removed not needed code and cleaned up the codebase
This commit is contained in:
parent
d945a8be8c
commit
a711b804e1
5 changed files with 82 additions and 96 deletions
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@ -11,4 +11,4 @@ class Validator
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{
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return filter_var($value, FILTER_VALIDATE_EMAIL);
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}
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}
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}
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73
handout.tex
Normal file
73
handout.tex
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@ -0,0 +1,73 @@
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%!TeX encoding=utf8
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\documentclass[fontsize:11pt]{article}
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\usepackage{graphicx}
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\usepackage{blindtext}
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%---Language and umlauts
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\usepackage[utf8]{inputenc} % UTF-8 Kodierung - ä, ö, ü, ß direkt eingeben
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\renewcommand\familydefault{\sfdefault}
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\usepackage[ngerman]{babel} % Neue deutsche Rechtschreibung
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\usepackage[expansion=true, protrusion=true]{microtype} % Bessere Silbentrennung
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%\usepackage[scaled]{helvet}
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% Papierformat: DIN-A4, mit wenig Rand
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\usepackage[
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a4paper,
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left=20mm,
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right=20mm,
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top=20mm,
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bottom=20mm,
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includefoot,
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footskip=8mm
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]{geometry}
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% Literaturverzeichnis
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\usepackage[style=alphabetic,sorting=ynt,backend=biber]{biblatex}
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% Zeilenabstand
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\usepackage[onehalfspacing]{setspace}
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% Definition der Kopf- und Fußzeile
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\usepackage[headsepline,automark]{scrlayer-scrpage}
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\clearpairofpagestyles
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\setlength{\headheight}{2.5\baselineskip}
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\setlength{\footheight}{1\baselineskip}
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\ihead[]{}
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\chead[]{\author}
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\ohead[]{Datum: \today}
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\cfoot[]{\pagemark}
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\usepackage{titlesec}
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\usepackage{csquotes}
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%titlepage information
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\title{Entwicklung einer Lernplattform für Grundschüler}
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\author{Patryk Hegenberg}
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\date{\today}
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\addbibresource{Literatur.bib}
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\begin{document}
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\maketitle
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Eingereciht von:
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\thispagestyle{empty}
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\section{Einleitung}
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\section{Anforderung}
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\section{Aufbau der Lösung}
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\section{Aufbau der Datenbank}
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\section{Technische Lösung}
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\section{Installationshinweise}
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\section{Fazit und Reflektion}
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\end{document}
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@ -113,51 +113,35 @@
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// www.roguebasin.com/index.php?title=Rot.js_tutorial,_part_1
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const Game = {
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// this is the ROT.js display handler
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display: null,
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// this is our map data
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map: {},
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// map of all items
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items: {},
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// reference to the ROT.js engine which
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// manages stuff like scheduling
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engine: null,
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// schedules events in the game for ROT.js
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scheduler: null,
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// reference to the player object
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player: null,
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// reference to the game monsters array
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monsters: null,
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door: null,
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// arrow handler
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lastArrow: null, // arrow keys held
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arrowInterval: null, // arrow key repeat
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arrowListener: null, // registered listener for arrow event
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// clean up this game instance
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lastArrow: null,
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arrowInterval: null,
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arrowListener: null,
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cleanup: cleanup,
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playerAllowedToMove: true,
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};
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// this gets called by the menu system
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// to launch the actual game
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function init(game) {
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game.map = {};
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game.items = {};
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// first create a ROT.js display manager
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game.display = new ROT.Display(tileOptions);
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resetCanvas(game.display.getContainer());
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generateMap(game, count);
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// let ROT.js schedule the player and monster entities
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game.scheduler = new ROT.Scheduler.Simple();
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game.scheduler.add(game.player, true);
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game.monsters.map((m) => game.scheduler.add(m, true));
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// render the stats hud at the bottom of the screen
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renderStats(game.player.stats);
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// kick everything off
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game.engine = new ROT.Engine(game.scheduler);
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game.engine.start();
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count = 1;
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@ -177,28 +161,20 @@
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};
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generateMap(game, stage);
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// let ROT.js schedule the player and monster entities
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game.scheduler = new ROT.Scheduler.Simple();
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game.scheduler.add(game.player, true);
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game.monsters.map((m) => game.scheduler.add(m, true));
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// render the stats hud at the bottom of the screen
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game.player.stats = stats;
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renderStats(game.player.stats);
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// kick everything off
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game.engine = new ROT.Engine(game.scheduler);
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game.engine.start();;
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}
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// this gets called at the end of the game when we want
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// to exit back out and clean everything up to display
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// the menu and get ready for next round
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function destroy(game) {
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// remove all listening event handlers
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removeListeners(game);
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// tear everything down
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if (game.engine) {
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game.engine.lock();
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game.display = null;
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@ -213,18 +189,13 @@
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game.stairs = null;
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}
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// hide the toast message
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hideToast(true);
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// close out the game screen and show the title
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showScreen("title");
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}
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// this generates the game map
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function generateMap(game, stage) {
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const digger = new ROT.Map.Digger(tileOptions.width, tileOptions.height);
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// list of floor tiles that can be walked on
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const freeCells = [];
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// list of non-floor tiles that can't be traversed
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const zeroCells = [];
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const digCallback = function (x, y, value) {
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@ -251,7 +222,6 @@
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game.monsters.push(createBeing(makeMonster, freeCells));
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}
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// draw the map and items
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for (let key in game.map) {
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drawTile(game, key);
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}
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@ -347,7 +317,6 @@
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}
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}
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// both the player and monster initial position is set
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function createBeing(what, freeCells) {
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if (what == makePlayer) {
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const pos = posFromKey(freeCells[0]);
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@ -365,18 +334,13 @@
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*** the player ***
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******************/
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// creates a player object with position, and stats
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function makePlayer(x, y) {
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return {
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// player's position
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_x: x,
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_y: y,
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character: "@",
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name: statsOfPlayer['username'].replace('"',''),
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// the player's stats
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stats: { hp: 10, xp: 0, gold: 0 },
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// the ROT.js scheduler calls this method when it is time
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// for the player to act
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act: () => {
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Game.engine.lock();
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if (!Game["arrowListener"]) {
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@ -387,7 +351,6 @@
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};
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}
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// this method gets called by the `movePlayer` function
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function checkItem(entity) {
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const key = entity._x + "," + entity._y;
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if (key == Game.door) {
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@ -421,7 +384,6 @@
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return;
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}
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// check if we've hit the monster
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const hitMonster = monsterAt(x, y);
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if (hitMonster) {
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setTimeout(function () {
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@ -432,20 +394,16 @@
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drawTile(Game, p._x + "," + p._y, p);
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// update the player's coordinates
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p._x = x;
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p._y = y;
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// re-draw the player
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for (let key in Game.map) {
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drawTile(Game, key);
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}
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// re-locate the game screen to center the player
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rescale(x, y, Game);
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window.removeEventListener("arrow", arrowEventHandler);
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Game.engine.unlock();
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sfx["step"].play();
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// check if the player stepped on an item
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checkItem(p);
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}
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}
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@ -454,7 +412,6 @@
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*** The monster ***
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*******************/
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// basic ROT.js entity with position and stats
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function makeMonster(x, y) {
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if (count === 5) {
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return {
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@ -478,13 +435,11 @@
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};
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} else {
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return {
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// monster position
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_x: x,
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_y: y,
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character: "a",
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name: "Kleiner Orc",
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stats: { hp: 3 },
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// called by the ROT.js scheduler
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act: monsterAct,
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};
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}
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@ -540,7 +495,6 @@
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: null;
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}
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// if the monster is dead remove it from the game
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function checkDeath(m) {
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if (m.stats.hp <= 0) {
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if (m == Game.player) {
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@ -556,7 +510,6 @@
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}
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}
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// remove a monster from the game
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function removeMonster(m) {
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const key = m._x + "," + m._y;
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Game.scheduler.remove(m);
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@ -567,7 +520,6 @@
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/******************************
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*** combat/win/lose events ***
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******************************/
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// this is how the player fights a monster
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function checkSolution(solution, answer) {
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if (solution == answer) {
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return true;
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@ -661,7 +613,6 @@
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Game.engine.unlock();
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}
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// this gets called when the player wins the game
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function win() {
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Game.engine.lock();
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Game.player.stats.xp += 10;
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@ -670,17 +621,13 @@
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sfx["win"].play();
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}, 100 * i);
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}
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// set our stats for the end screen
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setEndScreenValues(Game.player.stats.xp, Game.player.stats.gold);
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// tear down the game
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destroy(Game);
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showScreen("win");
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}
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// this gets called when the player loses the game
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function lose() {
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Game.engine.lock();
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// change the player into a tombstone tile
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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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@ -688,7 +635,6 @@
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sfx["lose"].play();
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setTimeout(function () {
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setEndScreenValues(Game.player.stats.xp, Game.player.stats.gold);
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// tear down the game
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destroy(Game);
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showScreen("lose");
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}, 2000);
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@ -704,7 +650,6 @@
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const $$ = document.querySelectorAll.bind(document);
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NodeList.prototype.forEach = Array.prototype.forEach;
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// this code resets the ROT.js display canvas
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function resetCanvas(el) {
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$("#canvas").innerHTML = "";
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$("#canvas").appendChild(el);
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@ -758,7 +703,6 @@
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}
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}
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// hides all screens and shows the requested screen
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function showScreen(which, ev) {
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ev && ev.preventDefault();
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const el = $("#" + which);
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@ -776,7 +720,6 @@
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}
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}
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// set the end-screen message
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function setEndScreenValues(xp, gold) {
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$$(".xp-stat").forEach((el) => (el.textContent = Math.floor(xp)));
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$$(".gold-stat").forEach((el) => (el.textContent = gold));
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@ -803,7 +746,6 @@
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xhr.send(json);
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}
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// updates the stats listed at the bottom of the screen
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function renderStats(stats) {
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const st = $("#hud");
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st.innerHTML = "";
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@ -859,7 +801,6 @@
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}
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}
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// create an HTML element
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function el(tag, attrs, children) {
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const node = document.createElement(tag);
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for (a in attrs) {
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@ -875,13 +816,11 @@
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return node;
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}
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// add an HTML element to a parent node
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function attach(node, el) {
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node.appendChild(el);
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return el;
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}
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// remove an element from the dom
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function rmel(node) {
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node.parentNode.removeChild(node);
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}
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@ -972,12 +911,10 @@
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*** Startup ***
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***************/
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// this code is called at load time and sets the game title
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document.querySelectorAll(".game-title-text").forEach(function (t) {
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t.textContent = gametitle;
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});
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// listen for the start game button
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$("#play").addEventListener(clickevt, startGame);
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if (w["rbb"]) {
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@ -52,8 +52,6 @@ a:hover {
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text-decoration: none;
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}
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/*** NES.css overrides ***/
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.nes-container.is-rounded.is-dark {
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border-image-slice: 9 9 9 9 fill;
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border-image-source: url('data:image/png;base64,iVBORw0KGgoAAAANSUhEUgAAABgAAAAYCAYAAADgdz34AAAABHNCSVQICAgIfAhkiAAAAAlwSFlzAAAphgAAKYYBIuzfjAAAABl0RVh0U29mdHdhcmUAd3d3Lmlua3NjYXBlLm9yZ5vuPBoAAABgSURBVEiJY2AYBQQAIzGK/v///x+rZkZGgvqZSHURqYDmFrDgkkAOFikpZYJqcAXX0A8iFG8REyy4wLNndxGGIgXX0A+iUQsIApxlCTEpClfKQQbDOIiQwcgurkcBQQAARlMedugABy8AAAAASUVORK5CYII=');
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@ -65,8 +63,6 @@ a:hover {
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background: none;
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}
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/*** screens ***/
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.screen {
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height: 100%;
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width: 100%;
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@ -89,7 +85,7 @@ a:hover {
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}
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#title {
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background-image: url(./../images/bg.png);
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background-image: url(./../images/HeroBanner.png);
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background-size: cover;
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animation: 20s para infinite ease;
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}
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@ -279,22 +275,6 @@ a:hover {
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background-position: -8px -48px;
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}
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.grow-fade {
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animation: grow-fade 2s linear;
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}
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@keyframes grow-fade {
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from {
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transform: translate(0px, 0px) scale(8);
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opacity: 0.5;
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}
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to {
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transform: translate(0px, 0px) scale(16);
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opacity: 0;
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}
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}
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#play {
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width: 400px;
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max-width: 90%;
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@ -305,8 +285,6 @@ a:hover {
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background-size: 20%;
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}
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/*** HUD ***/
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#hud {
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position: absolute;
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bottom: 0px;
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@ -347,8 +325,6 @@ a:hover {
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}
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}
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/*** CSS animations ***/
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.fade-in {
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animation: fade-in 0.8s;
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display: flex;
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@ -75,8 +75,8 @@
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<a href="https://ondras.github.io/rot.js/hp/"
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target="_blank">ROT.js</a></li>
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<li>Tiles by
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<a href="https://kenney.nl/assets/micro-roguelike"
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target="_blank">kenney.nl</a></li>
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<a href="https://0x72.itch.io/16x16-dungeon-tileset"
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target="_blank">0x72</a></li>
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<li>Styles from
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<a href="https://nostalgic-css.github.io/NES.css/"
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target="_blank">NESS.css</a></li>
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@ -86,6 +86,8 @@
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<li>Pixel coin by
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<a href="https://opengameart.org/content/spinning-pixel-coin-0"
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target="_blank">irmirx</a></li>
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<li>Parts of the Gamelogic and Design by
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<a href="http://roguebasin.com/index.php/Roguelike_Browser_Boilerplate">chr15m</a</li>
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</ul>
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</div>
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<button class="nes-btn is-success action">Ok</button>
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||||
|
|
@ -106,7 +108,6 @@
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<div id="win" class="screen modal">
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<p class="nes-container is-rounded is-dark">Win!</p>
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<div class="nes-container is-rounded is-dark">
|
||||
<p><div class="sprite amulet"></div></p>
|
||||
<p>Du hast das Spiel gewonnen.</p>
|
||||
<p>Du hast <span class="gold-stat"></span> Gold und <span class="xp-stat"></span> XP erhalten.</p>
|
||||
</div>
|
||||
|
|
@ -117,7 +118,6 @@
|
|||
<div id="lose" class="screen modal">
|
||||
<p>Lose!</p>
|
||||
<div class="nes-container is-rounded is-dark">
|
||||
<div class="sprite tomb"></div>
|
||||
<p>Oh nein, die Monster haben dich erwischt.</p>
|
||||
<p>Du bist tot.</p>
|
||||
<p>Du hast <span class="gold-stat"></span> Gold und <span class="xp-stat"></span> XP erhalten.</p>
|
||||
|
|
|
|||
Loading…
Add table
Add a link
Reference in a new issue