Add in doubleTime capabilities

Add hyper / classic to menu
This commit is contained in:
Travis Weston
2015-02-06 22:35:53 -05:00
committed by Blake Grotewold
parent 5fcdf29601
commit 6e044292ae
8 changed files with 59 additions and 34 deletions
+11 -11
View File
@@ -521,8 +521,8 @@ var Room = {
Room.updateIncomeView();
Room.updateBuildButtons();
Room._fireTimer = setTimeout(Room.coolFire, Room._FIRE_COOL_DELAY);
Room._tempTimer = setTimeout(Room.adjustTemp, Room._ROOM_WARM_DELAY);
Room._fireTimer = Engine.setTimeout(Room.coolFire, Room._FIRE_COOL_DELAY);
Room._tempTimer = Engine.setTimeout(Room.adjustTemp, Room._ROOM_WARM_DELAY);
/*
* Builder states:
@@ -533,12 +533,12 @@ var Room = {
* 4 - Helping
*/
if($SM.get('game.builder.level') >= 0 && $SM.get('game.builder.level') < 3) {
Room._builderTimer = setTimeout(Room.updateBuilderState, Room._BUILDER_STATE_DELAY);
Room._builderTimer = Engine.setTimeout(Room.updateBuilderState, Room._BUILDER_STATE_DELAY);
}
if($SM.get('game.builder.level') == 1 && $SM.get('stores.wood', true) < 0) {
setTimeout(Room.unlockForest, Room._NEED_WOOD_DELAY);
Engine.setTimeout(Room.unlockForest, Room._NEED_WOOD_DELAY);
}
setTimeout($SM.collectIncome, 1000);
Engine.setTimeout($SM.collectIncome, 1000);
Notifications.notify(Room, _("the room is {0}", Room.TempEnum.fromInt($SM.get('game.temperature.value')).text));
Notifications.notify(Room, _("the fire is {0}", Room.FireEnum.fromInt($SM.get('game.fire.value')).text));
@@ -671,10 +671,10 @@ var Room = {
if($SM.get('game.fire.value') > 1 && $SM.get('game.builder.level') < 0) {
$SM.set('game.builder.level', 0);
Notifications.notify(Room, _("the light from the fire spills from the windows, out into the dark"));
setTimeout(Room.updateBuilderState, Room._BUILDER_STATE_DELAY);
Engine.setTimeout(Room.updateBuilderState, Room._BUILDER_STATE_DELAY);
}
window.clearTimeout(Room._fireTimer);
Room._fireTimer = setTimeout(Room.coolFire, Room._FIRE_COOL_DELAY);
Room._fireTimer = Engine.setTimeout(Room.coolFire, Room._FIRE_COOL_DELAY);
Room.updateButton();
Room.setTitle();
},
@@ -689,7 +689,7 @@ var Room = {
}
if($SM.get('game.fire.value') > 0) {
$SM.set('game.fire',Room.FireEnum.fromInt($SM.get('game.fire.value') - 1));
Room._fireTimer = setTimeout(Room.coolFire, Room._FIRE_COOL_DELAY);
Room._fireTimer = Engine.setTimeout(Room.coolFire, Room._FIRE_COOL_DELAY);
Room.onFireChange();
}
},
@@ -707,7 +707,7 @@ var Room = {
if($SM.get('game.temperature.value') != old) {
Room.changed = true;
}
Room._tempTimer = setTimeout(Room.adjustTemp, Room._ROOM_WARM_DELAY);
Room._tempTimer = Engine.setTimeout(Room.adjustTemp, Room._ROOM_WARM_DELAY);
},
unlockForest: function() {
@@ -723,7 +723,7 @@ var Room = {
if(lBuilder == 0) {
Notifications.notify(Room, _("a ragged stranger stumbles through the door and collapses in the corner"));
lBuilder = $SM.setget('game.builder.level', 1);
setTimeout(Room.unlockForest, Room._NEED_WOOD_DELAY);
Engine.setTimeout(Room.unlockForest, Room._NEED_WOOD_DELAY);
}
else if(lBuilder < 3 && $SM.get('game.temperature.value') >= Room.TempEnum.Warm.value) {
var msg = "";
@@ -741,7 +741,7 @@ var Room = {
}
}
if(lBuilder < 3) {
setTimeout(Room.updateBuilderState, Room._BUILDER_STATE_DELAY);
Engine.setTimeout(Room.updateBuilderState, Room._BUILDER_STATE_DELAY);
}
Engine.saveGame();
},