First attack draft, working. Fixed bug in Player-Creation

This commit is contained in:
Oliver Rümpelein 2014-09-24 21:49:13 +02:00
parent d48da33db2
commit a9c7f04230
2 changed files with 151 additions and 83 deletions

View file

@ -1,87 +1,157 @@
{ {
function Creature(info,attributes,properties,drawinfo,battle){ // OOP-Setup
/* info: pname, cname,class, level, experience, race, size var reflection = {};
* attributes: body, agility, spirit
* properties: strength, hardness, movement, skill, mind, aura (function(){
* drawinfo: x,y,w,h,col var initializing = false, fnTest = /xyz/.test(function(){xyz;}) ? /\b_super\b/ : /.*/;
*/
this.info = {"pname": info["pname"]+"", "experience": info["experience"]*1, "race":info["race"]+"",
"size":info["size"]*1};
this.attributes = {"body": attributes["body"]*1, "agility": attributes["agility"]*1,
"spirit": attributes["spirit"]*1};
this.properties = {"strength": properties["strength"]*1 , "hardness": info["hardness"]*1,
"movement": info["movement"]*1, "skill": properties["skill"]*1,
"mind": properties["mind"]*1, "aura": properties["aura"]*1};
this.graphelement = Crafty.e("Creature").creature(this.info["pname"],drawinfo["x"],drawinfo["y"],
drawinfo["w"],drawinfo["h"],drawinfo["col"]);
this.battle = {}; // The base Class implementation (does nothing)
if(battle) { this.Class = function(){ };
this.battle={"life": battle["life"], "defense": battle["defense"],"ini":battle["ini"],
"walk": battle["walk"], "melee": battle["melee"], "shoot": battle["shoot"], // Create a new Class that inherits from this class
"chant": battle["chant"], "shoot_chant": battle["shoot_chant"]}; Class.extend = function(prop, ref_name) {
} if(ref_name)
else { reflection[ref_name] = Class;
this.battle["life"] = this.attributes.body + this.properties.strength + 10;
this.battle["defense"] = this.attributes.body + this.properties.hardness; var _super = this.prototype;
this.battle["ini"] = this.attributes.agility + this.properties.movement;
this.battle["walk"] = (this.attributes.agility / 2) +1; // Instantiate a base class (but only create the instance,
this.battle["melee"] = this.attributes.body + this.properties.strength; // don't run the init constructor)
this.battle["shoot"] = this.attributes.agility + this.properties.mind; initializing = true;
this.battle["chant"] = this.attributes.spirit + this.properties.aura; var prototype = new this();
this.battle["shoot_chant"] = this.attributes.spirit + this.properties.skill; initializing = false;
// Copy the properties over onto the new prototype
for (var name in prop) {
// Check if we're overwriting an existing function
prototype[name] = typeof prop[name] == "function" &&
typeof _super[name] == "function" && fnTest.test(prop[name]) ?
(function(name, fn) {
return function() {
var tmp = this._super;
// Add a new ._super() method that is the same method
// but on the super-class
this._super = _super[name];
// The method only need to be bound temporarily, so we
// remove it when we're done executing
var ret = fn.apply(this, arguments);
this._super = tmp;
return ret;
};
})(name, prop[name]) :
prop[name];
}
// The dummy class constructor
function Class() {
// All construction is actually done in the init method
if ( !initializing && this.init )
this.init.apply(this, arguments);
}
// Populate our constructed prototype object
Class.prototype = prototype;
// Enforce the constructor to be what we expect
Class.prototype.constructor = Class;
// And make this class extendable
Class.extend = arguments.callee;
return Class;
}; };
this.life = this.battle["life"]*1; })();
};
Creature.prototype.attack = function(enem) {
console.log("attack");
//console.log(this.cname+" greift "+enem.cname+" an!");
//console.log("Ergebnis: " + this.melee + ( this.melee > enem.defense? " > " : " < ") + enem.defense);
};
function Player(info,attributes,properties,drawinfo,battle){ // x,y,w,h,col) { var Creature = Class.extend({
/* info: pname, cname,class, level, experience, race, size init: function(info,attributes,properties,drawinfo,battle){
* attributes: body, agility, spirit /* info: pname, cname,class, level, experience, race, size
* properties: strength, hardness, movement, skill, mind, aura * attributes: body, agility, spirit
* drawinfo: x,y,w,h,col * properties: strength, hardness, movement, skill, mind, aura
*/ * drawinfo: x,y,w,h,col
*/
console.log("Creature called!");
this.info = {"pname": info["pname"]+"", "experience": info["experience"]*1, "race":info["race"]+"",
"size":info["size"]*1};
console.log("Creature Ready!");
this.attributes = {"body": attributes["body"]*1, "agility": attributes["agility"]*1,
"spirit": attributes["spirit"]*1};
console.log("Problem?");
this.properties = {"strength": properties["strength"]*1 , "hardness": properties["hardness"]*1,
"movement": properties["movement"]*1, "skill": properties["skill"]*1,
"mind": properties["mind"]*1, "aura": properties["aura"]*1};
this.graphelement = Crafty.e("Creature").creature(this.info["pname"],drawinfo["x"],drawinfo["y"],
drawinfo["w"],drawinfo["h"],drawinfo["col"]);
this.battle = {};
if(battle) {
this.battle={"life": battle["life"]*1, "defense": battle["defense"]*1,"ini":battle["ini"]*1,
"walk": battle["walk"]*1, "melee": battle["melee"]*1, "shoot": battle["shoot"]*1,
"chant": battle["chant"]*1, "shoot_chant": battle["shoot_chant"]*1};
}
else {
this.battle["life"] = this.attributes.body + this.properties.strength + 10;;
this.battle["defense"] = this.attributes.body + this.properties.hardness;
this.battle["ini"] = this.attributes.agility + this.properties.movement;
this.battle["walk"] = (this.attributes.agility / 2) +1;
this.battle["melee"] = this.attributes.body + this.properties.strength;
this.battle["shoot"] = this.attributes.agility + this.properties.mind;
this.battle["chant"] = this.attributes.spirit + this.properties.aura;
this.battle["shoot_chant"] = this.attributes.spirit + this.properties.skill;
};
this.life = this.battle["life"]*1;
},
attack: function(enem) {
//console.log("attack");
console.log(this.info.cname+" greift "+enem.info.cname+" an!");
console.log("Ergebnis: " + this.battle.melee + ( this.battle.melee > enem.battle.defense ? " > " : " < ") + enem.battle.defense);
}
});
var Player = Creature.extend({
init: function(info,attributes,properties,drawinfo,battle){ // x,y,w,h,col) {
/* info: pname, cname,class, level, experience, race, size
* attributes: body, agility, spirit
* properties: strength, hardness, movement, skill, mind, aura
* drawinfo: x,y,w,h,col
*/
this._super(info,attributes,properties,drawinfo,battle);
this.info["cname"]= info["cname"]+"";
this.info["class"]= info["class"]+"";
this.info["level"]= info["level"]*1;
// Set default battle-propoerties.
this.extern = {"armor":0,"chant":0,"weapon":0};
console.log(this.battle.defense);
this.battle.defense += this.extern.armor;
this.battle.melee += this.extern.weapon;
this.battle.shoot += this.extern.weapon;
this.battle.chant = this.battle.chant + this.extern.chant - this.extern.armor;
this.battle.shoot_chant = this.battle.chant + this.extern.chant - this.extern.armor;
},
printoutput: function() {
$('#output').empty();
$('#output').html(this.info.cname+"<br>"+this.info.pname);
}
});
Creature.apply(this, arguments); var Beast = Creature.extend({
this.info["cname"]= info["cname"]+""; init: function(info,attributes,properties,drawinfo,battle){ // x,y,w,h,col) {
this.info["class"]= info["class"]+""; /* info: pname, experience, race, size
this.info["level"]= info["level"]*1; * attributes: body, agility, spirit
* properties: strength, hardness, movement, skill, mind, aura
// Set default battle-propoerties. * drawinfo: x,y,w,h,col
this.extern = {"armor":0,"chant":0,"weapon":0}; * battle: life, defense,ini,walk,melee,shoot,chant,shoot_chant
this.battle["defense"] += this.extern.armor; */
this.battle.melee += this.extern.weapon;
this.battle.shoot += this.extern.weapon; this._super(info,attributes,properties,drawinfo,battle);
this.battle.chant = this.battle.chant + this.extern.chant - this.extern.armor; this.info.cname=this.info.pname;
this.battle.shoot_chant = this.battle.chant + this.extern.chant - this.extern.armor; },
}; printoutput: function() {
Player.prototype = new Creature(); $('#output').empty();
$('#output').html(this.info.race+"<br>"+this.info.pname);
Player.prototype.printoutput = function() { }
$('#output').empty(); });
$('#output').html(this.info.cname+"<br>"+this.info.pname);
};
function Beast(info,attributes,properties,drawinfo,battle){ // x,y,w,h,col) {
/* info: pname, experience, race, size
* attributes: body, agility, spirit
* properties: strength, hardness, movement, skill, mind, aura
* drawinfo: x,y,w,h,col
* battle: life, defense,ini,walk,melee,shoot,chant,shoot_chant
*/
Creature.apply(this,arguments);
this.info.cname=this.info.pname;
};
Beast.prototype.printoutput = function() {
$('#output').empty();
$('#output').html(this.info.race+"<br>"+this.info.pname);
};
} }

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@ -78,8 +78,6 @@
this.enableControl(); this.enableControl();
}; };
if(e.mouseButton === Crafty.mouseButtons.RIGHT) { if(e.mouseButton === Crafty.mouseButtons.RIGHT) {
console.log(player[this.id]);
console.log(cur_sel);
cur_sel.attack(player[this.id]); cur_sel.attack(player[this.id]);
}; };
}); });