TheMathWizard/scripts/game.js

999 lines
28 KiB
JavaScript

(function (w) {
var playerStats = document.getElementById("playerStats").innerHTML;
function convertData(stats) {
var player = {};
stats = stats.replace("'", "").replace("{","").replace("}","");
stats = stats.split(",");
for (let i = 0; i < stats.length; i++) {
var parts = stats[i].split(":");
if (isNaN(Number(parts[1].replace("'","").replace('"','').replace('"','')))) {
player[parts[0].replace("'","").replace('"','').replace('"','')] = parts[1].replace("'","").replace('"','').replace('"','');
} else {
player[parts[0].replace("'","").replace('"','').replace('"','')] = Number(parts[1].replace("'","").replace('"','').replace('"',''));
}
}
return player;
}
var statsOfPlayer = convertData(playerStats);
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/16x16DungeonTileset.png";
const tileOptions = {
layout: "tile",
bg: "transparent",
tileWidth: 16,
tileHeight: 16,
tileSet: tileSet,
tileMap: {
"@": [144, 224], // player
".": [32, 48], // floor
"M": [32, 160], // normal orc
"a": [0, 160], // small orc
"b": [80, 176], // Boss
"g": [272, 144], // gold
"p": [192, 176], // potion
"T": [112, 160], // tombstone
"╔": [336, 160], // room corner
"╗": [368, 160], // room corner
"╝": [368, 192], // room corner
"╚": [336, 192], // room corner
"═": [352, 160], // room edge
"║": [336, 176], // room edge
"o": [40, 72], // room corner
"D": [416, 176], //Door to win
"s": [288, 112], //stairs to next Stage
},
width: 25,
height: 40,
};
//const usePointer = true;
//const useArrows = true;
const touchOffsetY = -20; // move the center by this much
const scaleMonitor = 3; // 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);
generateRooms(game.map, digger);
game.player = createBeing(makePlayer, freeCells);
game.monsters = []
if (stage <= 4) {
for ( var i= 0; i<= stage; i++) {
game.monsters.push(createBeing(makeMonster, freeCells));
}
} else {
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 = freeCells[freeCells.length - 1];
game.items[freeCells[freeCells.length - 1]] = "s";
} else {
game.door = freeCells[freeCells.length - 1];
game.items[freeCells[freeCells.length - 1]] = "D";
}
} else {
game.items[key] = "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 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) {
if (what == makePlayer) {
const pos = posFromKey(freeCells[0]);
const being = what(pos[0], pos[1]);
return being;
} else {
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: statsOfPlayer['username'].replace('"',''),
// 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) {
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) {
if (count === 5) {
return {
_x: x,
_y: y,
character: "b",
name: "Necromancer",
stats: {hp: 10},
act: monsterAct,
}
} else {
let randomMonster = Math.floor(Math.random() * 2);
if (randomMonster === 1) {
return {
_x: x,
_y: y,
character: "M",
name: "Orc",
stats: { hp: 4 },
act: monsterAct,
};
} else {
return {
// monster position
_x: x,
_y: y,
character: "a",
name: "Kleiner 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);
Game.player.stats.xp += 1;
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) {
if (solution == answer) {
return true;
} else {
return false;
}
}
async function setupButtons(answerValue) {
let operators = ["+", "-"];
let randomOperator = operators[Math.floor(Math.random() * operators.length)];
const randomValue = (min, max) =>
Math.floor(Math.random() * (max - min)) + min;
let randomVar = randomValue(1, 4);
let random1 = eval(`${answerValue}${randomOperator} ${randomValue(1, 4)}`);
let random2 = eval(`${answerValue}${randomOperator} ${randomValue(1, 4)}`);
if (random1 === random2){
random2 += 1;
if (random2 === answerValue) {
random2 += 1;
}
}
else if (random1 < 1) {
random1 = 1;
}
else if (random2 < 1) {
random2 = 1;
}
if (randomVar === 1) {
document.getElementById("answer1").innerHTML = `${answerValue}`;
document.getElementById("answer2").innerHTML = random1;
document.getElementById("answer3").innerHTML = random2;
} else if (randomVar === 2) {
document.getElementById("answer1").innerHTML = random1;
document.getElementById("answer2").innerHTML = `${answerValue}`;
document.getElementById("answer3").innerHTML = random2;
} else {
document.getElementById("answer1").innerHTML = random1;
document.getElementById("answer2").innerHTML = random2;
document.getElementById("answer3").innerHTML = `${answerValue}`;
}
showScreen("combat");
return new Promise((resolve) => {
const button1 = document.getElementById("answer1");
const button2 = document.getElementById("answer2");
const button3 = document.getElementById("answer3");
button1.addEventListener('click', () => {
resolve(button1.innerText);
});
button2.addEventListener('click', () => {
resolve(button2.innerText);
});
button3.addEventListener('click', () => {
resolve(button3.innerText);
});
});
}
async function combat(hitter, receiver) {
let msg = [];
const randomValue = (min, max) =>
Math.floor(Math.random() * (max - min)) + min;
let num1, num2;
if (statsOfPlayer['level'] > 10) {
[num1, num2] = [randomValue(1, 10), randomValue(1, 10)];
} else {
num1 = statsOfPlayer['level'];
num2 = randomValue(1, 10);
}
const answerValue = eval(`${num1} * ${num2}`);
document.getElementById("question").innerHTML = `${num1} * ${num2} = ? `;
const clicked = await setupButtons(answerValue);
let fight = checkSolution(clicked, answerValue);
if(fight) {
msg.push(`${Game.player.name} hit the monster.`);
hitter.stats.hp -= 1;
sfx["hit"].play();
} else {
sfx["miss"].play();
msg.push(`The monster hit ${Game.player.name}.`);
Game.player.stats.hp -= 1;
}
if(msg) {
toast(battleMessage(msg));
}
checkDeath(hitter);
checkDeath(receiver);
showScreen("game");
renderStats(Game.player.stats);
Game.playerAllowedToMove = true;
Game.engine.unlock();
}
// this gets called when the player wins the game
function win() {
Game.engine.lock();
Game.player.stats.xp += 10;
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);
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 = "click";
const $ = document.querySelector.bind(document);
const $$ = document.querySelectorAll.bind(document);
NodeList.prototype.forEach = Array.prototype.forEach;
// this code resets the ROT.js display canvas
function resetCanvas(el) {
$("#canvas").innerHTML = "";
$("#canvas").appendChild(el);
window.onkeydown = keyHandler;
window.onkeyup = arrowStop;
showScreen("game");
}
function rescale(x, y, game) {
const c = $("canvas");
const scale = scaleMonitor;
const offset = game.touchScreen ? touchOffsetY : 0;
const tw =
x * -tileOptions.tileWidth +
(tileOptions.width * tileOptions.tileWidth) / 2 +
-4;
const th =
y * -tileOptions.tileHeight +
(tileOptions.height * tileOptions.tileHeight) / 2 +
offset;
if (canvas) {
canvas.style.transition = "transform 0.5s ease-out 0s";
if (game.display) {
game.display
.getContainer()
.getContext("2d").imageSmoothingEnabled = false;
}
canvas.style.transform =
"scale(" +
scale +
") " +
"translate3d(" +
Math.floor(tw) +
"px," +
Math.floor(th) +
"px,0px)";
}
}
function removeListeners(game) {
if (game.engine) {
game.lastArrow = null;
clearInterval(game.arrowInterval);
game.arrowInterval = null;
game.engine.lock();
game.scheduler.clear();
window.removeEventListener("arrow", arrowEventHandler);
game.arrowListener = false;
window.onkeydown = null;
window.onkeyup = null;
}
}
// hides all screens and shows the requested screen
function showScreen(which, ev) {
ev && ev.preventDefault();
const el = $("#" + which);
const actionbutton = $("#" + which + ">.action");
document.querySelectorAll(".screen").forEach(function (s) {
s.classList.remove("show");
s.classList.add("hide");
});
el.classList.remove("hide");
el.classList.remove("show");
void el.offsetHeight; // trigger CSS reflow
el.classList.add("show");
if (actionbutton) {
actionbutton.focus();
}
}
// set the end-screen message
function setEndScreenValues(xp, gold) {
$$(".xp-stat").forEach((el) => (el.textContent = Math.floor(xp)));
$$(".gold-stat").forEach((el) => (el.textContent = gold));
statsOfPlayer["coins"] += gold;
statsOfPlayer["username"] = Game.player.name.trim().replace('"','');
if ((statsOfPlayer['xp'] + xp) > 150) {
statsOfPlayer["level"] = Number(statsOfPlayer["level"]) + 1;
statsOfPlayer["xp"] += xp;
statsOfPlayer["xp"] -= 150;
} else {
statsOfPlayer["level"] = Number(statsOfPlayer["level"]);
statsOfPlayer["xp"] += xp;
}
var json = JSON.stringify(statsOfPlayer);
var xhr = new XMLHttpRequest();
xhr.open("POST", "/updateData", true);
xhr.setRequestHeader("Content-Type", "application/json");
xhr.onreadystatechange = function() {
if (this.readyState == 4 && this.status == 200) {
console.log(this.responseText);
}
}
console.log(json);
xhr.send(json);
}
// 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]]));
}
}
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();
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);