1583 lines
39 KiB
PHP
1583 lines
39 KiB
PHP
<!doctype html>
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<html lang="de">
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<head>
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<title>The Math Wizard</title>
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<meta charset="utf-8">
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<meta http-equiv="X-UA-Compatible" content="IE=edge">
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<meta name="viewport" content="width=device-width, initial-scale=1.0, maximum-scale=1.0, user-scalable=no">
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<meta name="description" content="Lerne spielerisch das 1x1.">
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<link rel="icon" href="./../images/icon.png">
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<script src="https://cdn.jsdelivr.net/npm/rot-js@2/dist/rot.js"></script>
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<script src="https://cdn.jsdelivr.net/gh/chr15m/jsfxr@42a643f/riffwave.js"></script>
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<script src="https://cdn.jsdelivr.net/gh/chr15m/jsfxr@42a643f/sfxr.js"></script>
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<link href="https://cdn.jsdelivr.net/npm/nes.css@2.3.0/css/nes.min.css" rel="stylesheet">
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<link href="./../styles/game.css" rel="stylesheet" id="style">
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<style>
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@import url('https://fonts.googleapis.com/css2?family=Press+Start+2P');
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.game-title-text {
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font-size: 32px;
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}
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* {
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box-sizing: border-box;
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touch-action: manipulation;
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user-select: none;
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-webkit-user-select: none;
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-webkit-touch-callout: none;
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}
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html {
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height: 100%;
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overflow: hidden;
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}
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body {
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font-family: 'Press Start 2P', cursive;
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width: 100%;
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height: 100%;
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margin: 0px auto;
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font-size: 1.5em;
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background-color: #222323;
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color: #eee;
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}
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@media (max-width: 700px), (max-height: 820px) {
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body {
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font-size: 0.75em;
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}
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}
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canvas {
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image-rendering: optimizeSpeed;
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image-rendering: crisp-edges;
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image-rendering: -moz-crisp-edges;
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image-rendering: -o-crisp-edges;
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image-rendering: -webkit-optimize-contrast;
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-ms-interpolation-mode: nearest-neighbor;
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image-rendering: pixelated;
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}
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a {
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color: #e77;
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}
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a:hover {
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color: #faa;
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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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background-color: transparent;
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border-image-repeat: stretch;
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}
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.nes-container.is-fake-rounded.is-dark::after {
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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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display: none;
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flex-direction: column;
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position: absolute;
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justify-content: center;
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align-items: center;
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}
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.modal {
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position: absolute;
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top: 0px;
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left: 0px;
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bottom: 0px;
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right: 0px;
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width: 100%;
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height: 100%;
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background-color: #222323;
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}
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#title {
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background-image: url(./../images/bg.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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@keyframes para {
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0% {
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background-position: 0px 0%;
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}
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50% {
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background-position: 0px 80px;
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}
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100% {
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background-position: 0px 0px;
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}
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}
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#plate {
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display: flex;
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animation: 2s plate-fade;
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opacity: 0;
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}
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#plate > div {
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display: flex;
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justify-content: center;
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align-items: center;
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text-align: left;
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padding: 40px;
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border-radius: 5px;
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}
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@keyframes plate-fade {
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0% {
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opacity: 0;
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}
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25% {
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opacity: 0;
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}
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50% {
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opacity: 1;
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}
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75% {
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opacity: 1;
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}
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100% {
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opacity: 0;
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}
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}
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#plate > div > * + * {
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margin-left: 32px;
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margin-right: 0px;
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}
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@media (max-width: 700px), (max-height: 820px) {
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#plate > div {
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flex-direction: column;
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text-align: center;
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}
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#plate > div > * + * {
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margin-left: 0px;
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margin-right: 0px;
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margin-top: 16px;
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}
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}
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#game-title {
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margin-bottom: 0px;
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width: 900px;
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max-width: 98%;
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}
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@media (min-width: 700px) and (max-height: 820px) {
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#game-title {
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width: 900px;
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max-width: 98%;
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max-height: 35vh;
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}
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}
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@media (max-height: 600px) {
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#game-title {
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width: 500px;
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}
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}
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.game-title-animation {
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animation: 2s zoomInDown;
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}
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/* https://github.com/animate-css/animate.css/blob/master/animate.css */
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@keyframes zoomInDown {
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0% {
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opacity: 0;
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transform: scale3d(0.1, 0.1, 0.1) translate3d(0, -1000px, 0);
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animation-timing-function: cubic-bezier(0.55, 0.055, 0.675, 0.19);
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}
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60% {
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opacity: 1;
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transform: scale3d(0.475, 0.475, 0.475) translate3d(0, 60px, 0);
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animation-timing-function: cubic-bezier(0.175, 0.885, 0.32, 1);
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}
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}
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#options {
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text-align: center;
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justify-content: center;
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max-width: 90%;
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}
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#logo {
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width: 100px;
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}
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#menu {
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width: 400px;
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max-width: 100%;
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margin-bottom: 64px;
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padding: 32px;
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}
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#menu label {
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margin-left: -1em;
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padding-top: 0.5em;
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padding-bottom: 0.5em;
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}
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.modal > * {
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max-width: 90%;
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width: 400px;
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margin: 50px;
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text-align: center;
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}
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@media (max-width: 700px), (max-height: 820px) {
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.modal > * {
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margin: 10px;
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}
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}
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#instructions div > p {
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text-align: left;
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}
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#settings div > p {
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text-align: left;
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}
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#credits ul {
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list-style: "> ";
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padding-left: 2em;
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text-align: left;
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}
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#credits ul li {
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margin: 0.5em 0px;
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}
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.sprite {
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display: block;
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width: 8px;
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height: 8px;
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image-rendering: optimizeSpeed;
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image-rendering: crisp-edges;
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image-rendering: -moz-crisp-edges;
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image-rendering: -o-crisp-edges;
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image-rendering: -webkit-optimize-contrast;
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-ms-interpolation-mode: nearest-neighbor;
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image-rendering: pixelated;
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transform: scale(8);
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background-image: url("./../images/colored_tilemap_packed.png");
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margin: 80px auto;
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}
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.free {
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position: absolute;
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transform: none;
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}
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.tomb {
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background-position: -72px -56px;
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}
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.ghost {
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background-position: -72px -8px;
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margin: 0px;
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}
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.empty {
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background-position: -8px -48px;
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}
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.float-up {
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animation: float-up 2s linear forwards;
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}
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@keyframes float-up {
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from {
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transform: scale(1) translate(0px, 0px);
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opacity: 1;
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}
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to {
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transform: scale(3) translate(0px, -20px);
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opacity: 0;
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}
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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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}
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#win {
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background: url(01coin.gif);
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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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width: 600px;
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max-width: 100%;
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display: flex;
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justify-content: space-evenly;
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padding: 24px;
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}
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#message {
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position: absolute;
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top: 24px;
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flex-direction: column;
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}
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#message .hit {
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color: #C01256;
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}
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#message .miss {
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color: #FFB570;
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}
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#inventory {
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position: absolute;
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bottom: 0px;
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left: 0px;
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}
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#inventory .sprite {
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transform: scale(3);
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display: inline-block;
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margin: 1em 2em 1em 1em;
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vertical-align: middle;
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}
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#inventory li {
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margin: 1em 0px;
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}
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#inventory ul {
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list-style-type: none;
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margin: 0px;
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padding: 0px;
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}
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#inventory > div {
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display: none;
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}
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@media (max-width: 750px) {
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#inventory {
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bottom: 72px;
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}
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#hud {
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width: 100%;
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}
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}
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#arrows {
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display: none;
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position: absolute;
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right: 0px;
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bottom: 0px;
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}
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#arrows > * {
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float: left;
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font-size: 16px;
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bottom: 0px;
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width: 60px;
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height: 60px;
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display: flex;
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align-items: center;
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justify-content: center;
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}
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#arrows > * > span {
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pointer-events: none;
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}
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#btn-left {
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position: absolute;
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right: 7em;
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}
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#btn-right {
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position: absolute;
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right: 0em;
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}
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#btn-up {
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transform: rotate(90deg);
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position: absolute;
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right: 3.5em;
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margin-bottom: 3.75em;
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}
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#btn-down {
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transform: rotate(90deg);
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position: absolute;
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right: 3.5em;
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}
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#btn-skip {
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position: absolute;
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right: 0em;
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margin-bottom: 3.75em;
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padding: 0px;
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}
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@media (max-width: 1024px) {
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#arrows > * {
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bottom: 72px;
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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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}
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@keyframes fade-in {
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from{opacity:0} to{opacity:1}
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}
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.hide {
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display: none;
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}
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.show {
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display: flex;
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}
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.fade-out {
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display: flex;
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opacity: 1;
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animation: fade-out 3s forwards;
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}
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@keyframes fade-out {
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from{opacity:1; display: flex;} 50%{opacity:1; display: flex;} to{opacity:0; display: none;}
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}
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</style>
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</head>
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<body>
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<!-- boilerplate splash -->
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<div class="screen" id="plate">
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<div>
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<img src="./../images/icon.png" id="logo">
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<p>The<br/>Math<br/>Wizard</p>
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</div>
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</div>
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|
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<!-- title screen -->
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<div id="title" class="screen">
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<div class="game-title-animation">
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<!-- The game title is set dynamically at the start of main.js -->
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<svg id="game-title" viewBox="0 0 700 200" xmlns="http://www.w3.org/2000/svg">
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<defs>
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<path id="curve" d="M 100 150 C 200 100 500 100 600 150"/>
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</defs>
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<text stroke-width="10px" stroke="white">
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<textPath xlink:href="#curve" text-anchor="middle" startOffset="50%">
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<tspan class="game-title-text">Roguelike</tspan>
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</textPath>
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</text>
|
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<text fill="#e33" stroke-width="10px">
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<textPath xlink:href="#curve" text-anchor="middle" startOffset="50%">
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<tspan class="game-title-text">Roguelike</tspan>
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</textPath>
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</text>
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</svg>
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</div>
|
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<div id="options">
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<div id="menu" class="nes-container is-rounded is-dark">
|
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<label>
|
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<input type="radio"
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value="instructions"
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class="nes-radio is-dark"
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name="menu-items"
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checked/>
|
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<span>Instructions</span>
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</label>
|
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<br/>
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<label>
|
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<input type="radio"
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value="credits"
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class="nes-radio is-dark"
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name="menu-items"/>
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<span>Credits</span>
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</label>
|
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</div>
|
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</div>
|
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<button id="play" class="nes-btn is-success action">Play</button>
|
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</div>
|
|
|
|
<!-- credits screen -->
|
|
<div id="credits" class="screen modal">
|
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<div class="nes-container is-rounded is-dark">
|
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<p>By Patryk Hegenberg</p>
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<ul>
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<li>Engine =
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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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<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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<li>SFX from
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<a href="https://sfxr.me/"
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target="_blank">sfxr.me</a></li>
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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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</ul>
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</div>
|
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<button class="nes-btn is-success action">Ok</button>
|
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</div>
|
|
|
|
<!-- instructions screen -->
|
|
<div id="instructions" class="screen modal">
|
|
<p>Instructions</p>
|
|
<div class="nes-container is-rounded is-dark">
|
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<p>Du musst dich durch denn Dungeon kämpfen und denn Weg in den höchsten Raum finden. du kämpfst durch das Lösen von Matheaufgaben.
|
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Solltest du eine falsche Antwort geben erleidest du Schaden, ansonsten fügst du deinem Gegner Schaden zu.</p>
|
|
<p>Benutze die Pfeiltasten um dich zu bewegen.</p>
|
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</div>
|
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<button class="nes-btn is-success action">Ok</button>
|
|
</div>
|
|
|
|
<!-- win screen -->
|
|
<div id="win" class="screen modal">
|
|
<p class="nes-container is-rounded is-dark">Win!</p>
|
|
<div class="nes-container is-rounded is-dark">
|
|
<p><div class="sprite amulet"></div></p>
|
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<p>Du hast dich bis zum Ende des Spiels durchgekämpft und hast das Spiel gewonnen.</p>
|
|
<p>Du hast <span class="gold-stat"></span> Gold und <span class="xp-stat"></span> XP erhalten.</p>
|
|
</div>
|
|
<button class="nes-btn is-success action">Ok</button>
|
|
</div>
|
|
|
|
<!-- lose screen -->
|
|
<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>
|
|
</div>
|
|
<button class="nes-btn is-success action">Ok</button>
|
|
</div>
|
|
|
|
<!--Combat screen-->
|
|
<div id="combat" class="screen modal">
|
|
<p>Kampf!</p>
|
|
<div class="nes-container is-rounded is-dark">
|
|
<div class="sprite tomb"></div>
|
|
<p id>Was ist?</p>
|
|
<p id="question"></p>
|
|
</div>
|
|
<button id="answer1" class="nes-btn is-success action">Antwort 1</button>
|
|
<button id="answer2" class="nes-btn is-success action">Antwort 2</button>
|
|
<button id="answer3" class="nes-btn is-success action">Antwort 3</button>
|
|
</div>
|
|
|
|
<!-- game screen -->
|
|
<div id="game" class="screen">
|
|
<div id="canvas"></div>
|
|
<div id="message" class="nes-container is-rounded is-dark hide"></div>
|
|
<div id="hud" class="nes-container is-rounded is-dark"></div>
|
|
<div id="arrows">
|
|
<div id="btn-left" class="nes-container is-rounded is-dark"><span><</span></div>
|
|
<div id="btn-up" class="nes-container is-rounded is-dark"><span><</span></div>
|
|
<div id="btn-down" class="nes-container is-rounded is-dark"><span>></span></div>
|
|
<div id="btn-right" class="nes-container is-rounded is-dark"><span>></span></div>
|
|
<div id="btn-skip" class="nes-container is-rounded is-dark"><span>.</span></div>
|
|
</div>
|
|
</div>
|
|
|
|
</body>
|
|
<script id="main">
|
|
(function (w) {
|
|
let count = 1;
|
|
// game title
|
|
const gametitle = "The Math Wizard";
|
|
|
|
/*****************
|
|
*** resources ***
|
|
*****************/
|
|
|
|
// This tileset is from kenney.nl
|
|
// It's the "microrogue" tileset
|
|
|
|
const tileSet = document.createElement("img");
|
|
tileSet.src = "./../images/colored_tilemap_packed.png";
|
|
|
|
const tileOptions = {
|
|
layout: "tile",
|
|
bg: "transparent",
|
|
tileWidth: 8,
|
|
tileHeight: 8,
|
|
tileSet: tileSet,
|
|
tileMap: {
|
|
"@": [40, 0], // player
|
|
".": [32, 32], // floor
|
|
"M": [88, 0], // monster
|
|
"*": [72, 24], // treasure chest
|
|
"g": [64, 40], // gold
|
|
"x": [56, 32], // axe
|
|
"p": [56, 64], // potion
|
|
"a": [40, 32], // tree 1
|
|
"b": [32, 40], // tree 2
|
|
"c": [40, 40], // tree 3
|
|
"d": [48, 40], // tree 4
|
|
"e": [56, 40], // tree 5
|
|
"T": [72, 56], // tombstone
|
|
"╔": [0, 72], // room corner
|
|
"╗": [24, 72], // room corner
|
|
"╝": [72, 72], // room corner
|
|
"╚": [48, 72], // room corner
|
|
"═": [8, 72], // room edge
|
|
"║": [32, 72], // room edge
|
|
"o": [40, 72], // room corner
|
|
"D": [16, 16], //Door to win
|
|
"s": [32, 24], //stairs to next Stage
|
|
},
|
|
width: 25,
|
|
height: 40,
|
|
};
|
|
|
|
const usePointer = true;
|
|
const useArrows = true;
|
|
const touchOffsetY = -20; // move the center by this much
|
|
const scaleMobile = 4; // scale mobile screens by this much
|
|
const scaleMonitor = 6; // scale computer screens by this much
|
|
const turnLengthMS = 200; // shortest time between turns
|
|
|
|
// these map tiles are walkable
|
|
const walkable = [".", "*", "g", "D", "s"];
|
|
|
|
// these map tiles should not be replaced by room edges
|
|
const noreplace = walkable.concat(["M", "╔", "╗", "╚", "╝", "═", "║"]);
|
|
|
|
// These sound effects are generated using sfxr.me
|
|
|
|
const sfx = {
|
|
rubber:
|
|
"5EoyNVaezhPnpFZjpkcJkF8FNCioPncLoztbSHU4u9wDQ8W3P7puffRWvGMnrLRdHa61kGcwhZK3RdoDRitmtwn4JjrQsZCZBmDQgkP5uGUGk863wbpRi1xdA",
|
|
step: "34T6PkwiBPcxMGrK7aegATo5WTMWoP17BTc6pwXbwqRvndwRjGYXx6rG758rLSU5suu35ZTkRCs1K2NAqyrTZbiJUHQmra9qvbBrSdbBbJ7JvmyBFVDo6eiVD",
|
|
choice:
|
|
"34T6PkzXyyB6jHiwFztCFWEWsogkzrhzAH3FH2d97BCuFhqmZgfuXG3xtz8YYSKMzn95yyX8xZXJyesKmpcjpEL3dPP5h2e8mt5MmhExAksyqZyqgavBgsWMd",
|
|
hide: "34T6PkzXyyB6jHiwFztCFWEniygA1GJtjsQuGxcd38JLDquhRqTB28dQgigseMjQSjSY14Z3aBmAtzz9KWcJZ2o9S1oCcgqQY4dxTAXikS7qCs3QJ3KuWJUyD",
|
|
empty:
|
|
"111112RrwhZ2Q7NGcdAP21KUHHKNQa3AhmK4Xea8mbiXfzkxr9aX41M8XYt5xYaaLeo9iZdUKUVL3u2N6XASue2wPv2wCCDy6W6TeFiUjk3dXSzFcBY7kTAM",
|
|
hit: "34T6Pks4nddGzchAFWpSTRAKitwuQsfX8bfzRpJx5eDR7NSqxeeLMEkLjcuwvTCDS1ve7amXBg4eipzDdgKWoYnJBsQVESZh2X1DFV2GWybY5bAihB2EdHsbd",
|
|
miss: "8R25jogvbp3Qy6A4GTPxRP4aT2SywwsAgoJ2pKmxUFMExgNashjgd311MnmZ2ThwrPQz71LA53QCfFmYQLHaXo6SocUv4zcfNAU5SFocZnoQSDCovnjpioNz3",
|
|
win: "34T6Pkv34QJsqDqEa8aV4iwF2LnASMc3683oFUPKZic6kVUHvwjUQi6rz8qNRUHRs34cu37P5iQzz2AzipW3DHMoG5h4BZgDmZnyLhsXgPKsq2r4Fb2eBFVuR",
|
|
lose: "7BMHBGHKKnn7bgcmGprqiBmpuRaTytcd4JS9eRNDzUTRuQy8BTBzs5g8XzS7rrp4C9cNeSaqAtWR9qdvXvtnWVTmTC8GXgDuCXD2KyHJNXzfUahbZrce8ibuy",
|
|
kill: "7BMHBGKMhg8NZkxKcJxNfTWXKtMPiZVNsLR4aPEAghCSpz5ZxpjS5k4j4ZQpJ65UZnHSr4R2d7ALCHJe41pAS2ZPjauM7SveudhDGAxw2dhXpiNwEhG8xUYkX",
|
|
};
|
|
|
|
for (let s in sfx) {
|
|
sfx[s] = new SoundEffect(sfx[s]).generate().getAudio();
|
|
}
|
|
|
|
const keyMap = {
|
|
38: 0,
|
|
33: 1,
|
|
39: 2,
|
|
34: 3,
|
|
40: 4,
|
|
35: 5,
|
|
37: 6,
|
|
36: 7,
|
|
};
|
|
|
|
/*****************
|
|
*** game code ***
|
|
*****************/
|
|
|
|
// based on the original tutorial by Ondřej Žára
|
|
// www.roguebasin.com/index.php?title=Rot.js_tutorial,_part_1
|
|
|
|
const Game = {
|
|
// this is the ROT.js display handler
|
|
display: null,
|
|
// this is our map data
|
|
map: {},
|
|
// map of all items
|
|
items: {},
|
|
// reference to the ROT.js engine which
|
|
// manages stuff like scheduling
|
|
engine: null,
|
|
// schedules events in the game for ROT.js
|
|
scheduler: null,
|
|
// reference to the player object
|
|
player: null,
|
|
// reference to the game monsters array
|
|
monsters: null,
|
|
door: null,
|
|
// arrow handler
|
|
lastArrow: null, // arrow keys held
|
|
arrowInterval: null, // arrow key repeat
|
|
arrowListener: null, // registered listener for arrow event
|
|
// clean up this game instance
|
|
cleanup: cleanup,
|
|
playerAllowedToMove: true,
|
|
};
|
|
|
|
// this gets called by the menu system
|
|
// to launch the actual game
|
|
function init(game) {
|
|
game.map = {};
|
|
game.items = {};
|
|
// first create a ROT.js display manager
|
|
game.display = new ROT.Display(tileOptions);
|
|
resetCanvas(game.display.getContainer());
|
|
|
|
generateMap(game, count);
|
|
|
|
// let ROT.js schedule the player and monster entities
|
|
game.scheduler = new ROT.Scheduler.Simple();
|
|
game.scheduler.add(game.player, true);
|
|
game.monsters.map((m) => game.scheduler.add(m, true));
|
|
|
|
// render the stats hud at the bottom of the screen
|
|
renderStats(game.player.stats);
|
|
|
|
// kick everything off
|
|
game.engine = new ROT.Engine(game.scheduler);
|
|
game.engine.start();
|
|
count = 1;
|
|
}
|
|
|
|
function nextStage(game, stage, stats) {
|
|
game.map = {};
|
|
game.items = {};
|
|
game.display = new ROT.Display(tileOptions);
|
|
resetCanvas(game.display.getContainer());
|
|
if (game.engine) {
|
|
game.scheduler.clear();
|
|
game.scheduler = null;
|
|
game.monsters = null;
|
|
game.door = null;
|
|
game.stairs = null;
|
|
};
|
|
generateMap(game, stage);
|
|
|
|
// let ROT.js schedule the player and monster entities
|
|
game.scheduler = new ROT.Scheduler.Simple();
|
|
game.scheduler.add(game.player, true);
|
|
game.monsters.map((m) => game.scheduler.add(m, true));
|
|
|
|
// render the stats hud at the bottom of the screen
|
|
game.player.stats = stats;
|
|
renderStats(game.player.stats);
|
|
|
|
// kick everything off
|
|
game.engine = new ROT.Engine(game.scheduler);
|
|
game.engine.start();;
|
|
}
|
|
|
|
// this gets called at the end of the game when we want
|
|
// to exit back out and clean everything up to display
|
|
// the menu and get ready for next round
|
|
function destroy(game) {
|
|
// remove all listening event handlers
|
|
removeListeners(game);
|
|
|
|
// tear everything down
|
|
if (game.engine) {
|
|
game.engine.lock();
|
|
game.display = null;
|
|
game.map = {};
|
|
game.items = {};
|
|
game.engine = null;
|
|
game.scheduler.clear();
|
|
game.scheduler = null;
|
|
game.player = null;
|
|
game.monsters = null;
|
|
game.door = null;
|
|
game.stairs = null;
|
|
}
|
|
|
|
// hide the toast message
|
|
hideToast(true);
|
|
// close out the game screen and show the title
|
|
showScreen("title");
|
|
}
|
|
|
|
// this generates the game map
|
|
function generateMap(game, stage) {
|
|
const digger = new ROT.Map.Digger(tileOptions.width, tileOptions.height);
|
|
// list of floor tiles that can be walked on
|
|
const freeCells = [];
|
|
// list of non-floor tiles that can't be traversed
|
|
const zeroCells = [];
|
|
|
|
const digCallback = function (x, y, value) {
|
|
const key = x + "," + y;
|
|
if (value) {
|
|
zeroCells.push(key);
|
|
} else {
|
|
game.map[key] = ".";
|
|
freeCells.push(key);
|
|
}
|
|
};
|
|
digger.create(digCallback.bind(game));
|
|
|
|
generateItems(game, freeCells);
|
|
generateScenery(game.map, zeroCells);
|
|
generateRooms(game.map, digger);
|
|
|
|
game.player = createBeing(makePlayer, freeCells);
|
|
game.monsters = []
|
|
for ( var i= 0; i<= stage; i++) {
|
|
game.monsters.push(createBeing(makeMonster, freeCells));
|
|
}
|
|
|
|
// draw the map and items
|
|
for (let key in game.map) {
|
|
drawTile(game, key);
|
|
}
|
|
|
|
rescale(game.player._x, game.player._y, game);
|
|
}
|
|
|
|
function generateItems(game, freeCells) {
|
|
for (let i = 0; i < 15; i++) {
|
|
const key = takeFreeCell(freeCells);
|
|
if (!i) {
|
|
if(count < 5) {
|
|
game.stairs = key;
|
|
game.items[key] = "s";
|
|
} else {
|
|
game.door = key;
|
|
game.items[key] = "D";
|
|
}
|
|
} else {
|
|
game.items[key] = ROT.RNG.getItem(["g"]);
|
|
}
|
|
}
|
|
}
|
|
|
|
function takeFreeCell(freeCells) {
|
|
const index = Math.floor(ROT.RNG.getUniform() * freeCells.length);
|
|
const key = freeCells.splice(index, 1)[0];
|
|
return key;
|
|
}
|
|
|
|
function posFromKey(key) {
|
|
const parts = key.split(",");
|
|
const x = parseInt(parts[0]);
|
|
const y = parseInt(parts[1]);
|
|
return [x, y];
|
|
}
|
|
|
|
function generateScenery(map, freeCells) {
|
|
for (let i = 0; i < 100; i++) {
|
|
if (freeCells.length) {
|
|
const key = takeFreeCell(freeCells);
|
|
map[key] = ROT.RNG.getItem("abcde");
|
|
}
|
|
}
|
|
}
|
|
|
|
function generateRooms(map, mapgen) {
|
|
const rooms = mapgen.getRooms();
|
|
for (let rm = 0; rm < rooms.length; rm++) {
|
|
const room = rooms[rm];
|
|
|
|
const l = room.getLeft() - 1;
|
|
const r = room.getRight() + 1;
|
|
const t = room.getTop() - 1;
|
|
const b = room.getBottom() + 1;
|
|
|
|
map[l + "," + t] = "╔";
|
|
map[r + "," + t] = "╗";
|
|
map[l + "," + b] = "╚";
|
|
map[r + "," + b] = "╝";
|
|
|
|
for (let i = room.getLeft(); i <= room.getRight(); i++) {
|
|
const j = i + "," + t;
|
|
const k = i + "," + b;
|
|
if (noreplace.indexOf(map[j]) == -1) {
|
|
map[j] = "═";
|
|
}
|
|
if (noreplace.indexOf(map[k]) == -1) {
|
|
map[k] = "═";
|
|
}
|
|
}
|
|
|
|
for (let i = room.getTop(); i <= room.getBottom(); i++) {
|
|
const j = l + "," + i;
|
|
const k = r + "," + i;
|
|
if (noreplace.indexOf(map[j]) == -1) {
|
|
map[j] = "║";
|
|
}
|
|
if (noreplace.indexOf(map[k]) == -1) {
|
|
map[k] = "║";
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
function drawTile(game, key, ignore) {
|
|
const map = game.map;
|
|
if (map[key]) {
|
|
const parts = posFromKey(key);
|
|
const monster = monsterAt(parts[0], parts[1]);
|
|
const player = playerAt(parts[0], parts[1]);
|
|
const display = game.display;
|
|
const items = game.items;
|
|
const draw = [map[key], items[key]];
|
|
draw.push(monster && monster != ignore ? monster.character : null);
|
|
draw.push(player && player != ignore ? player.character : null);
|
|
display.draw(
|
|
parts[0],
|
|
parts[1],
|
|
draw.filter((i) => i)
|
|
);
|
|
}
|
|
}
|
|
|
|
// both the player and monster initial position is set
|
|
function createBeing(what, freeCells) {
|
|
const key = takeFreeCell(freeCells);
|
|
const pos = posFromKey(key);
|
|
const being = what(pos[0], pos[1]);
|
|
return being;
|
|
}
|
|
|
|
/******************
|
|
*** the player ***
|
|
******************/
|
|
|
|
// creates a player object with position, and stats
|
|
function makePlayer(x, y) {
|
|
return {
|
|
// player's position
|
|
_x: x,
|
|
_y: y,
|
|
character: "@",
|
|
name: "you",
|
|
// the player's stats
|
|
stats: { hp: 10, xp: 0, gold: 0 },
|
|
// the ROT.js scheduler calls this method when it is time
|
|
// for the player to act
|
|
act: () => {
|
|
Game.engine.lock();
|
|
if (!Game["arrowListener"]) {
|
|
document.addEventListener("arrow", arrowEventHandler);
|
|
Game.arrowListener = true;
|
|
}
|
|
},
|
|
};
|
|
}
|
|
|
|
// this method gets called by the `movePlayer` function
|
|
function checkItem(entity) {
|
|
const key = entity._x + "," + entity._y;
|
|
if (key == Game.door) {
|
|
if(count < 5) {
|
|
nextStage(Game, ++count, Game.player.stats);
|
|
} else {
|
|
win();
|
|
}
|
|
} else if (key == Game.stairs) {
|
|
nextStage(Game, ++count, Game.player.stats);
|
|
}else if (Game.items[key] == "g") {
|
|
Game.player.stats.gold += 1;
|
|
renderStats(Game.player.stats);
|
|
toast("You found gold!");
|
|
sfx["win"].play();
|
|
delete Game.items[key];
|
|
}
|
|
drawTile(Game, key);
|
|
}
|
|
|
|
function movePlayer(dir) {
|
|
const p = Game.player;
|
|
return movePlayerTo(p._x + dir[0], p._y + dir[1]);
|
|
}
|
|
|
|
function movePlayerTo(x, y) {
|
|
const p = Game.player;
|
|
|
|
const newKey = x + "," + y;
|
|
if (walkable.indexOf(Game.map[newKey]) == -1) {
|
|
return;
|
|
}
|
|
|
|
// check if we've hit the monster
|
|
const hitMonster = monsterAt(x, y);
|
|
if (hitMonster) {
|
|
//combat(p, hitMonster);
|
|
setTimeout(function () {
|
|
Game.engine.unlock();
|
|
}, 250);
|
|
} else {
|
|
hideToast();
|
|
|
|
drawTile(Game, p._x + "," + p._y, p);
|
|
|
|
// update the player's coordinates
|
|
p._x = x;
|
|
p._y = y;
|
|
|
|
// re-draw the player
|
|
for (let key in Game.map) {
|
|
drawTile(Game, key);
|
|
}
|
|
// re-locate the game screen to center the player
|
|
rescale(x, y, Game);
|
|
window.removeEventListener("arrow", arrowEventHandler);
|
|
Game.engine.unlock();
|
|
sfx["step"].play();
|
|
// check if the player stepped on an item
|
|
checkItem(p);
|
|
}
|
|
}
|
|
|
|
/*******************
|
|
*** The monster ***
|
|
*******************/
|
|
|
|
// basic ROT.js entity with position and stats
|
|
function makeMonster(x, y) {
|
|
return {
|
|
// monster position
|
|
_x: x,
|
|
_y: y,
|
|
character: "M",
|
|
name: "Orc",
|
|
stats: { hp: 3 },
|
|
// called by the ROT.js scheduler
|
|
act: monsterAct,
|
|
};
|
|
}
|
|
|
|
function monsterAct() {
|
|
const m = this;
|
|
const p = Game.player;
|
|
const map = Game.map;
|
|
const display = Game.display;
|
|
|
|
const passableCallback = function (x, y) {
|
|
return walkable.indexOf(map[x + "," + y]) != -1;
|
|
};
|
|
const astar = new ROT.Path.AStar(p._x, p._y, passableCallback, {
|
|
topology: 4,
|
|
});
|
|
const path = [];
|
|
const pathCallback = function (x, y) {
|
|
path.push([x, y]);
|
|
};
|
|
astar.compute(m._x, m._y, pathCallback);
|
|
|
|
path.shift();
|
|
if (path.length <= 1) {
|
|
Game.playerAllowedToMove = false;
|
|
Game.engine.lock();
|
|
combat(m, p);
|
|
} else {
|
|
drawTile(Game, m._x + "," + m._y, m);
|
|
m._x = path[0][0];
|
|
m._y = path[0][1];
|
|
drawTile(Game, m._x + "," + m._y);
|
|
}
|
|
}
|
|
|
|
function monsterAt(x, y) {
|
|
if (Game.monsters && Game.monsters.length) {
|
|
for (let mi = 0; mi < Game.monsters.length; mi++) {
|
|
const m = Game.monsters[mi];
|
|
if (m && m._x == x && m._y == y) {
|
|
return m;
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
function playerAt(x, y) {
|
|
return Game.player && Game.player._x == x && Game.player._y == y
|
|
? Game.player
|
|
: null;
|
|
}
|
|
|
|
// if the monster is dead remove it from the game
|
|
function checkDeath(m) {
|
|
if (m.stats.hp <= 0) {
|
|
if (m == Game.player) {
|
|
toast("You died!");
|
|
lose();
|
|
} else {
|
|
const key = m._x + "," + m._y;
|
|
removeMonster(m);
|
|
sfx["kill"].play();
|
|
return true;
|
|
}
|
|
}
|
|
}
|
|
|
|
// remove a monster from the game
|
|
function removeMonster(m) {
|
|
const key = m._x + "," + m._y;
|
|
Game.scheduler.remove(m);
|
|
Game.monsters = Game.monsters.filter((mx) => mx != m);
|
|
drawTile(Game, key);
|
|
}
|
|
|
|
/******************************
|
|
*** combat/win/lose events ***
|
|
******************************/
|
|
// this is how the player fights a monster
|
|
function checkSolution(solution, answer, hitter, receiver) {
|
|
console.log("Click: " + solution + " Antwort: " + answer);
|
|
if (solution == answer) {
|
|
hitter.stats.hp -= 1;
|
|
sfx["hit"].play();
|
|
if (checkDeath(hitter)) {
|
|
Game.player.stats.xp += 1;
|
|
showScreen("game");
|
|
Game.playerAllowedToMove = true;
|
|
Game.engine.unlock();
|
|
} else {
|
|
combat(hitter, receiver);
|
|
}
|
|
checkDeath(hitter);
|
|
} else {
|
|
sfx["miss"].play();
|
|
//showScreen("game");
|
|
//Game.playerAllowedToMove = true;
|
|
//Game.engine.unlock();
|
|
}
|
|
}
|
|
|
|
function setupButtons(answerValue, hitter, receiver) {
|
|
const randomValue = (min, max) =>
|
|
Math.floor(Math.random() * (max - min)) + min;
|
|
let randomVar = randomValue(1, 4);
|
|
if (randomVar == 1) {
|
|
document.getElementById("answer1").innerHTML = `${answerValue}`;
|
|
document.getElementById("answer2").innerHTML = `${
|
|
answerValue + randomValue(1, 4)
|
|
}`;
|
|
document.getElementById("answer3").innerHTML = `${
|
|
answerValue - randomValue(1, 4)
|
|
}`;
|
|
} else if (randomVar == 2) {
|
|
document.getElementById("answer1").innerHTML = `${
|
|
answerValue + randomValue(1, 4)
|
|
}`;
|
|
document.getElementById("answer2").innerHTML = `${answerValue}`;
|
|
document.getElementById("answer3").innerHTML = `${
|
|
answerValue - randomValue(1, 4)
|
|
}`;
|
|
} else {
|
|
document.getElementById("answer1").innerHTML = `${
|
|
answerValue - randomValue(1, 4)
|
|
}`;
|
|
document.getElementById("answer2").innerHTML = `${
|
|
answerValue + randomValue(1, 4)
|
|
}`;
|
|
document.getElementById("answer3").innerHTML = `${answerValue}`;
|
|
}
|
|
document.getElementById("answer1").addEventListener("click", async() => {
|
|
checkSolution(document.getElementById("answer1").innerText, answerValue, hitter, receiver);
|
|
}, {once: true});
|
|
document.getElementById("answer2").addEventListener("click", async() => {
|
|
checkSolution(document.getElementById("answer2").innerText, answerValue, hitter, receiver);
|
|
}, {once: true});
|
|
document.getElementById("answer3").addEventListener("click", async() => {
|
|
checkSolution(document.getElementById("answer3").innerText, answerValue, hitter, receiver);
|
|
}, {once: true});
|
|
}
|
|
|
|
function combat(hitter, receiver) {
|
|
const randomValue = (min, max) =>
|
|
Math.floor(Math.random() * (max - min)) + min;
|
|
let [num1, num2] = [randomValue(1, 10), randomValue(1, 10)];
|
|
const answerValue = eval(`${num1} * ${num2}`);
|
|
document.getElementById("question").innerHTML = `${num1} * ${num2} = ? `;
|
|
setupButtons(answerValue, hitter, receiver);
|
|
showScreen("combat");
|
|
checkDeath(receiver);
|
|
renderStats(Game.player.stats);
|
|
}
|
|
|
|
// this gets called when the player wins the game
|
|
function win() {
|
|
Game.engine.lock();
|
|
for (let i = 0; i < 5; i++) {
|
|
setTimeout(function () {
|
|
sfx["win"].play();
|
|
}, 100 * i);
|
|
}
|
|
// set our stats for the end screen
|
|
setEndScreenValues(Game.player.stats.xp, Game.player.stats.gold);
|
|
// tear down the game
|
|
destroy(Game);
|
|
showScreen("win");
|
|
}
|
|
|
|
// this gets called when the player loses the game
|
|
function lose() {
|
|
Game.engine.lock();
|
|
// change the player into a tombstone tile
|
|
const p = Game.player;
|
|
p.character = "T";
|
|
drawTile(Game, p._x + "," + p._y);
|
|
const ghost = createGhost([p._x, p._y]);
|
|
removeListeners(Game);
|
|
sfx["lose"].play();
|
|
setTimeout(function () {
|
|
setEndScreenValues(Game.player.stats.xp, Game.player.stats.gold);
|
|
// tear down the game
|
|
destroy(Game);
|
|
showScreen("lose");
|
|
}, 2000);
|
|
}
|
|
|
|
/************************************
|
|
*** graphics, UI & browser utils ***
|
|
************************************/
|
|
|
|
const clickevt = !!("ontouchstart" in window) ? "touchstart" : "click";
|
|
|
|
const $ = document.querySelector.bind(document);
|
|
const $$ = document.querySelectorAll.bind(document);
|
|
NodeList.prototype.forEach = Array.prototype.forEach;
|
|
|
|
// this code resets the ROT.js display canvas
|
|
function resetCanvas(el) {
|
|
$("#canvas").innerHTML = "";
|
|
$("#canvas").appendChild(el);
|
|
window.onkeydown = keyHandler;
|
|
window.onkeyup = arrowStop;
|
|
if (useArrows) {
|
|
document.ontouchend = arrowStop;
|
|
}
|
|
showScreen("game");
|
|
}
|
|
|
|
function rescale(x, y, game) {
|
|
const c = $("canvas");
|
|
const scale = window.innerWidth < 600 ? scaleMobile : scaleMonitor;
|
|
const offset = game.touchScreen ? touchOffsetY : 0;
|
|
const tw =
|
|
x * -tileOptions.tileWidth +
|
|
(tileOptions.width * tileOptions.tileWidth) / 2 +
|
|
-4;
|
|
const th =
|
|
y * -tileOptions.tileHeight +
|
|
(tileOptions.height * tileOptions.tileHeight) / 2 +
|
|
offset;
|
|
if (canvas) {
|
|
canvas.style.transition = "transform 0.5s ease-out 0s";
|
|
if (game.display) {
|
|
game.display
|
|
.getContainer()
|
|
.getContext("2d").imageSmoothingEnabled = false;
|
|
}
|
|
canvas.style.transform =
|
|
"scale(" +
|
|
scale +
|
|
") " +
|
|
"translate3d(" +
|
|
Math.floor(tw) +
|
|
"px," +
|
|
Math.floor(th) +
|
|
"px,0px)";
|
|
}
|
|
}
|
|
|
|
function removeListeners(game) {
|
|
if (game.engine) {
|
|
game.lastArrow = null;
|
|
clearInterval(game.arrowInterval);
|
|
game.arrowInterval = null;
|
|
game.engine.lock();
|
|
game.scheduler.clear();
|
|
window.removeEventListener("arrow", arrowEventHandler);
|
|
game.arrowListener = false;
|
|
window.onkeydown = null;
|
|
window.onkeyup = null;
|
|
}
|
|
}
|
|
|
|
// hides all screens and shows the requested screen
|
|
function showScreen(which, ev) {
|
|
ev && ev.preventDefault();
|
|
const el = $("#" + which);
|
|
const actionbutton = $("#" + which + ">.action");
|
|
document.querySelectorAll(".screen").forEach(function (s) {
|
|
s.classList.remove("show");
|
|
s.classList.add("hide");
|
|
});
|
|
el.classList.remove("hide");
|
|
el.classList.remove("show");
|
|
void el.offsetHeight; // trigger CSS reflow
|
|
el.classList.add("show");
|
|
if (actionbutton) {
|
|
actionbutton.focus();
|
|
}
|
|
}
|
|
|
|
// set the end-screen message
|
|
function setEndScreenValues(xp, gold) {
|
|
$$(".xp-stat").forEach((el) => (el.textContent = Math.floor(xp)));
|
|
$$(".gold-stat").forEach((el) => (el.textContent = gold));
|
|
}
|
|
|
|
// updates the stats listed at the bottom of the screen
|
|
function renderStats(stats) {
|
|
const st = $("#hud");
|
|
st.innerHTML = "";
|
|
for (let s in stats) {
|
|
attach(st, el("span", {}, [s.toUpperCase() + ": " + stats[s]]));
|
|
}
|
|
}
|
|
|
|
// creates the ghost sprite when the player dies
|
|
function createGhost(pos) {
|
|
const tw = tileOptions.tileWidth;
|
|
const th = tileOptions.tileHeight;
|
|
const left = "left:" + pos[0] * tw + "px;";
|
|
const top = "top:" + pos[1] * th + "px;";
|
|
const ghost = el("div", {
|
|
className: "sprite ghost free float-up",
|
|
style: left + top,
|
|
});
|
|
ghost.onanimationend = function () {
|
|
rmel(ghost);
|
|
};
|
|
return attach($("#canvas"), ghost);
|
|
}
|
|
|
|
function battleMessage(messages) {
|
|
const components = messages.reduce(function (msgs, m) {
|
|
return msgs
|
|
.concat(
|
|
m.split(" ").map(function (p) {
|
|
const match = p.match(/hit|miss/);
|
|
return el("span", { className: match ? match[0] : "" }, [p, " "]);
|
|
})
|
|
)
|
|
.concat(el("br", {}));
|
|
}, []);
|
|
return el("span", {}, components);
|
|
}
|
|
|
|
function toast(message) {
|
|
const m = $("#message");
|
|
if (
|
|
Game.scheduler._current == Game.player ||
|
|
m.className.indexOf("show") == -1
|
|
) {
|
|
m.innerHTML = "";
|
|
}
|
|
m.classList.remove("fade-out");
|
|
m.classList.add("show");
|
|
if (typeof message == "string") {
|
|
m.appendChild(el("span", {}, [message]));
|
|
} else {
|
|
m.appendChild(message);
|
|
}
|
|
}
|
|
|
|
function hideToast(instant) {
|
|
const m = $("#message");
|
|
if (instant) {
|
|
m.classList.remove("show");
|
|
m.classList.remove("fade-out");
|
|
m.innerHTML = "";
|
|
} else if (m.className.match("show")) {
|
|
m.classList.remove("show");
|
|
m.classList.add("fade-out");
|
|
m.onanimationend = function () {
|
|
m.classList.remove("fade-out");
|
|
m.innerHTML = "";
|
|
};
|
|
}
|
|
}
|
|
|
|
// create an HTML element
|
|
function el(tag, attrs, children) {
|
|
const node = document.createElement(tag);
|
|
for (a in attrs) {
|
|
node[a] = attrs[a];
|
|
}
|
|
(children || []).forEach(function (c) {
|
|
if (typeof c == "string") {
|
|
node.appendChild(document.createTextNode(c));
|
|
} else {
|
|
attach(node, c);
|
|
}
|
|
});
|
|
return node;
|
|
}
|
|
|
|
// add an HTML element to a parent node
|
|
function attach(node, el) {
|
|
node.appendChild(el);
|
|
return el;
|
|
}
|
|
|
|
// remove an element from the dom
|
|
function rmel(node) {
|
|
node.parentNode.removeChild(node);
|
|
}
|
|
|
|
/*************************
|
|
*** UI event handlers ***
|
|
*************************/
|
|
|
|
function keyHandler(ev) {
|
|
const code = ev.keyCode;
|
|
if (code == 187 || code == 189) {
|
|
ev.preventDefault();
|
|
return;
|
|
}
|
|
if (code == 70 && ev.altKey && ev.ctrlKey && ev.shiftKey) {
|
|
document.body.requestFullscreen();
|
|
console.log("Full screen pressed.");
|
|
return;
|
|
}
|
|
if (code == 73) {
|
|
toggleInventory(ev, true);
|
|
return;
|
|
}
|
|
if (code == 190) {
|
|
Game.engine.unlock();
|
|
return;
|
|
} // skip turn
|
|
if (!(code in keyMap)) {
|
|
return;
|
|
}
|
|
const dir = ROT.DIRS[8][keyMap[code]];
|
|
if (Game.display) {
|
|
ev.preventDefault();
|
|
}
|
|
if(Game.playerAllowedToMove) {
|
|
arrowStart(dir);
|
|
}
|
|
}
|
|
|
|
function arrowStart(dir) {
|
|
const last = Game.lastArrow;
|
|
Game.lastArrow = dir;
|
|
if (!last) {
|
|
document.dispatchEvent(new Event("arrow"));
|
|
if (Game.arrowInterval) {
|
|
clearInterval(Game.arrowInterval);
|
|
}
|
|
Game.arrowInterval = setInterval(function () {
|
|
document.dispatchEvent(new Event("arrow"));
|
|
}, turnLengthMS);
|
|
}
|
|
}
|
|
|
|
function arrowStop(ev) {
|
|
clearInterval(Game.arrowInterval);
|
|
Game.arrowInterval = null;
|
|
Game.lastArrow = null;
|
|
}
|
|
|
|
function arrowEventHandler() {
|
|
if (Game.lastArrow) {
|
|
movePlayer(Game.lastArrow);
|
|
} else {
|
|
arrowStop();
|
|
}
|
|
}
|
|
|
|
function startGame(ev) {
|
|
showScreen("game");
|
|
sfx["rubber"].play();
|
|
init(Game);
|
|
}
|
|
|
|
function handleMenuChange(which, ev) {
|
|
ev.preventDefault();
|
|
const choice = which.getAttribute("value");
|
|
showScreen(choice);
|
|
sfx["choice"].play();
|
|
}
|
|
|
|
function hideModal(ev) {
|
|
ev.preventDefault();
|
|
showScreen("title");
|
|
sfx["hide"].play();
|
|
}
|
|
|
|
function cleanup() {
|
|
destroy(Game);
|
|
$("#play").removeEventListener(clickevt, startGame);
|
|
}
|
|
|
|
/***************
|
|
*** Startup ***
|
|
***************/
|
|
|
|
// this code is called at load time and sets the game title
|
|
document.querySelectorAll(".game-title-text").forEach(function (t) {
|
|
t.textContent = gametitle;
|
|
});
|
|
|
|
// listen for the start game button
|
|
$("#play").addEventListener(clickevt, startGame);
|
|
|
|
if (w["rbb"]) {
|
|
w["rbb"].cleanup();
|
|
} else {
|
|
$("#plate").addEventListener(
|
|
"animationend",
|
|
showScreen.bind(null, "title")
|
|
);
|
|
document.querySelectorAll("#options #menu input").forEach(function (el) {
|
|
el.addEventListener("click", handleMenuChange.bind(null, el));
|
|
});
|
|
document.querySelectorAll(".modal button.action").forEach(function (el) {
|
|
el.addEventListener(clickevt, hideModal);
|
|
});
|
|
}
|
|
|
|
w["rbb"] = Game;
|
|
})(window);
|
|
</script>
|
|
</html>
|