Only Elements with battle info show the UI

This commit is contained in:
Oliver Rümpelein 2014-10-18 13:58:46 +02:00
parent f5ddc83e4d
commit f2038f44d3
5 changed files with 60 additions and 14 deletions

2
TODO
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@ -1,7 +1,7 @@
ToDo for JSDSH: ToDo for JSDSH:
- Implement FrontEnd (Add Player, etc) ? - Implement FrontEnd (Add Player, etc) ?
- Background and Wall Editing/Importing - Background and Wall Editing/Importing
- Basic Modifiers * Basic Modifiers
- on-the-fly-adding of characters - on-the-fly-adding of characters
- traps etc. - traps etc.
- JSON instead of JavaScript importing - JSON instead of JavaScript importing

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@ -22,7 +22,7 @@ h1 {
position:relative; position:relative;
} }
#ui { #uibon, #uiatt {
right: 30px; right: 30px;
} }

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@ -10,7 +10,8 @@
<h1>JSDSH - Javascript Dungeonslayers Helper</h1> <h1>JSDSH - Javascript Dungeonslayers Helper</h1>
<div id="game"></div> <div id="game"></div>
<div id="ui"></div> <div id="uibon"></div>
<div id="uiatt"></div>
<div id="clear"></div> <div id="clear"></div>
<div id="output"></div> <div id="output"></div>

View file

@ -232,11 +232,6 @@
// Write out the UI for attack-selection, including binding. // Write out the UI for attack-selection, including binding.
sel_att: function() { sel_att: function() {
var outstr="<p>"; var outstr="<p>";
outstr += "Boni?<br>";
outstr += "Waffenbonus Nahkampf: <input id='wbn' type=numer step=1 min=0></input><br />";
outstr += "Waffenbonus Fernkampf: <input id='wbf' type=numer step=1 min=0></input><br>";
outstr += "Panzerungsbonus: <input id='pb' type=numer step=1 min=0></input><br>";
outstr += "Zauberbonus: <input id='zb' type=numer step=1 min=0></input><br>";
outstr += "Angriffstyp?<br>"; outstr += "Angriffstyp?<br>";
outstr += "<select id='att'>"; outstr += "<select id='att'>";
outstr += "<option value='melee' id='melee'>Melee (" + this.battle["melee"] + ")</option>"; outstr += "<option value='melee' id='melee'>Melee (" + this.battle["melee"] + ")</option>";
@ -244,16 +239,18 @@
outstr += "<option value='shoot_chant' id='shoot_chant'>Zielzauber (" +this.battle["shoot_chant"] outstr += "<option value='shoot_chant' id='shoot_chant'>Zielzauber (" +this.battle["shoot_chant"]
+")</option>"; +")</option>";
outstr += "</select><br>"; outstr += "</select><br>";
outstr += "Abwehrbar? "; outstr += "Abwehrbar? ";
outstr += "<select id='defendible'>"; outstr += "<select id='defendible'>";
outstr += "<option value=true selected=true>Ja</option>"; outstr += "<option value=true selected=true>Ja</option>";
outstr += "<option value=false>Nein</option>"; outstr += "<option value=false>Nein</option>";
outstr += "</p>"; outstr += "</p>";
$('#ui').html(outstr); $('#uiatt').html(outstr);
$('#att').bind("change", function() {cur_sel.att=this.value;}); $('#att').bind("change", function() {cur_sel.att=this.value;});
$('#defendible').bind("change", function() { cur_sel.defendible = (this.value === "true" ? true : false);}); $('#defendible').bind("change",
function() { cur_sel.defendible = (this.value === "true" ? true : false);});
$("#"+this.att).get(0).selected="true"; $("#"+this.att).get(0).selected="true";
} }
}); });
@ -282,12 +279,50 @@
this.battle.chant = this.battle_base.chant + this.extern.chant - this.extern.armor; this.battle.chant = this.battle_base.chant + this.extern.chant - this.extern.armor;
this.battle.shoot_chant = this.battle_base.chant + this.extern.chant - this.extern.armor; this.battle.shoot_chant = this.battle_base.chant + this.extern.chant - this.extern.armor;
}, },
// Write out the UI for bonus-selection.
sel_bon: function() {
var outstr="<p>";
outstr += "Boni?<br>";
outstr += "Waffenbonus Nahkampf: <input id='wbn' type=numer step=1 min=0></input><br />";
outstr += "Waffenbonus Fernkampf: <input id='wbf' type=numer step=1 min=0></input><br>";
outstr += "Panzerungsbonus: <input id='pb' type=numer step=1 min=0></input><br>";
outstr += "Zauberbonus: <input id='zb' type=numer step=1 min=0></input><br>";
$('#uibon').html(outstr);
$('#wbn').attr("value", cur_sel.extern.weapon_near+"")
.bind("change",
function() {cur_sel.extern.weapon_near = this.value*1;
cur_sel.recalc_battle();
cur_sel.printoutput();
}
);
$('#wbf').attr("value", cur_sel.extern.weapon_far)
.bind("change",
function() {cur_sel.extern.weapon_far = this.value*1;
cur_sel.recalc_battle();
cur_sel.printoutput();
}
);
$('#pb').attr("value",cur_sel.extern.armor)
.bind("change",
function() {cur_sel.extern.armor = this.value*1;
cur_sel.recalc_battle();
cur_sel.printoutput();
}
);
$('#zb').attr("value",cur_sel.extern.chant)
.bind("change",
function() {cur_sel.extern.chant = this.value*1;
cur_sel.recalc_battle();
cur_sel.printoutput();
}
);
},
printoutput: function() { printoutput: function() {
outstr = "<p>"; outstr = "<p>";
outstr += this.info.cname + " (gespielt von "+this.info.pname +")<br>"; outstr += this.info.cname + " (gespielt von "+this.info.pname +")<br>";
outstr += "Greift derzeit durch " + this.att + " mit einer Stärke von " outstr += "Greift derzeit durch " + this.att + " mit einer Stärke von "
+ this.battle[this.att] + " an. (WB: "+ this.extern.defense +"<br>"; + this.battle[this.att] + " an.<br>";
outstr += "Verteidigungsstärke: " + this.battle.defense + "<br>"; outstr += "Verteidigungsstärke: " + this.battle.defense + "<br>";
outstr += "Kraftpunkte: " + this.life; outstr += "Kraftpunkte: " + this.life;
outstr += "</p>"; outstr += "</p>";

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@ -88,13 +88,23 @@
*/ */
this.bind('MouseDown', function(e) { this.bind('MouseDown', function(e) {
if(e.mouseButton === Crafty.mouseButtons.LEFT) { if(e.mouseButton === Crafty.mouseButtons.LEFT) {
this.calc_center(); if( cur_sel != player[this.id] ) {
this.calc_center();
};
this.old_pos["x"]=this.x; this.old_pos["x"]=this.x;
this.old_pos["y"]=this.y; this.old_pos["y"]=this.y;
Crafty("Creature").each( function() { Crafty("Creature").each( function() {
this.disableControl(); this.disableControl();
}); });
cur_sel=player[this.id]; cur_sel=player[this.id];
if (! cur_sel.enem) {
$('#uibon').show();
cur_sel.sel_bon();
}
else {
console.log("Hide UIBON");
$('#uibon').hide();
}
cur_sel.printoutput(); cur_sel.printoutput();
cur_sel.sel_att(); cur_sel.sel_att();
this.enableControl(); this.enableControl();