Merge pull request #467 from AndySky21/setHeal

Set heal
This commit is contained in:
Blake Grotewold
2016-03-19 14:56:36 -04:00
+81 -92
View File
@@ -77,15 +77,16 @@ var Events = {
$('<div>').text(scene.notification).appendTo(desc);
var fightBox = $('<div>').attr('id', 'fight').appendTo(desc);
// Draw the wanderer
Events.createFighterDiv('@', World.health, World.getMaxHealth()).attr('id', 'wanderer').appendTo(desc);
Events.createFighterDiv('@', World.health, World.getMaxHealth()).attr('id', 'wanderer').appendTo(fightBox);
// Draw the enemy
Events.createFighterDiv(scene.chara, scene.health, scene.health).attr('id', 'enemy').appendTo(desc);
Events.createFighterDiv(scene.chara, scene.health, scene.health).attr('id', 'enemy').appendTo(fightBox);
// Draw the action buttons
var btns = $('#buttons', Events.eventPanel());
var attackBtns = $('<div>').appendTo(btns).attr('id','attackButtons');
var numWeapons = 0;
for(var k in World.Weapons) {
var weapon = World.Weapons[k];
@@ -103,18 +104,22 @@ var Events = {
}
}
numWeapons++;
Events.createAttackButton(k).appendTo(btns);
Events.createAttackButton(k).appendTo(attackBtns);
}
}
if(numWeapons === 0) {
// No weapons? You can punch stuff!
Events.createAttackButton('fists').prependTo(btns);
Events.createAttackButton('fists').prependTo(attackBtns);
}
$('<div>').addClass('clear').appendTo(attackBtns);
Events.createEatMeatButton().appendTo(btns);
var healBtns = $('<div>').appendTo(btns).attr('id','healButtons');
Events.createEatMeatButton().appendTo(healBtns);
if((Path.outfit['medicine'] || 0) !== 0) {
Events.createUseMedsButton().appendTo(btns);
Events.createUseMedsButton().appendTo(healBtns);
}
$('<div>').addClass('clear').appendTo(healBtns);
Events.setHeal(healBtns);
// Set up the enemy attack timer
Events._enemyAttackTimer = Engine.setTimeout(Events.enemyAttack, scene.attackDelay * 1000);
@@ -201,52 +206,48 @@ var Events = {
});
},
eatMeat: function() {
if(Path.outfit['cured meat'] > 0) {
Path.outfit['cured meat']--;
setHeal: function(healBtns) {
if(!healBtns){
healBtns = $('#healButtons');
}
healBtns = healBtns.children('.button');
var canHeal = (World.health < World.getMaxHealth());
healBtns.each(function(i){
Button.setDisabled($(this), !canHeal);
});
return canHeal;
},
doHeal: function(healing, cured, btn) {
if(Path.outfit[healing] > 0) {
Path.outfit[healing]--;
World.updateSupplies();
if(Path.outfit['cured meat'] === 0) {
Button.setDisabled($('#eat'), true);
if(Path.outfit[healing] === 0) {
Button.setDisabled(btn, true);
}
var hp = World.health;
hp += World.meatHeal();
hp = hp > World.getMaxHealth() ? World.getMaxHealth() : hp;
var hp = World.health + cured;
hp = Math.min(World.getMaxHealth(),hp);
World.setHp(hp);
Events.setHeal();
if(Events.activeEvent()) {
var w = $('#wanderer');
w.data('hp', hp);
Events.updateFighterDiv(w);
Events.drawFloatText('+' + World.meatHeal(), '#wanderer .hp');
Events.drawFloatText('+' + cured, '#wanderer .hp');
var takeETbutton = Events.setTakeAll();
Events.canLeave(takeETbutton);
}
}
},
useMeds: function() {
if(Path.outfit['medicine'] > 0) {
Path.outfit['medicine']--;
World.updateSupplies();
if(Path.outfit['medicine'] === 0) {
Button.setDisabled($('#meds'), true);
}
eatMeat: function(btn) {
Events.doHeal('cured meat', World.meatHeal(), btn);
},
var hp = World.health;
hp += World.medsHeal();
hp = hp > World.getMaxHealth() ? World.getMaxHealth() : hp;
World.setHp(hp);
if(Events.activeEvent()) {
var w = $('#wanderer');
w.data('hp', hp);
Events.updateFighterDiv(w);
Events.drawFloatText('+' + World.medsHeal(), '#wanderer .hp');
var takeETbutton = Events.setTakeAll();
Events.canLeave(takeETbutton);
}
}
useMeds: function(btn) {
Events.doHeal('medicine', World.medsHeal(), btn);
},
useWeapon: function(btn) {
@@ -330,6 +331,33 @@ var Events = {
}
},
damage: function(fighter, enemy, dmg) {
var enemyHp = enemy.data('hp');
var msg = "";
if(typeof dmg == 'number') {
if(dmg < 0) {
msg = _('miss');
dmg = 0;
} else {
msg = '-' + dmg;
enemyHp = ((enemyHp - dmg) < 0) ? 0 : (enemyHp - dmg);
enemy.data('hp', enemyHp);
if(fighter.attr('id') == 'enemy') {
World.setHp(enemyHp);
Events.setHeal();
}
Events.updateFighterDiv(enemy);
}
} else {
if(dmg == 'stun') {
msg = _('stunned');
enemy.data('stunned', Events.STUN_DURATION);
}
}
Events.drawFloatText(msg, $('.hp', enemy));
},
animateMelee: function(fighter, dmg, callback) {
var start, end, enemy;
if(fighter.attr('id') == 'wanderer') {
@@ -343,32 +371,8 @@ var Events = {
}
fighter.stop(true, true).animate(start, Events._FIGHT_SPEED, function() {
var enemyHp = enemy.data('hp');
var msg = "";
if(typeof dmg == 'number') {
if(dmg < 0) {
msg = _('miss');
dmg = 0;
} else {
msg = '-' + dmg;
enemyHp = ((enemyHp - dmg) < 0) ? 0 : (enemyHp - dmg);
enemy.data('hp', enemyHp);
if(fighter.attr('id') == 'enemy') {
World.setHp(enemyHp);
}
Events.updateFighterDiv(enemy);
}
} else {
if(dmg == 'stun') {
msg = _('stunned');
enemy.data('stunned', true);
Engine.setTimeout(function() {
enemy.data('stunned', false);
}, Events.STUN_DURATION);
}
}
Events.drawFloatText(msg, $('.hp', enemy));
Events.damage(fighter, enemy, dmg);
$(this).animate(end, Events._FIGHT_SPEED, callback);
});
@@ -387,33 +391,9 @@ var Events = {
}
$('<div>').css(start).addClass('bullet').text('o').appendTo('#description')
.animate(end, Events._FIGHT_SPEED * 2, 'linear', function() {
var enemyHp = enemy.data('hp');
var msg = "";
if(typeof dmg == 'number') {
if(dmg < 0) {
msg = _('miss');
dmg = 0;
} else {
msg = '-' + dmg;
enemyHp = ((enemyHp - dmg) < 0) ? 0 : (enemyHp - dmg);
enemy.data('hp', enemyHp);
if(fighter.attr('id') == 'enemy') {
World.setHp(enemyHp);
}
Events.updateFighterDiv(enemy);
}
} else {
if(dmg == 'stun') {
msg = _('stunned');
enemy.data('stunned', true);
Engine.setTimeout(function() {
enemy.data('stunned', false);
}, Events.STUN_DURATION);
}
}
.animate(end, Events._FIGHT_SPEED * 2, 'linear', function() {
Events.drawFloatText(msg, $('.hp', enemy));
Events.damage(fighter, enemy, dmg);
$(this).remove();
if(typeof callback == 'function') {
@@ -465,6 +445,7 @@ var Events = {
var takeETbtn = Events.drawLoot(scene.loot);
var exitBtns = $('<div>').appendTo(btns).attr('id','exitButtons');
if(scene.buttons) {
// Draw the buttons
leaveBtn = Events.drawButtons(scene);
@@ -481,13 +462,18 @@ var Events = {
},
text: _('leave')
});
Button.cooldown(leaveBtn.appendTo(btns));
Button.cooldown(leaveBtn.appendTo(exitBtns));
Events.createEatMeatButton(0).appendTo(btns);
var healBtns = $('<div>').appendTo(btns).attr('id','healButtons');
Events.createEatMeatButton(0).appendTo(healBtns);
if((Path.outfit['medicine'] || 0) !== 0) {
Events.createUseMedsButton(0).appendTo(btns);
Events.createUseMedsButton(0).appendTo(healBtns);
}
$('<div>').addClass('clear').appendTo(healBtns);
Events.setHeal(healBtns);
}
$('<div>').addClass('clear').appendTo(exitBtns);
Events.allowLeave(takeETbtn, leaveBtn);
} catch(e) {
// It is possible to die and win if the timing is perfect. Just let it fail.
@@ -774,13 +760,16 @@ var Events = {
}
// Draw the buttons
var exitBtns = $('<div>').attr('id','exitButtons').appendTo($('#buttons', Events.eventPanel()));
leaveBtn = Events.drawButtons(scene);
$('<div>').addClass('clear').appendTo(exitBtns);
Events.allowLeave(takeETbtn, leaveBtn);
},
drawButtons: function(scene) {
var btns = $('#buttons', Events.eventPanel());
var btns = $('#exitButtons', Events.eventPanel());
var btnsList = [];
for(var id in scene.buttons) {
var info = scene.buttons[id];