mirror of
https://github.com/doublespeakgames/adarkroom.git
synced 2026-05-28 00:01:54 +08:00
Merge remote-tracking branch 'upstream/master' into issue115
Conflicts: script/outside.js script/path.js
This commit is contained in:
@@ -14,7 +14,7 @@ Available | Languages
|
||||
[Polish](http://adarkroom.doublespeakgames.com/?lang=pl) | [Portuguese](http://adarkroom.doublespeakgames.com/?lang=pt)
|
||||
[Russian](http://adarkroom.doublespeakgames.com/?lang=ru) | [Spanish](http://adarkroom.doublespeakgames.com/?lang=es)
|
||||
[Swedish](http://adarkroom.doublespeakgames.com/?lang=sv) | [Turkish](http://adarkroom.doublespeakgames.com/?lang=tr)
|
||||
[Ukrainian](http://adarkroom.doublespeakgames.com/?lang=uk) |
|
||||
[Ukrainian](http://adarkroom.doublespeakgames.com/?lang=uk) | [Vietnamese] (http://adarkroom.doublespeakgames.com/?lang=vi)
|
||||
|
||||
|
||||
[Play on GitHub](http://continuities.github.io/adarkroom)
|
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|
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+511
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+1
-1
@@ -8,7 +8,7 @@ msgstr ""
|
||||
"Project-Id-Version: PROJECT VERSION\n"
|
||||
"Report-Msgid-Bugs-To: EMAIL@ADDRESS\n"
|
||||
"POT-Creation-Date: 2014-09-27 12:34+0200\n"
|
||||
"PO-Revision-Date: 2014-11-10 18:25+0100\n"
|
||||
"PO-Revision-Date: 2015-02-07 14:14-0500\n"
|
||||
"Last-Translator: Thilo Voigt <eiskalt555@web.de>\n"
|
||||
"Language-Team: German\n"
|
||||
"MIME-Version: 1.0\n"
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||||
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+1624
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+1631
-2354
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+3
-4
@@ -3,14 +3,14 @@ msgstr ""
|
||||
"Project-Id-Version: \n"
|
||||
"Report-Msgid-Bugs-To: EMAIL@ADDRESS\n"
|
||||
"POT-Creation-Date: 2014-09-27 12:34+0200\n"
|
||||
"PO-Revision-Date: 2014-11-10 21:44+0100\n"
|
||||
"PO-Revision-Date: 2015-02-07 14:15-0500\n"
|
||||
"Last-Translator: \n"
|
||||
"Language-Team: \n"
|
||||
"Language: it_IT\n"
|
||||
"MIME-Version: 1.0\n"
|
||||
"Content-Type: text/plain; charset=UTF-8\n"
|
||||
"Content-Transfer-Encoding: 8bit\n"
|
||||
"X-Generator: Poedit 1.6.10\n"
|
||||
"X-Generator: Poedit 1.5.4\n"
|
||||
"X-Poedit-Basepath: .\n"
|
||||
"Plural-Forms: nplurals=2; plural=(n != 1);\n"
|
||||
|
||||
@@ -702,8 +702,7 @@ msgstr "arriva un piccolo gruppo, macilento e impolverato."
|
||||
|
||||
#: script/outside.js:193
|
||||
msgid "a convoy lurches in, equal parts worry and hope."
|
||||
msgstr ""
|
||||
"una carovana arriva incerta, colma di ansia e speranza in egual misura"
|
||||
msgstr "una carovana arriva incerta, colma di ansia e speranza in egual misura"
|
||||
|
||||
#: script/outside.js:195
|
||||
msgid "the town's booming. word does get around."
|
||||
|
||||
+21
-8
@@ -3,7 +3,7 @@ msgstr ""
|
||||
"Project-Id-Version: adarkroom\n"
|
||||
"Report-Msgid-Bugs-To: EMAIL@ADDRESS\n"
|
||||
"POT-Creation-Date: 2014-09-27 12:34+0200\n"
|
||||
"PO-Revision-Date: 2015-01-02 12:23+0900\n"
|
||||
"PO-Revision-Date: 2015-02-07 14:15-0500\n"
|
||||
"Last-Translator: satofumi <satofumi@hyakuren-soft.sakura.ne.jp>\n"
|
||||
"Language-Team: Japanese\n"
|
||||
"MIME-Version: 1.0\n"
|
||||
@@ -12,6 +12,7 @@ msgstr ""
|
||||
"Generated-By: Babel 1.3\n"
|
||||
"Language: ja\n"
|
||||
"Plural-Forms: nplurals=1; plural=0;\n"
|
||||
"X-Generator: Poedit 1.5.4\n"
|
||||
|
||||
#: script/dropbox.js:64
|
||||
msgid "Dropbox connection"
|
||||
@@ -1201,7 +1202,8 @@ msgstr "発進!"
|
||||
msgid ""
|
||||
"somewhere above the debris cloud, the wanderer fleet hovers. been on this "
|
||||
"rock too long."
|
||||
msgstr "瓦礫の雲の上のどこかに、放浪者艦隊は浮かんでいる。この岩の上に長らくあった。"
|
||||
msgstr ""
|
||||
"瓦礫の雲の上のどこかに、放浪者艦隊は浮かんでいる。この岩の上に長らくあった。"
|
||||
|
||||
#: script/ship.js:116 script/ship.js:129
|
||||
msgid "not enough alien alloy"
|
||||
@@ -1410,7 +1412,9 @@ msgstr "やせ地は乾燥した風に揺れる瀕死の草の海で終わる。
|
||||
msgid ""
|
||||
"a wall of gnarled trees rises from the dust. their branches twist into a "
|
||||
"skeletal canopy overhead."
|
||||
msgstr "節くれだった木の壁が、埃から立ち上がる。枝は天蓋の骨組みのように頭上で絡み合っている。"
|
||||
msgstr ""
|
||||
"節くれだった木の壁が、埃から立ち上がる。枝は天蓋の骨組みのように頭上で絡み"
|
||||
"合っている。"
|
||||
|
||||
#: script/world.js:812
|
||||
msgid "Wanderer"
|
||||
@@ -1966,7 +1970,9 @@ msgstr "謎の放浪者"
|
||||
msgid ""
|
||||
"a wanderer arrives with an empty cart. says if he leaves with wood, he'll be "
|
||||
"back with more."
|
||||
msgstr "放浪者は空の荷車を持ってきた。木材を渡せば、彼はより多くを持って戻って来ると言う。"
|
||||
msgstr ""
|
||||
"放浪者は空の荷車を持ってきた。木材を渡せば、彼はより多くを持って戻って来ると"
|
||||
"言う。"
|
||||
|
||||
#: script/events/room.js:270
|
||||
msgid "builder's not sure he's to be trusted."
|
||||
@@ -1992,7 +1998,9 @@ msgstr "謎の放浪者が荷車に木材を高く積み上げて戻ってきた
|
||||
msgid ""
|
||||
"a wanderer arrives with an empty cart. says if she leaves with furs, she'll "
|
||||
"be back with more."
|
||||
msgstr "放浪者は空の荷車を持ってきた。毛皮を渡せば、彼女はより多くを持って戻って来ると言う。"
|
||||
msgstr ""
|
||||
"放浪者は空の荷車を持ってきた。毛皮を渡せば、彼女はより多くを持って戻って来る"
|
||||
"と言う。"
|
||||
|
||||
#: script/events/room.js:341
|
||||
msgid "builder's not sure she's to be trusted."
|
||||
@@ -2468,7 +2476,8 @@ msgstr "ゴミ漁りは学校に小さなキャンプを持っていた。"
|
||||
|
||||
#: script/events/setpieces.js:1052
|
||||
msgid "collected scraps spread across the floor like they fell from heaven."
|
||||
msgstr "集めたスクラップは、まるで天から降ってきたかのように床に散らばっている。"
|
||||
msgstr ""
|
||||
"集めたスクラップは、まるで天から降ってきたかのように床に散らばっている。"
|
||||
|
||||
#: script/events/setpieces.js:1094
|
||||
msgid "scavenger'd been looking for supplies in here, it seems."
|
||||
@@ -2519,7 +2528,9 @@ msgstr "廃墟の街"
|
||||
#: script/events/setpieces.js:1242
|
||||
msgid ""
|
||||
"a battered highway sign stands guard at the entrance to this once-great city."
|
||||
msgstr "ぼろぼろの高速道路の看板が、このかつて偉大だった都市の入り口を守って立っている。"
|
||||
msgstr ""
|
||||
"ぼろぼろの高速道路の看板が、このかつて偉大だった都市の入り口を守って立ってい"
|
||||
"る。"
|
||||
|
||||
#: script/events/setpieces.js:1243
|
||||
msgid ""
|
||||
@@ -3101,7 +3112,9 @@ msgstr "古い鉄鉱山がある。道具類は放置されて錆びるに任さ
|
||||
msgid ""
|
||||
"bleached bones are strewn about the entrance. many, deeply scored with "
|
||||
"jagged grooves."
|
||||
msgstr "白い骨が入り口の辺りに散らばっている。深いギザギザの溝がたくさん刻まれている。"
|
||||
msgstr ""
|
||||
"白い骨が入り口の辺りに散らばっている。深いギザギザの溝がたくさん刻まれてい"
|
||||
"る。"
|
||||
|
||||
#: script/events/setpieces.js:3448
|
||||
msgid "feral howls echo out of the darkness."
|
||||
|
||||
+2
-2
@@ -8,14 +8,14 @@ msgstr ""
|
||||
"Project-Id-Version: PROJECT VERSION\n"
|
||||
"Report-Msgid-Bugs-To: EMAIL@ADDRESS\n"
|
||||
"POT-Creation-Date: 2014-09-27 12:34+0200\n"
|
||||
"PO-Revision-Date: 2014-10-25 19:29+1000\n"
|
||||
"PO-Revision-Date: 2015-02-07 14:15-0500\n"
|
||||
"Last-Translator: Sung Won Cho <mikeswcho@gmail.com>\n"
|
||||
"Language-Team: \n"
|
||||
"MIME-Version: 1.0\n"
|
||||
"Content-Type: text/plain; charset=UTF-8\n"
|
||||
"Content-Transfer-Encoding: 8bit\n"
|
||||
"Generated-By: Babel 1.3\n"
|
||||
"X-Generator: Poedit 1.6.10\n"
|
||||
"X-Generator: Poedit 1.5.4\n"
|
||||
"Plural-Forms: nplurals=1; plural=0;\n"
|
||||
"Language: ko\n"
|
||||
|
||||
|
||||
@@ -13,5 +13,6 @@ var langs = {
|
||||
'sv':'svenska',
|
||||
'tr':'türkçe',
|
||||
'uk':'українська',
|
||||
'vi':'tiếng việt',
|
||||
'zh_cn':'简体中文'
|
||||
};
|
||||
|
||||
+133
-94
@@ -6,14 +6,14 @@ msgid ""
|
||||
msgstr ""
|
||||
"Project-Id-Version: adarkroom\n"
|
||||
"POT-Creation-Date: 2015-02-01 20:15+0100\n"
|
||||
"PO-Revision-Date: 2015-02-03 19:10+0100\n"
|
||||
"PO-Revision-Date: 2015-02-07 14:15-0500\n"
|
||||
"Last-Translator: Jan Gerhard Schøpp <jgschoepp@gmail.com>\n"
|
||||
"Language-Team: \n"
|
||||
"Language: no\n"
|
||||
"MIME-Version: 1.0\n"
|
||||
"Content-Type: text/plain; charset=UTF-8\n"
|
||||
"Content-Transfer-Encoding: 8bit\n"
|
||||
"X-Generator: Poedit 1.7.4\n"
|
||||
"X-Generator: Poedit 1.5.4\n"
|
||||
|
||||
#: script/dropbox.js:64
|
||||
msgid "Dropbox connection"
|
||||
@@ -357,18 +357,19 @@ msgid "stunned"
|
||||
msgstr "lamslått"
|
||||
|
||||
#: script/events.js:494 script/events/global.js:42 script/events/global.js:59
|
||||
#: script/events/room.js:142 script/events/room.js:162 script/events/room.js:182
|
||||
#: script/events/setpieces.js:25 script/events/setpieces.js:48
|
||||
#: script/events/setpieces.js:65 script/events/setpieces.js:83
|
||||
#: script/events/setpieces.js:106 script/events/setpieces.js:535
|
||||
#: script/events/setpieces.js:1253 script/events/setpieces.js:2943
|
||||
#: script/events/setpieces.js:2977 script/events/setpieces.js:3000
|
||||
#: script/events/setpieces.js:3037 script/events/setpieces.js:3090
|
||||
#: script/events/setpieces.js:3119 script/events/setpieces.js:3165
|
||||
#: script/events/setpieces.js:3292 script/events/setpieces.js:3314
|
||||
#: script/events/setpieces.js:3434 script/events/setpieces.js:3458
|
||||
#: script/events/setpieces.js:3491 script/events/setpieces.js:3510
|
||||
#: script/events/setpieces.js:3533 script/events/setpieces.js:3561
|
||||
#: script/events/room.js:142 script/events/room.js:162
|
||||
#: script/events/room.js:182 script/events/setpieces.js:25
|
||||
#: script/events/setpieces.js:48 script/events/setpieces.js:65
|
||||
#: script/events/setpieces.js:83 script/events/setpieces.js:106
|
||||
#: script/events/setpieces.js:535 script/events/setpieces.js:1253
|
||||
#: script/events/setpieces.js:2943 script/events/setpieces.js:2977
|
||||
#: script/events/setpieces.js:3000 script/events/setpieces.js:3037
|
||||
#: script/events/setpieces.js:3090 script/events/setpieces.js:3119
|
||||
#: script/events/setpieces.js:3165 script/events/setpieces.js:3292
|
||||
#: script/events/setpieces.js:3314 script/events/setpieces.js:3434
|
||||
#: script/events/setpieces.js:3458 script/events/setpieces.js:3491
|
||||
#: script/events/setpieces.js:3510 script/events/setpieces.js:3533
|
||||
#: script/events/setpieces.js:3561
|
||||
msgid "leave"
|
||||
msgstr "forlat"
|
||||
|
||||
@@ -794,11 +795,11 @@ msgstr "felle"
|
||||
|
||||
#: script/room.js:25
|
||||
msgid ""
|
||||
"builder says she can make traps to catch any creatures might still be alive out "
|
||||
"there"
|
||||
"builder says she can make traps to catch any creatures might still be alive "
|
||||
"out there"
|
||||
msgstr ""
|
||||
"byggeren sier hun kan lage feller til å fange skapningene som kanskje enda er der "
|
||||
"ute"
|
||||
"byggeren sier hun kan lage feller til å fange skapningene som kanskje enda "
|
||||
"er der ute"
|
||||
|
||||
#: script/room.js:26
|
||||
msgid "more traps to catch more creatures"
|
||||
@@ -830,7 +831,8 @@ msgstr "byggeren sier det er flere vandrere. sier de vil jobbe også."
|
||||
|
||||
#: script/room.js:54
|
||||
msgid "builder puts up a hut, out in the forest. says word will get around."
|
||||
msgstr "byggeren setter opp en liten hytte ute i skogen. sier ryktet vil spre seg."
|
||||
msgstr ""
|
||||
"byggeren setter opp en liten hytte ute i skogen. sier ryktet vil spre seg."
|
||||
|
||||
#: script/room.js:55
|
||||
msgid "no more room for huts."
|
||||
@@ -857,7 +859,8 @@ msgid "a trading post would make commerce easier"
|
||||
msgstr "et handelsområde ville gjort handel lettere"
|
||||
|
||||
#: script/room.js:84
|
||||
msgid "now the nomads have a place to set up shop, they might stick around a while"
|
||||
msgid ""
|
||||
"now the nomads have a place to set up shop, they might stick around a while"
|
||||
msgstr "nå som nomadene har en plass å sette opp butikk vil de kanskje bli"
|
||||
|
||||
#: script/room.js:94
|
||||
@@ -877,9 +880,11 @@ msgid "smokehouse"
|
||||
msgstr "røykeri"
|
||||
|
||||
#: script/room.js:111
|
||||
msgid "should cure the meat, or it'll spoil. builder says she can fix something up."
|
||||
msgid ""
|
||||
"should cure the meat, or it'll spoil. builder says she can fix something up."
|
||||
msgstr ""
|
||||
"burde kurere kjøttet, ellers vil det råtne. bygger sier hun kan fikse en løsning."
|
||||
"burde kurere kjøttet, ellers vil det råtne. bygger sier hun kan fikse en "
|
||||
"løsning."
|
||||
|
||||
#: script/room.js:112
|
||||
msgid "builder finishes the smokehouse. she looks hungry."
|
||||
@@ -892,7 +897,8 @@ msgstr "verksted"
|
||||
#: script/room.js:125
|
||||
msgid "builder says she could make finer things, if she had the tools"
|
||||
msgstr ""
|
||||
"byggeren sier hun kan lage finere ting, om hun bare hadde hatt det rette utstyret"
|
||||
"byggeren sier hun kan lage finere ting, om hun bare hadde hatt det rette "
|
||||
"utstyret"
|
||||
|
||||
#: script/room.js:126
|
||||
msgid "workshop's finally ready. builder's excited to get to it"
|
||||
@@ -1059,8 +1065,8 @@ msgid ""
|
||||
"the stranger is standing by the fire. she says she can help. says she builds "
|
||||
"things."
|
||||
msgstr ""
|
||||
"den fremmede står ved bålet. hun sier hun kanskje kan hjelpe. sier hun kanskje "
|
||||
"kan bygge ting."
|
||||
"den fremmede står ved bålet. hun sier hun kanskje kan hjelpe. sier hun "
|
||||
"kanskje kan bygge ting."
|
||||
|
||||
#: script/room.js:593
|
||||
msgid "freezing"
|
||||
@@ -1133,11 +1139,14 @@ msgstr "ikke mer ved igjen"
|
||||
#: script/room.js:739
|
||||
msgid "a ragged stranger stumbles through the door and collapses in the corner"
|
||||
msgstr ""
|
||||
"en tynnslig kledd fremmed snubler seg inn igjennom døra og kollapser i hjørnet"
|
||||
"en tynnslig kledd fremmed snubler seg inn igjennom døra og kollapser i "
|
||||
"hjørnet"
|
||||
|
||||
#: script/room.js:747
|
||||
msgid "the stranger shivers, and mumbles quietly. her words are unintelligible."
|
||||
msgstr "den fremmede skjelver, og mumler for seg selv. det hun sier er uforståelig"
|
||||
msgid ""
|
||||
"the stranger shivers, and mumbles quietly. her words are unintelligible."
|
||||
msgstr ""
|
||||
"den fremmede skjelver, og mumler for seg selv. det hun sier er uforståelig"
|
||||
|
||||
#: script/room.js:750
|
||||
msgid "the stranger in the corner stops shivering. her breathing calms."
|
||||
@@ -1181,11 +1190,11 @@ msgstr "ta av"
|
||||
|
||||
#: script/ship.js:101
|
||||
msgid ""
|
||||
"somewhere above the debris cloud, the wanderer fleet hovers. been on this rock "
|
||||
"too long."
|
||||
"somewhere above the debris cloud, the wanderer fleet hovers. been on this "
|
||||
"rock too long."
|
||||
msgstr ""
|
||||
"et eller annet sted over rusk skyen venter vandrerens flåte. har vært på denne "
|
||||
"steinen alt for lenge."
|
||||
"et eller annet sted over rusk skyen venter vandrerens flåte. har vært på "
|
||||
"denne steinen alt for lenge."
|
||||
|
||||
#: script/ship.js:116 script/ship.js:129
|
||||
msgid "not enough alien alloy"
|
||||
@@ -1372,7 +1381,8 @@ msgid "the trees yield to dry grass. the yellowed brush rustles in the wind."
|
||||
msgstr "trærne reduseres til tørt gress. de gule bladene rasler i vinden."
|
||||
|
||||
#: script/world.js:585
|
||||
msgid "the trees are gone. parched earth and blowing dust are poor replacements."
|
||||
msgid ""
|
||||
"the trees are gone. parched earth and blowing dust are poor replacements."
|
||||
msgstr ""
|
||||
"trærne er borte. den tørre jorden og støvete vinden er en dårlig ærstattning"
|
||||
|
||||
@@ -1381,8 +1391,8 @@ msgid ""
|
||||
"trees loom on the horizon. grasses gradually yield to a forest floor of dry "
|
||||
"branches and fallen leaves."
|
||||
msgstr ""
|
||||
"trærne synes på horisonten. gresset blir gradvis tildekket av tørre kvister og "
|
||||
"fallne blader."
|
||||
"trærne synes på horisonten. gresset blir gradvis tildekket av tørre kvister "
|
||||
"og fallne blader."
|
||||
|
||||
#: script/world.js:595
|
||||
msgid "the grasses thin. soon, only dust remains."
|
||||
@@ -1390,15 +1400,16 @@ msgstr "gresset er tørt. snart er det bare støv igjen."
|
||||
|
||||
#: script/world.js:602
|
||||
msgid "the barrens break at a sea of dying grass, swaying in the arid breeze."
|
||||
msgstr "tundraen stopper ved et hav av dødt gress, svaiende in den kalde brisen."
|
||||
msgstr ""
|
||||
"tundraen stopper ved et hav av dødt gress, svaiende in den kalde brisen."
|
||||
|
||||
#: script/world.js:605
|
||||
msgid ""
|
||||
"a wall of gnarled trees rises from the dust. their branches twist into a skeletal "
|
||||
"canopy overhead."
|
||||
"a wall of gnarled trees rises from the dust. their branches twist into a "
|
||||
"skeletal canopy overhead."
|
||||
msgstr ""
|
||||
"en vegg av knudrete trær stiger opp fra støvet. grenene vrir seg til et skjelett-"
|
||||
"lignende tak."
|
||||
"en vegg av knudrete trær stiger opp fra støvet. grenene vrir seg til et "
|
||||
"skjelett-lignende tak."
|
||||
|
||||
#: script/world.js:812
|
||||
msgid "Wanderer"
|
||||
@@ -1613,7 +1624,8 @@ msgid "the villagers hang the thief high in front of the store room."
|
||||
msgstr "innbyggerne henger tyven etter halsen foran lagerrommet."
|
||||
|
||||
#: script/events/global.js:33
|
||||
msgid "the point is made. in the next few days, the missing supplies are returned."
|
||||
msgid ""
|
||||
"the point is made. in the next few days, the missing supplies are returned."
|
||||
msgstr ""
|
||||
"et poeng har blitt gjort av mannen. innen de neste få dagene, blirde savnede "
|
||||
"forsyningene returnert."
|
||||
@@ -1646,7 +1658,8 @@ msgstr "noen av fellene har blitt ødelagt"
|
||||
msgid "track them"
|
||||
msgstr "følg dem"
|
||||
|
||||
#: script/events/outside.js:30 script/events/room.js:71 script/events/room.js:122
|
||||
#: script/events/outside.js:30 script/events/room.js:71
|
||||
#: script/events/room.js:122
|
||||
msgid "ignore them"
|
||||
msgstr "ignorer dem"
|
||||
|
||||
@@ -1786,8 +1799,8 @@ msgstr "Nomaden"
|
||||
msgid ""
|
||||
"a nomad shuffles into view, laden with makeshift bags bound with rough twine."
|
||||
msgstr ""
|
||||
"en nomade sysler inn i synsvinkel, med hjemmelagde sekker på ryggen festet med "
|
||||
"hyssing"
|
||||
"en nomade sysler inn i synsvinkel, med hjemmelagde sekker på ryggen festet "
|
||||
"med hyssing"
|
||||
|
||||
#: script/events/room.js:14
|
||||
msgid "won't say from where he came, but it's clear that he's not staying."
|
||||
@@ -1821,13 +1834,15 @@ msgstr "kjøp kompass"
|
||||
#: script/events/room.js:42
|
||||
msgid "the old compass is dented and dusty, but it looks to work."
|
||||
msgstr ""
|
||||
"det gamle kompasset er bulkete og støvete, men den ser ut til å være i fungerende "
|
||||
"stand."
|
||||
"det gamle kompasset er bulkete og støvete, men den ser ut til å være i "
|
||||
"fungerende stand."
|
||||
|
||||
#: script/events/room.js:46 script/events/room.js:227 script/events/room.js:240
|
||||
#: script/events/room.js:253 script/events/room.js:305 script/events/room.js:324
|
||||
#: script/events/room.js:376 script/events/room.js:395 script/events/room.js:434
|
||||
#: script/events/room.js:552 script/events/room.js:568 script/events/room.js:584
|
||||
#: script/events/room.js:46 script/events/room.js:227
|
||||
#: script/events/room.js:240 script/events/room.js:253
|
||||
#: script/events/room.js:305 script/events/room.js:324
|
||||
#: script/events/room.js:376 script/events/room.js:395
|
||||
#: script/events/room.js:434 script/events/room.js:552
|
||||
#: script/events/room.js:568 script/events/room.js:584
|
||||
#: script/events/room.js:595
|
||||
msgid "say goodbye"
|
||||
msgstr "si hadet bra"
|
||||
@@ -1866,9 +1881,11 @@ msgid "go back inside"
|
||||
msgstr "gå tilbake"
|
||||
|
||||
#: script/events/room.js:91
|
||||
msgid "a bundle of sticks lies just beyond the threshold, wrapped in coarse furs."
|
||||
msgid ""
|
||||
"a bundle of sticks lies just beyond the threshold, wrapped in coarse furs."
|
||||
msgstr ""
|
||||
"en liten samling pinner ligger rett utenfor døråpningen, innpakket i grov pels"
|
||||
"en liten samling pinner ligger rett utenfor døråpningen, innpakket i grov "
|
||||
"pels"
|
||||
|
||||
#: script/events/room.js:92
|
||||
msgid "the night is silent."
|
||||
@@ -1886,7 +1903,8 @@ msgstr "det er noe der."
|
||||
msgid "something's in the store room"
|
||||
msgstr "noe er inne i lager-rommet"
|
||||
|
||||
#: script/events/room.js:129 script/events/room.js:149 script/events/room.js:169
|
||||
#: script/events/room.js:129 script/events/room.js:149
|
||||
#: script/events/room.js:169
|
||||
msgid "some wood is missing."
|
||||
msgstr "noe ved mangler."
|
||||
|
||||
@@ -1922,15 +1940,18 @@ msgstr "en tigger ankommer"
|
||||
msgid "give 50"
|
||||
msgstr "gi 50"
|
||||
|
||||
#: script/events/room.js:209 script/events/room.js:276 script/events/room.js:347
|
||||
#: script/events/room.js:209 script/events/room.js:276
|
||||
#: script/events/room.js:347
|
||||
msgid "give 100"
|
||||
msgstr "gi 100"
|
||||
|
||||
#: script/events/room.js:214 script/events/room.js:286 script/events/room.js:466
|
||||
#: script/events/room.js:214 script/events/room.js:286
|
||||
#: script/events/room.js:466
|
||||
msgid "turn him away"
|
||||
msgstr "få ham til å snu"
|
||||
|
||||
#: script/events/room.js:222 script/events/room.js:235 script/events/room.js:248
|
||||
#: script/events/room.js:222 script/events/room.js:235
|
||||
#: script/events/room.js:248
|
||||
msgid "the beggar expresses his thanks."
|
||||
msgstr "tiggeren utrykker sin takknemlighet."
|
||||
|
||||
@@ -1952,11 +1973,11 @@ msgstr "Den Mystiske Vandreren"
|
||||
|
||||
#: script/events/room.js:269
|
||||
msgid ""
|
||||
"a wanderer arrives with an empty cart. says if he leaves with wood, he'll be back "
|
||||
"with more."
|
||||
"a wanderer arrives with an empty cart. says if he leaves with wood, he'll be "
|
||||
"back with more."
|
||||
msgstr ""
|
||||
"en vandrer ankommer med en tom vogn. sier at hvis han reiser bort med ved kommer "
|
||||
"han tilbake med mer."
|
||||
"en vandrer ankommer med en tom vogn. sier at hvis han reiser bort med ved "
|
||||
"kommer han tilbake med mer."
|
||||
|
||||
#: script/events/room.js:270
|
||||
msgid "builder's not sure he's to be trusted."
|
||||
@@ -1980,11 +2001,11 @@ msgstr "den mystiske vandreren returnerer, vognen stablet høyt med ved."
|
||||
|
||||
#: script/events/room.js:340
|
||||
msgid ""
|
||||
"a wanderer arrives with an empty cart. says if she leaves with furs, she'll be "
|
||||
"back with more."
|
||||
"a wanderer arrives with an empty cart. says if she leaves with furs, she'll "
|
||||
"be back with more."
|
||||
msgstr ""
|
||||
"en vandrer ankommer med en tom vogn, sier at hvis han reiser bort med pels vil "
|
||||
"hun komme tilbake med mer."
|
||||
"en vandrer ankommer med en tom vogn, sier at hvis han reiser bort med pels "
|
||||
"vil hun komme tilbake med mer."
|
||||
|
||||
#: script/events/room.js:341
|
||||
msgid "builder's not sure she's to be trusted."
|
||||
@@ -2098,11 +2119,13 @@ msgstr "mannen svelger medisinen ivrig"
|
||||
msgid "tell him to leave"
|
||||
msgstr "snu ham ryggen"
|
||||
|
||||
#: script/events/room.js:543 script/events/room.js:559 script/events/room.js:575
|
||||
#: script/events/room.js:543 script/events/room.js:559
|
||||
#: script/events/room.js:575
|
||||
msgid "the man is thankful."
|
||||
msgstr "mannen er takknemlig."
|
||||
|
||||
#: script/events/room.js:544 script/events/room.js:560 script/events/room.js:576
|
||||
#: script/events/room.js:544 script/events/room.js:560
|
||||
#: script/events/room.js:576
|
||||
msgid "he leaves a reward."
|
||||
msgstr "han legger igjen en belønning."
|
||||
|
||||
@@ -2326,10 +2349,11 @@ msgstr "en liten forstad kommer til syne, tomme hus svidde og nedbrent."
|
||||
|
||||
#: script/events/setpieces.js:526
|
||||
msgid ""
|
||||
"broken streetlights stand, rusting. light hasn't graced this place in a long time."
|
||||
"broken streetlights stand, rusting. light hasn't graced this place in a long "
|
||||
"time."
|
||||
msgstr ""
|
||||
"ødelagte gatelykter står og ruster. lys har ikke prydet denne plassen på veldig "
|
||||
"lenge."
|
||||
"ødelagte gatelykter står og ruster. lys har ikke prydet denne plassen på "
|
||||
"veldig lenge."
|
||||
|
||||
#: script/events/setpieces.js:528
|
||||
msgid "the town lies abandoned, its citizens long dead"
|
||||
@@ -2341,8 +2365,8 @@ msgstr "utforsk"
|
||||
|
||||
#: script/events/setpieces.js:543
|
||||
msgid ""
|
||||
"where the windows of the schoolhouse aren't shattered, they're blackened with "
|
||||
"soot."
|
||||
"where the windows of the schoolhouse aren't shattered, they're blackened "
|
||||
"with soot."
|
||||
msgstr "hvor vinduene i skolehuset ikke er knust, er de dekket av sort sot."
|
||||
|
||||
#: script/events/setpieces.js:544
|
||||
@@ -2393,10 +2417,11 @@ msgstr "en veltet campingvogn ligger spredd utover gata."
|
||||
|
||||
#: script/events/setpieces.js:730
|
||||
msgid ""
|
||||
"it's been picked over by scavengers, but there's still some things worth taking."
|
||||
"it's been picked over by scavengers, but there's still some things worth "
|
||||
"taking."
|
||||
msgstr ""
|
||||
"den har blitt fraplukket av hjemløse, men det er fremdeles noen ting av verdi som "
|
||||
"kan bli tatt."
|
||||
"den har blitt fraplukket av hjemløse, men det er fremdeles noen ting av "
|
||||
"verdi som kan bli tatt."
|
||||
|
||||
#: script/events/setpieces.js:792
|
||||
msgid "a madman attacks, screeching."
|
||||
@@ -2435,8 +2460,10 @@ msgid "a fight, maybe."
|
||||
msgstr "en slosskamp, kanskje."
|
||||
|
||||
#: script/events/setpieces.js:948
|
||||
msgid "a small basket of food is hidden under a park bench, with a note attached."
|
||||
msgstr "en liten kurv med mat er gjemt under en park-benk, med en lapp vedlagt."
|
||||
msgid ""
|
||||
"a small basket of food is hidden under a park bench, with a note attached."
|
||||
msgstr ""
|
||||
"en liten kurv med mat er gjemt under en park-benk, med en lapp vedlagt."
|
||||
|
||||
#: script/events/setpieces.js:949
|
||||
msgid "can't read the words."
|
||||
@@ -2456,7 +2483,8 @@ msgstr "hjemløse hadde en liten leir inne på skolen."
|
||||
|
||||
#: script/events/setpieces.js:1052
|
||||
msgid "collected scraps spread across the floor like they fell from heaven."
|
||||
msgstr "samlet småting spredt rundt på gulvet, som om de hadde falt fra himmelen."
|
||||
msgstr ""
|
||||
"samlet småting spredt rundt på gulvet, som om de hadde falt fra himmelen."
|
||||
|
||||
#: script/events/setpieces.js:1094
|
||||
msgid "scavenger'd been looking for supplies in here, it seems."
|
||||
@@ -2468,9 +2496,11 @@ msgstr "hadde vært en skam å la det han har funnet gå til spille."
|
||||
|
||||
#: script/events/setpieces.js:1127
|
||||
msgid ""
|
||||
"beneath the wanderer's rags, clutched in one of its many hands, a glint of steel."
|
||||
"beneath the wanderer's rags, clutched in one of its many hands, a glint of "
|
||||
"steel."
|
||||
msgstr ""
|
||||
"under vandrerens filler, klemt inn i en av dens mange henner, et glimp av stål."
|
||||
"under vandrerens filler, klemt inn i en av dens mange henner, et glimp av "
|
||||
"stål."
|
||||
|
||||
#: script/events/setpieces.js:1128
|
||||
msgid "worth killing for, it seems."
|
||||
@@ -2508,12 +2538,13 @@ msgstr "En Ruinert By"
|
||||
msgid ""
|
||||
"a battered highway sign stands guard at the entrance to this once-great city."
|
||||
msgstr ""
|
||||
"et ødelagt motorvei-skilt vakter over inngangen til denne en gang flotte byen."
|
||||
"et ødelagt motorvei-skilt vakter over inngangen til denne en gang flotte "
|
||||
"byen."
|
||||
|
||||
#: script/events/setpieces.js:1243
|
||||
msgid ""
|
||||
"the towers that haven't crumbled jut from the landscape like the ribcage of some "
|
||||
"ancient beast."
|
||||
"the towers that haven't crumbled jut from the landscape like the ribcage of "
|
||||
"some ancient beast."
|
||||
msgstr ""
|
||||
"tårnene som ikke har falt enda kan sees fra landskapet, som ribbeina fra et "
|
||||
"eldgammelt beist."
|
||||
@@ -2804,9 +2835,10 @@ msgstr "den lille militær leiren er godt provisjonert."
|
||||
|
||||
#: script/events/setpieces.js:2446
|
||||
msgid ""
|
||||
"arms and munitions, relics from the war, are neatly arranged on the store-room "
|
||||
"floor."
|
||||
msgstr "våpen og kuler, minner fra krigen, er organisert på lager-rommets gulv."
|
||||
"arms and munitions, relics from the war, are neatly arranged on the store-"
|
||||
"room floor."
|
||||
msgstr ""
|
||||
"våpen og kuler, minner fra krigen, er organisert på lager-rommets gulv."
|
||||
|
||||
#: script/events/setpieces.js:2447
|
||||
msgid "just as deadly now as they were then."
|
||||
@@ -2829,7 +2861,8 @@ msgid "the small settlement has clearly been burning a while."
|
||||
msgstr "denne lille landsbyen har brent en stund."
|
||||
|
||||
#: script/events/setpieces.js:2523
|
||||
msgid "the bodies of the wanderers that lived here are still visible in the flames."
|
||||
msgid ""
|
||||
"the bodies of the wanderers that lived here are still visible in the flames."
|
||||
msgstr "likene til vandrere som har bodd her er fremdeles synlige i flammene."
|
||||
|
||||
#: script/events/setpieces.js:2524
|
||||
@@ -2837,7 +2870,8 @@ msgid "still time to rescue a few supplies."
|
||||
msgstr "det er fremdeles tid til å redde noen provisjoner."
|
||||
|
||||
#: script/events/setpieces.js:2558
|
||||
msgid "the remaining settlers flee from the violence, their belongings forgotten."
|
||||
msgid ""
|
||||
"the remaining settlers flee from the violence, their belongings forgotten."
|
||||
msgstr "de resterende innbyggerne rømmer fra volden, deres eiendeler glemt."
|
||||
|
||||
#: script/events/setpieces.js:2559
|
||||
@@ -2953,8 +2987,10 @@ msgid "a battle was fought here, long ago."
|
||||
msgstr "en krig ble utkjempet her, for lenge siden."
|
||||
|
||||
#: script/events/setpieces.js:3051
|
||||
msgid "battered technology from both sides lays dormant on the blasted landscape."
|
||||
msgstr "ødelagt teknologi fra begge sider ligger stille på det sprengte landskapet."
|
||||
msgid ""
|
||||
"battered technology from both sides lays dormant on the blasted landscape."
|
||||
msgstr ""
|
||||
"ødelagt teknologi fra begge sider ligger stille på det sprengte landskapet."
|
||||
|
||||
#: script/events/setpieces.js:3099
|
||||
msgid "A Huge Borehole"
|
||||
@@ -2962,7 +2998,8 @@ msgstr "Et Digert Borehull"
|
||||
|
||||
#: script/events/setpieces.js:3103
|
||||
msgid "a huge hole is cut deep into the earth, evidence of the past harvest."
|
||||
msgstr "et digert hull er borret dypt inn i jorda, som beviset på gammel høsting."
|
||||
msgstr ""
|
||||
"et digert hull er borret dypt inn i jorda, som beviset på gammel høsting."
|
||||
|
||||
#: script/events/setpieces.js:3104
|
||||
msgid "they took what they came for, and left."
|
||||
@@ -2970,7 +3007,8 @@ msgstr "de tok det de kom for, og gikk."
|
||||
|
||||
#: script/events/setpieces.js:3105
|
||||
msgid ""
|
||||
"castoff from the mammoth drills can still be found by the edges of the precipice."
|
||||
"castoff from the mammoth drills can still be found by the edges of the "
|
||||
"precipice."
|
||||
msgstr "biter fra mammut-drillen kan fremdeles bli sett på kanten av stupet."
|
||||
|
||||
#: script/events/setpieces.js:3128
|
||||
@@ -2978,7 +3016,8 @@ msgid "A Crashed Ship"
|
||||
msgstr "Et Krasjet Skip"
|
||||
|
||||
#: script/events/setpieces.js:3137
|
||||
msgid "the familiar curves of a wanderer vessel rise up out of the dust and ash. "
|
||||
msgid ""
|
||||
"the familiar curves of a wanderer vessel rise up out of the dust and ash. "
|
||||
msgstr "de kjente linjene fra et vandrer-skip stiger frem fra støvet og asken."
|
||||
|
||||
#: script/events/setpieces.js:3138
|
||||
@@ -3085,8 +3124,8 @@ msgstr "en gammel jerngruve er her, utstyr forlatt og latt ruste."
|
||||
|
||||
#: script/events/setpieces.js:3447
|
||||
msgid ""
|
||||
"bleached bones are strewn about the entrance. many, deeply scored with jagged "
|
||||
"grooves."
|
||||
"bleached bones are strewn about the entrance. many, deeply scored with "
|
||||
"jagged grooves."
|
||||
msgstr "kritthvite ben er strødd utover inngangen. mange med dype skraper."
|
||||
|
||||
#: script/events/setpieces.js:3448
|
||||
|
||||
+1
-1
@@ -3,7 +3,7 @@ msgstr ""
|
||||
"MIME-Version: 1.0\n"
|
||||
"Content-Type: text/plain; charset=UTF-8\n"
|
||||
"Content-Transfer-Encoding: 8bit\n"
|
||||
"X-Generator: Poedit 1.6.9\n"
|
||||
"X-Generator: Poedit 1.5.4\n"
|
||||
"Project-Id-Version: ADR\n"
|
||||
"Language: pl\n"
|
||||
"POT-Creation-Date: \n"
|
||||
|
||||
+2
-2
@@ -3,14 +3,14 @@ msgstr ""
|
||||
"Project-Id-Version: \n"
|
||||
"Report-Msgid-Bugs-To: EMAIL@ADDRESS\n"
|
||||
"POT-Creation-Date: 2014-09-27 12:34+0200\n"
|
||||
"PO-Revision-Date: 2014-11-28 09:39-0800\n"
|
||||
"PO-Revision-Date: 2015-02-07 14:15-0500\n"
|
||||
"Last-Translator: \n"
|
||||
"Language-Team: \n"
|
||||
"Language: pt\n"
|
||||
"MIME-Version: 1.0\n"
|
||||
"Content-Type: text/plain; charset=UTF-8\n"
|
||||
"Content-Transfer-Encoding: 8bit\n"
|
||||
"X-Generator: Poedit 1.6.10\n"
|
||||
"X-Generator: Poedit 1.5.4\n"
|
||||
"X-Poedit-Basepath: .\n"
|
||||
"Plural-Forms: nplurals=2; plural=(n != 1);\n"
|
||||
|
||||
|
||||
+2161
-2293
File diff suppressed because it is too large
Load Diff
+1882
-2744
File diff suppressed because it is too large
Load Diff
+1631
-2342
File diff suppressed because it is too large
Load Diff
+1881
-2736
File diff suppressed because it is too large
Load Diff
@@ -0,0 +1,3 @@
|
||||
.button{width: 120px !important;}
|
||||
#outsidePanel .button{width: 115px !important;}
|
||||
.eventPanel .button {width: 122px !important;}
|
||||
File diff suppressed because one or more lines are too long
+3193
File diff suppressed because it is too large
Load Diff
File diff suppressed because one or more lines are too long
+1742
-2408
File diff suppressed because it is too large
Load Diff
+31
-7
@@ -74,7 +74,8 @@
|
||||
state: null,
|
||||
debug: false,
|
||||
log: false,
|
||||
dropbox: false
|
||||
dropbox: false,
|
||||
doubleTime: false
|
||||
},
|
||||
|
||||
init: function(options) {
|
||||
@@ -114,11 +115,11 @@
|
||||
.addClass('customSelect')
|
||||
.addClass('menuBtn')
|
||||
.appendTo(menu);
|
||||
var options = $('<span>')
|
||||
var selectOptions = $('<span>')
|
||||
.addClass('customSelectOptions')
|
||||
.appendTo(customSelect);
|
||||
var optionsList = $('<ul>')
|
||||
.appendTo(options);
|
||||
.appendTo(selectOptions);
|
||||
$('<li>')
|
||||
.text("language.")
|
||||
.appendTo(optionsList);
|
||||
@@ -137,7 +138,19 @@
|
||||
.text(_('lights off.'))
|
||||
.click(Engine.turnLightsOff)
|
||||
.appendTo(menu);
|
||||
|
||||
|
||||
$('<span>')
|
||||
.addClass('menuBtn')
|
||||
.text(_('hyper.'))
|
||||
.click(function(){
|
||||
Engine.options.doubleTime = !Engine.options.doubleTime;
|
||||
if(Engine.options.doubleTime)
|
||||
$(this).text(_('classic.'));
|
||||
else
|
||||
$(this).text(_('hyper.'));
|
||||
})
|
||||
.appendTo(menu);
|
||||
|
||||
$('<span>')
|
||||
.addClass('menuBtn')
|
||||
.text(_('restart.'))
|
||||
@@ -339,7 +352,7 @@
|
||||
}
|
||||
}
|
||||
});
|
||||
Engine.autoSelect('#description textarea')
|
||||
Engine.autoSelect('#description textarea');
|
||||
},
|
||||
|
||||
import64: function(string64) {
|
||||
@@ -462,7 +475,6 @@
|
||||
var darkCss = Engine.findStylesheet('darkenLights');
|
||||
if (darkCss == null) {
|
||||
$('head').append('<link rel="stylesheet" href="css/dark.css" type="text/css" title="darkenLights" />');
|
||||
Engine.turnLightsOff;
|
||||
$('.lightsOff').text(_('lights on.'));
|
||||
} else if (darkCss.disabled) {
|
||||
darkCss.disabled = false;
|
||||
@@ -496,7 +508,7 @@
|
||||
var diff = Math.abs(panelIndex - currentIndex);
|
||||
slider.animate({left: -(panelIndex * 700) + 'px'}, 300 * diff);
|
||||
|
||||
if($SM.get('stores.wood') != undefined) {
|
||||
if($SM.get('stores.wood') !== undefined) {
|
||||
// FIXME Why does this work if there's an animation queue...?
|
||||
stores.animate({right: -(panelIndex * 700) + 'px'}, 300 * diff);
|
||||
}
|
||||
@@ -693,7 +705,19 @@
|
||||
if(lang && typeof Storage != 'undefined' && localStorage) {
|
||||
localStorage.lang = lang;
|
||||
}
|
||||
},
|
||||
|
||||
setTimeout: function(callback, timeout, skipDouble){
|
||||
|
||||
if( Engine.options.doubleTime && !skipDouble ){
|
||||
Engine.log('Double time, cutting timeout in half');
|
||||
timeout /= 2;
|
||||
}
|
||||
|
||||
return setTimeout(callback, timeout);
|
||||
|
||||
}
|
||||
|
||||
};
|
||||
|
||||
function eventNullifier(e) {
|
||||
|
||||
+20
-22
@@ -19,7 +19,7 @@ var Events = {
|
||||
);
|
||||
|
||||
// Build the Event Pool
|
||||
Events.EventPool = new Array().concat(
|
||||
Events.EventPool = [].concat(
|
||||
Events.Global,
|
||||
Events.Room,
|
||||
Events.Outside
|
||||
@@ -35,9 +35,7 @@ var Events = {
|
||||
|
||||
options: {}, // Nothing for now
|
||||
|
||||
activeEvent: null,
|
||||
activeScene: null,
|
||||
eventPanel: null,
|
||||
|
||||
loadScene: function(name) {
|
||||
Engine.log('loading scene: ' + name);
|
||||
@@ -88,7 +86,7 @@ var Events = {
|
||||
for(var k in World.Weapons) {
|
||||
var weapon = World.Weapons[k];
|
||||
if(typeof Path.outfit[k] == 'number' && Path.outfit[k] > 0) {
|
||||
if(typeof weapon.damage != 'number' || weapon.damage == 0) {
|
||||
if(typeof weapon.damage != 'number' || weapon.damage === 0) {
|
||||
// Weapons that deal no damage don't count
|
||||
numWeapons--;
|
||||
} else if(weapon.cost){
|
||||
@@ -104,18 +102,18 @@ var Events = {
|
||||
Events.createAttackButton(k).appendTo(btns);
|
||||
}
|
||||
}
|
||||
if(numWeapons == 0) {
|
||||
if(numWeapons === 0) {
|
||||
// No weapons? You can punch stuff!
|
||||
Events.createAttackButton('fists').prependTo(btns);
|
||||
}
|
||||
|
||||
Events.createEatMeatButton().appendTo(btns);
|
||||
if((Path.outfit['medicine'] || 0) != 0) {
|
||||
if((Path.outfit['medicine'] || 0) !== 0) {
|
||||
Events.createUseMedsButton().appendTo(btns);
|
||||
}
|
||||
|
||||
// Set up the enemy attack timer
|
||||
Events._enemyAttackTimer = setTimeout(Events.enemyAttack, scene.attackDelay * 1000);
|
||||
Events._enemyAttackTimer = Engine.setTimeout(Events.enemyAttack, scene.attackDelay * 1000);
|
||||
},
|
||||
|
||||
createEatMeatButton: function(cooldown) {
|
||||
@@ -131,7 +129,7 @@ var Events = {
|
||||
cost: { 'cured meat': 1 }
|
||||
});
|
||||
|
||||
if(Path.outfit['cured meat'] == 0) {
|
||||
if(Path.outfit['cured meat'] === 0) {
|
||||
Button.setDisabled(btn, true);
|
||||
}
|
||||
|
||||
@@ -151,7 +149,7 @@ var Events = {
|
||||
cost: { 'medicine': 1 }
|
||||
});
|
||||
|
||||
if((Path.outfit['medicine'] || 0) == 0) {
|
||||
if((Path.outfit['medicine'] || 0) === 0) {
|
||||
Button.setDisabled(btn, true);
|
||||
}
|
||||
|
||||
@@ -203,7 +201,7 @@ var Events = {
|
||||
if(Path.outfit['cured meat'] > 0) {
|
||||
Path.outfit['cured meat']--;
|
||||
World.updateSupplies();
|
||||
if(Path.outfit['cured meat'] == 0) {
|
||||
if(Path.outfit['cured meat'] === 0) {
|
||||
Button.setDisabled($('#eat'), true);
|
||||
}
|
||||
|
||||
@@ -225,7 +223,7 @@ var Events = {
|
||||
if(Path.outfit['medicine'] > 0) {
|
||||
Path.outfit['medicine']--;
|
||||
World.updateSupplies();
|
||||
if(Path.outfit['medicine'] == 0) {
|
||||
if(Path.outfit['medicine'] === 0) {
|
||||
Button.setDisabled($('#meds'), true);
|
||||
}
|
||||
|
||||
@@ -286,7 +284,7 @@ var Events = {
|
||||
if(!validWeapons) {
|
||||
// enable or create the punch button
|
||||
var fists = $('#attack_fists');
|
||||
if(fists.length == 0) {
|
||||
if(fists.length === 0) {
|
||||
Events.createAttackButton('fists').prependTo('#buttons', Events.eventPanel());
|
||||
} else {
|
||||
Button.setDisabled(fists, false);
|
||||
@@ -356,7 +354,7 @@ var Events = {
|
||||
if(dmg == 'stun') {
|
||||
msg = _('stunned');
|
||||
enemy.data('stunned', true);
|
||||
setTimeout(function() {
|
||||
Engine.setTimeout(function() {
|
||||
enemy.data('stunned', false);
|
||||
}, Events.STUN_DURATION);
|
||||
}
|
||||
@@ -401,7 +399,7 @@ var Events = {
|
||||
if(dmg == 'stun') {
|
||||
msg = _('stunned');
|
||||
enemy.data('stunned', true);
|
||||
setTimeout(function() {
|
||||
Engine.setTimeout(function() {
|
||||
enemy.data('stunned', false);
|
||||
}, Events.STUN_DURATION);
|
||||
}
|
||||
@@ -440,14 +438,14 @@ var Events = {
|
||||
});
|
||||
}
|
||||
|
||||
Events._enemyAttackTimer = setTimeout(Events.enemyAttack, scene.attackDelay * 1000);
|
||||
Events._enemyAttackTimer = Engine.setTimeout(Events.enemyAttack, scene.attackDelay * 1000);
|
||||
},
|
||||
|
||||
winFight: function() {
|
||||
Events.won = true;
|
||||
clearTimeout(Events._enemyAttackTimer);
|
||||
$('#enemy').animate({opacity: 0}, 300, 'linear', function() {
|
||||
setTimeout(function() {
|
||||
Engine.setTimeout(function() {
|
||||
try {
|
||||
var scene = Events.activeEvent().scenes[Events.activeScene];
|
||||
var desc = $('#description', Events.eventPanel());
|
||||
@@ -477,14 +475,14 @@ var Events = {
|
||||
}).appendTo(btns));
|
||||
|
||||
Events.createEatMeatButton(0).appendTo(btns);
|
||||
if((Path.outfit['medicine'] || 0) != 0) {
|
||||
if((Path.outfit['medicine'] || 0) !== 0) {
|
||||
Events.createUseMedsButton(0).appendTo(btns);
|
||||
}
|
||||
}
|
||||
} catch(e) {
|
||||
// It is possible to die and win if the timing is perfect. Just let it fail.
|
||||
}
|
||||
}, 1000);
|
||||
}, 1000, true);
|
||||
});
|
||||
},
|
||||
|
||||
@@ -542,7 +540,7 @@ var Events = {
|
||||
var num = btn.data('numLeft');
|
||||
num--;
|
||||
btn.data('numLeft', num);
|
||||
if(num == 0) {
|
||||
if(num === 0) {
|
||||
Button.setDisabled(btn);
|
||||
btn.animate({'opacity':0}, 300, 'linear', function() {
|
||||
$(this).remove();
|
||||
@@ -744,7 +742,7 @@ var Events = {
|
||||
// every 3 seconds change title to '*** EVENT ***', then 1.5 seconds later, change it back to the original title.
|
||||
Events.BLINK_INTERVAL = setInterval(function() {
|
||||
document.title = _('*** EVENT ***');
|
||||
setTimeout(function() {document.title = title;}, 1500);
|
||||
Engine.setTimeout(function() {document.title = title;}, 1500, true);
|
||||
}, 3000);
|
||||
},
|
||||
|
||||
@@ -764,7 +762,7 @@ var Events = {
|
||||
}
|
||||
}
|
||||
|
||||
if(possibleEvents.length == 0) {
|
||||
if(possibleEvents.length === 0) {
|
||||
Events.scheduleNextEvent(0.5);
|
||||
return;
|
||||
} else {
|
||||
@@ -826,7 +824,7 @@ var Events = {
|
||||
var nextEvent = Math.floor(Math.random()*(Events._EVENT_TIME_RANGE[1] - Events._EVENT_TIME_RANGE[0])) + Events._EVENT_TIME_RANGE[0];
|
||||
if(scale > 0) { nextEvent *= scale; }
|
||||
Engine.log('next event scheduled in ' + nextEvent + ' minutes');
|
||||
Events._eventTimeout = setTimeout(Events.triggerEvent, nextEvent * 60 * 1000);
|
||||
Events._eventTimeout = Engine.setTimeout(Events.triggerEvent, nextEvent * 60 * 1000);
|
||||
},
|
||||
|
||||
endEvent: function() {
|
||||
|
||||
@@ -63,7 +63,35 @@ Events.Outside = [
|
||||
}
|
||||
}
|
||||
},
|
||||
|
||||
{
|
||||
title: _('Fire'),
|
||||
isAvailable: function() {
|
||||
return Engine.activeModule == Outside && $SM.get('game.buildings["hut"]', true) > 0 && $SM.get('game.population', true) > 5;
|
||||
},
|
||||
scenes: {
|
||||
'start': {
|
||||
text: [
|
||||
_('a fire rampages through one of the huts, destroying it.'),
|
||||
_('all residents in the hut perished in the fire.')
|
||||
],
|
||||
notification: _('a fire has started'),
|
||||
blink: true,
|
||||
onLoad: function() {
|
||||
var population = $SM.get('game.population', true);
|
||||
var huts = $SM.get('game.buildings["hut"]', true);
|
||||
$SM.set('game.buildings["hut"]', (huts - 1));
|
||||
$SM.set('game.population', (population - 4));
|
||||
},
|
||||
buttons: {
|
||||
'mourn': {
|
||||
text: _('mourn'),
|
||||
notification: _('some villagers have died'),
|
||||
nextScene: 'end'
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
},
|
||||
{ /* Sickness */
|
||||
title: _('Sickness'),
|
||||
isAvailable: function() {
|
||||
@@ -223,7 +251,7 @@ Events.Outside = [
|
||||
{ /* Soldier attack */
|
||||
title: _('A Military Raid'),
|
||||
isAvailable: function() {
|
||||
return Engine.activeModule == Outside && $SM.get('game.population', true) > 0 && $SM.get('game.cityCleared');;
|
||||
return Engine.activeModule == Outside && $SM.get('game.population', true) > 0 && $SM.get('game.cityCleared');
|
||||
},
|
||||
scenes: {
|
||||
'start': {
|
||||
|
||||
+12
-11
@@ -49,7 +49,8 @@ Events.Room = [
|
||||
}
|
||||
}
|
||||
}
|
||||
}, { /* Noises Outside -- gain wood/fur */
|
||||
},
|
||||
{ /* Noises Outside -- gain wood/fur */
|
||||
title: _('Noises'),
|
||||
isAvailable: function() {
|
||||
return Engine.activeModule == Room && $SM.get('stores.wood');
|
||||
@@ -132,9 +133,9 @@ Events.Room = [
|
||||
onLoad: function() {
|
||||
var numWood = $SM.get('stores.wood', true);
|
||||
numWood = Math.floor(numWood * 0.1);
|
||||
if(numWood == 0) numWood = 1;
|
||||
if(numWood === 0) numWood = 1;
|
||||
var numScales = Math.floor(numWood / 5);
|
||||
if(numScales == 0) numScales = 1;
|
||||
if(numScales === 0) numScales = 1;
|
||||
$SM.addM('stores', {'wood': -numWood, 'scales': numScales});
|
||||
},
|
||||
buttons: {
|
||||
@@ -152,9 +153,9 @@ Events.Room = [
|
||||
onLoad: function() {
|
||||
var numWood = $SM.get('stores.wood', true);
|
||||
numWood = Math.floor(numWood * 0.1);
|
||||
if(numWood == 0) numWood = 1;
|
||||
if(numWood === 0) numWood = 1;
|
||||
var numTeeth = Math.floor(numWood / 5);
|
||||
if(numTeeth == 0) numTeeth = 1;
|
||||
if(numTeeth === 0) numTeeth = 1;
|
||||
$SM.addM('stores', {'wood': -numWood, 'teeth': numTeeth});
|
||||
},
|
||||
buttons: {
|
||||
@@ -172,9 +173,9 @@ Events.Room = [
|
||||
onLoad: function() {
|
||||
var numWood = $SM.get('stores.wood', true);
|
||||
numWood = Math.floor(numWood * 0.1);
|
||||
if(numWood == 0) numWood = 1;
|
||||
if(numWood === 0) numWood = 1;
|
||||
var numCloth = Math.floor(numWood / 5);
|
||||
if(numCloth == 0) numCloth = 1;
|
||||
if(numCloth === 0) numCloth = 1;
|
||||
$SM.addM('stores', {'wood': -numWood, 'cloth': numCloth});
|
||||
},
|
||||
buttons: {
|
||||
@@ -294,7 +295,7 @@ Events.Room = [
|
||||
],
|
||||
onLoad: function() {
|
||||
if(Math.random() < 0.5) {
|
||||
setTimeout(function() {
|
||||
Engine.setTimeout(function() {
|
||||
$SM.add('stores.wood', 300);
|
||||
Notifications.notify(Room, _('the mysterious wanderer returns, cart piled high with wood.'));
|
||||
}, 60 * 1000);
|
||||
@@ -313,7 +314,7 @@ Events.Room = [
|
||||
],
|
||||
onLoad: function() {
|
||||
if(Math.random() < 0.3) {
|
||||
setTimeout(function() {
|
||||
Engine.setTimeout(function() {
|
||||
$SM.add('stores.wood', 1500);
|
||||
Notifications.notify(Room, _('the mysterious wanderer returns, cart piled high with wood.'));
|
||||
}, 60 * 1000);
|
||||
@@ -365,7 +366,7 @@ Events.Room = [
|
||||
],
|
||||
onLoad: function() {
|
||||
if(Math.random() < 0.5) {
|
||||
setTimeout(function() {
|
||||
Engine.setTimeout(function() {
|
||||
$SM.add('stores.fur', 300);
|
||||
Notifications.notify(Room, _('the mysterious wanderer returns, cart piled high with furs.'));
|
||||
}, 60 * 1000);
|
||||
@@ -384,7 +385,7 @@ Events.Room = [
|
||||
],
|
||||
onLoad: function() {
|
||||
if(Math.random() < 0.3) {
|
||||
setTimeout(function() {
|
||||
Engine.setTimeout(function() {
|
||||
$SM.add('stores.fur', 1500);
|
||||
Notifications.notify(Room, _('the mysterious wanderer returns, cart piled high with furs.'));
|
||||
}, 60 * 1000);
|
||||
|
||||
@@ -33,7 +33,7 @@ var Notifications = {
|
||||
if(module != null && Engine.activeModule != module) {
|
||||
if(!noQueue) {
|
||||
if(typeof this.notifyQueue[module] == 'undefined') {
|
||||
this.notifyQueue[module] = new Array();
|
||||
this.notifyQueue[module] = [];
|
||||
}
|
||||
this.notifyQueue[module].push(text);
|
||||
}
|
||||
|
||||
+19
-19
@@ -179,7 +179,7 @@ var Outside = {
|
||||
var space = Outside.getMaxPopulation() - $SM.get('game.population');
|
||||
if(space > 0) {
|
||||
var num = Math.floor(Math.random()*(space/2) + space/2);
|
||||
if(num == 0) num = 1;
|
||||
if(num === 0) num = 1;
|
||||
if(num == 1) {
|
||||
Notifications.notify(null, _('a stranger arrives in the night'));
|
||||
} else if(num < 5) {
|
||||
@@ -206,9 +206,9 @@ var Outside = {
|
||||
if(remaining < 0) {
|
||||
var gap = -remaining;
|
||||
for(var k in $SM.get('game.workers')) {
|
||||
var num = $SM.get('game.workers["'+k+'"]');
|
||||
if(num < gap) {
|
||||
gap -= num;
|
||||
var numWorkers = $SM.get('game.workers["'+k+'"]');
|
||||
if(numWorkers < gap) {
|
||||
gap -= numWorkers;
|
||||
$SM.set('game.workers["'+k+'"]', 0);
|
||||
} else {
|
||||
$SM.add('game.workers["'+k+'"]', gap * -1);
|
||||
@@ -221,7 +221,7 @@ var Outside = {
|
||||
schedulePopIncrease: function() {
|
||||
var nextIncrease = Math.floor(Math.random()*(Outside._POP_DELAY[1] - Outside._POP_DELAY[0])) + Outside._POP_DELAY[0];
|
||||
Engine.log('next population increase scheduled in ' + nextIncrease + ' minutes');
|
||||
Outside._popTimeout = setTimeout(Outside.increasePopulation, nextIncrease * 60 * 1000);
|
||||
Outside._popTimeout = Engine.setTimeout(Outside.increasePopulation, nextIncrease * 60 * 1000);
|
||||
},
|
||||
|
||||
updateWorkersView: function() {
|
||||
@@ -229,10 +229,10 @@ var Outside = {
|
||||
|
||||
// If our population is 0 and we don't already have a workers view,
|
||||
// there's nothing to do here.
|
||||
if(!workers.length && $SM.get('game.population') == 0) return;
|
||||
if(!workers.length && $SM.get('game.population') === 0) return;
|
||||
|
||||
var needsAppend = false;
|
||||
if(workers.length == 0) {
|
||||
if(workers.length === 0) {
|
||||
needsAppend = true;
|
||||
workers = $('<div>').attr('id', 'workers').css('opacity', 0);
|
||||
}
|
||||
@@ -243,7 +243,7 @@ var Outside = {
|
||||
for(var k in $SM.get('game.workers')) {
|
||||
var workerCount = $SM.get('game.workers["'+k+'"]');
|
||||
var row = $('div#workers_row_' + k.replace(' ', '-'), workers);
|
||||
if(row.length == 0) {
|
||||
if(row.length === 0) {
|
||||
row = Outside.makeWorkerRow(k, workerCount);
|
||||
|
||||
var curPrev = null;
|
||||
@@ -256,7 +256,7 @@ var Outside = {
|
||||
}
|
||||
}
|
||||
});
|
||||
if(curPrev == null && gatherer.length == 0) {
|
||||
if(curPrev == null && gatherer.length === 0) {
|
||||
row.prependTo(workers);
|
||||
}
|
||||
else if(curPrev == null)
|
||||
@@ -272,7 +272,7 @@ var Outside = {
|
||||
$('div#' + row.attr('id') + ' > div.row_val > span', workers).text(workerCount);
|
||||
}
|
||||
numGatherers -= workerCount;
|
||||
if(workerCount == 0) {
|
||||
if(workerCount === 0) {
|
||||
$('.dnBtn', row).addClass('disabled');
|
||||
$('.dnManyBtn', row).addClass('disabled');
|
||||
} else {
|
||||
@@ -281,14 +281,14 @@ var Outside = {
|
||||
}
|
||||
}
|
||||
|
||||
if(gatherer.length == 0) {
|
||||
if(gatherer.length === 0) {
|
||||
gatherer = Outside.makeWorkerRow('gatherer', numGatherers);
|
||||
gatherer.prependTo(workers);
|
||||
} else {
|
||||
$('div#workers_row_gatherer > div.row_val > span', workers).text(numGatherers);
|
||||
}
|
||||
|
||||
if(numGatherers == 0) {
|
||||
if(numGatherers === 0) {
|
||||
$('.upBtn', '#workers').addClass('disabled');
|
||||
$('.upManyBtn', '#workers').addClass('disabled');
|
||||
} else {
|
||||
@@ -364,7 +364,7 @@ var Outside = {
|
||||
updateVillageRow: function(name, num, village) {
|
||||
var id = 'building_row_' + name.replace(' ', '-');
|
||||
var row = $('div#' + id, village);
|
||||
if(row.length == 0 && num > 0) {
|
||||
if(row.length === 0 && num > 0) {
|
||||
row = $('<div>').attr('id', id).addClass('storeRow');
|
||||
$('<div>').addClass('row_key').text(_(name)).appendTo(row);
|
||||
$('<div>').addClass('row_val').text(num).appendTo(row);
|
||||
@@ -386,7 +386,7 @@ var Outside = {
|
||||
}
|
||||
} else if(num > 0) {
|
||||
$('div#' + row.attr('id') + ' > div.row_val', village).text(num);
|
||||
} else if(num == 0) {
|
||||
} else if(num === 0) {
|
||||
row.remove();
|
||||
}
|
||||
},
|
||||
@@ -395,7 +395,7 @@ var Outside = {
|
||||
var village = $('div#village');
|
||||
var population = $('div#population');
|
||||
var needsAppend = false;
|
||||
if(village.length == 0) {
|
||||
if(village.length === 0) {
|
||||
needsAppend = true;
|
||||
village = $('<div>').attr('id', 'village').css('opacity', 0);
|
||||
population = $('<div>').attr('id', 'population').appendTo(village);
|
||||
@@ -420,7 +420,7 @@ var Outside = {
|
||||
population.text(_('pop ') + $SM.get('game.population') + '/' + this.getMaxPopulation());
|
||||
|
||||
var hasPeeps;
|
||||
if($SM.get('game.buildings["hut"]', true) == 0) {
|
||||
if($SM.get('game.buildings["hut"]', true) === 0) {
|
||||
hasPeeps = false;
|
||||
village.addClass('noHuts');
|
||||
} else {
|
||||
@@ -505,7 +505,7 @@ var Outside = {
|
||||
updateTrapButton: function() {
|
||||
var btn = $('div#trapsButton');
|
||||
if($SM.get('game.buildings["trap"]', true) > 0) {
|
||||
if(btn.length == 0) {
|
||||
if(btn.length === 0) {
|
||||
new Button.Button({
|
||||
id: 'trapsButton',
|
||||
text: _("check traps"),
|
||||
@@ -526,7 +526,7 @@ var Outside = {
|
||||
setTitle: function() {
|
||||
var numHuts = $SM.get('game.buildings["hut"]', true);
|
||||
var title;
|
||||
if(numHuts == 0) {
|
||||
if(numHuts === 0) {
|
||||
title = _("A Silent Forest");
|
||||
} else if(numHuts == 1) {
|
||||
title = _("A Lonely Hut");
|
||||
@@ -607,7 +607,7 @@ var Outside = {
|
||||
handleStateUpdates: function(e){
|
||||
if(e.category == 'stores'){
|
||||
Outside.updateVillage();
|
||||
} else if(e.stateName.indexOf('game.workers') == 0 || e.stateName.indexOf('game.population') == 0){
|
||||
} else if(e.stateName.indexOf('game.workers') === 0 || e.stateName.indexOf('game.population') === 0){
|
||||
Outside.updateVillage();
|
||||
Outside.updateWorkersView();
|
||||
Outside.updateVillageIncome();
|
||||
|
||||
+11
-11
@@ -97,14 +97,14 @@ var Path = {
|
||||
if($SM.get('character.perks')) {
|
||||
var perks = $('#perks');
|
||||
var needsAppend = false;
|
||||
if(perks.length == 0) {
|
||||
if(perks.length === 0) {
|
||||
needsAppend = true;
|
||||
perks = $('<div>').attr('id', 'perks');
|
||||
}
|
||||
for(var k in $SM.get('character.perks')) {
|
||||
var id = 'perk_' + k.replace(' ', '-');
|
||||
var r = $('#' + id);
|
||||
if($SM.get('character.perks["'+k+'"]') && r.length == 0) {
|
||||
if($SM.get('character.perks["'+k+'"]') && r.length === 0) {
|
||||
r = $('<div>').attr('id', id).addClass('perkRow').appendTo(perks);
|
||||
$('<div>').addClass('row_key').text(_(k)).appendTo(r);
|
||||
$('<div>').addClass('tooltip bottom right').text(Engine.Perks[k].desc).appendTo(r);
|
||||
@@ -137,7 +137,7 @@ var Path = {
|
||||
else if($SM.get('stores["l armour"]', true) > 0)
|
||||
armour = _("leather");
|
||||
var aRow = $('#armourRow');
|
||||
if(aRow.length == 0) {
|
||||
if(aRow.length === 0) {
|
||||
aRow = $('<div>').attr('id', 'armourRow').addClass('outfitRow').prependTo(outfit);
|
||||
$('<div>').addClass('row_key').text(_('armour')).appendTo(aRow);
|
||||
$('<div>').addClass('row_val').text(armour).appendTo(aRow);
|
||||
@@ -148,7 +148,7 @@ var Path = {
|
||||
|
||||
// Add the water row
|
||||
var wRow = $('#waterRow');
|
||||
if(wRow.length == 0) {
|
||||
if(wRow.length === 0) {
|
||||
wRow = $('<div>').attr('id', 'waterRow').addClass('outfitRow').insertAfter(aRow);
|
||||
$('<div>').addClass('row_key').text(_('water')).appendTo(wRow);
|
||||
$('<div>').addClass('row_val').text(World.getMaxWater()).appendTo(wRow);
|
||||
@@ -183,13 +183,13 @@ var Path = {
|
||||
var row = $('div#outfit_row_' + k.replace(' ', '-'), outfit);
|
||||
if((store.type == 'tool' || store.type == 'weapon') && have > 0) {
|
||||
total += num * Path.getWeight(k);
|
||||
if(row.length == 0) {
|
||||
if(row.length === 0) {
|
||||
row = Path.createOutfittingRow(k, num, store.name);
|
||||
|
||||
var curPrev = null;
|
||||
outfit.children().each(function(i) {
|
||||
var child = $(this);
|
||||
if(child.attr('id').indexOf('outfit_row_') == 0) {
|
||||
if(child.attr('id').indexOf('outfit_row_') === 0) {
|
||||
var cName = child.attr('id').substring(11).replace('-', ' ');
|
||||
if(cName < k && (curPrev == null || cName > curPrev)) {
|
||||
curPrev = cName;
|
||||
@@ -207,7 +207,7 @@ var Path = {
|
||||
$('div#' + row.attr('id') + ' > div.row_val > span', outfit).text(num);
|
||||
$('div#' + row.attr('id') + ' .tooltip .numAvailable', outfit).text(numAvailable - num);
|
||||
}
|
||||
if(num == 0) {
|
||||
if(num === 0) {
|
||||
$('.dnBtn', row).addClass('disabled');
|
||||
$('.dnManyBtn', row).addClass('disabled');
|
||||
} else {
|
||||
@@ -221,7 +221,7 @@ var Path = {
|
||||
$('.upBtn', row).removeClass('disabled');
|
||||
$('.upManyBtn', row).removeClass('disabled');
|
||||
}
|
||||
} else if(have == 0 && row.length > 0) {
|
||||
} else if(have === 0 && row.length > 0) {
|
||||
row.remove();
|
||||
}
|
||||
}
|
||||
@@ -269,7 +269,7 @@ var Path = {
|
||||
var maxExtraByStore = $SM.get('stores["'+supply+'"]', true) - cur;
|
||||
var maxExtraByBtn = btn.data;
|
||||
Path.outfit[supply] = cur + Math.min(maxExtraByBtn, Math.min(maxExtraByWeight, maxExtraByStore));
|
||||
$SM.set('outfit['+supply+']', Path.outfit[supply])
|
||||
$SM.set('outfit['+supply+']', Path.outfit[supply]);
|
||||
Path.updateOutfitting();
|
||||
}
|
||||
},
|
||||
@@ -281,7 +281,7 @@ var Path = {
|
||||
cur = typeof cur == 'number' ? cur : 0;
|
||||
if(cur > 0) {
|
||||
Path.outfit[supply] = Math.max(0, cur - btn.data);
|
||||
$SM.set('outfit['+supply+']', Path.outfit[supply])
|
||||
$SM.set('outfit['+supply+']', Path.outfit[supply]);
|
||||
Path.updateOutfitting();
|
||||
}
|
||||
},
|
||||
@@ -310,7 +310,7 @@ var Path = {
|
||||
},
|
||||
|
||||
handleStateUpdates: function(e){
|
||||
if(e.category == 'character' && e.stateName.indexOf('character.perks') == 0 && Engine.activeModule == Path){
|
||||
if(e.category == 'character' && e.stateName.indexOf('character.perks') === 0 && Engine.activeModule == Path){
|
||||
Path.updatePerks();
|
||||
};
|
||||
},
|
||||
|
||||
+24
-24
@@ -476,8 +476,8 @@ var Room = {
|
||||
|
||||
// If this is the first time playing, the fire is dead and it's freezing.
|
||||
// Otherwise grab past save state temp and fire level.
|
||||
$SM.set('game.temperature', $SM.get('game.temperature.value')==undefined?this.TempEnum.Freezing:$SM.get('game.temperature'));
|
||||
$SM.set('game.fire', $SM.get('game.fire.value')==undefined?this.FireEnum.Dead:$SM.get('game.fire'));
|
||||
$SM.set('game.temperature', $SM.get('game.temperature.value')===undefined?this.TempEnum.Freezing:$SM.get('game.temperature'));
|
||||
$SM.set('game.fire', $SM.get('game.fire.value')===undefined?this.FireEnum.Dead:$SM.get('game.fire'));
|
||||
|
||||
// Create the room tab
|
||||
this.tab = Header.addLocation(_("A Dark Room"), "room", Room);
|
||||
@@ -521,8 +521,8 @@ var Room = {
|
||||
Room.updateIncomeView();
|
||||
Room.updateBuildButtons();
|
||||
|
||||
Room._fireTimer = setTimeout(Room.coolFire, Room._FIRE_COOL_DELAY);
|
||||
Room._tempTimer = setTimeout(Room.adjustTemp, Room._ROOM_WARM_DELAY);
|
||||
Room._fireTimer = Engine.setTimeout(Room.coolFire, Room._FIRE_COOL_DELAY);
|
||||
Room._tempTimer = Engine.setTimeout(Room.adjustTemp, Room._ROOM_WARM_DELAY);
|
||||
|
||||
/*
|
||||
* Builder states:
|
||||
@@ -533,12 +533,12 @@ var Room = {
|
||||
* 4 - Helping
|
||||
*/
|
||||
if($SM.get('game.builder.level') >= 0 && $SM.get('game.builder.level') < 3) {
|
||||
Room._builderTimer = setTimeout(Room.updateBuilderState, Room._BUILDER_STATE_DELAY);
|
||||
Room._builderTimer = Engine.setTimeout(Room.updateBuilderState, Room._BUILDER_STATE_DELAY);
|
||||
}
|
||||
if($SM.get('game.builder.level') == 1 && $SM.get('stores.wood', true) < 0) {
|
||||
setTimeout(Room.unlockForest, Room._NEED_WOOD_DELAY);
|
||||
Engine.setTimeout(Room.unlockForest, Room._NEED_WOOD_DELAY);
|
||||
}
|
||||
setTimeout($SM.collectIncome, 1000);
|
||||
Engine.setTimeout($SM.collectIncome, 1000);
|
||||
|
||||
Notifications.notify(Room, _("the room is {0}", Room.TempEnum.fromInt($SM.get('game.temperature.value')).text));
|
||||
Notifications.notify(Room, _("the fire is {0}", Room.FireEnum.fromInt($SM.get('game.fire.value')).text));
|
||||
@@ -671,10 +671,10 @@ var Room = {
|
||||
if($SM.get('game.fire.value') > 1 && $SM.get('game.builder.level') < 0) {
|
||||
$SM.set('game.builder.level', 0);
|
||||
Notifications.notify(Room, _("the light from the fire spills from the windows, out into the dark"));
|
||||
setTimeout(Room.updateBuilderState, Room._BUILDER_STATE_DELAY);
|
||||
Engine.setTimeout(Room.updateBuilderState, Room._BUILDER_STATE_DELAY);
|
||||
}
|
||||
window.clearTimeout(Room._fireTimer);
|
||||
Room._fireTimer = setTimeout(Room.coolFire, Room._FIRE_COOL_DELAY);
|
||||
Room._fireTimer = Engine.setTimeout(Room.coolFire, Room._FIRE_COOL_DELAY);
|
||||
Room.updateButton();
|
||||
Room.setTitle();
|
||||
},
|
||||
@@ -689,7 +689,7 @@ var Room = {
|
||||
}
|
||||
if($SM.get('game.fire.value') > 0) {
|
||||
$SM.set('game.fire',Room.FireEnum.fromInt($SM.get('game.fire.value') - 1));
|
||||
Room._fireTimer = setTimeout(Room.coolFire, Room._FIRE_COOL_DELAY);
|
||||
Room._fireTimer = Engine.setTimeout(Room.coolFire, Room._FIRE_COOL_DELAY);
|
||||
Room.onFireChange();
|
||||
}
|
||||
},
|
||||
@@ -707,7 +707,7 @@ var Room = {
|
||||
if($SM.get('game.temperature.value') != old) {
|
||||
Room.changed = true;
|
||||
}
|
||||
Room._tempTimer = setTimeout(Room.adjustTemp, Room._ROOM_WARM_DELAY);
|
||||
Room._tempTimer = Engine.setTimeout(Room.adjustTemp, Room._ROOM_WARM_DELAY);
|
||||
},
|
||||
|
||||
unlockForest: function() {
|
||||
@@ -720,10 +720,10 @@ var Room = {
|
||||
|
||||
updateBuilderState: function() {
|
||||
var lBuilder = $SM.get('game.builder.level');
|
||||
if(lBuilder == 0) {
|
||||
if(lBuilder === 0) {
|
||||
Notifications.notify(Room, _("a ragged stranger stumbles through the door and collapses in the corner"));
|
||||
lBuilder = $SM.setget('game.builder.level', 1);
|
||||
setTimeout(Room.unlockForest, Room._NEED_WOOD_DELAY);
|
||||
Engine.setTimeout(Room.unlockForest, Room._NEED_WOOD_DELAY);
|
||||
}
|
||||
else if(lBuilder < 3 && $SM.get('game.temperature.value') >= Room.TempEnum.Warm.value) {
|
||||
var msg = "";
|
||||
@@ -741,7 +741,7 @@ var Room = {
|
||||
}
|
||||
}
|
||||
if(lBuilder < 3) {
|
||||
setTimeout(Room.updateBuilderState, Room._BUILDER_STATE_DELAY);
|
||||
Engine.setTimeout(Room.updateBuilderState, Room._BUILDER_STATE_DELAY);
|
||||
}
|
||||
Engine.saveGame();
|
||||
},
|
||||
@@ -750,13 +750,13 @@ var Room = {
|
||||
var stores = $('div#stores');
|
||||
var weapons = $('div#weapons');
|
||||
var needsAppend = false, wNeedsAppend = false, newRow = false;
|
||||
if(stores.length == 0) {
|
||||
if(stores.length === 0) {
|
||||
stores = $('<div>').attr({
|
||||
id: 'stores'
|
||||
}).css('opacity', 0);
|
||||
needsAppend = true;
|
||||
}
|
||||
if(weapons.length == 0) {
|
||||
if(weapons.length === 0) {
|
||||
weapons = $('<div>').attr({
|
||||
id: 'weapons'
|
||||
}).css('opacity', 0);
|
||||
@@ -803,7 +803,7 @@ var Room = {
|
||||
$SM.startThieves();
|
||||
}
|
||||
|
||||
if(row.length == 0 && num > 0) {
|
||||
if(row.length === 0 && num > 0) {
|
||||
row = $('<div>').attr('id', id).addClass('storeRow');
|
||||
$('<div>').addClass('row_key').text(_(k)).appendTo(row);
|
||||
$('<div>').addClass('row_val').text(Math.floor(num)).appendTo(row);
|
||||
@@ -848,7 +848,7 @@ var Room = {
|
||||
|
||||
updateIncomeView: function() {
|
||||
var stores = $('div#stores');
|
||||
if(stores.length == 0 || typeof $SM.get('income') == 'undefined') return;
|
||||
if(stores.length === 0 || typeof $SM.get('income') == 'undefined') return;
|
||||
$('div.storeRow', stores).each(function(index, el) {
|
||||
el = $(el);
|
||||
$('div.tooltip', el).remove();
|
||||
@@ -857,7 +857,7 @@ var Room = {
|
||||
for(var incomeSource in $SM.get('income')) {
|
||||
var income = $SM.get('income["'+incomeSource+'"]');
|
||||
for(var store in income.stores) {
|
||||
if(store == storeName && income.stores[store] != 0) {
|
||||
if(store == storeName && income.stores[store] !== 0) {
|
||||
$('<div>').addClass('row_key').text(_(incomeSource)).appendTo(tt);
|
||||
$('<div>')
|
||||
.addClass('row_val')
|
||||
@@ -967,7 +967,7 @@ var Room = {
|
||||
}
|
||||
if($SM.get('game.builder.level') < 4) return false;
|
||||
var craftable = Room.Craftables[thing];
|
||||
if(Room.needsWorkshop(craftable.type) && $SM.get('game.buildings["'+'workshop'+'"]', true) == 0) return false;
|
||||
if(Room.needsWorkshop(craftable.type) && $SM.get('game.buildings["'+'workshop'+'"]', true) === 0) return false;
|
||||
var cost = craftable.cost();
|
||||
|
||||
//show button if one has already been built
|
||||
@@ -1008,21 +1008,21 @@ var Room = {
|
||||
updateBuildButtons: function() {
|
||||
var buildSection = $('#buildBtns');
|
||||
var needsAppend = false;
|
||||
if(buildSection.length == 0) {
|
||||
if(buildSection.length === 0) {
|
||||
buildSection = $('<div>').attr('id', 'buildBtns').css('opacity', 0);
|
||||
needsAppend = true;
|
||||
}
|
||||
|
||||
var craftSection = $('#craftBtns');
|
||||
var cNeedsAppend = false;
|
||||
if(craftSection.length == 0 && $SM.get('game.buildings["workshop"]', true) > 0) {
|
||||
if(craftSection.length === 0 && $SM.get('game.buildings["workshop"]', true) > 0) {
|
||||
craftSection = $('<div>').attr('id', 'craftBtns').css('opacity', 0);
|
||||
cNeedsAppend = true;
|
||||
}
|
||||
|
||||
var buySection = $('#buyBtns');
|
||||
var bNeedsAppend = false;
|
||||
if(buySection.length == 0 && $SM.get('game.buildings["trading post"]', true) > 0) {
|
||||
if(buySection.length === 0 && $SM.get('game.buildings["trading post"]', true) > 0) {
|
||||
buySection = $('<div>').attr('id', 'buyBtns').css('opacity', 0);
|
||||
bNeedsAppend = true;
|
||||
}
|
||||
@@ -1113,7 +1113,7 @@ var Room = {
|
||||
} else if(e.category == 'income'){
|
||||
Room.updateStoresView();
|
||||
Room.updateIncomeView();
|
||||
} else if(e.stateName.indexOf('game.buildings') == 0){
|
||||
} else if(e.stateName.indexOf('game.buildings') === 0){
|
||||
Room.updateBuildButtons();
|
||||
}
|
||||
}
|
||||
|
||||
+20
-16
@@ -136,7 +136,7 @@ var Space = {
|
||||
t.remove();
|
||||
Space.hull--;
|
||||
Space.updateHull();
|
||||
if(Space.hull == 0) {
|
||||
if(Space.hull === 0) {
|
||||
Space.crash();
|
||||
}
|
||||
}
|
||||
@@ -166,7 +166,7 @@ var Space = {
|
||||
}
|
||||
|
||||
if(!Space.done) {
|
||||
setTimeout(Space.createAsteroid, 1000 - (Space.altitude * 10));
|
||||
Engine.setTimeout(Space.createAsteroid, 1000 - (Space.altitude * 10));
|
||||
}
|
||||
}
|
||||
},
|
||||
@@ -190,7 +190,7 @@ var Space = {
|
||||
dx += Space.getSpeed();
|
||||
}
|
||||
|
||||
if(dx != 0 && dy != 0) {
|
||||
if(dx !== 0 && dy !== 0) {
|
||||
dx = dx / Math.sqrt(2);
|
||||
dy = dy / Math.sqrt(2);
|
||||
}
|
||||
@@ -226,13 +226,15 @@ var Space = {
|
||||
},
|
||||
|
||||
startAscent: function() {
|
||||
var body_color;
|
||||
var to_color;
|
||||
if (Engine.isLightsOff()) {
|
||||
var body_color = '#272823';
|
||||
var to_color = '#EEEEEE';
|
||||
body_color = '#272823';
|
||||
to_color = '#EEEEEE';
|
||||
}
|
||||
else {
|
||||
var body_color = '#FFFFFF';
|
||||
var to_color = '#000000';
|
||||
body_color = '#FFFFFF';
|
||||
to_color = '#000000';
|
||||
}
|
||||
|
||||
$('body').addClass('noMask').css({backgroundColor: body_color}).animate({
|
||||
@@ -251,7 +253,7 @@ var Space = {
|
||||
Space.drawStars();
|
||||
Space._timer = setInterval(function() {
|
||||
Space.altitude += 1;
|
||||
if(Space.altitude % 10 == 0) {
|
||||
if(Space.altitude % 10 === 0) {
|
||||
Space.setTitle();
|
||||
}
|
||||
if(Space.altitude > 60) {
|
||||
@@ -259,7 +261,7 @@ var Space = {
|
||||
}
|
||||
}, 1000);
|
||||
|
||||
Space._panelTimeout = setTimeout(function() {
|
||||
Space._panelTimeout = Engine.setTimeout(function() {
|
||||
if (Engine.isLightsOff())
|
||||
$('#spacePanel, .menu, select.menuBtn').animate({color: '#272823'}, 500, 'linear');
|
||||
else
|
||||
@@ -313,7 +315,7 @@ var Space = {
|
||||
left: left
|
||||
}).appendTo(el2);
|
||||
if(num < Space.NUM_STARS) {
|
||||
setTimeout(function() { Space.drawStarAsync(el, el2, num + 1); }, 100);
|
||||
Engine.setTimeout(function() { Space.drawStarAsync(el, el2, num + 1); }, 100);
|
||||
}
|
||||
},
|
||||
|
||||
@@ -324,10 +326,11 @@ var Space = {
|
||||
clearInterval(Space._timer);
|
||||
clearInterval(Space._shipTimer);
|
||||
clearTimeout(Space._panelTimeout);
|
||||
var body_color;
|
||||
if (Engine.isLightsOff())
|
||||
var body_color = '#272823';
|
||||
body_color = '#272823';
|
||||
else
|
||||
var body_color = '#FFFFFF';
|
||||
body_color = '#FFFFFF';
|
||||
// Craaaaash!
|
||||
$('body').removeClass('noMask').stop().animate({
|
||||
backgroundColor: body_color
|
||||
@@ -382,7 +385,7 @@ var Space = {
|
||||
top: '350px',
|
||||
left: '240px'
|
||||
}, 3000, 'linear', function() {
|
||||
setTimeout(function() {
|
||||
Engine.setTimeout(function() {
|
||||
Space.ship.animate({
|
||||
top: '-100px'
|
||||
}, 200, 'linear', function() {
|
||||
@@ -390,12 +393,13 @@ var Space = {
|
||||
$('#outerSlider').css({'left': '0px', 'top': '0px'});
|
||||
$('#locationSlider, #worldPanel, #spacePanel, #notifications').remove();
|
||||
$('#header').empty();
|
||||
setTimeout(function() {
|
||||
Engine.setTimeout(function() {
|
||||
$('body').stop();
|
||||
var container_color;
|
||||
if (Engine.isLightsOff())
|
||||
var container_color = '#EEE';
|
||||
container_color = '#EEE';
|
||||
else
|
||||
var container_color = '#000';
|
||||
container_color = '#000';
|
||||
$('#starsContainer').animate({
|
||||
opacity: 0,
|
||||
'background-color': container_color
|
||||
|
||||
+22
-22
@@ -41,7 +41,7 @@ var StateManager = {
|
||||
|
||||
for(var which in cats) {
|
||||
if(!$SM.get(cats[which])) $SM.set(cats[which], {});
|
||||
};
|
||||
}
|
||||
|
||||
//subscribe to stateUpdates
|
||||
$.Dispatch('stateUpdate').subscribe($SM.handleStateUpdates);
|
||||
@@ -52,11 +52,11 @@ var StateManager = {
|
||||
var words = stateName.split(/[.\[\]'"]+/);
|
||||
//for some reason there are sometimes empty strings
|
||||
for (var i = 0; i < words.length; i++) {
|
||||
if (words[i] == '') {
|
||||
if (words[i] === '') {
|
||||
words.splice(i, 1);
|
||||
i--;
|
||||
}
|
||||
};
|
||||
}
|
||||
var obj = State;
|
||||
var w = null;
|
||||
for(var i=0, len=words.length-1;i<len;i++){
|
||||
@@ -84,7 +84,7 @@ var StateManager = {
|
||||
}
|
||||
|
||||
//stores values can not be negative
|
||||
if(stateName.indexOf('stores') == 0 && $SM.get(stateName, true) < 0) {
|
||||
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.');
|
||||
}
|
||||
@@ -100,7 +100,7 @@ var StateManager = {
|
||||
$SM.buildPath(parentName);
|
||||
|
||||
//make sure the state exists to avoid errors,
|
||||
if($SM.get(parentName) == undefined) $SM.set(parentName, {}, true);
|
||||
if($SM.get(parentName) === undefined) $SM.set(parentName, {}, true);
|
||||
|
||||
for(var k in list){
|
||||
$SM.set(parentName+'["'+k+'"]', list[k], true);
|
||||
@@ -140,7 +140,7 @@ var StateManager = {
|
||||
var err = 0;
|
||||
|
||||
//make sure the parent exists to avoid errors
|
||||
if($SM.get(parentName) == undefined) $SM.set(parentName, {}, true);
|
||||
if($SM.get(parentName) === undefined) $SM.set(parentName, {}, true);
|
||||
|
||||
for(var k in list){
|
||||
if($SM.add(parentName+'["'+k+'"]', list[k], true)) err++;
|
||||
@@ -188,7 +188,7 @@ var StateManager = {
|
||||
if(!noEvent){
|
||||
Engine.saveGame();
|
||||
$SM.fireUpdate(stateName);
|
||||
};
|
||||
}
|
||||
},
|
||||
|
||||
//creates full reference from input
|
||||
@@ -231,7 +231,7 @@ var StateManager = {
|
||||
$SM.remove('income.hunter', true);
|
||||
Engine.log('upgraded save to v1.1');
|
||||
version = 1.1;
|
||||
};
|
||||
}
|
||||
if(version == 1.1) {
|
||||
//v1.2 added the Swamp to the map, so add it to already generated maps
|
||||
if($SM.get('world')) {
|
||||
@@ -239,7 +239,7 @@ var StateManager = {
|
||||
}
|
||||
Engine.log('upgraded save to v1.2');
|
||||
version = 1.2;
|
||||
};
|
||||
}
|
||||
if(version == 1.2) {
|
||||
//StateManager added, so move data to new locations
|
||||
$SM.remove('room.fire');
|
||||
@@ -249,7 +249,7 @@ var StateManager = {
|
||||
$SM.set('features.location.room', true);
|
||||
$SM.set('game.builder.level', $SM.get('room.builder'));
|
||||
$SM.remove('room');
|
||||
};
|
||||
}
|
||||
if($SM.get('outside')){
|
||||
$SM.set('features.location.outside', true);
|
||||
$SM.set('game.population', $SM.get('outside.population'));
|
||||
@@ -257,7 +257,7 @@ var StateManager = {
|
||||
$SM.set('game.workers', $SM.get('outside.workers'));
|
||||
$SM.set('game.outside.seenForest', $SM.get('outside.seenForest'));
|
||||
$SM.remove('outside');
|
||||
};
|
||||
}
|
||||
if($SM.get('world')){
|
||||
$SM.set('features.location.world', true);
|
||||
$SM.set('game.world.map', $SM.get('world.map'));
|
||||
@@ -267,7 +267,7 @@ var StateManager = {
|
||||
$SM.remove('world');
|
||||
$SM.remove('starved');
|
||||
$SM.remove('dehydrated');
|
||||
};
|
||||
}
|
||||
if($SM.get('ship')){
|
||||
$SM.set('features.location.spaceShip', true);
|
||||
$SM.set('game.spaceShip.hull', $SM.get('ship.hull', true));
|
||||
@@ -275,29 +275,29 @@ var StateManager = {
|
||||
$SM.set('game.spaceShip.seenWarning', $SM.get('ship.seenWarning'));
|
||||
$SM.set('game.spaceShip.seenShip', $SM.get('ship.seenShip'));
|
||||
$SM.remove('ship');
|
||||
};
|
||||
}
|
||||
if($SM.get('punches')){
|
||||
$SM.set('character.punches', $SM.get('punches'));
|
||||
$SM.remove('punches');
|
||||
};
|
||||
}
|
||||
if($SM.get('perks')){
|
||||
$SM.set('character.perks', $SM.get('perks'));
|
||||
$SM.remove('perks');
|
||||
};
|
||||
}
|
||||
if($SM.get('thieves')){
|
||||
$SM.set('game.thieves', $SM.get('thieves'));
|
||||
$SM.remove('thieves');
|
||||
};
|
||||
}
|
||||
if($SM.get('stolen')){
|
||||
$SM.set('game.stolen', $SM.get('stolen'));
|
||||
$SM.remove('stolen');
|
||||
};
|
||||
}
|
||||
if($SM.get('cityCleared')){
|
||||
$SM.set('character.cityCleared', $SM.get('cityCleared'));
|
||||
$SM.remove('cityCleared');
|
||||
};
|
||||
}
|
||||
$SM.set('version', 1.3);
|
||||
};
|
||||
}
|
||||
},
|
||||
|
||||
/******************************************************************
|
||||
@@ -356,7 +356,7 @@ var StateManager = {
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
|
||||
if(ok){
|
||||
$SM.addM('stores', income.stores, true);
|
||||
}
|
||||
@@ -369,7 +369,7 @@ var StateManager = {
|
||||
}
|
||||
if(changed){
|
||||
$SM.fireUpdate('income', true);
|
||||
};
|
||||
}
|
||||
Engine._incomeTimeout = setTimeout($SM.collectIncome, 1000);
|
||||
},
|
||||
|
||||
@@ -384,7 +384,7 @@ var StateManager = {
|
||||
} else {
|
||||
$SM.add('game.stolen["'+k+'"]', stores[k] * -1);
|
||||
}
|
||||
};
|
||||
}
|
||||
},
|
||||
|
||||
startThieves: function() {
|
||||
|
||||
+15
-15
@@ -243,7 +243,7 @@ var World = {
|
||||
|
||||
// Add water
|
||||
var water = $('div#supply_water');
|
||||
if(World.water > 0 && water.length == 0) {
|
||||
if(World.water > 0 && water.length === 0) {
|
||||
water = World.createItemDiv('water', World.water);
|
||||
water.prependTo(supplies);
|
||||
} else if(World.water > 0) {
|
||||
@@ -257,7 +257,7 @@ var World = {
|
||||
var item = $('div#supply_' + k.replace(' ', '-'), supplies);
|
||||
var num = Path.outfit[k];
|
||||
total += num * Path.getWeight(k);
|
||||
if(num > 0 && item.length == 0) {
|
||||
if(num > 0 && item.length === 0) {
|
||||
item = World.createItemDiv(k, num);
|
||||
if(k == 'cured meat' && World.water > 0) {
|
||||
item.insertAfter(water);
|
||||
@@ -410,11 +410,11 @@ var World = {
|
||||
checkDanger: function() {
|
||||
World.danger = typeof World.danger == 'undefined' ? false: World.danger;
|
||||
if(!World.danger) {
|
||||
if(!$SM.get('stores["i armour"]', true) > 0 && World.getDistance() >= 8) {
|
||||
if($SM.get('stores["i armour"]', true) === 0 && World.getDistance() >= 8) {
|
||||
World.danger = true;
|
||||
return true;
|
||||
}
|
||||
if(!$SM.get('stores["s armour"]', true) > 0 && World.getDistance() >= 18) {
|
||||
if($SM.get('stores["s armour"]', true) === 0 && World.getDistance() >= 18) {
|
||||
World.danger = true;
|
||||
return true;
|
||||
}
|
||||
@@ -441,7 +441,7 @@ var World = {
|
||||
World.foodMove = 0;
|
||||
var num = Path.outfit['cured meat'];
|
||||
num--;
|
||||
if(num == 0) {
|
||||
if(num === 0) {
|
||||
Notifications.notify(World, _('the meat has run out'));
|
||||
} else if(num < 0) {
|
||||
// Starvation! Hooray!
|
||||
@@ -471,7 +471,7 @@ var World = {
|
||||
World.waterMove = 0;
|
||||
var water = World.water;
|
||||
water--;
|
||||
if(water == 0) {
|
||||
if(water === 0) {
|
||||
Notifications.notify(World, _('there is no more water'));
|
||||
} else if(water < 0) {
|
||||
water = 0;
|
||||
@@ -754,7 +754,7 @@ var World = {
|
||||
|
||||
drawMap: function() {
|
||||
var map = $('#map');
|
||||
if(map.length == 0) {
|
||||
if(map.length === 0) {
|
||||
map = new $('<div>').attr('id', 'map').appendTo('#worldOuter');
|
||||
// register click handler
|
||||
map.click(World.click);
|
||||
@@ -818,12 +818,12 @@ var World = {
|
||||
Engine.activeModule = Room;
|
||||
$('div.headerButton').removeClass('selected');
|
||||
Room.tab.addClass('selected');
|
||||
setTimeout(function(){
|
||||
Engine.setTimeout(function(){
|
||||
Room.onArrival();
|
||||
$('#outerSlider').animate({opacity:'1'}, 600, 'linear');
|
||||
Button.cooldown($('#embarkButton'));
|
||||
Engine.keyLock = false;
|
||||
}, 2000);
|
||||
}, 2000, true);
|
||||
});
|
||||
}
|
||||
},
|
||||
@@ -831,15 +831,15 @@ var World = {
|
||||
goHome: function() {
|
||||
// Home safe! Commit the changes.
|
||||
$SM.setM('game.world', World.state);
|
||||
if(World.state.sulphurmine && $SM.get('game.buildings["sulphur mine"]', true) == 0) {
|
||||
if(World.state.sulphurmine && $SM.get('game.buildings["sulphur mine"]', true) === 0) {
|
||||
$SM.add('game.buildings["sulphur mine"]', 1);
|
||||
Engine.event('progress', 'sulphur mine');
|
||||
}
|
||||
if(World.state.ironmine && $SM.get('game.buildings["iron mine"]', true) == 0) {
|
||||
if(World.state.ironmine && $SM.get('game.buildings["iron mine"]', true) === 0) {
|
||||
$SM.add('game.buildings["iron mine"]', 1);
|
||||
Engine.event('progress', 'iron mine');
|
||||
}
|
||||
if(World.state.coalmine && $SM.get('game.buildings["coal mine"]', true) == 0) {
|
||||
if(World.state.coalmine && $SM.get('game.buildings["coal mine"]', true) === 0) {
|
||||
$SM.add('game.buildings["coal mine"]', 1);
|
||||
Engine.event('progress', 'coal mine');
|
||||
}
|
||||
@@ -868,8 +868,8 @@ var World = {
|
||||
},
|
||||
|
||||
leaveItAtHome: function(thing) {
|
||||
return thing != 'cured meat' && thing != 'bullets' && thing != 'energy cell' && thing != 'charm' && thing != 'medicine'
|
||||
&& typeof World.Weapons[thing] == 'undefined' && typeof Room.Craftables[thing] == 'undefined';
|
||||
return thing != 'cured meat' && thing != 'bullets' && thing != 'energy cell' && thing != 'charm' && thing != 'medicine' &&
|
||||
typeof World.Weapons[thing] == 'undefined' && typeof Room.Craftables[thing] == 'undefined';
|
||||
},
|
||||
|
||||
getMaxHealth: function() {
|
||||
@@ -905,7 +905,7 @@ var World = {
|
||||
x = typeof x == 'number' ? x : World.curPos[0];
|
||||
y = typeof y == 'number' ? y : World.curPos[1];
|
||||
var used = World.usedOutposts[x + ',' + y];
|
||||
return typeof used != 'undefined' && used == true;
|
||||
return typeof used != 'undefined' && used === true;
|
||||
},
|
||||
|
||||
useOutpost: function() {
|
||||
|
||||
Reference in New Issue
Block a user