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.char-drop-zone { margin: 4px 12px 8px; padding: 12px; border: 2px dashed var(--border); border-radius: 6px; text-align: center; font-size: 11px; color: var(--text2); cursor: pointer; transition: all 0.2s; }
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.char-drop-zone.dragover { border-color: var(--accent); background: rgba(0,229,153,0.08); color: var(--accent); }
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.char-card { display: flex; align-items: center; gap: 8px; padding: 5px 12px; cursor: pointer; border-left: 3px solid transparent; font-size: 12px; }
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.char-card:hover { background: rgba(255,255,255,0.04); }
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.char-card.selected { background: rgba(0,229,153,0.1); border-left-color: var(--accent); }
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.char-card canvas { border: 1px solid var(--border); border-radius: 2px; image-rendering: pixelated; flex-shrink: 0; }
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.char-card .char-info { flex: 1; overflow: hidden; }
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.char-card .char-name { color: var(--text); font-weight: 500; white-space: nowrap; overflow: hidden; text-overflow: ellipsis; }
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.char-card .char-meta { font-size: 10px; color: var(--text2); }
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.char-card .char-delete { background: none; border: none; color: var(--red); cursor: pointer; font-size: 14px; opacity: 0.5; padding: 2px 4px; }
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.char-card .char-delete:hover { opacity: 1; }
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/* Toast */
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#toast { position: fixed; top: 16px; right: 16px; padding: 10px 18px; background: var(--accent); color: #000; border-radius: 6px; font-weight: 600; font-size: 13px; opacity: 0; transition: opacity 0.3s; pointer-events: none; z-index: 999; }
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#toast.show { opacity: 1; }
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@@ -195,6 +212,14 @@ body { background: var(--bg); color: var(--text); font-family: 'Segoe UI', syste
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<button class="tool-btn" data-tool="select" title="Click entity to select/move">🔍 Select</button>
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<button class="tool-btn danger" data-tool="delete" title="Click entity to delete">✕ Delete</button>
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</div>
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<div id="char-section">
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<h3>Characters <button id="btn-add-char" title="Add character from file">+ Add</button></h3>
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<div id="char-list"></div>
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<div class="char-drop-zone" id="char-drop-zone">
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Drop spritesheet PNG here<br><span style="font-size:10px;color:#555;">3 cols (still, walk1, walk2) × 4 rows (↓↑←→)</span>
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</div>
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<input type="file" id="char-file-input" accept="image/png" style="display:none;">
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</div>
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<div id="entity-section">
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<h3>Spawn</h3>
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<div id="spawn-list"></div>
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@@ -320,6 +345,8 @@ const mapConfigs = {
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let currentMapId = 'lab';
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let mapData = {}; // { [mapId]: { walls: Set, spawn, npcs, exits, interactions } }
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let characters = {}; // { [charId]: { id, name, spritesheet (base64), frameW, frameH, img (HTMLImageElement) } }
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let selectedCharId = null;
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let selectedTool = 'wall';
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let selectedEntity = null; // { type, index }
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let isPainting = false;
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@@ -391,10 +418,122 @@ function init() {
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document.getElementById('btn-load-server').addEventListener('click', loadFromServer);
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document.getElementById('btn-do-bilink').addEventListener('click', createBiLink);
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initCharacterUI();
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resizeCanvas();
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updateEntityList();
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}
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// ==================== Character management ====================
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function addCharacterFromFile(file) {
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const reader = new FileReader();
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reader.onload = (e) => {
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const base64 = e.target.result;
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const img = new Image();
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img.onload = () => {
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// Auto-detect frame size: assume 3 cols × 4 rows
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const frameW = Math.floor(img.width / 3);
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const frameH = Math.floor(img.height / 4);
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const id = file.name.replace(/\.png$/i, '').replace(/[^a-zA-Z0-9_-]/g, '_').toLowerCase();
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const name = id.replace(/[_-]/g, ' ').replace(/\b\w/g, c => c.toUpperCase());
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characters[id] = { id, name, spritesheet: base64, frameW, frameH, img };
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updateCharList();
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selectCharacter(id);
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toast(`Character "${name}" added (${frameW}×${frameH}px frames)`);
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};
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img.src = base64;
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};
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reader.readAsDataURL(file);
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}
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function removeCharacter(charId) {
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delete characters[charId];
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if (selectedCharId === charId) selectedCharId = null;
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// Remove charId from NPCs that reference it
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for (const md of Object.values(mapData)) {
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for (const npc of (md.npcs || [])) {
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if (npc.charId === charId) delete npc.charId;
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}
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}
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updateCharList();
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updateEntityList();
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render();
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}
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function selectCharacter(charId) {
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selectedCharId = charId;
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updateCharList();
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}
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function updateCharList() {
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const container = document.getElementById('char-list');
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const ids = Object.keys(characters);
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if (ids.length === 0) {
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container.innerHTML = '';
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return;
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}
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container.innerHTML = ids.map(id => {
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const c = characters[id];
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const sel = id === selectedCharId ? ' selected' : '';
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return `<div class="char-card${sel}" data-char-id="${id}">
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<canvas class="char-preview" data-char-id="${id}" width="32" height="32"></canvas>
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<div class="char-info">
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<div class="char-name">${c.name}</div>
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<div class="char-meta">${c.frameW}×${c.frameH}px · ${id}</div>
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</div>
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<button class="char-delete" data-char-id="${id}" title="Delete">✕</button>
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</div>`;
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}).join('');
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// Draw sprite previews (down-still frame)
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container.querySelectorAll('.char-preview').forEach(cvs => {
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const c = characters[cvs.dataset.charId];
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if (!c || !c.img) return;
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const pctx = cvs.getContext('2d');
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pctx.imageSmoothingEnabled = false;
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pctx.clearRect(0, 0, 32, 32);
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// Draw the down-still frame (row 0, col 0)
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pctx.drawImage(c.img, 0, 0, c.frameW, c.frameH, 0, 0, 32, 32);
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});
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// Wire click events
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container.querySelectorAll('.char-card').forEach(card => {
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card.addEventListener('click', (e) => {
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if (e.target.classList.contains('char-delete')) return;
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selectCharacter(card.dataset.charId);
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});
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});
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container.querySelectorAll('.char-delete').forEach(btn => {
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btn.addEventListener('click', () => removeCharacter(btn.dataset.charId));
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});
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}
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// Wire drag & drop + file input
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function initCharacterUI() {
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const dropZone = document.getElementById('char-drop-zone');
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const fileInput = document.getElementById('char-file-input');
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const addBtn = document.getElementById('btn-add-char');
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dropZone.addEventListener('dragover', (e) => { e.preventDefault(); dropZone.classList.add('dragover'); });
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dropZone.addEventListener('dragleave', () => dropZone.classList.remove('dragover'));
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dropZone.addEventListener('drop', (e) => {
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e.preventDefault();
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dropZone.classList.remove('dragover');
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for (const file of e.dataTransfer.files) {
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if (file.type === 'image/png') addCharacterFromFile(file);
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}
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});
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dropZone.addEventListener('click', () => fileInput.click());
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addBtn.addEventListener('click', () => fileInput.click());
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fileInput.addEventListener('change', () => {
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for (const file of fileInput.files) {
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if (file.type === 'image/png') addCharacterFromFile(file);
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}
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fileInput.value = '';
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});
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}
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// ==================== Load game data ====================
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function loadCurrentGameData() {
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@@ -596,12 +735,22 @@ function render() {
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// NPCs
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md.npcs.forEach((npc, i) => {
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ctx.fillStyle = 'rgba(200, 50, 255, 0.35)';
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ctx.fillRect(npc.x * TILE_PX, npc.y * TILE_PX, TILE_PX, TILE_PX);
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const sx = npc.x * TILE_PX, sy = npc.y * TILE_PX;
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const char = npc.charId ? characters[npc.charId] : null;
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if (char && char.img) {
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// Draw spritesheet frame: down-still (row 0, col 0)
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const dirRow = { down: 0, up: 1, left: 2, right: 3 };
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const row = dirRow[npc.facing] ?? 0;
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ctx.imageSmoothingEnabled = false;
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ctx.drawImage(char.img, 0, row * char.frameH, char.frameW, char.frameH, sx, sy, TILE_PX, TILE_PX);
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} else {
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ctx.fillStyle = 'rgba(200, 50, 255, 0.35)';
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ctx.fillRect(sx, sy, TILE_PX, TILE_PX);
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drawLabel(ctx, '👤', npc.x, npc.y);
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}
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ctx.strokeStyle = selectedEntity?.type === 'npc' && selectedEntity.index === i ? '#fff' : '#cc55ff';
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ctx.lineWidth = selectedEntity?.type === 'npc' && selectedEntity.index === i ? 2.5 : 1.5;
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ctx.strokeRect(npc.x * TILE_PX, npc.y * TILE_PX, TILE_PX, TILE_PX);
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drawLabel(ctx, '👤', npc.x, npc.y);
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ctx.strokeRect(sx, sy, TILE_PX, TILE_PX);
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});
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// Tile coordinates (when zoomed in enough)
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@@ -686,11 +835,14 @@ function onMouseDown(e) {
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}
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updateEntityList(); updateProps(); render();
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break;
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case 'npc':
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md.npcs.push({ id: `npc_${Date.now()}`, x: tile.x, y: tile.y, facing: 'down', dialog: ['Hello!'] });
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case 'npc': {
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const npcData = { id: `npc_${Date.now()}`, x: tile.x, y: tile.y, facing: 'down', dialog: ['Hello!'] };
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if (selectedCharId && characters[selectedCharId]) npcData.charId = selectedCharId;
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md.npcs.push(npcData);
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selectedEntity = { type: 'npc', index: md.npcs.length - 1 };
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updateEntityList(); updateProps(); render();
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break;
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}
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case 'exit': {
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// Default to a different map than the current one
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const otherMaps = Object.keys(mapConfigs).filter(id => id !== currentMapId);
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@@ -893,9 +1045,10 @@ function updateEntityList() {
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? makeEntityItem('spawn', 0, '🏠', `Spawn`, md.spawn.x, md.spawn.y)
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: '<div style="padding:4px 16px;color:var(--text2);font-size:11px;">None (use 🏠 tool to place)</div>';
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document.getElementById('npc-list').innerHTML = md.npcs.map((n, i) =>
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makeEntityItem('npc', i, '👤', n.id, n.x, n.y, '#cc55ff')
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).join('') || '<div style="padding:4px 16px;color:var(--text2);font-size:11px;">None</div>';
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document.getElementById('npc-list').innerHTML = md.npcs.map((n, i) => {
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const charLabel = n.charId && characters[n.charId] ? ` [${characters[n.charId].name}]` : '';
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return makeEntityItem('npc', i, '👤', n.id + charLabel, n.x, n.y, '#cc55ff');
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}).join('') || '<div style="padding:4px 16px;color:var(--text2);font-size:11px;">None</div>';
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document.getElementById('exit-list').innerHTML = md.exits.map((e, i) => {
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const hasCoords = e.targetX != null && e.targetY != null;
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@@ -965,6 +1118,9 @@ function updateProps() {
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if (t === 'npc') {
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html += propText('ID', 'id', ent.id);
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html += propSelect('Facing', 'facing', ent.facing, ['down','up','left','right']);
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// Character selector
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const charOpts = ['(none)', ...Object.keys(characters)];
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html += propSelect('Character', 'charId', ent.charId || '(none)', charOpts);
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html += propTextarea('Dialog', 'dialog', (ent.dialog || []).join('\n'));
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} else if (t === 'exit') {
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// Show map options with both editor ID and game ID
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@@ -1036,7 +1192,10 @@ function applyPropChange(prop, value, inputType) {
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const ent = getSelectedEntityData();
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if (!ent) return;
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if (prop === 'dialog') {
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if (prop === 'charId') {
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if (value === '(none)') delete ent.charId;
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else ent.charId = value;
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} else if (prop === 'dialog') {
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ent.dialog = value.split('\n').filter(l => l.trim());
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} else if (prop === 'requiredOutputs') {
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ent.requiredOutputs = value.split(',').map(Number);
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@@ -1136,7 +1295,10 @@ function generateMapsJS() {
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// NPCs
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out += ` npcs: [\n`;
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for (const n of md.npcs) {
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out += ` { id: '${n.id}', x: ${n.x}, y: ${n.y}, facing: '${n.facing}', dialog: ${JSON.stringify(n.dialog)} },\n`;
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let npcLine = ` { id: '${n.id}', x: ${n.x}, y: ${n.y}, facing: '${n.facing}'`;
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if (n.charId) npcLine += `, charId: '${n.charId}'`;
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npcLine += `, dialog: ${JSON.stringify(n.dialog)} },\n`;
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out += npcLine;
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}
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out += ` ],\n\n`;
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@@ -1256,14 +1418,28 @@ function toast(msg) {
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async function saveToServer() {
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const code = generateMapsJS();
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try {
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// Save maps.js
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const res = await fetch('/api/maps', {
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method: 'PUT',
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headers: { 'Content-Type': 'application/json' },
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body: JSON.stringify({ content: code })
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});
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const data = await res.json();
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// Save characters
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const charData = {};
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for (const [id, c] of Object.entries(characters)) {
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charData[id] = { id: c.id, name: c.name, spritesheet: c.spritesheet, frameW: c.frameW, frameH: c.frameH };
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}
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await fetch('/api/characters', {
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method: 'PUT',
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headers: { 'Content-Type': 'application/json' },
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body: JSON.stringify({ characters: charData })
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});
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if (data.ok) {
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toast(`Saved maps.js (${data.bytes} bytes)`);
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const charCount = Object.keys(charData).length;
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toast(`Saved maps.js (${data.bytes}b) + ${charCount} character(s)`);
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} else {
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toast('Error: ' + (data.error || 'Unknown'));
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}
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@@ -1279,11 +1455,26 @@ async function loadFromServer() {
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if (!data.content) { toast('No maps.js found on server'); return; }
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// Parse the maps.js to extract wall data and entities
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// We parse the JS source to extract the wall objects and map definitions
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const src = data.content;
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parseAndLoadMapsJS(src);
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// Load characters
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try {
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const charRes = await fetch('/api/characters');
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const charData = await charRes.json();
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if (charData.characters) {
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characters = {};
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for (const [id, c] of Object.entries(charData.characters)) {
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const img = new Image();
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img.src = c.spritesheet;
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characters[id] = { id: c.id, name: c.name, spritesheet: c.spritesheet, frameW: c.frameW, frameH: c.frameH, img };
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}
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updateCharList();
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}
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} catch (ce) { console.warn('[editor] Character load failed:', ce); }
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updateEntityList(); updateProps(); render();
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toast('Loaded maps.js from server');
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toast('Loaded maps.js + characters from server');
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} catch (e) {
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toast('Load failed: ' + e.message);
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}
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26
js/world/characterLoader.js
Normal file
26
js/world/characterLoader.js
Normal file
@@ -0,0 +1,26 @@
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// characterLoader.js - Loads character spritesheets from server and registers them
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import { registerCharacter } from './sprites.js';
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/**
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* Fetch character data from the server and register all characters
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* with the sprite system so NPCs can use them.
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* @returns {Promise<number>} number of characters loaded
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*/
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export async function loadCharacters() {
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try {
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const res = await fetch('/api/characters');
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const data = await res.json();
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if (!data.characters) return 0;
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const entries = Object.entries(data.characters);
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const promises = entries.map(([id, c]) =>
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registerCharacter(id, c.name, c.spritesheet, c.frameW, c.frameH)
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);
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await Promise.all(promises);
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console.log(`[characterLoader] loaded ${entries.length} character(s)`);
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return entries.length;
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} catch (e) {
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console.warn('[characterLoader] failed to load characters:', e);
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return 0;
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}
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}
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@@ -5,6 +5,7 @@ import { initWorldInput, destroyWorldInput, setInteractionHandler } from './worl
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import { getMap } from './maps.js';
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import { saveGadget, openBackpack, getGadgets, openNamingScreen, showNotification } from './inventory.js';
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import { openWiringPanel } from './wiringPanel.js';
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import { loadCharacters } from './characterLoader.js';
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// Circuit editor stop function (to stop its render loop when switching modes)
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import { stopCircuitLoop } from '../renderer.js';
|
||||
@@ -28,7 +29,10 @@ export function registerCircuitEditor(initFn, destroyFn) {
|
||||
/**
|
||||
* Boot the game — start in world mode
|
||||
*/
|
||||
export function startGame() {
|
||||
export async function startGame() {
|
||||
// Load character spritesheets before entering world
|
||||
await loadCharacters();
|
||||
|
||||
// Set spawn
|
||||
const map = getMap(worldState.currentMap);
|
||||
if (map && map.spawn) {
|
||||
|
||||
@@ -67,6 +67,73 @@ export async function preloadAssets() {
|
||||
console.log('[sprites] all assets loaded');
|
||||
}
|
||||
|
||||
// ==================== Character Registry ====================
|
||||
// Characters are stored as spritesheets: 3 cols (still, walk1, walk2) × 4 rows (down, up, left, right)
|
||||
|
||||
const characterRegistry = {};
|
||||
|
||||
/**
|
||||
* Register a character from a spritesheet image (or base64 data URL).
|
||||
* @param {string} charId - unique character ID
|
||||
* @param {string} name - display name
|
||||
* @param {string|HTMLImageElement} source - image URL, base64 data URL, or Image element
|
||||
* @param {number} frameW - frame width in px (default 16)
|
||||
* @param {number} frameH - frame height in px (default 16)
|
||||
* @returns {Promise} resolves when character is loaded
|
||||
*/
|
||||
export function registerCharacter(charId, name, source, frameW = 16, frameH = 16) {
|
||||
return new Promise((resolve) => {
|
||||
const char = { id: charId, name, frameW, frameH, img: null };
|
||||
if (source instanceof HTMLImageElement) {
|
||||
char.img = source;
|
||||
characterRegistry[charId] = char;
|
||||
resolve(char);
|
||||
} else {
|
||||
const img = new Image();
|
||||
img.onload = () => { char.img = img; characterRegistry[charId] = char; resolve(char); };
|
||||
img.onerror = () => { console.warn(`[sprites] failed to load char: ${charId}`); resolve(null); };
|
||||
img.src = source;
|
||||
}
|
||||
});
|
||||
}
|
||||
|
||||
/** Get a registered character definition */
|
||||
export function getCharacter(charId) { return characterRegistry[charId] || null; }
|
||||
|
||||
/** Get all registered characters */
|
||||
export function getAllCharacters() { return { ...characterRegistry }; }
|
||||
|
||||
/** Remove a character from the registry */
|
||||
export function removeCharacter(charId) { delete characterRegistry[charId]; }
|
||||
|
||||
// Direction → row index in spritesheet
|
||||
const DIR_ROW = { down: 0, up: 1, left: 2, right: 3 };
|
||||
|
||||
/**
|
||||
* Draw a character from the registry using its spritesheet.
|
||||
* @param {CanvasRenderingContext2D} ctx
|
||||
* @param {string} charId - character ID from registry
|
||||
* @param {number} screenX - top-left X on screen
|
||||
* @param {number} screenY - top-left Y on screen
|
||||
* @param {string} facing - 'up'|'down'|'left'|'right'
|
||||
* @param {number} walkFrame - 0=still, 1=walk-1, 2=walk-2
|
||||
*/
|
||||
export function drawCharacter(ctx, charId, screenX, screenY, facing, walkFrame = 0) {
|
||||
const char = characterRegistry[charId];
|
||||
if (!char || !char.img) {
|
||||
// Fallback: magenta box
|
||||
ctx.fillStyle = '#ff44aa';
|
||||
ctx.fillRect(screenX, screenY, TILE_PX, TILE_PX);
|
||||
return;
|
||||
}
|
||||
const row = DIR_ROW[facing] ?? 0;
|
||||
const col = Math.min(walkFrame, 2);
|
||||
const sx = col * char.frameW;
|
||||
const sy = row * char.frameH;
|
||||
ctx.imageSmoothingEnabled = false;
|
||||
ctx.drawImage(char.img, sx, sy, char.frameW, char.frameH, screenX, screenY, TILE_PX, TILE_PX);
|
||||
}
|
||||
|
||||
// ==================== Direction mapping ====================
|
||||
|
||||
// Map game direction to character sprite prefix
|
||||
@@ -128,24 +195,31 @@ export function drawPlayer(ctx, screenX, screenY, direction, walkFrame) {
|
||||
}
|
||||
|
||||
/**
|
||||
* Draw an NPC
|
||||
* Draw an NPC — if it has a charId, uses the character registry spritesheet.
|
||||
* Otherwise falls back to the default hardcoded NPC sprites.
|
||||
* @param {CanvasRenderingContext2D} ctx
|
||||
* @param {number} screenX - top-left X on screen
|
||||
* @param {number} screenY - top-left Y on screen
|
||||
* @param {string} facing - 'up'|'down'|'left'|'right'
|
||||
* @param {string} [charId] - optional character ID from registry
|
||||
* @param {number} [walkFrame=0] - animation frame (0=still, 1=walk-1, 2=walk-2)
|
||||
*/
|
||||
export function drawNPC(ctx, screenX, screenY, facing) {
|
||||
export function drawNPC(ctx, screenX, screenY, facing, charId, walkFrame = 0) {
|
||||
// If a character is registered, use the spritesheet renderer
|
||||
if (charId && characterRegistry[charId]) {
|
||||
drawCharacter(ctx, charId, screenX, screenY, facing, walkFrame);
|
||||
return;
|
||||
}
|
||||
// Fallback: legacy hardcoded sprites
|
||||
const dir = DIR_TO_NPC[facing] || 'down';
|
||||
const key = `npc:a-${dir}`;
|
||||
const img = imageCache[key];
|
||||
if (!img) {
|
||||
// Fallback
|
||||
ctx.fillStyle = '#ff44aa';
|
||||
ctx.fillRect(screenX, screenY, TILE_PX, TILE_PX);
|
||||
return;
|
||||
}
|
||||
ctx.imageSmoothingEnabled = false;
|
||||
// NPC is 16x16 native = 1 tile
|
||||
ctx.drawImage(img, screenX, screenY, TILE_PX, TILE_PX);
|
||||
}
|
||||
|
||||
|
||||
@@ -103,7 +103,7 @@ export function renderWorld(timestamp) {
|
||||
if (map.npcs) {
|
||||
for (const npc of map.npcs) {
|
||||
const pos = tileToScreen(npc.x, npc.y);
|
||||
drawNPC(ctx, pos.x, pos.y, npc.facing || 'down');
|
||||
drawNPC(ctx, pos.x, pos.y, npc.facing || 'down', npc.charId || null);
|
||||
}
|
||||
}
|
||||
|
||||
|
||||
38
server.js
38
server.js
@@ -8,6 +8,7 @@ const path = require('path');
|
||||
const PORT = process.env.PORT || 80;
|
||||
const STATIC_DIR = path.join(__dirname, 'public');
|
||||
const MAPS_FILE = path.join(STATIC_DIR, 'js', 'world', 'maps.js');
|
||||
const CHARS_FILE = path.join(STATIC_DIR, 'data', 'characters.json');
|
||||
|
||||
const MIME = {
|
||||
'.html': 'text/html',
|
||||
@@ -92,6 +93,43 @@ const server = http.createServer((req, res) => {
|
||||
return;
|
||||
}
|
||||
|
||||
// === API: GET /api/characters — read character data ===
|
||||
if (req.method === 'GET' && req.url === '/api/characters') {
|
||||
fs.readFile(CHARS_FILE, 'utf-8', (err, data) => {
|
||||
if (err) {
|
||||
res.writeHead(200, { 'Content-Type': 'application/json' });
|
||||
res.end(JSON.stringify({ characters: {} }));
|
||||
return;
|
||||
}
|
||||
res.writeHead(200, { 'Content-Type': 'application/json' });
|
||||
res.end(data);
|
||||
});
|
||||
return;
|
||||
}
|
||||
|
||||
// === API: PUT /api/characters — write character data ===
|
||||
if (req.method === 'PUT' && req.url === '/api/characters') {
|
||||
let body = '';
|
||||
req.on('data', chunk => { body += chunk; });
|
||||
req.on('end', () => {
|
||||
try {
|
||||
const parsed = JSON.parse(body);
|
||||
// Ensure data dir exists
|
||||
const dataDir = path.dirname(CHARS_FILE);
|
||||
if (!fs.existsSync(dataDir)) fs.mkdirSync(dataDir, { recursive: true });
|
||||
fs.writeFileSync(CHARS_FILE, JSON.stringify(parsed, null, 2), 'utf-8');
|
||||
const count = Object.keys(parsed.characters || {}).length;
|
||||
console.log(`[server] characters.json saved (${count} characters)`);
|
||||
res.writeHead(200, { 'Content-Type': 'application/json' });
|
||||
res.end(JSON.stringify({ ok: true, count }));
|
||||
} catch (e) {
|
||||
res.writeHead(400, { 'Content-Type': 'application/json' });
|
||||
res.end(JSON.stringify({ error: e.message }));
|
||||
}
|
||||
});
|
||||
return;
|
||||
}
|
||||
|
||||
// === Static file serving ===
|
||||
let filePath = path.join(STATIC_DIR, req.url === '/' ? 'index.html' : req.url);
|
||||
// Prevent directory traversal
|
||||
|
||||
Reference in New Issue
Block a user