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https://github.com/doublespeakgames/adarkroom.git
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world.js: Refactor move commands out of keyDown
In order to better handle move commands, refactor them out of the keyDown event handler. This will enable using other input methods to trigger a move command, such as mouse clicks or touch events.
This commit is contained in:
+45
-23
@@ -33,6 +33,10 @@ var World = {
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BASE_HIT_CHANCE: 0.8,
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BASE_HIT_CHANCE: 0.8,
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MEAT_HEAL: 10,
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MEAT_HEAL: 10,
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FIGHT_DELAY: 3, // At least three moves between fights
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FIGHT_DELAY: 3, // At least three moves between fights
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NORTH: [ 0, -1],
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SOUTH: [ 0, 1],
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WEST: [-1, 0],
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EAST: [ 1, 0],
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Weapons: {
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Weapons: {
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'fists': {
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'fists': {
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@@ -253,46 +257,64 @@ var World = {
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return div;
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return div;
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},
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},
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keyDown: function(event) {
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moveNorth: function() {
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var moved = true;
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Engine.log('North');
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if(World.curPos[1] > 0) World.move(World.NORTH);
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},
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moveSouth: function() {
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Engine.log('South');
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if(World.curPos[1] < World.RADIUS * 2) World.move(World.SOUTH);
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},
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moveWest: function() {
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Engine.log('West');
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if(World.curPos[0] > 0) World.move(World.WEST);
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},
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moveEast: function() {
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Engine.log('East');
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if(World.curPos[0] < World.RADIUS * 2) World.move(World.EAST);
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},
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move: function(direction) {
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var oldTile = World.state.map[World.curPos[0]][World.curPos[1]];
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var oldTile = World.state.map[World.curPos[0]][World.curPos[1]];
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World.curPos[0] += direction[0];
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World.curPos[1] += direction[1];
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World.narrateMove(oldTile, World.state.map[World.curPos[0]][World.curPos[1]]);
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World.lightMap(World.curPos[0], World.curPos[1], World.state.mask);
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World.drawMap();
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World.doSpace();
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if(World.checkDanger()) {
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if(World.danger) {
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Notifications.notify(World, 'dangerous to be this far from the village without proper protection')
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} else {
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Notifications.notify(World, 'safer here');
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}
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}
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},
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keyDown: function(event) {
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switch(event.which) {
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switch(event.which) {
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case 38: // Up
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case 38: // Up
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case 87:
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case 87:
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Engine.log('up');
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World.moveNorth();
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if(World.curPos[1] > 0) World.curPos[1]--;
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break;
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break;
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case 40: // Down
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case 40: // Down
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case 83:
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case 83:
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Engine.log('down');
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World.moveSouth();
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if(World.curPos[1] < World.RADIUS * 2) World.curPos[1]++;
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break;
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break;
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case 37: // Left
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case 37: // Left
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case 65:
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case 65:
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Engine.log('left');
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World.moveWest();
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if(World.curPos[0] > 0) World.curPos[0]--;
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break;
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break;
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case 39: // Right
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case 39: // Right
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case 68:
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case 68:
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Engine.log('right');
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World.moveEast();
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if(World.curPos[0] < World.RADIUS * 2) World.curPos[0]++;
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break;
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break;
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default:
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default:
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moved = false;
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break;
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break;
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}
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}
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if(moved) {
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World.narrateMove(oldTile, World.state.map[World.curPos[0]][World.curPos[1]]);
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World.lightMap(World.curPos[0], World.curPos[1], World.state.mask);
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World.drawMap();
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World.doSpace();
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if(World.checkDanger()) {
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if(World.danger) {
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Notifications.notify(World, 'dangerous to be this far from the village without proper protection')
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} else {
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Notifications.notify(World, 'safer here');
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}
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}
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}
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}
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},
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},
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