Reverted changes

Revert to previous version (no pause)
This commit is contained in:
Andrea Rendine
2016-02-17 15:07:26 +01:00
parent 68732ce0d9
commit 368529f024
+115 -193
View File
@@ -9,8 +9,7 @@ var Events = {
_EAT_COOLDOWN: 5,
_MEDS_COOLDOWN: 7,
_LEAVE_COOLDOWN: 1,
_PAUSE_COOLDOWN: 0.4,
STUN_DURATION: 4,
STUN_DURATION: 4000,
BLINK_INTERVAL: false,
init: function(options) {
@@ -73,34 +72,20 @@ var Events = {
startCombat: function(scene) {
Engine.event('game event', 'combat');
Events.lost = false;
Events.won = false;
var desc = $('#description', Events.eventPanel());
$('<div>').text(scene.notification).appendTo(desc);
// Draw pause button
Events.paused = true;
var pauseBox = $('<div>').attr('id', 'pauseButton').appendTo(desc);
var pause = new Button.Button({
id: 'pause',
text: '',
cooldown: Events._PAUSE_COOLDOWN,
click: Events.togglePause
}).appendTo(pauseBox);
$('<span>').addClass('text').insertBefore(pause.children('.cooldown'));
$('<div>').addClass('clear').appendTo(pauseBox);
Events.togglePause(pause);
var fightBox = $('<div>').attr('id', 'fight').appendTo(desc);
// Draw the wanderer
Events.createFighterDiv('@', World.health, World.getMaxHealth()).attr('id', 'wanderer').appendTo(fightBox);
Events.createFighterDiv('@', World.health, World.getMaxHealth()).attr('id', 'wanderer').appendTo(desc);
// Draw the enemy
Events.createFighterDiv(scene.chara, scene.health, scene.health).attr('id', 'enemy').appendTo(fightBox);
Events.createFighterDiv(scene.chara, scene.health, scene.health).attr('id', 'enemy').appendTo(desc);
// Draw the action buttons
var btns = $('#buttons', Events.eventPanel());
var attackBtns = $('<div>').appendTo(btns).attr('id','attackButtons');
var numWeapons = 0;
for(var k in World.Weapons) {
var weapon = World.Weapons[k];
@@ -118,82 +103,21 @@ var Events = {
}
}
numWeapons++;
Events.createAttackButton(k).appendTo(attackBtns);
Events.createAttackButton(k).appendTo(btns);
}
}
if(numWeapons === 0) {
// No weapons? You can punch stuff!
Events.createAttackButton('fists').prependTo(attackBtns);
Events.createAttackButton('fists').prependTo(btns);
}
$('<div>').addClass('clear').appendTo(attackBtns);
var healBtns = $('<div>').appendTo(btns).attr('id','healButtons');
Events.createEatMeatButton().appendTo(healBtns);
Events.createEatMeatButton().appendTo(btns);
if((Path.outfit['medicine'] || 0) !== 0) {
Events.createUseMedsButton().appendTo(healBtns);
Events.createUseMedsButton().appendTo(btns);
}
$('<div>').addClass('clear').appendTo(healBtns);
Events.setHeal(healBtns);
// Set up the enemy attack timer
Events._enemyAttackTimer = Engine.setInterval(Events.enemyAttack, scene.attackDelay * 1000);
},
setPause: function(){
Events.paused = true;
$('#event').addClass('paused');
Button.clearCooldown($('#pause'));
var active = 0;
$('#buttons').find('.button').each(function(i){
if($(this).data('onCooldown')){
$(this).children('.cooldown').stop(true,false);
active++;
}
});
Engine.log('fight paused. stopped '+ active +' buttons');
},
removePause: function(state){
var log, time, target;
switch(state){
case 'set':
log = 'started';
time = 0;
target = $();
break;
case 'end':
$('#pause').addClass('disabled');
log = 'ended';
time = Events._FIGHT_SPEED;
target = $();
break;
default:
log = 'resumed';
time = Events._PAUSE_COOLDOWN * 1000;
target = $('#buttons').find('.button');
break;
}
Engine.setTimeout(function(){
Events.paused = false;
$('#event').removeClass('paused');
target.each(function(i){
if($(this).data('onCooldown')){
Button.cooldown($(this), 'pause');
}
});
Engine.log('Event '+ log);
}, time);
},
togglePause: function(btn){
var text = btn.children('.text').first();
if(Events.paused) {
Events.removePause()
text.text( _('pause.') );
} else {
Events.setPause();
text.text( _('resume.') )
}
Events._enemyAttackTimer = Engine.setTimeout(Events.enemyAttack, scene.attackDelay * 1000);
},
createEatMeatButton: function(cooldown) {
@@ -277,48 +201,52 @@ var Events = {
});
},
setHeal: function(healBtns){
if(!healBtns){
healBtns = $('#healButtons');
}
healBtns = healBtns.children('.button');
var canHeal = (World.health < World.getMaxHealth());
healBtns.each(function(i){
Button.setDisabled($(this), !canHeal);
});
return canHeal;
},
doHeal: function(healing, cured, btn){
if(Path.outfit[healing] > 0) {
Path.outfit[healing]--;
eatMeat: function() {
if(Path.outfit['cured meat'] > 0) {
Path.outfit['cured meat']--;
World.updateSupplies();
if(Path.outfit[healing] === 0) {
Button.setDisabled(btn, true);
if(Path.outfit['cured meat'] === 0) {
Button.setDisabled($('#eat'), true);
}
var hp = World.health + cured;
hp = Math.min(World.getMaxHealth(),hp);
var hp = World.health;
hp += World.meatHeal();
hp = hp > World.getMaxHealth() ? World.getMaxHealth() : hp;
World.setHp(hp);
Events.setHeal();
if(Events.activeEvent()) {
var w = $('#wanderer');
w.data('hp', hp);
Events.updateFighterDiv(w);
Events.drawFloatText('+' + cured, '#wanderer .hp');
Events.drawFloatText('+' + World.meatHeal(), '#wanderer .hp');
var takeETbutton = Events.setTakeAll();
Events.canLeave(takeETbutton);
}
}
},
eatMeat: function(btn) {
Events.doHeal('cured meat', World.meatHeal(), btn);
},
useMeds: function() {
if(Path.outfit['medicine'] > 0) {
Path.outfit['medicine']--;
World.updateSupplies();
if(Path.outfit['medicine'] === 0) {
Button.setDisabled($('#meds'), true);
}
useMeds: function(btn) {
Events.doHeal('medicine', World.medsHeal(), btn);
var hp = World.health;
hp += World.medsHeal();
hp = hp > World.getMaxHealth() ? World.getMaxHealth() : hp;
World.setHp(hp);
if(Events.activeEvent()) {
var w = $('#wanderer');
w.data('hp', hp);
Events.updateFighterDiv(w);
Events.drawFloatText('+' + World.medsHeal(), '#wanderer .hp');
var takeETbutton = Events.setTakeAll();
Events.canLeave(takeETbutton);
}
}
},
useWeapon: function(btn) {
@@ -394,7 +322,7 @@ var Events = {
var attackFn = weapon.type == 'ranged' ? Events.animateRanged : Events.animateMelee;
attackFn($('#wanderer'), dmg, function() {
if($('#enemy').data('hp') <= 0) {
if($('#enemy').data('hp') <= 0 && !Events.won) {
// Success!
Events.winFight();
}
@@ -402,33 +330,6 @@ var Events = {
}
},
damage: function(fighter, enemy, dmg) {
var enemyHp = enemy.data('hp');
var msg = "";
if(typeof dmg == 'number') {
if(dmg < 0) {
msg = _('miss');
dmg = 0;
} else {
msg = '-' + dmg;
enemyHp = ((enemyHp - dmg) < 0) ? 0 : (enemyHp - dmg);
enemy.data('hp', enemyHp);
if(fighter.attr('id') == 'enemy') {
World.setHp(enemyHp);
Events.setHeal();
}
Events.updateFighterDiv(enemy);
}
} else {
if(dmg == 'stun') {
msg = _('stunned');
enemy.data('stunned', Events.STUN_DURATION);
}
}
Events.drawFloatText(msg, $('.hp', enemy));
},
animateMelee: function(fighter, dmg, callback) {
var start, end, enemy;
if(fighter.attr('id') == 'wanderer') {
@@ -442,8 +343,32 @@ var Events = {
}
fighter.stop(true, true).animate(start, Events._FIGHT_SPEED, function() {
var enemyHp = enemy.data('hp');
var msg = "";
if(typeof dmg == 'number') {
if(dmg < 0) {
msg = _('miss');
dmg = 0;
} else {
msg = '-' + dmg;
enemyHp = ((enemyHp - dmg) < 0) ? 0 : (enemyHp - dmg);
enemy.data('hp', enemyHp);
if(fighter.attr('id') == 'enemy') {
World.setHp(enemyHp);
}
Events.updateFighterDiv(enemy);
}
} else {
if(dmg == 'stun') {
msg = _('stunned');
enemy.data('stunned', true);
Engine.setTimeout(function() {
enemy.data('stunned', false);
}, Events.STUN_DURATION);
}
}
Events.damage(fighter, enemy, dmg);
Events.drawFloatText(msg, $('.hp', enemy));
$(this).animate(end, Events._FIGHT_SPEED, callback);
});
@@ -462,9 +387,33 @@ var Events = {
}
$('<div>').css(start).addClass('bullet').text('o').appendTo('#description')
.animate(end, Events._FIGHT_SPEED * 2, 'linear', function() {
.animate(end, Events._FIGHT_SPEED * 2, 'linear', function() {
var enemyHp = enemy.data('hp');
var msg = "";
if(typeof dmg == 'number') {
if(dmg < 0) {
msg = _('miss');
dmg = 0;
} else {
msg = '-' + dmg;
enemyHp = ((enemyHp - dmg) < 0) ? 0 : (enemyHp - dmg);
enemy.data('hp', enemyHp);
if(fighter.attr('id') == 'enemy') {
World.setHp(enemyHp);
}
Events.updateFighterDiv(enemy);
}
} else {
if(dmg == 'stun') {
msg = _('stunned');
enemy.data('stunned', true);
Engine.setTimeout(function() {
enemy.data('stunned', false);
}, Events.STUN_DURATION);
}
}
Events.damage(fighter, enemy, dmg);
Events.drawFloatText(msg, $('.hp', enemy));
$(this).remove();
if(typeof callback == 'function') {
@@ -475,19 +424,9 @@ var Events = {
enemyAttack: function() {
if(Events.paused){
return;
}
var scene = Events.activeEvent().scenes[Events.activeScene];
var enemy = $('#enemy');
var stunning = enemy.data('stunned');
if(stunning) {
stunning -= scene.attackDelay;
enemy.data('stunned', Math.max(stunning, 0));
} else {
if(!$('#enemy').data('stunned')) {
var toHit = scene.hit;
toHit *= $SM.hasPerk('evasive') ? 0.8 : 1;
var dmg = -1;
@@ -498,28 +437,24 @@ var Events = {
var attackFn = scene.ranged ? Events.animateRanged : Events.animateMelee;
attackFn($('#enemy'), dmg, function() {
if($('#wanderer').data('hp') <= 0) {
// Failure!
Events.loseFight();
}
if($('#wanderer').data('hp') <= 0) {
// Failure!
clearTimeout(Events._enemyAttackTimer);
Events.endEvent();
World.die();
}
});
}
},
endFight: function() {
clearTimeout(Events._enemyAttackTimer);
Events.removePause('end');
Events._enemyAttackTimer = Engine.setTimeout(Events.enemyAttack, scene.attackDelay * 1000);
},
winFight: function() {
Engine.setTimeout(function() {
// Check after animation time, to see if the player has died before winning
if(Events.lost) {
return;
}
Events.endFight();
$('#enemy').animate({opacity: 0}, 300, 'linear', function() {
Engine.setTimeout(function() {
Events.won = true;
clearTimeout(Events._enemyAttackTimer);
$('#enemy').animate({opacity: 0}, 300, 'linear', function() {
Engine.setTimeout(function() {
try {
var scene = Events.activeEvent().scenes[Events.activeScene];
var leaveBtn = false;
var desc = $('#description', Events.eventPanel());
@@ -530,7 +465,6 @@ var Events = {
var takeETbtn = Events.drawLoot(scene.loot);
var exitBtns = $('<div>').appendTo(btns).attr('id','exitButtons');
if(scene.buttons) {
// Draw the buttons
leaveBtn = Events.drawButtons(scene);
@@ -547,32 +481,22 @@ var Events = {
},
text: _('leave')
});
Button.cooldown(leaveBtn.appendTo(exitBtns));
Button.cooldown(leaveBtn.appendTo(btns));
var healBtns = $('<div>').appendTo(btns).attr('id','healButtons');
Events.createEatMeatButton(0).appendTo(healBtns);
Events.createEatMeatButton(0).appendTo(btns);
if((Path.outfit['medicine'] || 0) !== 0) {
Events.createUseMedsButton(0).appendTo(healBtns);
Events.createUseMedsButton(0).appendTo(btns);
}
$('<div>').addClass('clear').appendTo(healBtns);
Events.setHeal(healBtns);
}
$('<div>').addClass('clear').appendTo(exitBtns);
Events.allowLeave(takeETbtn, leaveBtn);
}, 1000, true);
});
}, Events._FIGHT_SPEED);
} catch(e) {
// It is possible to die and win if the timing is perfect. Just let it fail.
}
}, 1000, true);
});
},
loseFight: function(){
Events.lost = true;
Events.endFight();
Events.endEvent();
World.die();
},
drawDrop: function(btn) {
drawDrop:function(btn) {
var name = btn.attr('id').substring(5).replace('-', ' ');
var needsAppend = false;
var weight = Path.getWeight(name);
@@ -847,15 +771,13 @@ var Events = {
}
// Draw the buttons
var exitBtns = $('<div>').attr('id','exitButtons').appendTo($('#buttons', Events.eventPanel()));
leaveBtn = Events.drawButtons(scene);
$('<div>').addClass('clear').appendTo(exitBtns);
Events.allowLeave(takeETbtn, leaveBtn);
},
drawButtons: function(scene) {
var btns = $('#exitButtons', Events.eventPanel());
var btns = $('#buttons', Events.eventPanel());
var btnsList = [];
for(var id in scene.buttons) {
var info = scene.buttons[id];