cleaned up codebase from not needed experimental code and styles
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parent
4991e28180
commit
8fd71ae57a
3 changed files with 6 additions and 135 deletions
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@ -48,10 +48,9 @@
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height: 40,
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};
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const usePointer = true;
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const useArrows = true;
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//const usePointer = 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 scaleMobile = 4; // scale mobile screens by this much
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const scaleMonitor = 6; // scale computer screens by this much
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const turnLengthMS = 200; // shortest time between turns
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@ -515,6 +514,7 @@
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} else {
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const key = m._x + "," + m._y;
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removeMonster(m);
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Game.player.stats.xp += 1;
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sfx["kill"].play();
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return true;
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}
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@ -605,7 +605,7 @@
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msg.push("You hit the monster");
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hitter.stats.hp -= 1;
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sfx["hit"].play();
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Game.player.stats.xp += 1;
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//Game.player.stats.xp += 1;
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} else {
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console.log(false);
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sfx["miss"].play();
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@ -616,6 +616,7 @@
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toast(battleMessage(msg));
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}
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checkDeath(hitter);
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checkDeath(receiver);
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showScreen("game");
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renderStats(Game.player.stats);
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Game.playerAllowedToMove = true;
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@ -644,7 +645,6 @@
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const p = Game.player;
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p.character = "T";
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drawTile(Game, p._x + "," + p._y);
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const ghost = createGhost([p._x, p._y]);
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removeListeners(Game);
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sfx["lose"].play();
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setTimeout(function () {
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@ -659,7 +659,7 @@
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*** graphics, UI & browser utils ***
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************************************/
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const clickevt = !!("ontouchstart" in window) ? "touchstart" : "click";
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const clickevt = "click";
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const $ = document.querySelector.bind(document);
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const $$ = document.querySelectorAll.bind(document);
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@ -671,9 +671,6 @@
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$("#canvas").appendChild(el);
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window.onkeydown = keyHandler;
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window.onkeyup = arrowStop;
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if (useArrows) {
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document.ontouchend = arrowStop;
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}
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showScreen("game");
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}
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@ -755,22 +752,6 @@
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}
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}
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// creates the ghost sprite when the player dies
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function createGhost(pos) {
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const tw = tileOptions.tileWidth;
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const th = tileOptions.tileHeight;
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const left = "left:" + pos[0] * tw + "px;";
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const top = "top:" + pos[1] * th + "px;";
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const ghost = el("div", {
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className: "sprite ghost free float-up",
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style: left + top,
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});
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ghost.onanimationend = function () {
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rmel(ghost);
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};
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return attach($("#canvas"), ghost);
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}
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function battleMessage(messages) {
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const components = messages.reduce(function (msgs, m) {
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return msgs
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@ -860,10 +841,6 @@
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console.log("Full screen pressed.");
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return;
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}
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if (code == 73) {
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toggleInventory(ev, true);
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return;
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}
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if (code == 190) {
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Game.engine.unlock();
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return;
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