UI now has input-fields, although they are not binded by now.

This commit is contained in:
Oliver Rümpelein 2014-10-17 10:27:13 +02:00
parent 3b67537a88
commit f5ddc83e4d

View file

@ -125,28 +125,27 @@
/* Battle-info may either be set as an argument, or need to be calculated from attributes /* Battle-info may either be set as an argument, or need to be calculated from attributes
* and properties * and properties
*/ */
this.battle_base = {};
this.battle={}; this.battle={};
if(battle) { if(battle) {
this.battle={"life": battle["life"]*1, "defense": battle["defense"]*1,"ini":battle["ini"]*1, this.battle_base={"life": battle["life"]*1, "defense": battle["defense"]*1,"ini":battle["ini"]*1,
"walk": battle["walk"]*1, "melee": battle["melee"]*1, "walk": battle["walk"]*1, "melee": battle["melee"]*1,
"shoot": battle["shoot"]*1, "chant": battle["chant"]*1, "shoot": battle["shoot"]*1, "chant": battle["chant"]*1,
"shoot_chant": battle["shoot_chant"]*1}; "shoot_chant": battle["shoot_chant"]*1};
} }
else { else {
// This is given by DS-Rules this.calc_battle_base();
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;
}; };
for ( var i in this.battle_base ) {
this.battle[i] = this.battle_base[i];
};
/* Some special attributes: We need two "life" variables, one to have the maximum value /* Some special attributes: We need two "life" variables, one to have the maximum value
* (the one within battle), the other to see whether a character is dead or unconscious. * (the one used within battle), the other to see whether a character is dead or unconscious.
*/ */
this.life = this.battle["life"]*1; this.life = this.battle_base["life"]*1;
/* Curent attack and whether it is defendible /* Curent attack and whether it is defendible
*/ */
this.att = "melee"; this.att = "melee";
@ -201,6 +200,18 @@
} }
}, },
calc_battle_base: function() {
// This is given by DS-Rules
this.battle_base["life"] = this.attributes.body + this.properties.strength + 10;;
this.battle_base["defense"] = this.attributes.body + this.properties.hardness;
this.battle_base["ini"] = this.attributes.agility + this.properties.movement;
this.battle_base["walk"] = (this.attributes.agility / 2) +1;
this.battle_base["melee"] = this.attributes.body + this.properties.strength;
this.battle_base["shoot"] = this.attributes.agility + this.properties.mind;
this.battle_base["chant"] = this.attributes.spirit + this.properties.aura;
this.battle_base["shoot_chant"] = this.attributes.spirit + this.properties.skill;
},
// The next three funcs are self-explaining // The next three funcs are self-explaining
die: function() { die: function() {
this.graphelement.destroy(); this.graphelement.destroy();
@ -218,10 +229,14 @@
} }
}, },
// 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>";
@ -256,19 +271,23 @@
this.info["class"]= info["class"]+""; this.info["class"]= info["class"]+"";
this.info["level"]= info["level"]*1; this.info["level"]= info["level"]*1;
// Set default battle-propoerties. // Set default battle-properties.
this.extern = {"armor":0,"chant":0,"weapon":0}; this.extern = {"armor":0,"chant":0,"weapon_far":0,"weapon_near":0};
this.battle.defense += this.extern.armor; this.recalc_battle();
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;
}, },
recalc_battle: function() {
this.battle.defense = this.battle_base.defense + this.extern.armor;
this.battle.melee = this.battle_base.melee + this.extern.weapon_near;
this.battle.shoot = this.battle_base.shoot + this.extern.weapon_far;
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;
},
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.<br>"; + this.battle[this.att] + " an. (WB: "+ this.extern.defense +"<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>";