{
// 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(){
var initializing = false, fnTest = /xyz/.test(function(){xyz;}) ? /\b_super\b/ : /.*/;
// The base Class implementation (does nothing)
this.Class = function(){ };
// Create a new Class that inherits from this class
Class.extend = function(prop, ref_name) {
if(ref_name)
reflection[ref_name] = Class;
var _super = this.prototype;
// Instantiate a base class (but only create the instance,
// don't run the init constructor)
initializing = true;
var prototype = new this();
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;
};
})();
// Helper-Funcs
var clearoutput = function() {
$('#output').empty();
};
var clearui = function() {
$('#output').empty();
$('#ui').empty();
};
// Probe-Function: checks, whether a given "effort" is succesfull, according to the rules of DS
// Not yet implemented: Tests for values larger than 20
var dice = function(probe) {
var diceval = Math.floor(Math.random() * (21 - 1)) + 1;
if ( diceval <= probe ) {
return diceval;
}
else {
if (diceval === 20) {
alert ("Patzer!"); // We need alert here, because most "Patzer"
// affect gameplay (dropping equipement and so on)
};
return 0;
};
};
// Own Classes for Creatures, derived from the Basic Object class from above
// Creature is the base class for every "living" (or dead) "being"
var Creature = Class.extend({
init: function(info,attributes,properties,drawinfo,battle){
/* info cotains basic information about a Creature:
* pname (playername), experience, race, size (as a categorie)
*
* attributes are personal values that don't change very often:
* body, agility and spirit
*
* properties may change more often, i.e. by weapon bonuses:
* strength, hardness, movement, skill (in a crafty way), mind, aura
*
* drawinfo contains informations needed for graphical representation:
* x,y,w,h,col,cx,cy (Coord. of center)
*/
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": 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"]);
/* Battle-info may either be set as an argument, or need to be calculated from attributes
* and properties
*/
this.battle_base = {};
this.battle={};
if(battle) {
this.battle_base={"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.calc_battle_base();
};
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
* (the one used within battle), the other to see whether a character is dead or unconscious.
*/
this.life = this.battle_base["life"]*1;
/* Curent attack and whether it is defendible
*/
this.att = "melee";
this.defendible = true;
},
/* Attack by now follows only basic rules, the gamemaster has to be sure that an attack is allowed
* (distance), and that no modifier applies (distance-shot, other targets within range)
*/
attack: function(enem) {
clearoutput();
var output=$('#output');
output.html(this.info.cname+" greift "+enem.info.cname+" an!
");
var attack_val = dice(this.battle[this.att]);
if (! attack_val ) {
output.append('Angriff Fehlgeschlagen!
');
}
else {
output.append(this.info.cname + " trifft mit " + attack_val + "
");
if ( this.defendible ) {
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!
");
}
else {
output.append(enem.info.cname + " wehrt sich mit " + defense_val+".
");
}
if ( attack_val === 0 ) {
output.append("Vollständig Abgewehrt!
");
return;
}
}
else {
output.append("Nicht abwehrbar!
");
};
output.append("Schaden: "+attack_val+"
");
enem.life -= attack_val;
// If an "enemie" dies, he should really die, a player-char should only get "unconcious"
if( enem.life <= 0 ) {
if ( enem.enem ){
output.append(enem.info.cname + " ist besiegt
");
enem.die();
}
else {
output.append(enem.info.cname + " ist bewusstlos
");
enem.unconsc();
};
}
}
},
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
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);
}
},
// Write out the UI for attack-selection, including binding.
sel_att: function() {
var outstr="
";
outstr += "Angriffstyp?
";
outstr += "
";
outstr += "Abwehrbar? ";
outstr += "
";
outstr += "Boni?
";
outstr += "Waffenbonus Nahkampf:
";
outstr += "Waffenbonus Fernkampf:
";
outstr += "Panzerungsbonus:
";
outstr += "Zauberbonus:
";
$('#uibon').html(outstr);
$('.bon').bind("change", function() {
cur_sel.extern.weapon_near = $('#wbn').val()*1;
cur_sel.extern.weapon_far = $('#wbf').val()*1;
cur_sel.extern.armor = $('#pb').val()*1;
cur_sel.extern.chant = $('#zb').val()*1;
cur_sel.recalc_battle();
cur_sel.sel_att();
cur_sel.printoutput();
});
$('#wbn').attr("value", cur_sel.extern.weapon_near+"");
$('#wbf').attr("value", cur_sel.extern.weapon_far);
$('#pb').attr("value",cur_sel.extern.armor);
$('#zb').attr("value",cur_sel.extern.chant);
},
printoutput: function() {
outstr = "
";
outstr += this.info.cname + " (gespielt von "+this.info.pname +")
";
outstr += "Greift derzeit durch " + this.att + " mit einer Stärke von "
+ this.battle[this.att] + " an.
";
outstr += "Ist "+this.calc_dist()+"m von der alten Position entfernt (max ??)
";
outstr += "Verteidigungsstärke: " + this.battle.defense + "
";
outstr += "Kraftpunkte: " + this.life;
outstr += "
";
outstr += "Ein "+ this.info.race + "
";
outstr += "Greift derzeit durch " + this.att + " mit einer Stärke von "
+ this.battle[this.att] + " an.
";
outstr += "Ist "+this.calc_dist()+"m von der alten Position entfernt (max ??)
";
outstr += "Verteidigungsstärke: " + this.battle.defense + "
";
outstr += "Kraftpunkte: " + this.life;
outstr += "