Proper variables and putting things
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@ -4,10 +4,10 @@ dialogue = require('../../lib/dialogue.coffee')
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oneOf = require('../../lib/oneOf.coffee')
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Salet = require('../../lib/salet.coffee')
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salet = new Salet
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salet.view.init(salet)
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salet.game_id = "your-game-id-here"
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salet.game_version = "1.0"
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salet = Salet({
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game_id: "your-game-id-here"
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game_version: "1.0"
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})
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$(document).ready(() ->
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salet.beginGame()
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)
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@ -86,10 +86,10 @@ room "shop-inside", salet,
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The insides are painted pastel white, honouring The Great Milk Spill of 1985.
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"""
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objects: [
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merchant: obj "merchant",
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obj "merchant",
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dsc: "A {{merchant}} eyes you warily."
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takeable: false
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act: (system) =>
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act: (salet) =>
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salet.processClick("merchdialogue")
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return ""
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]
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@ -100,7 +100,7 @@ The chain of calls is very weird and this puts an object IN EVERY ROOM for God's
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I need someone smarter than me to fix this.
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###
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lamp = obj "lamp", salet,
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lamp = obj "lamp",
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takeable: true
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lamp.put(salet, "shop-inside")
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21
lib/character.coffee
Normal file
21
lib/character.coffee
Normal file
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@ -0,0 +1,21 @@
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class Character
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constructor: (spec) ->
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@inventory = []
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@take = (thing) =>
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@inventory.push thing
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@drop = (thing) =>
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for i in @inventory
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if i.name == thing
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index = @objects.indexOf(thing)
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@inventory.splice(index, 1)
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for index, value of spec
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this[index] = value
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return this
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character = (spec) ->
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spec ?= {}
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return( new Character(spec) )
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module.exports = character
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@ -40,6 +40,8 @@ class SaletObj
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if salet.rooms[location]?
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@location = location
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salet.rooms[location].take(this)
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else
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console.log("Could not find location #{location} for an object #{@name}")
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@delete = (salet, location = false) =>
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if location == false
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location = @location
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@ -144,7 +144,7 @@ class SaletRoom
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Puts an object in this room.
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###
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@take = (thing) =>
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@objects[thing.name] = thing
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@objects.push(thing)
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@drop = (name) =>
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for thing in @objects
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@ -164,7 +164,8 @@ class SaletRoom
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# If it's takeable, the player can take this object.
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# If not, we check the "act" function.
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if thing.takeable
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system.character.inventory.push thing
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console.log system
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system.character.take(thing)
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@drop name
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system.view.clearContent()
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@entering.fcall(this, system, @name)
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711
lib/salet.coffee
711
lib/salet.coffee
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@ -1,6 +1,7 @@
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markdown = require('./markdown.coffee')
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SaletView = require('./view.coffee')
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Random = require('./random.js')
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character = require('./character.coffee')
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languages = require('./localize.coffee')
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###
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@ -17,9 +18,6 @@ String.prototype.fcall = () ->
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assert = (msg, assertion) -> console.assert assertion, msg
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class Character
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inventory: []
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###
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This is the control structure, it has minimal amount of data and
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this data is volatile anyway (as in, it won't get saved).
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@ -27,421 +25,420 @@ this data is volatile anyway (as in, it won't get saved).
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There is only one instance of this class.
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###
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class Salet
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# REDEFINE THIS IN YOUR GAME
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game_id: null
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game_version: "1.0"
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autosave: true
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constructor: (spec) ->
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@character = character()
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# REDEFINE THIS IN YOUR GAME
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@game_id = null
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@game_version = "1.0"
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@autosave = true
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@rnd = null
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@time = 0
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rnd: null
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time: 0
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# Corresponding room names to room objects.
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@rooms = {}
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# Corresponding room names to room objects.
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rooms: {}
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# The unique id of the starting room.
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@start = "start"
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# The unique id of the starting room.
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start: "start"
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# Regular expression to catch every link action.
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# Salet's default is a general URL-safe expression.
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@linkRe = /^([0-9A-Za-z_-]+|\.)(\/([0-9A-Za-z_-]+))?$/
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# Regular expression to catch every link action.
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# Salet's default is a general URL-safe expression.
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linkRe: /^([0-9A-Za-z_-]+|\.)(\/([0-9A-Za-z_-]+))?$/
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###
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This function is called at the start of the game. It is
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normally overridden to provide initial character creation
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(setting initial quality values, setting the
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character-text. This is optional, however, as set-up
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processing could also be done by the first situation's
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enter function.
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###
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@init = () ->
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character: new Character
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###
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This function is called before entering any new
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situation. It is called before the corresponding situation
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has its `enter` method called.
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###
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@enter = (oldSituationId, newSituationId) ->
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###
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This function is called at the start of the game. It is
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normally overridden to provide initial character creation
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(setting initial quality values, setting the
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character-text. This is optional, however, as set-up
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processing could also be done by the first situation's
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enter function.
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###
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init: () ->
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###
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Hook for when the situation has already been carried out
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and printed.
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###
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@afterEnter = (oldSituationId, newSituationId) ->
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###
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This function is called before entering any new
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situation. It is called before the corresponding situation
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has its `enter` method called.
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###
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enter: (oldSituationId, newSituationId) ->
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###
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This function is called before carrying out any action in
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any situation. It is called before the corresponding
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situation has its `act` method called.
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###
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Hook for when the situation has already been carried out
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and printed.
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###
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afterEnter: (oldSituationId, newSituationId) ->
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If the function returns true, then it is indicating that it
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has consumed the action, and the action will not be passed
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on to the situation. Note that this is the only one of
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these global handlers that can consume the event.
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###
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@beforeAction = (situationId, actionId) ->
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###
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This function is called before carrying out any action in
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any situation. It is called before the corresponding
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situation has its `act` method called.
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###
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This function is called after carrying out any action in
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any situation. It is called after the corresponding
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situation has its `act` method called.
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###
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@afterAction = (situationId, actionId) ->
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If the function returns true, then it is indicating that it
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has consumed the action, and the action will not be passed
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on to the situation. Note that this is the only one of
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these global handlers that can consume the event.
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###
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beforeAction: (situationId, actionId) ->
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###
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This function is called after leaving any situation. It is
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called after the corresponding situation has its `exit`
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method called.
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###
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@exit = (oldSituationId, newSituationId) ->
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###
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This function is called after carrying out any action in
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any situation. It is called after the corresponding
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situation has its `act` method called.
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###
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afterAction: (situationId, actionId) ->
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###
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Returns a list of situation ids to choose from, given a set of
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specifications.
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###
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This function is called after leaving any situation. It is
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called after the corresponding situation has its `exit`
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method called.
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###
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exit: (oldSituationId, newSituationId) ->
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This function is a complex and powerful way of compiling
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implicit situation choices. You give it a list of situation ids
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and situation tags (if a single id or tag is needed just that
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string can be given, it doesn't need to be wrapped in a
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list). Tags should be prefixed with a hash # to differentiate
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them from situation ids. The function then considers all
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matching situations in descending priority order, calling their
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canView functions and filtering out any that should not be
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shown, given the current state. Without additional parameters
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the function returns a list of the situation ids at the highest
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level of priority that has any valid results. So, for example,
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if a tag #places matches three situations, one with priority 2,
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and two with priority 3, and all of them can be viewed in the
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current context, then only the two with priority 3 will be
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returned. This allows you to have high-priority situations that
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trump any lower situations when they are valid, such as
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situations that force the player to go to one destination if
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the player is out of money, for example.
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###
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Returns a list of situation ids to choose from, given a set of
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specifications.
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If a maxChoices value is given, then the function will not
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return any more than the given number of results. If there are
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more than this number of results possible, then the highest
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priority resuls will be guaranteed to be returned, but the
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lowest priority group will have to fight it out for the
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remaining places.
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This function is a complex and powerful way of compiling
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implicit situation choices. You give it a list of situation ids
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and situation tags (if a single id or tag is needed just that
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string can be given, it doesn't need to be wrapped in a
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list). Tags should be prefixed with a hash # to differentiate
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them from situation ids. The function then considers all
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matching situations in descending priority order, calling their
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canView functions and filtering out any that should not be
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shown, given the current state. Without additional parameters
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the function returns a list of the situation ids at the highest
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level of priority that has any valid results. So, for example,
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if a tag #places matches three situations, one with priority 2,
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and two with priority 3, and all of them can be viewed in the
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current context, then only the two with priority 3 will be
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returned. This allows you to have high-priority situations that
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trump any lower situations when they are valid, such as
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situations that force the player to go to one destination if
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the player is out of money, for example.
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Before this function returns its result, it sorts the
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situations in increasing order of their displayOrder values.
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###
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@getSituationIdChoices = (listOfOrOneIdsOrTags, maxChoices) =>
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datum = null
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i = 0
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If a maxChoices value is given, then the function will not
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return any more than the given number of results. If there are
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more than this number of results possible, then the highest
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priority resuls will be guaranteed to be returned, but the
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lowest priority group will have to fight it out for the
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remaining places. In this case, a random sample is chosen,
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taking into account the frequency of each situation. So a
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situation with a frequency of 100 will be chosen 100 times more
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often than a situation with a frequency of 1, if there is one
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space available. Often these frequencies have to be taken as a
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guideline, and the actual probabilities will only be
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approximate. Consider three situations with frequencies of 1,
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1, 100, competing for two spaces. The 100-frequency situation
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will be chosen almost every time, but for the other space, one
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of the 1-frequency situations must be chosen. So the actual
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probabilities will be roughly 50%, 50%, 100%. When selecting
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more than one result, frequencies can only be a guide.
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# First check if we have a single string for the id or tag.
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if (typeof(listOfOrOneIdsOrTags) == 'string')
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listOfOrOneIdsOrTags = [listOfOrOneIdsOrTags]
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Before this function returns its result, it sorts the
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situations in increasing order of their displayOrder values.
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###
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getSituationIdChoices: (listOfOrOneIdsOrTags, maxChoices) =>
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datum = null
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i = 0
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# First we build a list of all candidate ids.
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allIds = []
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for tagOrId in listOfOrOneIdsOrTags
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if (tagOrId.substr(0, 1) == '#')
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ids = @getRoomsTagged(tagOrId.substr(1))
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for id in ids
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allIds.push(id)
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else #it's an id, not a tag
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allIds.push(tagOrId)
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# First check if we have a single string for the id or tag.
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if (typeof(listOfOrOneIdsOrTags) == 'string')
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listOfOrOneIdsOrTags = [listOfOrOneIdsOrTags]
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#Filter out anything that can't be viewed right now.
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currentRoom = @getCurrentRoom()
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viewableRoomData = []
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for roomId in allIds
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room = @rooms[roomId]
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assert(room, "unknown_situation".l({id:roomId}))
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# First we build a list of all candidate ids.
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allIds = []
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for tagOrId in listOfOrOneIdsOrTags
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if (tagOrId.substr(0, 1) == '#')
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ids = @getRoomsTagged(tagOrId.substr(1))
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for id in ids
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allIds.push(id)
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else #it's an id, not a tag
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allIds.push(tagOrId)
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if (room.canView.fcall(this, currentRoom))
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viewableRoomData.push({
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priority: room.priority
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id: roomId
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displayOrder: room.displayOrder
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})
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#Filter out anything that can't be viewed right now.
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currentRoom = @getCurrentRoom()
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viewableRoomData = []
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for roomId in allIds
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room = @rooms[roomId]
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assert(room, "unknown_situation".l({id:roomId}))
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# Then we sort in descending priority order.
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viewableRoomData.sort((a, b) ->
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return b.priority - a.priority
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)
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if (room.canView.fcall(this, currentRoom))
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viewableRoomData.push({
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priority: room.priority
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id: roomId
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displayOrder: room.displayOrder
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committed = []
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# if we need to filter out the results
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if (maxChoices? && viewableRoomData.length > maxChoices)
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viewableRoomData = viewableRoomData[-maxChoices..]
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for candidateRoom in viewableRoomData
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committed.push({
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id: candidateRoom.id
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displayOrder: candidateRoom.displayOrder
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})
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# Then we sort in descending priority order.
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viewableRoomData.sort((a, b) ->
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return b.priority - a.priority
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)
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# Now sort in ascending display order.
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committed.sort((a, b) ->
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return a.displayOrder - b.displayOrder
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)
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committed = []
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# And return as a list of ids only.
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result = []
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for i in committed
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result.push(i.id)
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# if we need to filter out the results
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if (maxChoices? && viewableRoomData.length > maxChoices)
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viewableRoomData = viewableRoomData[-maxChoices..]
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return result
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for candidateRoom in viewableRoomData
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committed.push({
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id: candidateRoom.id
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displayOrder: candidateRoom.displayOrder
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})
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# This is the data on the player's progress that gets saved.
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@progress = {
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# A random seed string, used internally to make random
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# sequences predictable.
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seed: null
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# Keeps track of the links clicked, and when.
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sequence: [],
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# The time when the progress was saved.
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saveTime: null
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}
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# Now sort in ascending display order.
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committed.sort((a, b) ->
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return a.displayOrder - b.displayOrder
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)
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# The Id of the current room the player is in.
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@current = null
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# And return as a list of ids only.
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result = []
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for i in committed
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result.push(i.id)
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# Tracks whether we're in interactive mode or batch mode.
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@interactive = true
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return result
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# The system time when the game was initialized.
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@startTime = null
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# This is the data on the player's progress that gets saved.
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progress: {
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# A random seed string, used internally to make random
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# sequences predictable.
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seed: null
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# Keeps track of the links clicked, and when.
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sequence: [],
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# The time when the progress was saved.
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saveTime: null
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}
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# The stack of links, resulting from the last action, still be to resolved.
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@linkStack = null
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# The Id of the current situation the player is in.
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current: null;
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@getCurrentRoom = () =>
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if (@current)
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return @rooms[@current]
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return null
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# Tracks whether we're in interactive mode or batch mode.
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interactive: true
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# Gets the unique id used to identify saved games.
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@getSaveId = (slot = "") =>
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return 'salet_'+@game_id+'_'+@game_version#+'_'+slot
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# The system time when the game was initialized.
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startTime: null
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# This gets called when a link needs to be followed, regardless
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# of whether it was user action that initiated it.
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@processLink = (code) =>
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# Check if we should do this now, or if processing is already underway.
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if @linkStack != null
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@linkStack.push(code)
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return
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# The stack of links, resulting from the last action, still be to resolved.
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linkStack: null
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@view.mark_all_links_old
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# We're processing, so make the stack available.
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@linkStack = []
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getCurrentRoom: () =>
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if (@current)
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return @rooms[@current]
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return null
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# Handle each link in turn.
|
||||
@processOneLink(code);
|
||||
while (@linkStack.length > 0)
|
||||
code = @linkStack.shift()
|
||||
@processOneLink(code)
|
||||
|
||||
# Gets the unique id used to identify saved games.
|
||||
getSaveId: (slot = "") =>
|
||||
return 'salet_'+@game_id+'_'+@game_version#+'_'+slot
|
||||
# We're done, so remove the stack to prevent future pushes.
|
||||
@linkStack = null;
|
||||
|
||||
# This gets called when a link needs to be followed, regardless
|
||||
# of whether it was user action that initiated it.
|
||||
processLink: (code) =>
|
||||
# Check if we should do this now, or if processing is already underway.
|
||||
if @linkStack != null
|
||||
@linkStack.push(code)
|
||||
return
|
||||
# Scroll to the top of the new content.
|
||||
@view.endOutputTransaction()
|
||||
|
||||
@view.mark_all_links_old
|
||||
# We're able to save, if we weren't already.
|
||||
@view.enableSaving()
|
||||
|
||||
# We're processing, so make the stack available.
|
||||
@linkStack = []
|
||||
@goTo = (roomId) =>
|
||||
return @processLink(roomId)
|
||||
|
||||
# Handle each link in turn.
|
||||
@processOneLink(code);
|
||||
while (@linkStack.length > 0)
|
||||
code = @linkStack.shift()
|
||||
@processOneLink(code)
|
||||
###
|
||||
This gets called to actually do the work of processing a code.
|
||||
When one doLink is called (or a link is clicked), this may set call
|
||||
code that further calls doLink, and so on. This method processes
|
||||
each one, and processLink manages this.
|
||||
###
|
||||
@processOneLink = (code) =>
|
||||
match = code.match(@linkRe)
|
||||
assert(match, "link_not_valid".l({link:code}))
|
||||
|
||||
# We're done, so remove the stack to prevent future pushes.
|
||||
@linkStack = null;
|
||||
situation = match[1]
|
||||
action = match[3]
|
||||
|
||||
# Scroll to the top of the new content.
|
||||
@view.endOutputTransaction()
|
||||
# Change the situation
|
||||
if situation != '.' and situation != @current_room
|
||||
@doTransitionTo(situation)
|
||||
else
|
||||
# We should have an action if we have no situation change.
|
||||
assert(action, "link_no_action".l())
|
||||
|
||||
# We're able to save, if we weren't already.
|
||||
@view.enableSaving()
|
||||
# Carry out the action
|
||||
if (action)
|
||||
room = @getCurrentRoom()
|
||||
if (room and @beforeAction)
|
||||
# Try the global act handler
|
||||
consumed = @beforeAction(room, action)
|
||||
if (consumed != true)
|
||||
room.act(this, action)
|
||||
|
||||
goTo: (roomId) =>
|
||||
return @processLink(roomId)
|
||||
if (@afterAction)
|
||||
@afterAction(this, room, action)
|
||||
|
||||
###
|
||||
This gets called to actually do the work of processing a code.
|
||||
When one doLink is called (or a link is clicked), this may set call
|
||||
code that further calls doLink, and so on. This method processes
|
||||
each one, and processLink manages this.
|
||||
###
|
||||
processOneLink: (code) =>
|
||||
match = code.match(@linkRe)
|
||||
assert(match, "link_not_valid".l({link:code}))
|
||||
# This gets called when the user clicks a link to carry out an action.
|
||||
@processClick = (code) =>
|
||||
now = (new Date()).getTime() * 0.001
|
||||
@time = now - @startTime
|
||||
@progress.sequence.push({link:code, when:@time})
|
||||
@processLink(code)
|
||||
|
||||
situation = match[1]
|
||||
action = match[3]
|
||||
# Transition between rooms.
|
||||
@doTransitionTo = (newRoomId) =>
|
||||
oldRoomId = @current
|
||||
oldRoom = @getCurrentRoom()
|
||||
newRoom = @rooms[newRoomId]
|
||||
|
||||
# Change the situation
|
||||
if situation != '.' and situation != @current_room
|
||||
@doTransitionTo(situation)
|
||||
else
|
||||
# We should have an action if we have no situation change.
|
||||
assert(action, "link_no_action".l())
|
||||
assert(newRoom, "unknown_situation".l({id:newRoomId}))
|
||||
|
||||
# We might not have an old situation if this is the start of the game.
|
||||
if (oldRoom and @exit)
|
||||
@exit(oldRoomId, newRoomId)
|
||||
|
||||
# Carry out the action
|
||||
if (action)
|
||||
room = @getCurrentRoom()
|
||||
if (room and @beforeAction)
|
||||
# Try the global act handler
|
||||
consumed = @beforeAction(room, action)
|
||||
if (consumed != true)
|
||||
room.act(this, action)
|
||||
@current = newRoomId
|
||||
|
||||
# Remove links and transient sections.
|
||||
@view.removeTransient(@interactive)
|
||||
|
||||
if (@afterAction)
|
||||
@afterAction(this, room, action)
|
||||
# Notify the incoming situation.
|
||||
if (@enter)
|
||||
@enter(oldRoomId, newRoomId)
|
||||
newRoom.entering(this, oldRoomId)
|
||||
|
||||
# This gets called when the user clicks a link to carry out an action.
|
||||
processClick: (code) =>
|
||||
now = (new Date()).getTime() * 0.001
|
||||
@time = now - @startTime
|
||||
@progress.sequence.push({link:code, when:@time})
|
||||
@processLink(code)
|
||||
# additional hook for when the situation text has already been printed
|
||||
if (@afterEnter)
|
||||
@afterEnter(oldRoomId, newRoomId)
|
||||
|
||||
# Transitions between situations.
|
||||
doTransitionTo: (newRoomId) =>
|
||||
oldRoomId = @current
|
||||
oldRoom = @getCurrentRoom()
|
||||
newRoom = @rooms[newRoomId]
|
||||
###
|
||||
Erases the character in local storage. This is permanent!
|
||||
To restart the game afterwards, we perform a simple page refresh.
|
||||
This guarantees authors don't have to care about "tainting" the
|
||||
game state across save/erase cycles, meaning that character.sandbox
|
||||
no longer has to be the end-all be-all repository of game state.
|
||||
###
|
||||
@eraseSave = (force = false) =>
|
||||
saveId = @getSaveId() # save slot
|
||||
if (localStorage.getItem(saveId) and (force or confirm("erase_message".l())))
|
||||
localStorage.removeItem(saveId)
|
||||
window.location.reload()
|
||||
|
||||
assert(newRoom, "unknown_situation".l({id:newRoomId}))
|
||||
# Find and return a list of ids for all situations with the given tag.
|
||||
@getRoomsTagged = (tag) =>
|
||||
result = []
|
||||
for id, room of @rooms
|
||||
for i in room.tags
|
||||
if (i == tag)
|
||||
result.push(id)
|
||||
break
|
||||
return result
|
||||
|
||||
# We might not have an old situation if this is the start of the game.
|
||||
if (oldRoom and @exit)
|
||||
@exit(oldRoomId, newRoomId)
|
||||
# Saves the character and the walking history to local storage.
|
||||
@saveGame = () =>
|
||||
# Store when we're saving the game, to avoid exploits where a
|
||||
# player loads their file to gain extra time.
|
||||
now = (new Date()).getTime() * 0.001
|
||||
@progress.saveTime = now - @startTime
|
||||
|
||||
@current = newRoomId
|
||||
# Save the game.
|
||||
window.localStorage.setItem(@getSaveId(), JSON.stringify({
|
||||
progress: @progress,
|
||||
character: @character
|
||||
}))
|
||||
|
||||
# Remove links and transient sections.
|
||||
@view.removeTransient(@interactive)
|
||||
# Switch the button highlights.
|
||||
@view.disableSaving()
|
||||
@view.enableErasing()
|
||||
@view.enableLoading()
|
||||
|
||||
# Notify the incoming situation.
|
||||
if (@enter)
|
||||
@enter(oldRoomId, newRoomId)
|
||||
newRoom.entering(this, oldRoomId)
|
||||
# Loads the game from the given data
|
||||
@loadGame = (saveFile) =>
|
||||
@progress = saveFile.progress
|
||||
@character = saveFile.character
|
||||
|
||||
# additional hook for when the situation text has already been printed
|
||||
if (@afterEnter)
|
||||
@afterEnter(oldRoomId, newRoomId)
|
||||
|
||||
###
|
||||
Erases the character in local storage. This is permanent!
|
||||
To restart the game afterwards, we perform a simple page refresh.
|
||||
This guarantees authors don't have to care about "tainting" the
|
||||
game state across save/erase cycles, meaning that character.sandbox
|
||||
no longer has to be the end-all be-all repository of game state.
|
||||
###
|
||||
eraseSave: (force = false) =>
|
||||
saveId = @getSaveId() # save slot
|
||||
if (localStorage.getItem(saveId) and (force or confirm("erase_message".l())))
|
||||
localStorage.removeItem(saveId)
|
||||
window.location.reload()
|
||||
|
||||
# Find and return a list of ids for all situations with the given tag.
|
||||
getRoomsTagged: (tag) =>
|
||||
result = []
|
||||
for id, room of @rooms
|
||||
for i in room.tags
|
||||
if (i == tag)
|
||||
result.push(id)
|
||||
break
|
||||
return result
|
||||
|
||||
# Saves the character and the walking history to local storage.
|
||||
saveGame: () =>
|
||||
# Store when we're saving the game, to avoid exploits where a
|
||||
# player loads their file to gain extra time.
|
||||
now = (new Date()).getTime() * 0.001
|
||||
@progress.saveTime = now - @startTime
|
||||
|
||||
# Save the game.
|
||||
window.localStorage.setItem(@getSaveId(), JSON.stringify({
|
||||
progress: @progress,
|
||||
character: @character
|
||||
}))
|
||||
|
||||
# Switch the button highlights.
|
||||
@view.disableSaving()
|
||||
@view.enableErasing()
|
||||
@view.enableLoading()
|
||||
|
||||
# Loads the game from the given data
|
||||
loadGame: (saveFile) =>
|
||||
@progress = saveFile.progress
|
||||
@character = saveFile.character
|
||||
|
||||
@rnd = new Random(@progress.seed)
|
||||
|
||||
# Don't load the save if it's an autosave at the first room (start).
|
||||
# We don't need to clear the screen.
|
||||
if saveFile.progress? and saveFile.progress.sequence.length > 1
|
||||
@view.clearContent()
|
||||
|
||||
# Now play through the actions so far:
|
||||
if (@init)
|
||||
@init()
|
||||
|
||||
# Run through all the player's history.
|
||||
interactive = false
|
||||
for step in @progress.sequence
|
||||
# The action must be done at the recorded time.
|
||||
@time = step.when
|
||||
@processLink(step.link)
|
||||
interactive = true
|
||||
|
||||
# Reverse engineer the start time.
|
||||
now = new Date().getTime() * 0.001
|
||||
startTime = now - @progress.saveTime
|
||||
|
||||
view: new SaletView
|
||||
|
||||
beginGame: () =>
|
||||
@view.fixClicks()
|
||||
|
||||
# Handle storage.
|
||||
saveFile = false
|
||||
if (@view.hasLocalStorage())
|
||||
saveFile = localStorage.getItem(@getSaveId())
|
||||
|
||||
if (saveFile)
|
||||
try
|
||||
@loadGame(JSON.parse(saveFile))
|
||||
@view.disableSaving()
|
||||
@view.enableErasing()
|
||||
catch err
|
||||
console.log "There was an error loading your save. The save is deleted."
|
||||
console.error err
|
||||
@eraseSave(true)
|
||||
else
|
||||
@progress.seed = new Date().toString()
|
||||
|
||||
character = new Character()
|
||||
@rnd = new Random(@progress.seed)
|
||||
@progress.sequence = [{link:@start, when:0}]
|
||||
|
||||
# Start the game
|
||||
@startTime = new Date().getTime() * 0.001
|
||||
# Don't load the save if it's an autosave at the first room (start).
|
||||
# We don't need to clear the screen.
|
||||
if saveFile.progress? and saveFile.progress.sequence.length > 1
|
||||
@view.clearContent()
|
||||
|
||||
# Now play through the actions so far:
|
||||
if (@init)
|
||||
@init(character)
|
||||
@init()
|
||||
|
||||
# Do the first state.
|
||||
@doTransitionTo(@start)
|
||||
# Run through all the player's history.
|
||||
interactive = false
|
||||
for step in @progress.sequence
|
||||
# The action must be done at the recorded time.
|
||||
@time = step.when
|
||||
@processLink(step.link)
|
||||
interactive = true
|
||||
|
||||
getRoom: (name) =>
|
||||
return @rooms[name]
|
||||
# Reverse engineer the start time.
|
||||
now = new Date().getTime() * 0.001
|
||||
startTime = now - @progress.saveTime
|
||||
|
||||
# Just an alias for getCurrentRoom
|
||||
here: () => @getCurrentRoom()
|
||||
@view = new SaletView
|
||||
|
||||
isVisited: (name) =>
|
||||
place = @getRoom(name)
|
||||
if place
|
||||
return Boolean place.visited
|
||||
return 0
|
||||
@beginGame = () =>
|
||||
@view.fixClicks()
|
||||
|
||||
module.exports = Salet
|
||||
# Handle storage.
|
||||
saveFile = false
|
||||
if (@view.hasLocalStorage())
|
||||
saveFile = localStorage.getItem(@getSaveId())
|
||||
|
||||
if (saveFile)
|
||||
try
|
||||
@loadGame(JSON.parse(saveFile))
|
||||
@view.disableSaving()
|
||||
@view.enableErasing()
|
||||
catch err
|
||||
console.log "There was an error loading your save. The save is deleted."
|
||||
console.error err
|
||||
@eraseSave(true)
|
||||
else
|
||||
@progress.seed = new Date().toString()
|
||||
|
||||
character = new Character()
|
||||
@rnd = new Random(@progress.seed)
|
||||
@progress.sequence = [{link:@start, when:0}]
|
||||
|
||||
# Start the game
|
||||
@startTime = new Date().getTime() * 0.001
|
||||
if (@init)
|
||||
@init(character)
|
||||
|
||||
# Do the first state.
|
||||
@doTransitionTo(@start)
|
||||
|
||||
@getRoom = (name) => @rooms[name]
|
||||
|
||||
# Just an alias for getCurrentRoom
|
||||
@here = () => @getCurrentRoom()
|
||||
|
||||
@isVisited = (name) =>
|
||||
place = @getRoom(name)
|
||||
if place
|
||||
return Boolean place.visited
|
||||
return 0
|
||||
|
||||
for index, value of spec
|
||||
this[index] = value
|
||||
return this
|
||||
|
||||
salet = (spec) ->
|
||||
spec ?= {}
|
||||
retval = new Salet(spec)
|
||||
retval.view.init(retval)
|
||||
return retval
|
||||
|
||||
module.exports = salet
|
||||
|
|
|
@ -271,6 +271,7 @@ class SaletView
|
|||
key: way
|
||||
distance: salet.rooms[way].distance
|
||||
})
|
||||
document.querySelector(".ways h2").style.display = "block"
|
||||
else
|
||||
document.querySelector(".ways h2").style.display = "none"
|
||||
document.getElementById("ways").innerHTML = content
|
||||
|
|
Loading…
Reference in a new issue