salet.game_id = "8b0c371c-57f4-49b3-ae3c-cba07d1a9733" salet.game_version = "1.0" salet.verbRe = /^verb\_(\w+)\_(\w+)$/ salet.beforeAction = (room, actionId) -> match = salet.verbRe.exec(actionId) if match? and match[1] and match[2] verb = match[1] unit = match[2] if room.has(unit) salet.view.write(room.unitdo(unit, verb)) else if salet.character.has(unit) for i in salet.character.inventory if i.name == unit salet.view.write(i[verb].fcall(salet.rooms[room.name])) return true # consume the action return false salet.afterAction = () -> salet.character.update_sidebar() $.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", ".tab", (event) -> switchTab(event.target.id) if (event.target.id == "storytab") if not salet.here().canSave salet.goBack() return true ) $("#page").on("click", "a", (event) -> if (window.hasOwnProperty('TogetherJS') and !window.remote and TogetherJS.running) options = { type: "click" } link = $(event.target) if link.attr("id") != undefined options.id = link.attr("id") if link.attr("href") != undefined options.href = link.attr("href") if options.href == undefined and options.id == undefined return TogetherJS.send(options) ) window.remote = false TogetherJS.config("ignoreForms", true) TogetherJS.config("ignoreMessages", [ "cursor-update" "keydown" "scroll-update" "form-focus" "cursor-click" ]) TogetherJS.hub.on("click", (msg) -> if (! msg.sameUrl) return window.remote = true if msg.id != undefined $("##{msg.id}").trigger("click") else if msg.href != undefined $("#page a[href=#{msg.href}]").trigger("click") window.remote = false ) salet.beginGame() ) salet.init = () -> @character.displayAll = false @character.take(cloak) @character.update_sidebar = () -> $(".objects").empty() for obj in document.querySelectorAll(".objects") for u in salet.here().units if u != null updateverb(u, $(obj).data("verb")) for u in salet.character.inventory if u != null updateverb(u, $(obj).data("verb")) pruneVerbs() updateverb = (unit, verb) -> if unit[verb]? or salet.character.displayAll switch verb when "take" if unit.takeable == false or salet.character.has(unit.name) return "" when "drop" if not salet.character.has(unit.name) return "" when "wear" if salet.character.has(unit.name) return "" $("##{verb}list").append("
  • #{unit.display()}
  • ") pruneVerbs = () -> for verb in document.querySelectorAll(".verb") text = $(verb).data("verb") if $("##{text}list").html() == "" verb.style.cssText = "visibility: hidden" else verb.style.cssText = "visibility: visible" ### 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 "#{content}" textlink = (content, ref) -> return "#{content}" actlink = (content, ref) -> return "#{content}" sysroom = (name, options) -> options.canSave = false options.enter = () -> $(".action").hide() options.exit = () -> if document.querySelector('#current-room') salet.view.clearContent('#current-room') $(".action").show() options.dsc = () -> return @text.fcall() ### +"\n\n" +"""
    """ options.actions = { exit: () -> return salet.goBack() } ### return room(name, options) croom = (name, spec) -> spec.clear ?= true spec.optionColor ?= "" spec.has = (thing) -> for item in this.units if item.name == thing return true return false spec.unitdo = (thing, verb) -> for item in this.units if item.name == thing and item[verb] != undefined return item[verb].fcall(this) spec.optionText ?= () -> retval = """
    #{spec.title.fcall()}
    """ if (spec.subtitle?) retval += """
    #{spec.subtitle.fcall()}
    """ retval += '
    ' spec.enter = () -> salet.character.update_sidebar() if @onEnter? @onEnter() return room(name, spec) sysroom "inventory", text: () -> if salet.character.inventory.length == 0 text = "inventory_empty".l() else text = "inventory_contains".l()+"\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() + """\n """ sysroom "map", text: () -> return "
    " after: () -> data = { edges: [] nodes: [] } edges = [] rooms = [] globx = 1 globy = 1 deltas = [ # [1, 0], # looks bad on our map [0, 1], [-1, 0], [0, -1], ] for name, room of salet.rooms if room.canSave == false or name == "start" continue if rooms.indexOf(name) == -1 data.nodes.push({ "id": name "label": room.title() "size": 5 "color": "#000" "x": globx "y": globy }) rooms.push(name) if room.ways? and room.ways.length > 0 delta = 0 for way in room.ways id = "edge_"+name+"_"+way # we don't want to display a two-way link twice if edges.indexOf("edge_"+way+"_"+name) == -1 edges.push(id) data.edges.push({ "id": id "source": room.name "target": way "size": 1 "color": "#ccc" }) if rooms.indexOf(way) == -1 data.nodes.push({ "id": way "label": salet.rooms[way].title() "size": 5 "color": "#000" "x": globx + deltas[delta][0] "y": globy + deltas[delta][1] }) rooms.push(way) delta++ globy = globy - 2 s = new sigma({ graph: data, container: 'map' }) s.bind('clickNode', (e) -> switchTab("storytab") salet.goTo(e.data.node.id) ) return ""