diff --git a/script/engine.js b/script/engine.js
index 1766704..3c1c776 100644
--- a/script/engine.js
+++ b/script/engine.js
@@ -1,15 +1,15 @@
(function() {
var Engine = window.Engine = {
-
+
SITE_URL: encodeURIComponent("http://adarkroom.doublespeakgames.com"),
VERSION: 1.3,
MAX_STORE: 99999999999999,
SAVE_DISPLAY: 30 * 1000,
GAME_OVER: false,
-
+
//object event types
topics: {},
-
+
Perks: {
'boxer': {
name: _('boxer'),
@@ -69,7 +69,7 @@
notify: _('learned to make the most of food')
}
},
-
+
options: {
state: null,
debug: false,
@@ -77,7 +77,7 @@
dropbox: false,
doubleTime: false
},
-
+
init: function(options) {
this.options = $.extend(
this.options,
@@ -85,31 +85,31 @@
);
this._debug = this.options.debug;
this._log = this.options.log;
-
+
// Check for HTML5 support
if(!Engine.browserValid()) {
window.location = 'browserWarning.html';
}
-
+
// Check for mobile
if(Engine.isMobile()) {
window.location = 'mobileWarning.html';
}
-
+
Engine.disableSelection();
-
+
if(this.options.state != null) {
window.State = this.options.state;
} else {
Engine.loadGame();
}
-
+
$('
').attr('id', 'locationSlider').appendTo('#main');
var menu = $('
')
.addClass('menu')
.appendTo('body');
-
+
if(typeof langs != 'undefined'){
var customSelect = $('
')
.addClass('customSelect')
@@ -123,7 +123,7 @@
$('')
.text("language.")
.appendTo(optionsList);
-
+
$.each(langs, function(name,display){
$('')
.text(display)
@@ -140,15 +140,9 @@
.appendTo(menu);
$('')
- .addClass('menuBtn')
+ .addClass('hyper menuBtn')
.text(_('hyper.'))
- .click(function(){
- Engine.options.doubleTime = !Engine.options.doubleTime;
- if(Engine.options.doubleTime)
- $(this).text(_('classic.'));
- else
- $(this).text(_('hyper.'));
- })
+ .click(Engine.triggerHyperMode)
.appendTo(menu);
$('')
@@ -156,7 +150,7 @@
.text(_('restart.'))
.click(Engine.confirmDelete)
.appendTo(menu);
-
+
$('')
.addClass('menuBtn')
.text(_('share.'))
@@ -178,7 +172,7 @@
.click(Engine.Dropbox.startDropbox)
.appendTo(menu);
}
-
+
$('')
.addClass('menuBtn')
.text(_('app store.'))
@@ -190,7 +184,7 @@
.text(_('github.'))
.click(function() { window.open('https://github.com/doublespeakgames/adarkroom'); })
.appendTo(menu);
-
+
// Register keypress handlers
$('body').off('keydown').keydown(Engine.keyDown);
$('body').off('keyup').keyup(Engine.keyUp);
@@ -201,7 +195,7 @@
swipeElement.on('swiperight', Engine.swipeRight);
swipeElement.on('swipeup', Engine.swipeUp);
swipeElement.on('swipedown', Engine.swipeDown);
-
+
// subscribe to stateUpdates
$.Dispatch('stateUpdate').subscribe(Engine.handleStateUpdates);
@@ -209,7 +203,7 @@
Notifications.init();
Events.init();
Room.init();
-
+
if(typeof $SM.get('stores.wood') != 'undefined') {
Outside.init();
}
@@ -219,20 +213,28 @@
if($SM.get('features.location.spaceShip')) {
Ship.init();
}
-
+
+ if($SM.get('config.lightsOff', true)){
+ Engine.turnLightsOff();
+ }
+
+ if($SM.get('config.hyperMode', true)){
+ Engine.triggerHyperMode();
+ }
+
Engine.saveLanguage();
Engine.travelTo(Room);
-
+
},
-
+
browserValid: function() {
return ( location.search.indexOf( 'ignorebrowser=true' ) >= 0 || ( typeof Storage != 'undefined' && !oldIE ) );
},
-
+
isMobile: function() {
return ( location.search.indexOf( 'ignorebrowser=true' ) < 0 && /Android|webOS|iPhone|iPad|iPod|BlackBerry/i.test( navigator.userAgent ) );
},
-
+
saveGame: function() {
if(typeof Storage != 'undefined' && localStorage) {
if(Engine._saveTimer != null) {
@@ -245,7 +247,7 @@
localStorage.gameState = JSON.stringify(State);
}
},
-
+
loadGame: function() {
try {
var savedState = JSON.parse(localStorage.gameState);
@@ -260,7 +262,7 @@
Engine.event('progress', 'new game');
}
},
-
+
exportImport: function() {
Events.startEvent({
title: _('Export / Import'),
@@ -370,7 +372,7 @@
ga('send', 'event', cat, act);
}
},
-
+
confirmDelete: function() {
Events.startEvent({
title: _('Restart?'),
@@ -392,7 +394,7 @@
}
});
},
-
+
deleteSave: function(noReload) {
if(typeof Storage != 'undefined' && localStorage) {
var prestige = Prestige.get();
@@ -404,7 +406,7 @@
location.reload();
}
},
-
+
share: function() {
Events.startEvent({
title: _('Share'),
@@ -470,22 +472,35 @@
}
return false;
},
-
+
turnLightsOff: function() {
var darkCss = Engine.findStylesheet('darkenLights');
if (darkCss == null) {
$('head').append('');
$('.lightsOff').text(_('lights on.'));
+ $SM.set('config.lightsOff', true, true);
} else if (darkCss.disabled) {
darkCss.disabled = false;
$('.lightsOff').text(_('lights on.'));
+ $SM.set('config.lightsOff', true,true);
} else {
$("#darkenLights").attr("disabled", "disabled");
darkCss.disabled = true;
$('.lightsOff').text(_('lights off.'));
+ $SM.set('config.lightsOff', false, true);
}
},
-
+
+ triggerHyperMode: function(){
+ Engine.options.doubleTime = !Engine.options.doubleTime;
+ if(Engine.options.doubleTime)
+ $('.hyper').text(_('classic.'));
+ else
+ $('.hyper').text(_('hyper.'));
+
+ $SM.set('config.hyperMode', Engine.options.doubleTime, false);
+ },
+
// Gets a guid
getGuid: function() {
return 'xxxxxxxx-xxxx-4xxx-yxxx-xxxxxxxxxxxx'.replace(/[xy]/g, function(c) {
@@ -493,9 +508,9 @@
return v.toString(16);
});
},
-
+
activeModule: null,
-
+
travelTo: function(module) {
if(Engine.activeModule != module) {
var currentIndex = Engine.activeModule ? $('.location').index(Engine.activeModule.panel) : 1;
@@ -512,7 +527,7 @@
// FIXME Why does this work if there's an animation queue...?
stores.animate({right: -(panelIndex * 700) + 'px'}, 300 * diff);
}
-
+
Engine.activeModule = module;
module.onArrival(diff);
@@ -530,7 +545,7 @@
}
Notifications.printQueue(module);
-
+
}
},
@@ -557,33 +572,33 @@
top: top_container.height() + 26 + 'px'
},
{
- queue: false,
+ queue: false,
duration: 300 * transition_diff
});
}
},
-
+
log: function(msg) {
if(this._log) {
console.log(msg);
}
},
-
+
updateSlider: function() {
var slider = $('#locationSlider');
slider.width((slider.children().length * 700) + 'px');
},
-
+
updateOuterSlider: function() {
var slider = $('#outerSlider');
slider.width((slider.children().length * 700) + 'px');
},
-
+
getIncomeMsg: function(num, delay) {
return _("{0} per {1}s", (num > 0 ? "+" : "") + num, delay);
//return (num > 0 ? "+" : "") + num + " per " + delay + "s";
},
-
+
keyDown: function(e) {
e = e || window.event;
if(!Engine.keyPressed && !Engine.keyLock) {
@@ -594,7 +609,7 @@
}
return jQuery.inArray(e.keycode, [37,38,39,40]) < 0;
},
-
+
keyUp: function(e) {
Engine.pressed = false;
if(Engine.activeModule.keyUp) {
@@ -645,7 +660,7 @@
break;
}
}
-
+
return false;
},
@@ -682,15 +697,15 @@
document.onselectstart = eventPassthrough;
document.onmousedown = eventPassthrough;
},
-
+
autoSelect: function(selector) {
$(selector).focus().select();
},
-
+
handleStateUpdates: function(e){
-
+
},
-
+
switchLanguage: function(dom){
var lang = $(dom).data("language");
if(document.location.href.search(/[\?\&]lang=[a-z_]+/) != -1){
@@ -699,9 +714,9 @@
document.location.href = document.location.href + ( (document.location.href.search(/\?/) != -1 )?"&":"?") + "lang="+lang;
}
},
-
+
saveLanguage: function(){
- var lang = decodeURIComponent((new RegExp('[?|&]lang=' + '([^&;]+?)(&|#|;|$)').exec(location.search)||[,""])[1].replace(/\+/g, '%20'))||null;
+ var lang = decodeURIComponent((new RegExp('[?|&]lang=' + '([^&;]+?)(&|#|;|$)').exec(location.search)||[,""])[1].replace(/\+/g, '%20'))||null;
if(lang && typeof Storage != 'undefined' && localStorage) {
localStorage.lang = lang;
}
@@ -732,32 +747,32 @@
function inView(dir, elem){
- var scTop = $('#main').offset().top;
- var scBot = scTop + $('#main').height();
+ var scTop = $('#main').offset().top;
+ var scBot = scTop + $('#main').height();
- var elTop = elem.offset().top;
- var elBot = elTop + elem.height();
+ var elTop = elem.offset().top;
+ var elBot = elTop + elem.height();
- if( dir == 'up' ){
- // STOP MOVING IF BOTTOM OF ELEMENT IS VISIBLE IN SCREEN
- return ( elBot < scBot );
- }else if( dir == 'down' ){
- return ( elTop > scTop );
- }else{
- return ( ( elBot <= scBot ) && ( elTop >= scTop ) );
- }
+ if( dir == 'up' ){
+ // STOP MOVING IF BOTTOM OF ELEMENT IS VISIBLE IN SCREEN
+ return ( elBot < scBot );
+ }else if( dir == 'down' ){
+ return ( elTop > scTop );
+ }else{
+ return ( ( elBot <= scBot ) && ( elTop >= scTop ) );
+ }
}
function scrollByX(elem, x){
- var elTop = parseInt( elem.css('top'), 10 );
- elem.css( 'top', ( elTop + x ) + "px" );
+ var elTop = parseInt( elem.css('top'), 10 );
+ elem.css( 'top', ( elTop + x ) + "px" );
}
-//create jQuery Callbacks() to handle object events
+//create jQuery Callbacks() to handle object events
$.Dispatch = function( id ) {
var callbacks, topic = id && Engine.topics[ id ];
if ( !topic ) {
diff --git a/script/state_manager.js b/script/state_manager.js
index ad807ed..c42b5c5 100644
--- a/script/state_manager.js
+++ b/script/state_manager.js
@@ -1,52 +1,53 @@
/*
* Module for handling States
- *
+ *
* All states should be get and set through the StateManager ($SM).
- *
+ *
* The manager is intended to handle all needed checks and error catching.
* This includes creating the parents of layered/deep states so undefined states
* do not need to be tested for and created beforehand.
- *
+ *
* When a state is changed, an update event is sent out containing the name of the state
* changed or in the case of multiple changes (.setM, .addM) the parent class changed.
* Event: type: 'stateUpdate', stateName:
- *
+ *
* Original file created by: Michael Galusha
*/
var StateManager = {
-
+
MAX_STORE: 99999999999999,
-
+
options: {},
-
+
init: function(options) {
this.options = $.extend(
this.options,
options
);
-
+
//create categories
var cats = [
- 'features', //big features like buildings, location availability, unlocks, etc
- 'stores', //little stuff, items, weapons, etc
- 'character', //this is for player's character stats such as perks
+ 'features', //big features like buildings, location availability, unlocks, etc
+ 'stores', //little stuff, items, weapons, etc
+ 'character', //this is for player's character stats such as perks
'income',
'timers',
- 'game', //mostly location related: fire temp, workers, population, world map, etc
- 'playStats', //anything play related: play time, loads, etc
- 'previous', // prestige, score, trophies (in future), achievements (again, not yet), etc
- 'outfit' // used to temporarily store the items to be taken on the path
+ 'game', //mostly location related: fire temp, workers, population, world map, etc
+ 'playStats', //anything play related: play time, loads, etc
+ 'previous', // prestige, score, trophies (in future), achievements (again, not yet), etc
+ 'outfit', // used to temporarily store the items to be taken on the path
+ 'config'
];
-
+
for(var which in cats) {
- if(!$SM.get(cats[which])) $SM.set(cats[which], {});
+ if(!$SM.get(cats[which])) $SM.set(cats[which], {});
}
-
+
//subscribe to stateUpdates
$.Dispatch('stateUpdate').subscribe($SM.handleStateUpdates);
},
-
+
//create all parents and then set state
createState: function(stateName, value) {
var words = stateName.split(/[.\[\]'"]+/);
@@ -67,51 +68,51 @@ var StateManager = {
obj[words[i]] = value;
return obj;
},
-
+
//set single state
//if noEvent is true, the update event won't trigger, useful for setting multiple states first
set: function(stateName, value, noEvent) {
var fullPath = $SM.buildPath(stateName);
-
+
//make sure the value isn't over the engine maximum
if(typeof value == 'number' && value > $SM.MAX_STORE) value = $SM.MAX_STORE;
-
+
try{
eval('('+fullPath+') = value');
} catch (e) {
//parent doesn't exist, so make parent
$SM.createState(stateName, value);
}
-
+
//stores values can not be negative
if(stateName.indexOf('stores') === 0 && $SM.get(stateName, true) < 0) {
eval('('+fullPath+') = 0');
Engine.log('WARNING: state:' + stateName + ' can not be a negative value. Set to 0 instead.');
}
-
+
if(!noEvent) {
Engine.saveGame();
$SM.fireUpdate(stateName);
- }
+ }
},
-
+
//sets a list of states
setM: function(parentName, list, noEvent) {
$SM.buildPath(parentName);
-
+
//make sure the state exists to avoid errors,
if($SM.get(parentName) === undefined) $SM.set(parentName, {}, true);
-
+
for(var k in list){
$SM.set(parentName+'["'+k+'"]', list[k], true);
}
-
+
if(!noEvent) {
Engine.saveGame();
$SM.fireUpdate(parentName);
}
},
-
+
//shortcut for altering number values, return 1 if state wasn't a number
add: function(stateName, value, noEvent) {
var err = 0;
@@ -119,7 +120,7 @@ var StateManager = {
//could also add in a true = 1 thing, to have something go from existing (true)
//to be a count, but that might be unwanted behavior (add with loose eval probably will happen anyways)
var old = $SM.get(stateName, true);
-
+
//check for NaN (old != old) and non number values
if(old != old){
Engine.log('WARNING: '+stateName+' was corrupted (NaN). Resetting to 0.');
@@ -131,52 +132,52 @@ var StateManager = {
} else {
$SM.set(stateName, old + value, noEvent); //setState handles event and save
}
-
+
return err;
},
-
+
//alters multiple number values, return number of fails
addM: function(parentName, list, noEvent) {
var err = 0;
-
+
//make sure the parent exists to avoid errors
if($SM.get(parentName) === undefined) $SM.set(parentName, {}, true);
-
+
for(var k in list){
if($SM.add(parentName+'["'+k+'"]', list[k], true)) err++;
}
-
+
if(!noEvent) {
Engine.saveGame();
$SM.fireUpdate(parentName);
}
return err;
},
-
+
//return state, undefined or 0
get: function(stateName, requestZero) {
var whichState = null;
var fullPath = $SM.buildPath(stateName);
-
+
//catch errors if parent of state doesn't exist
try{
eval('whichState = ('+fullPath+')');
} catch (e) {
whichState = undefined;
}
-
+
//prevents repeated if undefined, null, false or {}, then x = 0 situations
if((!whichState || whichState == {}) && requestZero) return 0;
else return whichState;
},
-
+
//mainly for local copy use, add(M) can fail so we can't shortcut them
//since set does not fail, we know state exists and can simply return the object
setget: function(stateName, value, noEvent){
$SM.set(stateName, value, noEvent);
return eval('('+$SM.buildPath(stateName)+')');
},
-
+
remove: function(stateName, noEvent) {
var whichState = $SM.buildPath(stateName);
try{
@@ -190,21 +191,21 @@ var StateManager = {
$SM.fireUpdate(stateName);
}
},
-
+
//creates full reference from input
//hopefully this won't ever need to be more complicated
buildPath: function(input){
var dot = (input.charAt(0) == '[')? '' : '.'; //if it starts with [foo] no dot to join
return 'State' + dot + input;
},
-
+
fireUpdate: function(stateName, save){
var category = $SM.getCategory(stateName);
if(stateName == undefined) stateName = category = 'all'; //best if this doesn't happen as it will trigger more stuff
$.Dispatch('stateUpdate').publish({'category': category, 'stateName':stateName});
if(save) Engine.saveGame();
},
-
+
getCategory: function(stateName){
var firstOB = stateName.indexOf('[');
var firstDot = stateName.indexOf('.');
@@ -220,7 +221,7 @@ var StateManager = {
return stateName.substr(0,cutoff);
}
},
-
+
//Use this function to make old save games compatible with new version
updateOldState: function(){
var version = $SM.get('version');
@@ -299,7 +300,7 @@ var StateManager = {
$SM.set('version', 1.3);
}
},
-
+
/******************************************************************
* Start of specific state functions
******************************************************************/
@@ -308,11 +309,11 @@ var StateManager = {
$SM.set('character.perks["'+name+'"]', true);
Notifications.notify(null, Engine.Perks[name].notify);
},
-
+
hasPerk: function(name) {
return $SM.get('character.perks["'+name+'"]');
},
-
+
//INCOME
setIncome: function(source, options) {
var existing = $SM.get('income["'+source+'"]');
@@ -321,7 +322,7 @@ var StateManager = {
}
$SM.set('income["'+source+'"]', options);
},
-
+
getIncome: function(source) {
var existing = $SM.get('income["'+source+'"]');
if(typeof existing != 'undefined') {
@@ -329,7 +330,7 @@ var StateManager = {
}
return {};
},
-
+
collectIncome: function() {
var changed = false;
if(typeof $SM.get('income') != 'undefined' && Engine.activeModule != Space) {
@@ -340,21 +341,21 @@ var StateManager = {
income.timeLeft = 0;
}
income.timeLeft--;
-
+
if(income.timeLeft <= 0) {
Engine.log('collection income from ' + source);
- if(source == 'thieves') $SM.addStolen(income.stores);
+ if(source == 'thieves') $SM.addStolen(income.stores);
var cost = income.stores;
var ok = true;
if (source != 'thieves') {
- for (var k in cost) {
- var have = $SM.get('stores["' + k + '"]', true);
- if (have + cost[k] < 0) {
- ok = false;
- break;
- }
- }
+ for (var k in cost) {
+ var have = $SM.get('stores["' + k + '"]', true);
+ if (have + cost[k] < 0) {
+ ok = false;
+ break;
+ }
+ }
}
if(ok){
@@ -372,7 +373,7 @@ var StateManager = {
}
Engine._incomeTimeout = setTimeout($SM.collectIncome, 1000);
},
-
+
//Thieves
addStolen: function(stores) {
for(var k in stores) {
@@ -386,7 +387,7 @@ var StateManager = {
}
}
},
-
+
startThieves: function() {
$SM.set('game.thieves', 1);
$SM.setIncome('thieves', {
@@ -398,7 +399,7 @@ var StateManager = {
}
});
},
-
+
//Misc
num: function(name, craftable) {
switch(craftable.type) {
@@ -411,10 +412,10 @@ var StateManager = {
return $SM.get('game.buildings["'+name+'"]', true);
}
},
-
+
handleStateUpdates: function(e){
-
- }
+
+ }
};
//alias