mirror of
https://github.com/doublespeakgames/adarkroom.git
synced 2026-05-28 00:01:54 +08:00
Add in doubleTime capabilities
Add hyper / classic to menu
This commit is contained in:
committed by
Blake Grotewold
parent
5fcdf29601
commit
6e044292ae
+11
-11
@@ -521,8 +521,8 @@ var Room = {
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Room.updateIncomeView();
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Room.updateBuildButtons();
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Room._fireTimer = setTimeout(Room.coolFire, Room._FIRE_COOL_DELAY);
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Room._tempTimer = setTimeout(Room.adjustTemp, Room._ROOM_WARM_DELAY);
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Room._fireTimer = Engine.setTimeout(Room.coolFire, Room._FIRE_COOL_DELAY);
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Room._tempTimer = Engine.setTimeout(Room.adjustTemp, Room._ROOM_WARM_DELAY);
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/*
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* Builder states:
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@@ -533,12 +533,12 @@ var Room = {
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* 4 - Helping
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*/
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if($SM.get('game.builder.level') >= 0 && $SM.get('game.builder.level') < 3) {
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Room._builderTimer = setTimeout(Room.updateBuilderState, Room._BUILDER_STATE_DELAY);
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Room._builderTimer = Engine.setTimeout(Room.updateBuilderState, Room._BUILDER_STATE_DELAY);
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}
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if($SM.get('game.builder.level') == 1 && $SM.get('stores.wood', true) < 0) {
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setTimeout(Room.unlockForest, Room._NEED_WOOD_DELAY);
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Engine.setTimeout(Room.unlockForest, Room._NEED_WOOD_DELAY);
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}
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setTimeout($SM.collectIncome, 1000);
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Engine.setTimeout($SM.collectIncome, 1000);
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Notifications.notify(Room, _("the room is {0}", Room.TempEnum.fromInt($SM.get('game.temperature.value')).text));
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Notifications.notify(Room, _("the fire is {0}", Room.FireEnum.fromInt($SM.get('game.fire.value')).text));
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@@ -671,10 +671,10 @@ var Room = {
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if($SM.get('game.fire.value') > 1 && $SM.get('game.builder.level') < 0) {
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$SM.set('game.builder.level', 0);
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Notifications.notify(Room, _("the light from the fire spills from the windows, out into the dark"));
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setTimeout(Room.updateBuilderState, Room._BUILDER_STATE_DELAY);
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Engine.setTimeout(Room.updateBuilderState, Room._BUILDER_STATE_DELAY);
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}
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window.clearTimeout(Room._fireTimer);
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Room._fireTimer = setTimeout(Room.coolFire, Room._FIRE_COOL_DELAY);
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Room._fireTimer = Engine.setTimeout(Room.coolFire, Room._FIRE_COOL_DELAY);
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Room.updateButton();
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Room.setTitle();
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},
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@@ -689,7 +689,7 @@ var Room = {
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}
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if($SM.get('game.fire.value') > 0) {
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$SM.set('game.fire',Room.FireEnum.fromInt($SM.get('game.fire.value') - 1));
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Room._fireTimer = setTimeout(Room.coolFire, Room._FIRE_COOL_DELAY);
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Room._fireTimer = Engine.setTimeout(Room.coolFire, Room._FIRE_COOL_DELAY);
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Room.onFireChange();
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}
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},
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@@ -707,7 +707,7 @@ var Room = {
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if($SM.get('game.temperature.value') != old) {
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Room.changed = true;
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}
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Room._tempTimer = setTimeout(Room.adjustTemp, Room._ROOM_WARM_DELAY);
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Room._tempTimer = Engine.setTimeout(Room.adjustTemp, Room._ROOM_WARM_DELAY);
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},
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unlockForest: function() {
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@@ -723,7 +723,7 @@ var Room = {
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if(lBuilder == 0) {
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Notifications.notify(Room, _("a ragged stranger stumbles through the door and collapses in the corner"));
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lBuilder = $SM.setget('game.builder.level', 1);
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setTimeout(Room.unlockForest, Room._NEED_WOOD_DELAY);
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Engine.setTimeout(Room.unlockForest, Room._NEED_WOOD_DELAY);
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}
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else if(lBuilder < 3 && $SM.get('game.temperature.value') >= Room.TempEnum.Warm.value) {
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var msg = "";
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@@ -741,7 +741,7 @@ var Room = {
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}
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}
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if(lBuilder < 3) {
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setTimeout(Room.updateBuilderState, Room._BUILDER_STATE_DELAY);
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Engine.setTimeout(Room.updateBuilderState, Room._BUILDER_STATE_DELAY);
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}
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Engine.saveGame();
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},
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