A bit of cleanup.

This commit is contained in:
Michael
2013-10-16 17:45:41 -04:00
parent a895a35939
commit 1ffe8f8aeb
3 changed files with 113 additions and 109 deletions
+5 -4
View File
@@ -3393,15 +3393,16 @@ Events.Setpieces = {
} }
} }
}, },
"cache": { /* Cache - contains some of supplies from previous game */
"cache": { /* Cache - contains some of supplies from previous game */
title: 'A Destroyed Village', title: 'A Destroyed Village',
scenes: { scenes: {
'start': { 'start': {
text: [ text: [
'a destroyed village stands before you', 'a destroyed village lies in the dust.',
'charred bodies littering the ground.' 'charred bodies litter the ground.'
], ],
notification: 'you smell the metallic tang of a wanderer afterburner.', notification: 'the metallic tang of wanderer afterburner hangs in the air.',
buttons: { buttons: {
'enter': { 'enter': {
text: 'enter', text: 'enter',
+96 -93
View File
@@ -1,103 +1,106 @@
var Prestige = { var Prestige = {
name: 'Prestige',
name: 'Prestige',
options: {}, options: {},
init: function(options) { init: function(options) {
this.options = $.extend( this.options = $.extend(this.options, options);
this.options, },
options
);
},
save: function() { save: function() {
var prevStores = [ //g = goods, w = weapons, a = ammo var prevStores = [ //g = goods, w = weapons, a = ammo
Math.floor($SM.get('stores["wood"]') / Prestige.randGen('g')), Math.floor($SM.get('stores["wood"]') / Prestige.randGen('g')),
Math.floor($SM.get('stores["fur"]') / Prestige.randGen('g')), Math.floor($SM.get('stores["fur"]') / Prestige.randGen('g')),
Math.floor($SM.get('stores["meat"]') / Prestige.randGen('g')), Math.floor($SM.get('stores["meat"]') / Prestige.randGen('g')),
Math.floor($SM.get('stores["iron"]') / Prestige.randGen('g')), Math.floor($SM.get('stores["iron"]') / Prestige.randGen('g')),
Math.floor($SM.get('stores["coal"]') / Prestige.randGen('g')), Math.floor($SM.get('stores["coal"]') / Prestige.randGen('g')),
Math.floor($SM.get('stores["sulphur"]') / Prestige.randGen('g')), Math.floor($SM.get('stores["sulphur"]') / Prestige.randGen('g')),
Math.floor($SM.get('stores["steel"]') / Prestige.randGen('g')), Math.floor($SM.get('stores["steel"]') / Prestige.randGen('g')),
Math.floor($SM.get('stores["cured meat"]') / Prestige.randGen('g')), Math.floor($SM.get('stores["cured meat"]') / Prestige.randGen('g')),
Math.floor($SM.get('stores["scales"]') / Prestige.randGen('g')), Math.floor($SM.get('stores["scales"]') / Prestige.randGen('g')),
Math.floor($SM.get('stores["teeth"]') / Prestige.randGen('g')), Math.floor($SM.get('stores["teeth"]') / Prestige.randGen('g')),
Math.floor($SM.get('stores["leather"]') / Prestige.randGen('g')), Math.floor($SM.get('stores["leather"]') / Prestige.randGen('g')),
Math.floor($SM.get('stores["bait"]') / Prestige.randGen('g')), Math.floor($SM.get('stores["bait"]') / Prestige.randGen('g')),
Math.floor($SM.get('stores["torch"]') / Prestige.randGen('g')), Math.floor($SM.get('stores["torch"]') / Prestige.randGen('g')),
Math.floor($SM.get('stores["cloth"]') / Prestige.randGen('g')), Math.floor($SM.get('stores["cloth"]') / Prestige.randGen('g')),
Math.floor($SM.get('stores["bone spear"]') / Prestige.randGen('w')), Math.floor($SM.get('stores["bone spear"]') / Prestige.randGen('w')),
Math.floor($SM.get('stores["iron sword"]') / Prestige.randGen('w')), Math.floor($SM.get('stores["iron sword"]') / Prestige.randGen('w')),
Math.floor($SM.get('stores["steel sword"]') / Prestige.randGen('w')), Math.floor($SM.get('stores["steel sword"]') / Prestige.randGen('w')),
Math.floor($SM.get('stores["bayonet"]') / Prestige.randGen('w')), Math.floor($SM.get('stores["bayonet"]') / Prestige.randGen('w')),
Math.floor($SM.get('stores["rifle"]') / Prestige.randGen('w')), Math.floor($SM.get('stores["rifle"]') / Prestige.randGen('w')),
Math.floor($SM.get('stores["laser rifle"]') / Prestige.randGen('w')), Math.floor($SM.get('stores["laser rifle"]') / Prestige.randGen('w')),
Math.floor($SM.get('stores["bullets"]') / Prestige.randGen('a')), Math.floor($SM.get('stores["bullets"]') / Prestige.randGen('a')),
Math.floor($SM.get('stores["energy cell"]') / Prestige.randGen('a')), Math.floor($SM.get('stores["energy cell"]') / Prestige.randGen('a')),
Math.floor($SM.get('stores["grenade"]') / Prestige.randGen('a')), Math.floor($SM.get('stores["grenade"]') / Prestige.randGen('a')),
Math.floor($SM.get('stores["bolas"]') / Prestige.randGen('a')) Math.floor($SM.get('stores["bolas"]') / Prestige.randGen('a'))
]; ];
for (var n = 0;n<=23;n++) { for (var n = 0; n <= 23; n++) {
if (isNaN(prevStores[n])) {prevStores[n] = 0}; if (isNaN(prevStores[n])) {
} prevStores[n] = 0;
$SM.set('previous.stores', prevStores); }
return prevStores; }
}, $SM.set('previous.stores', prevStores);
return prevStores;
},
populateNewSave: function(newstate) {
State = {
previous: {
stores: newstate
}
};
Engine.init({state: State});
return State;
},
load: function() { populateNewSave : function(newstate) {
var prevStores = $SM.get('previous.stores'); State = {
$SM.add('stores["wood"]',prevStores[0]), previous : {
$SM.add('stores["fur"]',prevStores[1]), stores : newstate
$SM.add('stores["meat"]',prevStores[2]), }
$SM.add('stores["iron"]',prevStores[3]), };
$SM.add('stores["coal"]',prevStores[4]), Engine.init({
$SM.add('stores["sulphur"]',prevStores[5]), state : State
$SM.add('stores["steel"]',prevStores[6]), });
$SM.add('stores["cured meat"]',prevStores[7]), return State;
$SM.add('stores["scales"]',prevStores[8]), },
$SM.add('stores["teeth"]',prevStores[9]),
$SM.add('stores["leather"]',prevStores[10]),
$SM.add('stores["bait"]',prevStores[11]),
$SM.add('stores["torch"]',prevStores[12]),
$SM.add('stores["cloth"]',prevStores[13]),
$SM.add('stores["bone spear"]',prevStores[14]),
$SM.add('stores["iron sword"]',prevStores[15]),
$SM.add('stores["steel sword"]',prevStores[16]),
$SM.add('stores["bayonet"]',prevStores[17]),
$SM.add('stores["rifle"]',prevStores[18]),
$SM.add('stores["laser rifle"]',prevStores[19]),
$SM.add('stores["bullets"]',prevStores[20]),
$SM.add('stores["energy cell"]',prevStores[21]),
$SM.add('stores["grenade"]',prevStores[22]),
$SM.add('stores["bolas"]',prevStores[23])
return prevStores;
},
randGen: function(storeType) { load : function() {
if (storeType == 'g') { var prevStores = $SM.get('previous.stores');
divisor = Math.floor(Math.random()*10) $SM.add('stores["wood"]', prevStores[0]);
} $SM.add('stores["fur"]', prevStores[1]);
else if (storeType == 'w') { $SM.add('stores["meat"]', prevStores[2]);
divisor = Math.floor(Math.floor(Math.random()*10)/2) $SM.add('stores["iron"]', prevStores[3]);
} $SM.add('stores["coal"]', prevStores[4]);
else if (storeType == 'a') { $SM.add('stores["sulphur"]', prevStores[5]);
divisor = Math.ceil(Math.random()*10*Math.ceil(Math.random()*10)) $SM.add('stores["steel"]', prevStores[6]);
} $SM.add('stores["cured meat"]', prevStores[7]);
else { divisor = 1 }; $SM.add('stores["scales"]', prevStores[8]);
if (divisor === 0) { $SM.add('stores["teeth"]', prevStores[9]);
divisor = 1 $SM.add('stores["leather"]', prevStores[10]);
}; $SM.add('stores["bait"]', prevStores[11]);
return divisor; $SM.add('stores["torch"]', prevStores[12]);
} $SM.add('stores["cloth"]', prevStores[13]);
$SM.add('stores["bone spear"]', prevStores[14]);
$SM.add('stores["iron sword"]', prevStores[15]);
$SM.add('stores["steel sword"]', prevStores[16]);
$SM.add('stores["bayonet"]', prevStores[17]);
$SM.add('stores["rifle"]', prevStores[18]);
$SM.add('stores["laser rifle"]', prevStores[19]);
$SM.add('stores["bullets"]', prevStores[20]);
$SM.add('stores["energy cell"]', prevStores[21]);
$SM.add('stores["grenade"]', prevStores[22]);
$SM.add('stores["bolas"]', prevStores[23]);
return prevStores;
},
} randGen : function(storeType) {
if (storeType == 'g') {
divisor = Math.floor(Math.random() * 10);
} else if (storeType == 'w') {
divisor = Math.floor(Math.floor(Math.random() * 10) / 2);
} else if (storeType == 'a') {
divisor = Math.ceil(Math.random() * 10
* Math.ceil(Math.random() * 10));
} else {
divisor = 1;
}
if (divisor === 0) {
divisor = 1;
}
return divisor;
}
};
+8 -8
View File
@@ -387,17 +387,17 @@ var Space = {
}, },
complete: function() { complete: function() {
Engine.GAME_OVER = true; Engine.GAME_OVER = true;
var backup; var backup;
$('#starsContainer').remove(); $('#starsContainer').remove();
if(typeof Storage != 'undefined' && localStorage) { if(typeof Storage != 'undefined' && localStorage) {
backup = Prestige.save(); backup = Prestige.save();
localStorage.clear(); localStorage.clear();
} }
delete window.State; delete window.State;
$('.deleteSave, .share').remove(); $('.deleteSave, .share').remove();
Prestige.populateNewSave(backup); Prestige.populateNewSave(backup);
$('#content, #notifications').remove(); $('#content, #notifications').remove();
$('.deleteSave, .share').attr('style', 'color: white;'); $('.deleteSave, .share').attr('style', 'color: white;');
Engine.options = {}; Engine.options = {};
} }
}); });