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cloak-salet/game/begin.coffee

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2017-05-15 13:28:53 +03:00
salet.game_id = "8b0c371c-57f4-49b3-ae3c-cba07d1a9733"
salet.game_version = "1.0"
salet.beforeAction = (roomId, actionId) ->
verbRe = /verb\_(?:\w+)\_(?:\w+)/
match = verbRe.exec(actionId)
if match? and match[1] and match[2]
verb = match[1]
unit = match[2]
salet.view.write(salet.rooms[roomId].units[unit][verb].fcall(salet.rooms[roomId]))
return true # consume the action
return false
$.holdReady( true )
$.getJSON('game/translations/'+i18n.lang+'.json', (data) ->
i18n.push(i18n.lang, data)
$.holdReady( false )
)
switchTab = (tabid) ->
$(".tab").removeClass("active")
$("#"+tabid).addClass("active")
$(document).ready(() ->
window.addEventListener('popstate', (event) ->
salet.goBack()
)
$("body").on("click", '#night', () ->
if (window.night)
$("body").removeClass("night")
$("#night").removeClass("active")
window.night = false
else
$("body").addClass("night")
$("#night").addClass("active")
window.night = true
)
$("body").on("click", "#storytab", (event) ->
event.preventDefault()
if not salet.here().canSave
salet.goBack()
return false
)
$("body").on("click", ".tab", (event) ->
switchTab(event.target.id)
return true
)
salet.beginGame()
)
updateverb = (unit, verb) ->
if unit[verb]? or salet.character.displayAll
$("##{verb}list").append("<li><a href='./verb_#{verb}_#{unit.name}'>#{unit.display()}</a></li>")
###
Element helpers. There is no real need to build monsters like a().id("hello")
because you won't use them as is. It does not make sense in context, the
author has Markdown and all utilities to *forget* about the markup.
###
way_to = (content, ref) ->
return "<a href='#{ref}' class='way'>#{content}</a>"
textlink = (content, ref) ->
return "<a href='./_writer_#{ref}' class='once'>#{content}</a>"
actlink = (content, ref) ->
return "<a href='./#{ref}' class='once'>#{content}</a>"
sysroom = (name, options) ->
options.canSave = false
options.enter = () ->
$("#inventory").hide()
options.exit = () ->
salet.view.clearContent('#current-room')
2017-05-15 13:28:53 +03:00
$("#inventory").show()
options.dsc = () ->
return @text.fcall()+"\n\n"+"""
<div class="center"><a href="./exit"><button class="btn btn-lg btn-outline-primary">Go back</button></a></div>
"""
options.actions = {
exit: () ->
return salet.goBack()
}
return room(name, options)
croom = (name, spec) ->
spec.clear ?= true
spec.optionColor ?= ""
spec.optionText ?= () ->
retval = """
<div class="#{spec.optionColor}">
<div class="title">#{spec.title.fcall()}</div>
"""
if (spec.subtitle?)
retval += """
<div class="subtitle">#{spec.subtitle.fcall()}</div>
"""
retval += '</div>'
spec.enter = () ->
salet.character.update_sidebar()
if @onEnter?
@onEnter()
return room(name, spec)
sysroom "inventory",
text: () ->
if salet.character.inventory.length == 0
text = "You are carrying nothing."
else
text = "You are carrying:\n\n"
for thing in salet.character.inventory
text += "* #{salet.character.listinv(thing.name)}\n"
sysroom "settings",
text: () ->
nightclass = ""
if window.night
nightclass = "active"
return "credits".l() + """
<button id="filter" class="btn btn-outline-primary}">#{"showall".l()}</button>
<button id="night" class="btn btn-outline-primary #{nightclass}">#{"night".l()}</button>
<button onclick="TogetherJS(this); return false;" class="btn btn-outline-primary">#{"multiplayer".l()}</button>
"""