Merge branch 'attack'

This commit is contained in:
Oliver Rümpelein 2014-09-25 15:30:03 +02:00
commit e2d4a73d81
4 changed files with 123 additions and 14 deletions

View file

@ -8,8 +8,10 @@
<h1>JSDSH - Javascript Dungeonslayers Helper</h1>
<div id="game"></div>
<div id="ui"></div>
<button id="load">Load</button>
<div id="output"></div>
</div>
<script type="text/javascript" src="lib/crafty.js"></script>
<script type="text/javascript" src="lib/jquery-1.11.1.min.js"></script>
<script type="text/javascript" src="src/jsds_crafty.js"></script>

View file

@ -1,3 +1,3 @@
$(document).ready( function() {
$('#load').click(function() { $.getScript("src/adventure_01.js");});
$('#load').click(function() { $.getScript("src/adventure_01.js"); $('#load').hide();});
});

View file

@ -1,5 +1,8 @@
{
// OOP-Setup
// OOP-Setup, thanks to Florian Rappl for this piece of Code
// Source:
// http://www.florian-rappl.de/Articles/Page/116/super-mario5-article
var reflection = {};
(function(){
@ -65,6 +68,28 @@
};
})();
// Helper-Funcs
var clearui = function() {
$('#output').empty();
$('#ui').empty();
};
var dice = function(probe) {
var diceval = Math.floor(Math.random() * (21 - 1)) + 1;
if ( diceval <= probe ) {
return diceval;
}
else {
if (diceval === 20) {
alert ("Patzer!");
};
return 0;
};
};
// Own Classes for Creatures, etc
var Creature = Class.extend({
init: function(info,attributes,properties,drawinfo,battle){
/* info: pname, cname,class, level, experience, race, size
@ -72,13 +97,10 @@
* properties: strength, hardness, movement, skill, mind, aura
* drawinfo: x,y,w,h,col
*/
console.log("Creature called!");
this.info = {"pname": info["pname"]+"", "experience": info["experience"]*1, "race":info["race"]+"",
"size":info["size"]*1};
console.log("Creature Ready!");
this.attributes = {"body": attributes["body"]*1, "agility": attributes["agility"]*1,
"spirit": attributes["spirit"]*1};
console.log("Problem?");
this.properties = {"strength": properties["strength"]*1 , "hardness": properties["hardness"]*1,
"movement": properties["movement"]*1, "skill": properties["skill"]*1,
"mind": properties["mind"]*1, "aura": properties["aura"]*1};
@ -102,12 +124,79 @@
this.battle["shoot_chant"] = this.attributes.spirit + this.properties.skill;
};
this.life = this.battle["life"]*1;
this.att = "melee";
},
attack: function(enem) {
//console.log("attack");
console.log(this.info.cname+" greift "+enem.info.cname+" an!");
console.log("Ergebnis: " + this.battle.melee + ( this.battle.melee > enem.battle.defense ? " > " : " < ") + enem.battle.defense);
clearui();
var output=$('#output');
output.html(this.info.cname+" greift "+enem.info.cname+" an!<br>");
var attack_val = dice(this.battle[this.att]);
if (! attack_val ) {
output.append('Angriff Fehlgeschlagen!<br>');
}
else {
output.append(this.info.cname + " trifft mit " + attack_val + "<br>");
var defense_val = dice(this.battle.defense);
console.log(attack_val + ", " + defense_val);
attack_val -= defense_val;
attack_val = Math.max(attack_val, 0);
if ( ! defense_val ) {
output.append(enem.info.cname + " kann sich nicht wehren!<br>");
}
else {
output.append(enem.info.cname + " wehrt sich mit " + defense_val+".<br>");
}
if ( attack_val === 0 ) {
output.append("Vollständig Abgewehrt!<br>");
}
else {
output.append("Schaden: "+attack_val+"<br>");
};
enem.life -= attack_val;
if( enem.life <= 0 ) {
if ( enem.enem ){
output.append(enem.info.cname + " ist besiegt<br>");
enem.die();
}
else {
output.append(enem.info.cname + " ist bewusstlos<br>");
enem.unconsc();
};
}
}
},
die: function() {
this.graphelement.destroy();
delete(player[this.info.pname]);
},
unconsc: function() {
this.graphelement.oldcolor = this.graphelement.color();
this.graphelement.color("#A0A0C0");
},
consc: function() {
if ( this.graphelement.oldcolor ) {
this.graphelement.color(this.graphelement.oldcolor);
}
},
sel_att: function() {
var outstr="";
outstr += "Angriffstyp?<br>";
outstr += "<select id='att'>";
outstr += "<option value='melee' id='melee'>Melee (" + this.battle["melee"] + ")</option>";
outstr += "<option value='shoot' id='shoot'>Schuss (" + this.battle["shoot"] + ")</option>";
outstr += "<option value='shoot_chant' id='shoot_chant'>Zielzauber (" +this.battle["shoot_chant"]
+")</option>";
outstr += "</select>";
$('#ui').html(outstr);
$('#att').bind("change", function() {cur_sel.att=this.value;});
$("#"+this.att).get(0).selected="true";
}
});
var Player = Creature.extend({
@ -124,7 +213,6 @@
// 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;
@ -132,8 +220,13 @@
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);
outstr = "";
outstr += this.info.cname + " (gespielt von "+this.info.pname +")<br>";
outstr += "Greift derzeit durch " + this.att + " mit einer Stärke von "
+ this.battle[this.att] + " an.<br>";
outstr += "Verteidigungsstärke: " + this.battle.defense + "<br>";
outstr += "Kraftpunkte: " + this.life;
$('#output').html(outstr);
}
});
@ -148,10 +241,17 @@
this._super(info,attributes,properties,drawinfo,battle);
this.info.cname=this.info.pname;
this.enem = true;
},
printoutput: function() {
$('#output').empty();
$('#output').html(this.info.race+"<br>"+this.info.pname);
clearui();
outstr = "";
outstr += "Ein "+ this.info.race + "<br>";
outstr += "Greift derzeit durch " + this.att + " mit einer Stärke von "
+ this.battle[this.att] + " an.<br>";
outstr += "Verteidigungsstärke: " + this.battle.defense + "<br>";
outstr += "Kraftpunkte: " + this.life;
$('#output').html(outstr);
}
});
}

View file

@ -81,8 +81,15 @@
this.enableControl();
};
if(e.mouseButton === Crafty.mouseButtons.RIGHT) {
if ( !cur_sel ) { return; };
if ( cur_sel == player[this.id] )
{
cur_sel.sel_att();
}
else {
cur_sel.attack(player[this.id]);
};
};
});
return this;