First attack draft, working. Fixed bug in Player-Creation
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d48da33db2
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2 changed files with 151 additions and 83 deletions
224
src/jsds.js
224
src/jsds.js
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@ -1,87 +1,157 @@
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{
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function Creature(info,attributes,properties,drawinfo,battle){
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/* info: pname, cname,class, level, experience, race, size
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* attributes: body, agility, spirit
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* properties: strength, hardness, movement, skill, mind, aura
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* drawinfo: x,y,w,h,col
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*/
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this.info = {"pname": info["pname"]+"", "experience": info["experience"]*1, "race":info["race"]+"",
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"size":info["size"]*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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this.properties = {"strength": properties["strength"]*1 , "hardness": info["hardness"]*1,
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"movement": info["movement"]*1, "skill": properties["skill"]*1,
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"mind": properties["mind"]*1, "aura": properties["aura"]*1};
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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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// OOP-Setup
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var reflection = {};
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this.battle = {};
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if(battle) {
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this.battle={"life": battle["life"], "defense": battle["defense"],"ini":battle["ini"],
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"walk": battle["walk"], "melee": battle["melee"], "shoot": battle["shoot"],
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"chant": battle["chant"], "shoot_chant": battle["shoot_chant"]};
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}
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else {
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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["ini"] = this.attributes.agility + this.properties.movement;
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this.battle["walk"] = (this.attributes.agility / 2) +1;
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this.battle["melee"] = this.attributes.body + this.properties.strength;
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this.battle["shoot"] = this.attributes.agility + this.properties.mind;
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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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(function(){
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var initializing = false, fnTest = /xyz/.test(function(){xyz;}) ? /\b_super\b/ : /.*/;
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// The base Class implementation (does nothing)
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this.Class = function(){ };
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// Create a new Class that inherits from this class
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Class.extend = function(prop, ref_name) {
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if(ref_name)
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reflection[ref_name] = Class;
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var _super = this.prototype;
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// Instantiate a base class (but only create the instance,
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// don't run the init constructor)
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initializing = true;
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var prototype = new this();
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initializing = false;
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// Copy the properties over onto the new prototype
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for (var name in prop) {
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// Check if we're overwriting an existing function
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prototype[name] = typeof prop[name] == "function" &&
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typeof _super[name] == "function" && fnTest.test(prop[name]) ?
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(function(name, fn) {
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return function() {
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var tmp = this._super;
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// Add a new ._super() method that is the same method
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// but on the super-class
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this._super = _super[name];
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// The method only need to be bound temporarily, so we
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// remove it when we're done executing
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var ret = fn.apply(this, arguments);
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this._super = tmp;
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return ret;
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};
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})(name, prop[name]) :
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prop[name];
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}
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// The dummy class constructor
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function Class() {
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// All construction is actually done in the init method
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if ( !initializing && this.init )
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this.init.apply(this, arguments);
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}
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// Populate our constructed prototype object
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Class.prototype = prototype;
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// Enforce the constructor to be what we expect
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Class.prototype.constructor = Class;
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// And make this class extendable
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Class.extend = arguments.callee;
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return Class;
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};
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this.life = this.battle["life"]*1;
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};
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})();
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Creature.prototype.attack = function(enem) {
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console.log("attack");
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//console.log(this.cname+" greift "+enem.cname+" an!");
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//console.log("Ergebnis: " + this.melee + ( this.melee > enem.defense? " > " : " < ") + enem.defense);
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};
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var Creature = Class.extend({
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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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* attributes: body, agility, spirit
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* properties: strength, hardness, movement, skill, mind, aura
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* drawinfo: x,y,w,h,col
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*/
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console.log("Creature called!");
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this.info = {"pname": info["pname"]+"", "experience": info["experience"]*1, "race":info["race"]+"",
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"size":info["size"]*1};
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console.log("Creature Ready!");
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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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console.log("Problem?");
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this.properties = {"strength": properties["strength"]*1 , "hardness": properties["hardness"]*1,
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"movement": properties["movement"]*1, "skill": properties["skill"]*1,
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"mind": properties["mind"]*1, "aura": properties["aura"]*1};
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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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this.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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"walk": battle["walk"]*1, "melee": battle["melee"]*1, "shoot": battle["shoot"]*1,
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"chant": battle["chant"]*1, "shoot_chant": battle["shoot_chant"]*1};
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}
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else {
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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["ini"] = this.attributes.agility + this.properties.movement;
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this.battle["walk"] = (this.attributes.agility / 2) +1;
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this.battle["melee"] = this.attributes.body + this.properties.strength;
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this.battle["shoot"] = this.attributes.agility + this.properties.mind;
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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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};
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this.life = this.battle["life"]*1;
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},
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attack: function(enem) {
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//console.log("attack");
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console.log(this.info.cname+" greift "+enem.info.cname+" an!");
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console.log("Ergebnis: " + this.battle.melee + ( this.battle.melee > enem.battle.defense ? " > " : " < ") + enem.battle.defense);
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}
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});
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function Player(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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* attributes: body, agility, spirit
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* properties: strength, hardness, movement, skill, mind, aura
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* drawinfo: x,y,w,h,col
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*/
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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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/* info: pname, cname,class, level, experience, race, size
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* attributes: body, agility, spirit
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* properties: strength, hardness, movement, skill, mind, aura
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* drawinfo: x,y,w,h,col
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*/
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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["class"]= info["class"]+"";
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this.info["level"]= info["level"]*1;
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Creature.apply(this, arguments);
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this.info["cname"]= info["cname"]+"";
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this.info["class"]= info["class"]+"";
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this.info["level"]= info["level"]*1;
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// Set default battle-propoerties.
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this.extern = {"armor":0,"chant":0,"weapon":0};
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console.log(this.battle.defense);
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this.battle.defense += this.extern.armor;
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this.battle.melee += this.extern.weapon;
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this.battle.shoot += this.extern.weapon;
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this.battle.chant = this.battle.chant + this.extern.chant - this.extern.armor;
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this.battle.shoot_chant = this.battle.chant + this.extern.chant - this.extern.armor;
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},
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printoutput: function() {
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$('#output').empty();
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$('#output').html(this.info.cname+"<br>"+this.info.pname);
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}
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});
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// Set default battle-propoerties.
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this.extern = {"armor":0,"chant":0,"weapon":0};
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this.battle["defense"] += this.extern.armor;
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this.battle.melee += this.extern.weapon;
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this.battle.shoot += this.extern.weapon;
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this.battle.chant = this.battle.chant + this.extern.chant - this.extern.armor;
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this.battle.shoot_chant = this.battle.chant + this.extern.chant - this.extern.armor;
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};
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Player.prototype = new Creature();
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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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/* info: pname, experience, race, size
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* attributes: body, agility, spirit
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* properties: strength, hardness, movement, skill, mind, aura
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* drawinfo: x,y,w,h,col
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* battle: life, defense,ini,walk,melee,shoot,chant,shoot_chant
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*/
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Player.prototype.printoutput = function() {
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$('#output').empty();
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$('#output').html(this.info.cname+"<br>"+this.info.pname);
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};
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function Beast(info,attributes,properties,drawinfo,battle){ // x,y,w,h,col) {
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/* info: pname, experience, race, size
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* attributes: body, agility, spirit
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* properties: strength, hardness, movement, skill, mind, aura
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* drawinfo: x,y,w,h,col
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* battle: life, defense,ini,walk,melee,shoot,chant,shoot_chant
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*/
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Creature.apply(this,arguments);
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this.info.cname=this.info.pname;
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};
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Beast.prototype.printoutput = function() {
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$('#output').empty();
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$('#output').html(this.info.race+"<br>"+this.info.pname);
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};
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this._super(info,attributes,properties,drawinfo,battle);
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this.info.cname=this.info.pname;
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},
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printoutput: function() {
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$('#output').empty();
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$('#output').html(this.info.race+"<br>"+this.info.pname);
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}
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});
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}
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@ -78,8 +78,6 @@
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this.enableControl();
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};
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if(e.mouseButton === Crafty.mouseButtons.RIGHT) {
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console.log(player[this.id]);
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console.log(cur_sel);
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cur_sel.attack(player[this.id]);
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};
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});
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