Dungeon Crawler
How do I make an dungeon crawler?
Dungeon crawler game. Move with arrow keys.. What is a dungeon crawler? How do you make a dungeon crawler? This script and codes were developed by Mihkel on 08 December 2022, Thursday.
Dungeon Crawler - Script Codes HTML Codes
<!DOCTYPE html>
<html >
<head> <meta charset="UTF-8"> <title>Dungeon Crawler</title> <link href="https://fonts.googleapis.com/css?family=Slabo+27px" rel="stylesheet"> <link rel='stylesheet prefetch' href='https://cdnjs.cloudflare.com/ajax/libs/humane-js/3.2.2/themes/flatty.min.css'> <link rel="stylesheet" href="css/style.css">
</head>
<body> <div class="container"> <div class="row"> <h3 class="meta">Lvl: <span class="player-lvl"></span></h3> <h3 class="meta">HP: <span class="player-hp"></span></h3> <h3 class="meta">Attack: <span class="player-atk"></span></h3> <h3 class="meta">Exp: <span class="player-exp"></span><span>/80</span></h3> <h3 class="meta">Weapon: <span class="player-wpn"></span></h3> <h3 class="meta">Dungeon: <span class="dungeon-lvl"></span></h3> </div> <canvas id="canvas"></canvas>
</div> <script src='https://cdnjs.cloudflare.com/ajax/libs/humane-js/3.2.2/humane.min.js'></script> <script src="js/index.js"></script>
</body>
</html>
Dungeon Crawler - Script Codes CSS Codes
body { background-color: #333; color: #fafafa; font-family: 'Slabo 27px', serif; display: -webkit-box; display: -ms-flexbox; display: flex; -webkit-box-pack: center; -ms-flex-pack: center; justify-content: center; -ms-flex-line-pack: center; align-content: center;
}
.container { margin-top: 10vh;
}
.row { text-align: center;
}
.meta { display: inline; margin-left: 8px; font-weight: 400;
}
Dungeon Crawler - Script Codes JS Codes
// 0 = walls #gray
// 1 = floor #white
// 2 = monster #red
// 3 = healthpack #green
// 4 = player #blue
// 5 = weapon #orange
// 6 = portal #purple
// 7 = boss #black
function Canvas(width, height) { this.canvas = document.getElementById("canvas"); this.ctx = this.canvas.getContext("2d"); this.canvas.width = width; this.canvas.height = height;
}
function Sprite(x, y, color, type) { this.x = x; this.y = y; this.color = color; this.type = type;
}
Sprite.prototype.draw = function (ctx, colWidth, colHeight) { ctx.fillStyle = this.color; ctx.fillRect(this.x * colWidth, this.y * colHeight, colWidth, colHeight);
};
function Room(x, y, color, type, width, height, id) { Sprite.call(this, x, y, color, type); this.width = width; this.height = height; this.id = id;
}
Room.prototype = Object.create(Sprite.prototype);
Room.prototype.constructor = Room;
Room.prototype.centerPoint = function () { var x = Math.floor(this.x + (this.width/ 2)); var y = Math.floor(this.y + (this.height / 2)); return { x: x, y: y };
};
Room.prototype.randomPoint = function () { var x = Math.floor(Math.random() * ((this.x + this.width) - this.x)) + this.x; var y = Math.floor(Math.random() * ((this.y + this.height) - this.y)) + this.y; return { x: x, y: y };
};
function Monster(x, y, color, type, health) { Sprite.call(this, x, y, color, type); this.health = health;
}
Monster.prototype = Object.create(Sprite.prototype);
Monster.prototype.constructor = Monster;
function Player(x, y, color, type, health, atk, lvl) { Monster.call(this, x, y, color, type, health); this.attack = atk; this.exp = 0; this.lvl = lvl; this.weapon = "Knuckles"; this.weaponDmg = 0; this.hpEl = document.getElementsByClassName("player-hp")[0]; this.atkEl = document.getElementsByClassName("player-atk")[0]; this.lvlEl = document.getElementsByClassName("player-lvl")[0]; this.expEl = document.getElementsByClassName("player-exp")[0]; this.wpnEl = document.getElementsByClassName("player-wpn")[0]; this.init();
}
Player.prototype = Object.create(Monster.prototype);
Player.prototype.constructor = Player;
Player.prototype.move = function (x, y) { this.x = x; this.y = y;
};
Player.prototype.setHealth = function (amount) { this.health += amount; this.hpEl.innerHTML = this.health;
};
Player.prototype.setExp = function (amount) { this.exp += amount; this.expEl.innerHTML = this.exp; this.checkExp();
};
Player.prototype.checkExp = function () { if (this.exp === 80) { this.attack += 3; this.lvl++; this.exp = 0; this.setExp(0); this.atkEl.innerHTML = this.attack; this.lvlEl.innerHTML = this.lvl; if (this.health < 100) { this.health = 100; this.setHealth(0); } humane.log("You are now level " + this.lvl + "."); }
};
Player.prototype.setWpn = function (weapon, atk) { this.weapon = weapon; this.attack -= this.weaponDmg; this.weaponDmg = atk; this.attack += this.weaponDmg; this.wpnEl.innerHTML = this.weapon; this.atkEl.innerHTML = this.attack;
};
Player.prototype.init = function () { this.hpEl.innerHTML = this.health; this.atkEl.innerHTML = this.attack; this.expEl.innerHTML = this.exp; this.lvlEl.innerHTML = this.lvl; this.wpnEl.innerHTML = this.weapon; this.weaponDmg = 0;
};
function Game(rows, cols, colWidth, colHeight) { this.grid = []; this.rooms = []; this.ROWS = rows; this.COLS = cols; this.COL_WIDTH = colWidth; this.COL_HEIGHT = colHeight; this.dungeon = 0; this.canvas = new Canvas(this.COLS * this.COL_WIDTH, this.ROWS * this.COL_HEIGHT); this.ctx = this.canvas.ctx; this.player = null; this.helpers = { random: function (min, max) { return Math.floor(Math.random() * (max - min)) + min; } };
}
Game.prototype.generateGrid = function () { for (var y = 0; y < this.ROWS; y++) { this.grid[y] = []; for (var x = 0; x < this.COLS; x++) { var darkness = new Sprite(x, y, "#424242", 0); this.drawSprite(darkness); this.grid[y][x] = darkness; } }
};
Game.prototype.doesCollide = function (room) { for (var i = 0; i < this.rooms.length; i++) { var room2 = this.rooms[i]; if (room.id === room2.id) continue; if ((room.x >= room2.x && room.x <= room2.x + room2.width && (room.y >= room2.y && room2.y + room2.height >= room.y || room.y <= room2.y && room.y + room.height >= room2.y )) || room.x <= room2.x && room.x + room.width >= room2.x && (room.y >= room2.y && room2.y + room2.height >= room.y || room.y <= room2.y && room.y + room.height >= room2.y )) { return true; } } return false;
};
Game.prototype.generateRooms = function (minSize, maxSize, roomCount) { for (var i = 0; i < roomCount; i++) { var x = this.helpers.random(1, this.COLS - maxSize); var y = this.helpers.random(1, this.ROWS - maxSize); var width = this.helpers.random(minSize, maxSize); var height = this.helpers.random(minSize, maxSize); var room = new Room(x, y, "#FAFAFA", 1, width, height, i); if (this.doesCollide(room)) { i--; } else { if (i > 0) this.drawCorridor(room); this.rooms.push(room); } }
};
Game.prototype.drawCorridor = function (room) { var prevRoom = this.rooms[room.id - 1]; var point = room.centerPoint(); var prevPoint = prevRoom.centerPoint(); var floor = null; while (point.y !== prevPoint.y) { if (point.y > prevPoint.y) { point.y--; } else { point.y++; } this.ctx.fillStyle = room.color; this.ctx.fillRect(point.x * this.COL_WIDTH, point.y * this.COL_HEIGHT, this.COL_WIDTH, this.COL_HEIGHT); floor = new Sprite(point.x, point.y, "#FAFAFA", 1); this.grid[point.y][point.x] = floor; } while (point.x !== prevPoint.x) { if (point.x > prevPoint.x) { point.x--; } else { point.x++; } this.ctx.fillStyle = room.color; this.ctx.fillRect(point.x * this.COL_WIDTH, point.y * this.COL_HEIGHT, this.COL_WIDTH, this.COL_HEIGHT); floor = new Sprite(point.x, point.y, "#FAFAFA", 1); this.grid[point.y][point.x] = floor; }
};
Game.prototype.drawRooms = function () { for (var i = 0; i < this.rooms.length; i++) { var room = this.rooms[i]; for (var y = room.y; y < room.y + room.height; y++) { for (var x = room.x; x < room.x + room.width; x++) { var floor = new Sprite(x, y, "#FAFAFA", 1); this.grid[y][x] = floor; this.drawSprite(floor); } } }
};
Game.prototype.randomWithinRoom = function (room) { var random = room.randomPoint(); while (this.grid[random.y][random.x].type !== 1) { random = room.randomPoint(); } return random;
};
Game.prototype.drawSprite = function (sprite) { sprite.draw(this.ctx, this.COL_WIDTH, this.COL_HEIGHT);
};
Game.prototype.randomRoom = function () { return this.rooms[this.helpers.random(0, this.rooms.length)];
};
Game.prototype.generateMonsters = function () { for (var i = 0; i < this.rooms.length; i++) { var room = this.rooms[i]; var random = room.randomPoint(); var monster = new Monster(random.x, random.y, "red", 2, 100); this.grid[random.y][random.x] = monster; this.drawSprite(monster); }
};
Game.prototype.generateHealthPacks = function () { for (var i = 0; i < this.rooms.length; i++) { var room = this.rooms[i]; var random = this.randomWithinRoom(room); var health = new Sprite(random.x, random.y, "green", 3); this.grid[random.y][random.x] = health; this.drawSprite(health); }
};
Game.prototype.generatePlayer = function () { var room = this.randomRoom(); var random = this.randomWithinRoom(room); var player = new Player(random.x, random.y, "blue", 4, 100, 8, 1); this.grid[random.y][random.x] = player; this.player = player; this.drawSprite(player);
};
Game.prototype.generateWeapon = function () { var room = this.randomRoom(); var random = this.randomWithinRoom(room); var weapon = new Sprite(random.x, random.y, "orange", 5); this.grid[random.y][random.x] = weapon; this.drawSprite(weapon);
};
Game.prototype.generatePortal = function () { var room = this.randomRoom(); var random = this.randomWithinRoom(room); var portal = new Sprite(random.x, random.y, "purple", 6); this.grid[random.y][random.x] = portal; this.drawSprite(portal);
};
Game.prototype.generateBoss = function () { var room = this.randomRoom(); var random = this.randomWithinRoom(room); var boss = new Monster(random.x, random.y, "black", 7, 300); this.grid[random.y][random.x] = boss; this.drawSprite(boss);
};
Game.prototype.setDungeon = function () { var el = document.getElementsByClassName("dungeon-lvl")[0]; this.dungeon++; el.innerHTML = this.dungeon;
};
Game.prototype.newDungeon = function () { this.ctx.clearRect(0, 0, this.canvas.canvas.width, this.canvas.canvas.height); this.grid = []; this.rooms = []; this.setDungeon(); this.generateGrid(); this.generateRooms(8, 12, 10); this.drawRooms(); this.generateMonsters(); this.generateHealthPacks(); this.generateWeapon(); if (this.dungeon < 3) { this.generatePortal(); } if (this.dungeon === 3) { this.generateBoss(); } if (this.dungeon === 1) { this.generatePlayer(); } else { this.randomSpotForPlayer(); } this.generateDarkness(); if (this.dungeon > 0) this.drawSprite(this.player);
};
Game.prototype.randomSpotForPlayer = function () { var room = this.randomRoom(); var random = this.randomWithinRoom(room); this.player.x = random.x; this.player.y = random.y; this.drawSprite(this.player);
};
Game.prototype.clearPlayer = function () { this.ctx.fillStyle = "#FAFAFA"; this.ctx.fillRect(this.player.x * this.COL_WIDTH, this.player.y * this.COL_HEIGHT, this.COL_WIDTH, this.COL_HEIGHT); var floor = new Sprite(this.player.x, this.player.y, "#FAFAFA", 1); this.grid[this.player.y][this.player.x] = floor;
};
Game.prototype.checkHealth = function (monster) { if (this.player.health <= 0) { return - 1; } else if (monster.health <= 0) { return 1; } else { return 0; }
};
Game.prototype.whatWpn = function () { var wpn = {}; if (this.dungeon === 1) { wpn.name = "Pocket-Knife"; wpn.atk = 2; } else if (this.dungeon === 2) { wpn.name = "Cutlass"; wpn.atk = 4; } else if (this.dungeon === 3) { wpn.name = "Thunderfury"; wpn.atk = 10; } return wpn;
};
Game.prototype.handleCombat = function (monster) { var playerDmg = this.helpers.random(5, this.player.attack + 5); var monsterDmg = this.helpers.random(4, this.dungeon + 4); monster.health -= playerDmg; this.player.setHealth(-monsterDmg); var check = this.checkHealth(monster); if (check === 1) { this.player.setExp(20); return true; } else if (check === -1) { humane.log("Game over. You have died."); this.dungeon = 0; this.newDungeon(); } else { return false; }
};
Game.prototype.handleMovement = function (vector) { var sprite = this.grid[vector.y][vector.x]; if (sprite.type === 1) { return true; } else if (sprite.type === 2 || sprite.type === 7) { var status = this.handleCombat(sprite); if (sprite.type === 7 && status) humane.log("A winner is you!"); return status; } else if (sprite.type === 3) { this.player.setHealth(20); return true; } else if (sprite.type === 5) { var wpn = this.whatWpn(); this.player.setWpn(wpn.name, wpn.atk); humane.log("You have picked up a new weapon."); return true; } else if (sprite.type === 6) { this.newDungeon(); humane.log("You have entered dungeon " + this.dungeon + "."); }
};
Game.prototype.shouldBeVisible = function (x, y) { if (y >= this.player.y - 5 && y <= this.player.y + 5 && x >= this.player.x - 5 && x <= this.player.x + 5) { return true; } return false;
};
Game.prototype.generateDarkness = function () { for (var y = 0; y < this.ROWS; y++) { for (var x = 0; x < this.COLS; x++) { if (!this.shouldBeVisible(x, y)) { this.ctx.fillStyle = "#000"; this.ctx.fillRect(x * this.COL_WIDTH, y * this.COL_HEIGHT, this.COL_WIDTH, this.COL_HEIGHT); } else { var sprite = this.grid[y][x]; this.drawSprite(sprite); } } }
};
Game.prototype.addListeners = function () { window.addEventListener("keydown", function (e) { if ([37,38,39,40].indexOf(e.which) > -1) { e.preventDefault(); } var vector = {}; if (e.which === 38) { vector.x = this.player.x; vector.y = this.player.y - 1; } else if (e.which === 40) { vector.x = this.player.x; vector.y = this.player.y + 1; } else if (e.which === 37) { vector.x = this.player.x - 1; vector.y = this.player.y; } else if (e.which === 39) { vector.x = this.player.x + 1; vector.y = this.player.y; } if (this.handleMovement(vector)) { this.clearPlayer(); this.player.move(vector.x, vector.y); this.generateDarkness(); this.drawSprite(this.player); } }.bind(this));
};
var game = new Game(50, 90, 12, 12);
game.setDungeon();
game.generateGrid();
game.generateRooms(8, 12, 10);
game.drawRooms();
game.generateMonsters();
game.generateHealthPacks();
game.generatePlayer();
game.generateWeapon();
game.generatePortal();
game.addListeners();
game.generateDarkness();
humane.log("Defeat the boss in dungeon 3");
Developer | Mihkel |
Username | Krokodill |
Uploaded | December 08, 2022 |
Rating | 3 |
Size | 5,057 Kb |
Views | 10,120 |
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