Blink only happens on specified events

Now event objects must have a blink flag if they want to use the title
blink. For starters, this is only global, outside, and room events.
This commit is contained in:
skj3gg
2014-07-24 12:00:51 -04:00
parent d6a6a7a000
commit 79e765eb08
4 changed files with 27 additions and 5 deletions
+7 -2
View File
@@ -802,7 +802,10 @@ var Events = {
Events.loadScene('start');
$('div#wrapper').append(Events.eventPanel());
Events.eventPanel().animate({opacity: 1}, Events._PANEL_FADE, 'linear');
Events.blinkTitle();
var currentSceneInformation = Events.activeEvent().scenes[Events.activeScene];
if (typeof currentSceneInformation.blink == 'boolean' && currentSceneInformation.blink == true) {
Events.blinkTitle();
}
}
},
@@ -820,7 +823,9 @@ var Events = {
Events.eventStack.shift();
Engine.log(Events.eventStack.length + ' events remaining');
Engine.keyLock = false;
Events.stopTitleBlink();
if (typeof blinkInterval != 'undefined') {
Events.stopTitleBlink();
}
// Force refocus on the body. I hate you, IE.
$('body').focus();
});
+1
View File
@@ -15,6 +15,7 @@ Events.Global = [
_('say he should be strung up as an example.')
],
notification: _('a thief is caught'),
blink: true,
buttons: {
'kill': {
text: _('hang him'),
+10 -3
View File
@@ -20,6 +20,7 @@ Events.Outside = [
Outside.updateTrapButton();
},
notification: _('some traps have been destroyed'),
blink: true,
buttons: {
'track': {
text: _('track them'),
@@ -74,6 +75,8 @@ Events.Outside = [
_('a sickness is spreading through the village.'),
_('medicine is needed immediately.')
],
blink: true,
buttons: {
'heal': {
text: _('1 medicine'),
@@ -128,6 +131,7 @@ Events.Outside = [
_('a terrible plague is fast spreading through the village.'),
_('medicine is needed immediately.')
],
blink: true,
buttons: {
'heal': {
text: _('5 medicine'),
@@ -193,12 +197,13 @@ Events.Outside = [
var numKilled = Math.floor(Math.random() * 10) + 1;
Outside.killVillagers(numKilled);
},
reward: {
reward: {
fur: 100,
meat: 100,
teeth: 10
},
buttons: {
},
blink: true,
buttons: {
'end': {
text: _('go home'),
nextScene: 'end'
@@ -228,6 +233,8 @@ Events.Outside = [
bullets: 10,
'cured meat': 50
},
blink: true,
buttons: {
'end': {
text: _('go home'),
+9
View File
@@ -14,6 +14,7 @@ Events.Room = [
_("won't say from where he came, but it's clear that he's not staying.")
],
notification: _('a nomad arrives, looking to trade'),
blink: true,
buttons: {
'buyScales': {
text: _('buy scales'),
@@ -60,6 +61,7 @@ Events.Room = [
_("can't tell what they're up to.")
],
notification: _('strange noises can be heard through the walls'),
blink: true,
buttons: {
'investigate': {
text: _('investigate'),
@@ -110,6 +112,7 @@ Events.Room = [
_('something\'s in there.')
],
notification: _('something\'s in the store room'),
blink: true,
buttons: {
'investigate': {
text: _('investigate'),
@@ -195,6 +198,7 @@ Events.Room = [
_('asks for any spare furs to keep him warm at night.')
],
notification: _('a beggar arrives'),
blink: true,
buttons: {
'50furs': {
text: _('give 50'),
@@ -266,6 +270,7 @@ Events.Room = [
_("builder's not sure he's to be trusted.")
],
notification: _('a mysterious wanderer arrives'),
blink: true,
buttons: {
'100wood': {
text: _('give 100'),
@@ -336,6 +341,7 @@ Events.Room = [
_("builder's not sure she's to be trusted.")
],
notification: _('a mysterious wanderer arrives'),
blink: true,
buttons: {
'100fur': {
text: _('give 100'),
@@ -406,6 +412,7 @@ Events.Room = [
_("willing to talk about it, for a price.")
],
notification: _('a scout stops for the night'),
blink: true,
buttons: {
'buyMap': {
text: _('buy map'),
@@ -444,6 +451,7 @@ Events.Room = [
_('he smiles warmly and asks for lodgings for the night.')
],
notification: _('an old wanderer arrives'),
blink: true,
buttons: {
'agree': {
text: _('agree'),
@@ -516,6 +524,7 @@ Events.Room = [
_("he begs for medicine.")
],
notification: _('a sick man hobbles up'),
blink: true,
buttons: {
'help': {
text: _('give 1 medicine'),