Inserted and restructured some doc-strings and homogenized naming schemes
This commit is contained in:
parent
955d547549
commit
7fa59bdea5
6 changed files with 91 additions and 33 deletions
13
TODO
13
TODO
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@ -1,5 +1,14 @@
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ToDo for JSDSH:
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ToDo for JSDSH:
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- Implement FrontEnd (Add Player, etc) ?
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- Implement FrontEnd (Add Player, etc) ?
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- Implement Player, Creatures
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- Background and Wall Editing/Importing
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- Background and Wall Editing/Importing
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- Shoot, Attack
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- Basic Modifiers
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- on-the-fly-adding of characters
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- traps etc.
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- JSON instead of JavaScript importing
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- second adventure
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- "walking" distance (show with circle?)
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- add avatars for players and monsters
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- attack distance
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- Testvalues > 20
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- Objects: Pass object to initializer
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- Hitbox on "things"
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@ -1,10 +1,10 @@
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{
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{
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// Setup play area
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start_init(400,387);
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start_init(400,387);
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var wall = [];
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Crafty.background("url('/assets/adv01/adv01_bg.jpg') 100% 0");
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Crafty.background("url('/assets/adv01/adv01_bg.jpg') 100% 0");
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// Ojects get saved within an array primary for easier debugging
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var wall = [];
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wall.push(Crafty.e("Wall").wall(0,0,150,37));
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wall.push(Crafty.e("Wall").wall(0,0,150,37));
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wall.push(Crafty.e("Wall").wall(242, 0, 160,39));
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wall.push(Crafty.e("Wall").wall(242, 0, 160,39));
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wall.push(Crafty.e("Wall").wall(130, 0, 115,11));
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wall.push(Crafty.e("Wall").wall(130, 0, 115,11));
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@ -13,9 +13,10 @@
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wall.push(Crafty.e("Wall").wall(40, 377, 360,10));
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wall.push(Crafty.e("Wall").wall(40, 377, 360,10));
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wall.push(Crafty.e("Wall").wall(390,0,10,387));
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wall.push(Crafty.e("Wall").wall(390,0,10,387));
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var cur_sel;
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var cur_sel; // "Pointer" to current selected creature
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var player={};
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var player={};
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/* iniitialize Players and creatures */
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player["Gesina"]=new Player({"pname":"Gesina", "cname":"Aknya", "class":"Zauberin", "level":0,
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player["Gesina"]=new Player({"pname":"Gesina", "cname":"Aknya", "class":"Zauberin", "level":0,
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"experience":0, "race":"Mensch", "size":2},
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"experience":0, "race":"Mensch", "size":2},
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{"body":6, "agility":6, "spirit":8},
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{"body":6, "agility":6, "spirit":8},
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@ -41,6 +42,5 @@
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{"x":200,"y":80,"w":20,"h":20,"col":"red"},
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{"x":200,"y":80,"w":20,"h":20,"col":"red"},
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{"life": 8, "defense": 7, "ini":9, "walk":4.5, "melee":7, "shoot":0, "chant":0,
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{"life": 8, "defense": 7, "ini":9, "walk":4.5, "melee":7, "shoot":0, "chant":0,
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"shoot_chant":0});
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"shoot_chant":0});
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end_init();
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end_init();
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}
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}
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@ -14,11 +14,12 @@
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<button id="load">Load</button>
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<button id="load">Load</button>
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<div id="output"></div>
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<div id="output"></div>
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</div>
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</div>
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<!-- Include 3rd-Party Libraries -->
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<script type="text/javascript" src="lib/crafty.js"></script>
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<script type="text/javascript" src="lib/crafty.js"></script>
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<script type="text/javascript" src="lib/jquery-1.11.1.min.js"></script>
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<script type="text/javascript" src="lib/jquery-1.11.1.min.js"></script>
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<!-- Own JS-Files -->
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<script type="text/javascript" src="src/jsds_crafty.js"></script>
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<script type="text/javascript" src="src/jsds_crafty.js"></script>
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<script type="text/javascript" src="src/jsds.js"></script>
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<script type="text/javascript" src="src/jsds.js"></script>
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<script type="text/javascript" src="src/base_ui.js"></script>
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<script type="text/javascript" src="src/base_ui.js"></script>
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<!-- <script type="text/javascript" src="" id="adv"></script>-->
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</body>
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</body>
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</html>
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</html>
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@ -1,3 +1,4 @@
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// Currently, only one Adventure is selectable
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$(document).ready( function() {
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$(document).ready( function() {
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$('#load').click(function() { $.getScript("/assets/adv01/adv_01.js"); $('#load').hide();});
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$('#load').click(function() { $.getScript("/assets/adv01/adv01.js"); $('#load').hide();});
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});
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});
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70
src/jsds.js
70
src/jsds.js
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@ -75,6 +75,8 @@
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$('#ui').empty();
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$('#ui').empty();
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};
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};
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// Probe-Function: checks, whether a given "effort" is succesfull, according to the rules of DS
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// Not yet implemented: Tests for values larger than 20
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var dice = function(probe) {
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var dice = function(probe) {
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var diceval = Math.floor(Math.random() * (21 - 1)) + 1;
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var diceval = Math.floor(Math.random() * (21 - 1)) + 1;
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if ( diceval <= probe ) {
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if ( diceval <= probe ) {
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@ -82,23 +84,32 @@
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}
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}
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else {
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else {
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if (diceval === 20) {
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if (diceval === 20) {
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alert ("Patzer!");
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alert ("Patzer!"); // We need alert here, because most "Patzer"
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// affect gameplay (dropping equipement and so on)
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};
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};
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return 0;
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return 0;
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};
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};
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};
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};
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// Own Classes for Creatures, etc
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// Own Classes for Creatures, derived from the Basic Object class from above
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// Creature is the base class for every "living" (or dead) "being"
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var Creature = Class.extend({
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var Creature = Class.extend({
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init: function(info,attributes,properties,drawinfo,battle){
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init: function(info,attributes,properties,drawinfo,battle){
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/* info: pname, cname,class, level, experience, race, size
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/* info cotains basic information about a Creature:
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* attributes: body, agility, spirit
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* pname (playername), experience, race, size (as a categorie)
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* properties: strength, hardness, movement, skill, mind, aura
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*
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* drawinfo: x,y,w,h,col
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* attributes are personal values that don't change very often:
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* body, agility and spirit
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*
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* properties may change more often, i.e. by weapon bonuses:
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* strength, hardness, movement, skill (in a crafty way), mind, aura
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*
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* drawinfo contains informations needed for graphical representation:
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* x,y,w,h,col,cx,cy (Coord. of center)
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*/
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*/
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this.info = {"pname": info["pname"]+"", "experience": info["experience"]*1, "race":info["race"]+"",
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this.info = {"pname": info["pname"]+"", "experience": info["experience"]*1,
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"size":info["size"]*1};
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"race":info["race"]+"", "size":info["size"]*1};
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this.attributes = {"body": attributes["body"]*1, "agility": attributes["agility"]*1,
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this.attributes = {"body": attributes["body"]*1, "agility": attributes["agility"]*1,
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"spirit": attributes["spirit"]*1};
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"spirit": attributes["spirit"]*1};
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this.properties = {"strength": properties["strength"]*1 , "hardness": properties["hardness"]*1,
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this.properties = {"strength": properties["strength"]*1 , "hardness": properties["hardness"]*1,
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this.graphelement = Crafty.e("Creature").creature(this.info["pname"],drawinfo["x"],drawinfo["y"],
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this.graphelement = Crafty.e("Creature").creature(this.info["pname"],drawinfo["x"],drawinfo["y"],
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drawinfo["w"],drawinfo["h"],drawinfo["col"]);
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drawinfo["w"],drawinfo["h"],drawinfo["col"]);
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/* Battle-info may either be set as an argument, or need to be calculated from attributes
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* and properties
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*/
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this.battle = {};
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this.battle = {};
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if(battle) {
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if(battle) {
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this.battle={"life": battle["life"]*1, "defense": battle["defense"]*1,"ini":battle["ini"]*1,
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this.battle={"life": battle["life"]*1, "defense": battle["defense"]*1,"ini":battle["ini"]*1,
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"walk": battle["walk"]*1, "melee": battle["melee"]*1, "shoot": battle["shoot"]*1,
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"walk": battle["walk"]*1, "melee": battle["melee"]*1,
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"chant": battle["chant"]*1, "shoot_chant": battle["shoot_chant"]*1};
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"shoot": battle["shoot"]*1, "chant": battle["chant"]*1,
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"shoot_chant": battle["shoot_chant"]*1};
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}
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}
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else {
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else {
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// This is given by DS-Rules
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this.battle["life"] = this.attributes.body + this.properties.strength + 10;;
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this.battle["life"] = this.attributes.body + this.properties.strength + 10;;
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this.battle["defense"] = this.attributes.body + this.properties.hardness;
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this.battle["defense"] = this.attributes.body + this.properties.hardness;
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this.battle["ini"] = this.attributes.agility + this.properties.movement;
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this.battle["ini"] = this.attributes.agility + this.properties.movement;
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this.battle["chant"] = this.attributes.spirit + this.properties.aura;
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this.battle["chant"] = this.attributes.spirit + this.properties.aura;
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this.battle["shoot_chant"] = this.attributes.spirit + this.properties.skill;
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this.battle["shoot_chant"] = this.attributes.spirit + this.properties.skill;
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};
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};
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/* Some special attributes: We need two "life" variables, one to have the maximum value
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* (the one within battle), the other to see whether a character is dead or unconscious.
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*/
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this.life = this.battle["life"]*1;
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this.life = this.battle["life"]*1;
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/* Curent attack and whether it is defendible
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*/
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this.att = "melee";
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this.att = "melee";
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this.defendible = true;
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this.defendible = true;
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},
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},
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/* Attack by now follows only basic rules, the gamemaster has to be sure that an attack is allowed
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* (distance), and that no modifier applies (distance-shot, other targets within range)
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*/
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attack: function(enem) {
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attack: function(enem) {
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clearui();
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clearui();
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var output=$('#output');
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var output=$('#output');
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};
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};
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output.append("Schaden: "+attack_val+"<br>");
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output.append("Schaden: "+attack_val+"<br>");
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enem.life -= attack_val;
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enem.life -= attack_val;
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// If an "enemie" dies, he should really die, a player-char should only get "unconcious"
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if( enem.life <= 0 ) {
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if( enem.life <= 0 ) {
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if ( enem.enem ){
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if ( enem.enem ){
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output.append(enem.info.cname + " ist besiegt<br>");
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output.append(enem.info.cname + " ist besiegt<br>");
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}
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}
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},
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},
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// The next three funcs are self-explaining
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die: function() {
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die: function() {
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this.graphelement.destroy();
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this.graphelement.destroy();
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delete(player[this.info.pname]);
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delete(player[this.info.pname]);
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}
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}
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},
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},
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// Write out the UI for attack-selection, including binding.
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sel_att: function() {
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sel_att: function() {
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var outstr="";
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var outstr="";
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outstr += "Angriffstyp?<br>";
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outstr += "Angriffstyp?<br>";
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$("#"+this.att).get(0).selected="true";
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$("#"+this.att).get(0).selected="true";
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}
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}
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});
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});
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// Maybe the most important class in here
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var Player = Creature.extend({
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var Player = Creature.extend({
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init: function(info,attributes,properties,drawinfo,battle){ // x,y,w,h,col) {
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init: function(info,attributes,properties,drawinfo,battle){ // x,y,w,h,col) {
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/* info: pname, cname,class, level, experience, race, size
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/* Additional to Creature, Player has:
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* attributes: body, agility, spirit
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* info: Charactername, Class (Human? Elve), Level
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* properties: strength, hardness, movement, skill, mind, aura
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* extern: for battle modifiers such as weapons
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* drawinfo: x,y,w,h,col
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* An info-function printing the basic informations
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*/
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*/
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this._super(info,attributes,properties,drawinfo,battle);
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this._super(info,attributes,properties,drawinfo,battle);
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this.info["cname"]= info["cname"]+"";
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this.info["cname"]= info["cname"]+"";
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});
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});
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var Beast = Creature.extend({
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var Beast = Creature.extend({
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init: function(info,attributes,properties,drawinfo,battle){ // x,y,w,h,col) {
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init: function(info,attributes,properties,drawinfo,battle){
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/* info: pname, experience, race, size
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/* Additional to Creature, a Beast has:
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* attributes: body, agility, spirit
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* Cname for compability reasons in some functions, set to match pname
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* properties: strength, hardness, movement, skill, mind, aura
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* the "enem"-bool, specifying it as an enemy that really dies
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* drawinfo: x,y,w,h,col
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* A print-function as in Player
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* battle: life, defense,ini,walk,melee,shoot,chant,shoot_chant
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*/
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*/
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this._super(info,attributes,properties,drawinfo,battle);
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this._super(info,attributes,properties,drawinfo,battle);
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{
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{
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// For Hitbox-Dbg: Add WiredHitBox to Components of the corresponding objects,
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// For Hitbox-Dbg: Add WiredHitBox to Components of the corresponding objects,
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// and uncomment the section in
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// Basic properties of Walls (they are black, and do have a hitbox)
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Crafty.c(
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Crafty.c(
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"Wall", {
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"Wall", {
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init: function() {
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init: function() {
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}
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}
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);
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);
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// Thing may later be used for treasuries, then it would need a hitox itself.
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// old_pos is used for distance calculations.
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Crafty.c(
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Crafty.c(
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"Thing", {
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"Thing", {
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init: function() {
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init: function() {
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}
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}
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);
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);
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// Creatures are players as well as monsters. They may be moved either by mouse, or by fourway-buttons.
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Crafty.c(
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Crafty.c(
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"Creature", {
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"Creature", {
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init: function() {
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init: function() {
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.collision()
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.collision()
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.fourway(4)
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.fourway(4)
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.onHit("coll", function(hb) {
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.onHit("coll", function(hb) {
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/* If object hits something it shouldn't, release it from influence of mouse
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*/
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this.stopDrag();
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this.stopDrag();
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if (hb[0].normal && (! isNaN(hb[0].overlap)) ) {
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if (hb[0].normal && (! isNaN(hb[0].overlap)) ) {
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/* If it ends up overlapping with oneo r several other objects,
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* push it back as long as necessary
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*/
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do {
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do {
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var nor=hb[0].normal;
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var nor=hb[0].normal;
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var ol=hb[0].overlap;
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var ol=hb[0].overlap;
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this.x += Math.ceil(nor.x * -ol);
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this.x += Math.ceil(nor.x * -ol);
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this.y += Math.ceil(nor.y * -ol);
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this.y += Math.ceil(nor.y * -ol);
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}
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}
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while( (hb=this.hit("coll")) && (this.hit("coll")[0].normal) && (this.hit("coll")[0].overlap) );
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while( (hb=this.hit("coll")) && (this.hit("coll")[0].normal) &&
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(this.hit("coll")[0].overlap) );
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}
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}
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});
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});
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/* Mouse-actions:
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* left click: select creature, save old position, make only this creature
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* controllable by mouse, write output info
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* right click: If current selected creature, show battle menu,
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* otherwise just attack (by now)
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*/
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this.bind('MouseDown', function(e) {
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this.bind('MouseDown', function(e) {
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if(e.mouseButton === Crafty.mouseButtons.LEFT) {
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if(e.mouseButton === Crafty.mouseButtons.LEFT) {
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this.old_pos["x"]=this.x;
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this.old_pos["x"]=this.x;
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}
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}
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);
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);
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/* function for basic setup: creates canvas and small boxes that keep ojects on it
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*/
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var start_init = function(w,h) {
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var start_init = function(w,h) {
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var width=w || 500;
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var width=w || 500;
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var height=h|| 400;
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var height=h|| 400;
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};
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};
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||||||
|
/* At the end, disable mouse-control for all creatures
|
||||||
|
*/
|
||||||
var end_init = function() {
|
var end_init = function() {
|
||||||
Crafty("Creature").each( function() {
|
Crafty("Creature").each( function() {
|
||||||
this.disableControl();
|
this.disableControl();
|
||||||
|
|
Loading…
Reference in a new issue