mirror of
https://github.com/doublespeakgames/adarkroom.git
synced 2026-05-28 00:01:54 +08:00
Hyper mode and LightsOff is now stored in the State
This commit is contained in:
committed by
Blake Grotewold
parent
f85b8fdf7e
commit
8320156f42
+85
-70
@@ -1,15 +1,15 @@
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(function() {
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var Engine = window.Engine = {
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SITE_URL: encodeURIComponent("http://adarkroom.doublespeakgames.com"),
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VERSION: 1.3,
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MAX_STORE: 99999999999999,
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SAVE_DISPLAY: 30 * 1000,
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GAME_OVER: false,
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//object event types
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topics: {},
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Perks: {
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'boxer': {
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name: _('boxer'),
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@@ -69,7 +69,7 @@
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notify: _('learned to make the most of food')
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}
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},
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options: {
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state: null,
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debug: false,
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@@ -77,7 +77,7 @@
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dropbox: false,
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doubleTime: false
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},
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init: function(options) {
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this.options = $.extend(
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this.options,
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@@ -85,31 +85,31 @@
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);
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this._debug = this.options.debug;
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this._log = this.options.log;
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// Check for HTML5 support
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if(!Engine.browserValid()) {
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window.location = 'browserWarning.html';
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}
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// Check for mobile
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if(Engine.isMobile()) {
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window.location = 'mobileWarning.html';
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}
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Engine.disableSelection();
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if(this.options.state != null) {
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window.State = this.options.state;
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} else {
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Engine.loadGame();
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}
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$('<div>').attr('id', 'locationSlider').appendTo('#main');
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var menu = $('<div>')
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.addClass('menu')
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.appendTo('body');
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if(typeof langs != 'undefined'){
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var customSelect = $('<span>')
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.addClass('customSelect')
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@@ -123,7 +123,7 @@
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$('<li>')
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.text("language.")
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.appendTo(optionsList);
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$.each(langs, function(name,display){
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$('<li>')
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.text(display)
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@@ -140,15 +140,9 @@
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.appendTo(menu);
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$('<span>')
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.addClass('menuBtn')
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.addClass('hyper menuBtn')
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.text(_('hyper.'))
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.click(function(){
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Engine.options.doubleTime = !Engine.options.doubleTime;
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if(Engine.options.doubleTime)
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$(this).text(_('classic.'));
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else
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$(this).text(_('hyper.'));
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})
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.click(Engine.triggerHyperMode)
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.appendTo(menu);
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$('<span>')
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@@ -156,7 +150,7 @@
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.text(_('restart.'))
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.click(Engine.confirmDelete)
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.appendTo(menu);
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$('<span>')
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.addClass('menuBtn')
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.text(_('share.'))
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@@ -178,7 +172,7 @@
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.click(Engine.Dropbox.startDropbox)
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.appendTo(menu);
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}
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$('<span>')
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.addClass('menuBtn')
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.text(_('app store.'))
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@@ -190,7 +184,7 @@
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.text(_('github.'))
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.click(function() { window.open('https://github.com/doublespeakgames/adarkroom'); })
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.appendTo(menu);
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// Register keypress handlers
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$('body').off('keydown').keydown(Engine.keyDown);
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$('body').off('keyup').keyup(Engine.keyUp);
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@@ -201,7 +195,7 @@
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swipeElement.on('swiperight', Engine.swipeRight);
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swipeElement.on('swipeup', Engine.swipeUp);
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swipeElement.on('swipedown', Engine.swipeDown);
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// subscribe to stateUpdates
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$.Dispatch('stateUpdate').subscribe(Engine.handleStateUpdates);
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@@ -209,7 +203,7 @@
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Notifications.init();
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Events.init();
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Room.init();
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if(typeof $SM.get('stores.wood') != 'undefined') {
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Outside.init();
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}
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@@ -219,20 +213,28 @@
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if($SM.get('features.location.spaceShip')) {
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Ship.init();
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}
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if($SM.get('config.lightsOff', true)){
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Engine.turnLightsOff();
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}
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if($SM.get('config.hyperMode', true)){
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Engine.triggerHyperMode();
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}
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Engine.saveLanguage();
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Engine.travelTo(Room);
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},
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browserValid: function() {
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return ( location.search.indexOf( 'ignorebrowser=true' ) >= 0 || ( typeof Storage != 'undefined' && !oldIE ) );
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},
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isMobile: function() {
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return ( location.search.indexOf( 'ignorebrowser=true' ) < 0 && /Android|webOS|iPhone|iPad|iPod|BlackBerry/i.test( navigator.userAgent ) );
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},
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saveGame: function() {
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if(typeof Storage != 'undefined' && localStorage) {
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if(Engine._saveTimer != null) {
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@@ -245,7 +247,7 @@
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localStorage.gameState = JSON.stringify(State);
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}
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},
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loadGame: function() {
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try {
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var savedState = JSON.parse(localStorage.gameState);
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@@ -260,7 +262,7 @@
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Engine.event('progress', 'new game');
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}
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},
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exportImport: function() {
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Events.startEvent({
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title: _('Export / Import'),
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@@ -370,7 +372,7 @@
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ga('send', 'event', cat, act);
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}
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},
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confirmDelete: function() {
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Events.startEvent({
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title: _('Restart?'),
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@@ -392,7 +394,7 @@
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}
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});
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},
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deleteSave: function(noReload) {
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if(typeof Storage != 'undefined' && localStorage) {
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var prestige = Prestige.get();
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@@ -404,7 +406,7 @@
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location.reload();
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}
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},
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share: function() {
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Events.startEvent({
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title: _('Share'),
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@@ -470,22 +472,35 @@
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}
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return false;
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},
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turnLightsOff: function() {
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var darkCss = Engine.findStylesheet('darkenLights');
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if (darkCss == null) {
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$('head').append('<link rel="stylesheet" href="css/dark.css" type="text/css" title="darkenLights" />');
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$('.lightsOff').text(_('lights on.'));
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$SM.set('config.lightsOff', true, true);
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} else if (darkCss.disabled) {
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darkCss.disabled = false;
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$('.lightsOff').text(_('lights on.'));
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$SM.set('config.lightsOff', true,true);
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} else {
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$("#darkenLights").attr("disabled", "disabled");
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darkCss.disabled = true;
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$('.lightsOff').text(_('lights off.'));
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$SM.set('config.lightsOff', false, true);
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}
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},
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triggerHyperMode: function(){
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Engine.options.doubleTime = !Engine.options.doubleTime;
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if(Engine.options.doubleTime)
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$('.hyper').text(_('classic.'));
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else
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$('.hyper').text(_('hyper.'));
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$SM.set('config.hyperMode', Engine.options.doubleTime, false);
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},
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// Gets a guid
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getGuid: function() {
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return 'xxxxxxxx-xxxx-4xxx-yxxx-xxxxxxxxxxxx'.replace(/[xy]/g, function(c) {
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@@ -493,9 +508,9 @@
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return v.toString(16);
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});
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},
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activeModule: null,
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travelTo: function(module) {
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if(Engine.activeModule != module) {
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var currentIndex = Engine.activeModule ? $('.location').index(Engine.activeModule.panel) : 1;
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@@ -512,7 +527,7 @@
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// FIXME Why does this work if there's an animation queue...?
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stores.animate({right: -(panelIndex * 700) + 'px'}, 300 * diff);
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}
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Engine.activeModule = module;
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module.onArrival(diff);
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@@ -530,7 +545,7 @@
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}
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Notifications.printQueue(module);
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}
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},
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@@ -557,33 +572,33 @@
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top: top_container.height() + 26 + 'px'
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},
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{
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queue: false,
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queue: false,
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duration: 300 * transition_diff
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});
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}
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},
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log: function(msg) {
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if(this._log) {
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console.log(msg);
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}
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},
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updateSlider: function() {
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var slider = $('#locationSlider');
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slider.width((slider.children().length * 700) + 'px');
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},
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updateOuterSlider: function() {
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var slider = $('#outerSlider');
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slider.width((slider.children().length * 700) + 'px');
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},
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getIncomeMsg: function(num, delay) {
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return _("{0} per {1}s", (num > 0 ? "+" : "") + num, delay);
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//return (num > 0 ? "+" : "") + num + " per " + delay + "s";
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},
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keyDown: function(e) {
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e = e || window.event;
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if(!Engine.keyPressed && !Engine.keyLock) {
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@@ -594,7 +609,7 @@
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}
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return jQuery.inArray(e.keycode, [37,38,39,40]) < 0;
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},
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keyUp: function(e) {
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Engine.pressed = false;
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if(Engine.activeModule.keyUp) {
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@@ -645,7 +660,7 @@
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break;
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}
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}
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return false;
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},
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@@ -682,15 +697,15 @@
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document.onselectstart = eventPassthrough;
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document.onmousedown = eventPassthrough;
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},
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autoSelect: function(selector) {
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$(selector).focus().select();
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},
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handleStateUpdates: function(e){
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},
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switchLanguage: function(dom){
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var lang = $(dom).data("language");
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if(document.location.href.search(/[\?\&]lang=[a-z_]+/) != -1){
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@@ -699,9 +714,9 @@
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document.location.href = document.location.href + ( (document.location.href.search(/\?/) != -1 )?"&":"?") + "lang="+lang;
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}
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},
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saveLanguage: function(){
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var lang = decodeURIComponent((new RegExp('[?|&]lang=' + '([^&;]+?)(&|#|;|$)').exec(location.search)||[,""])[1].replace(/\+/g, '%20'))||null;
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var lang = decodeURIComponent((new RegExp('[?|&]lang=' + '([^&;]+?)(&|#|;|$)').exec(location.search)||[,""])[1].replace(/\+/g, '%20'))||null;
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if(lang && typeof Storage != 'undefined' && localStorage) {
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localStorage.lang = lang;
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}
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@@ -732,32 +747,32 @@
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function inView(dir, elem){
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var scTop = $('#main').offset().top;
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var scBot = scTop + $('#main').height();
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var scTop = $('#main').offset().top;
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var scBot = scTop + $('#main').height();
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var elTop = elem.offset().top;
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var elBot = elTop + elem.height();
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var elTop = elem.offset().top;
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var elBot = elTop + elem.height();
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if( dir == 'up' ){
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// STOP MOVING IF BOTTOM OF ELEMENT IS VISIBLE IN SCREEN
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return ( elBot < scBot );
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}else if( dir == 'down' ){
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return ( elTop > scTop );
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}else{
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return ( ( elBot <= scBot ) && ( elTop >= scTop ) );
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}
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if( dir == 'up' ){
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// STOP MOVING IF BOTTOM OF ELEMENT IS VISIBLE IN SCREEN
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return ( elBot < scBot );
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}else if( dir == 'down' ){
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return ( elTop > scTop );
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}else{
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return ( ( elBot <= scBot ) && ( elTop >= scTop ) );
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}
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}
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function scrollByX(elem, x){
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var elTop = parseInt( elem.css('top'), 10 );
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elem.css( 'top', ( elTop + x ) + "px" );
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var elTop = parseInt( elem.css('top'), 10 );
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elem.css( 'top', ( elTop + x ) + "px" );
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}
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//create jQuery Callbacks() to handle object events
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//create jQuery Callbacks() to handle object events
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$.Dispatch = function( id ) {
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var callbacks, topic = id && Engine.topics[ id ];
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if ( !topic ) {
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+66
-65
@@ -1,52 +1,53 @@
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/*
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* Module for handling States
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*
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*
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* All states should be get and set through the StateManager ($SM).
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*
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*
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* The manager is intended to handle all needed checks and error catching.
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* This includes creating the parents of layered/deep states so undefined states
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* do not need to be tested for and created beforehand.
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*
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*
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* When a state is changed, an update event is sent out containing the name of the state
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* changed or in the case of multiple changes (.setM, .addM) the parent class changed.
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* Event: type: 'stateUpdate', stateName: <path of state or parent state>
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*
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*
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* Original file created by: Michael Galusha
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*/
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var StateManager = {
|
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|
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MAX_STORE: 99999999999999,
|
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|
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|
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options: {},
|
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|
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|
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init: function(options) {
|
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this.options = $.extend(
|
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this.options,
|
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options
|
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);
|
||||
|
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|
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//create categories
|
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var cats = [
|
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'features', //big features like buildings, location availability, unlocks, etc
|
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'stores', //little stuff, items, weapons, etc
|
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'character', //this is for player's character stats such as perks
|
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'features', //big features like buildings, location availability, unlocks, etc
|
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'stores', //little stuff, items, weapons, etc
|
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'character', //this is for player's character stats such as perks
|
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'income',
|
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'timers',
|
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'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
|
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'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
|
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'config'
|
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];
|
||||
|
||||
|
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for(var which in cats) {
|
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if(!$SM.get(cats[which])) $SM.set(cats[which], {});
|
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if(!$SM.get(cats[which])) $SM.set(cats[which], {});
|
||||
}
|
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|
||||
|
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//subscribe to stateUpdates
|
||||
$.Dispatch('stateUpdate').subscribe($SM.handleStateUpdates);
|
||||
},
|
||||
|
||||
|
||||
//create all parents and then set state
|
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createState: function(stateName, value) {
|
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var words = stateName.split(/[.\[\]'"]+/);
|
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@@ -67,51 +68,51 @@ var StateManager = {
|
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obj[words[i]] = value;
|
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return obj;
|
||||
},
|
||||
|
||||
|
||||
//set single state
|
||||
//if noEvent is true, the update event won't trigger, useful for setting multiple states first
|
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set: function(stateName, value, noEvent) {
|
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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) {
|
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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
|
||||
|
||||
Reference in New Issue
Block a user