Compass relocation

This commit carries some changes.
* the compass is now a "special" item, not "good". It allows a different placing
* Store block is now divided into 2 parts. All the script is adapted to make room for it, including empty block check and insert animation for the new #store children divs
** Above: stackable storable items (resources), whose tooltip shows updated income/consumption rates
** Below: special storable items. As of now, it only contains the compass. Special block has a special style, with some distance from resources block if that one exists.
* Compass row has an empty tooltip which is filled in by World
This commit is contained in:
Andrea Rendine
2015-05-06 20:44:53 +02:00
committed by Blake Grotewold
parent 7208b845b1
commit 03fae08ff2
4 changed files with 100 additions and 24 deletions
+1 -2
View File
@@ -39,8 +39,7 @@ Events.Room = [
text: _('buy compass'),
cost: { fur: 300, scales: 15, teeth: 5 },
reward: { 'compass': 1 },
notification: _('the old compass is dented and dusty, but it looks to work.'),
onChoose: Path.openPath
notification: _('the old compass is dented and dusty, but it looks to work.')
},
'goodbye': {
text: _('say goodbye'),
+45 -9
View File
@@ -437,7 +437,7 @@ var Room = {
}
},
'compass': {
type: 'upgrade',
type: 'special',
maximum: 1,
cost: function() {
return {
@@ -462,6 +462,8 @@ var Room = {
options
);
Room.pathDiscovery = Boolean($SM.get('stores["compass"]'));
if(Engine._debug) {
this._ROOM_WARM_DELAY = 5000;
this._BUILDER_STATE_DELAY = 5000;
@@ -748,8 +750,10 @@ var Room = {
updateStoresView: function() {
var stores = $('div#stores');
var resources = $('div#resources');
var special = $('div#special');
var weapons = $('div#weapons');
var needsAppend = false, wNeedsAppend = false, newRow = false;
var needsAppend = false, rNeedsAppend = false, sNeedsAppend = false, wNeedsAppend = false, newRow = false;
if(stores.length === 0) {
stores = $('<div>').attr({
'id': 'stores',
@@ -757,6 +761,18 @@ var Room = {
}).css('opacity', 0);
needsAppend = true;
}
if(resources.length === 0) {
resources = $('<div>').attr({
id: 'resources'
}).css('opacity', 0);
rNeedsAppend = true;
}
if(special.length === 0) {
special = $('<div>').attr({
id: 'special'
}).css('opacity', 0);
sNeedsAppend = true;
}
if(weapons.length === 0) {
weapons = $('<div>').attr({
'id': 'weapons',
@@ -783,8 +799,11 @@ var Room = {
case 'weapon':
location = weapons;
break;
case 'special':
location = special;
break;
default:
location = stores;
location = resources;
break;
}
@@ -829,8 +848,18 @@ var Room = {
$('div#' + row.attr('id') + ' > div.row_val', location).text(Math.floor(num));
}
}
if(rNeedsAppend && resources.children().length > 0) {
resources.prependTo(stores);
resources.animate({opacity: 1}, 300, 'linear');
}
if(needsAppend && stores.children().length > 0) {
if(sNeedsAppend && special.children().length > 0) {
special.appendTo(stores);
special.animate({opacity: 1}, 300, 'linear');
}
if(needsAppend && stores.find('div.storeRow').length > 0) {
stores.appendTo('div#storesContainer');
stores.animate({opacity: 1}, 300, 'linear');
}
@@ -847,10 +876,15 @@ var Room = {
if($("div#outsidePanel").length) {
Outside.updateVillage();
}
if($SM.get('stores.compass') && !Room.pathDiscovery){
Room.pathDiscovery = true;
Path.openPath();
}
},
updateIncomeView: function() {
var stores = $('div#stores');
var stores = $('div#resources');
if(stores.length === 0 || typeof $SM.get('income') == 'undefined') return;
$('div.storeRow', stores).each(function(index, el) {
el = $(el);
@@ -900,10 +934,6 @@ var Room = {
Notifications.notify(Room, good.buildMsg);
$SM.add('stores["'+thing+'"]', 1);
if(thing == 'compass') {
Path.openPath();
}
},
build: function(buildBtn) {
@@ -1109,6 +1139,12 @@ var Room = {
}
},
compassTooltip: function(direction){
var tt = $('<div>').addClass('tooltip bottom right');
$('<div>').addClass('row_key').text(_('the compass points '+ direction)).appendTo(tt);
tt.appendTo($('#row_compass'));
},
handleStateUpdates: function(e){
if(e.category == 'stores'){
Room.updateStoresView();
+1
View File
@@ -423,6 +423,7 @@ var StateManager = {
case 'tool':
case 'weapon':
case 'upgrade':
case 'special':
return $SM.get('stores["'+name+'"]', true);
case 'building':
return $SM.get('game.buildings["'+name+'"]', true);
+53 -13
View File
@@ -40,7 +40,7 @@ var World = {
SOUTH: [ 0, 1],
WEST: [-1, 0],
EAST: [ 1, 0],
Weapons: {
'fists': {
verb: _('punch'),
@@ -156,6 +156,12 @@ var World = {
Engine.updateOuterSlider();
// Map the ship and show compass tooltip
World.ship = World.mapSearch(World.TILE.SHIP,$SM.get('game.world.map'),1);
World.dir = World.compassDir(World.ship[0]);
// compass tooltip text
Room.compassTooltip(World.dir);
//subscribe to stateUpdates
$.Dispatch('stateUpdate').subscribe(World.handleStateUpdates);
},
@@ -651,24 +657,58 @@ var World = {
var landmark = World.LANDMARKS[k];
for(var i = 0; i < landmark.num; i++) {
var pos = World.placeLandmark(landmark.minRadius, landmark.maxRadius, k, map);
if(k == World.TILE.SHIP) {
var dx = pos[0] - World.RADIUS, dy = pos[1] - World.RADIUS;
var horz = dx < 0 ? 'west' : 'east';
var vert = dy < 0 ? 'north' : 'south';
if(Math.abs(dx) / 2 > Math.abs(dy)) {
World.dir = horz;
} else if(Math.abs(dy) / 2 > Math.abs(dx)){
World.dir = vert;
} else {
World.dir = vert + horz;
}
}
}
}
return map;
},
mapSearch: function(target,map,required){
var max = World.LANDMARKS[target].num;
if(!max){
// this restrict the research to numerable landmarks
return null;
}
// restrict research if only a fixed number (usually 1) is required
max = (required) ? Math.min(required,max) : max;
var index = 0;
var targets = [];
search: // label for coordinate research
for(var i = 0; i <= World.RADIUS * 2; i++){
for(var j = 0; j <= World.RADIUS * 2; j++){
if(map[i][j].charAt(0) === target){
// search result is stored as an object;
// items are listed as they appear in the map, tl-br
// each item has relative coordinates and a compass-type direction
targets[index] = {
x : i - World.RADIUS,
y : j - World.RADIUS,
}
index++;
if(index === max){
// optimisation: stop the research if maximum number of items has been reached
break search;
}
}
}
}
return targets;
},
compassDir: function(pos){
var dir = '';
var horz = pos.x < 0 ? 'west' : 'east';
var vert = pos.y < 0 ? 'north' : 'south';
if(Math.abs(pos.x) / 2 > Math.abs(pos.y)) {
dir = horz;
} else if(Math.abs(pos.y) / 2 > Math.abs(pos.x)){
dir = vert;
} else {
dir = vert + horz;
}
return dir;
},
placeLandmark: function(minRadius, maxRadius, landmark, map) {
var x = World.RADIUS, y = World.RADIUS;