Commit Graph

22 Commits

Author SHA1 Message Date
Travis Weston 82edff18b4 Fixing issue where buttons would not update when Wandering Nomad was active as referenced in Issue #108 2014-07-17 21:53:54 -04:00
Travis Weston 4b079a22f1 Fixed whitespace conformity in events.js 2014-07-13 00:49:38 -04:00
Michael 957dbdf0e5 merged 2014-05-19 12:44:30 -04:00
Michael 2ca0a7a948 Expand import dialog to a textarea 2014-05-19 11:48:40 -04:00
Vanadar c7ad5384f4 suite des trads 2014-02-07 18:26:03 +01:00
vanadar f986e0323e Start trad fr 2014-02-04 22:27:00 +01:00
Michael 16824386eb Use a textarea instead of a prompt for export to prevent truncation in
Chrome.
2013-11-14 21:33:14 -05:00
Michael dde477aade Some general code cleanup. 2013-10-10 20:53:53 -04:00
LucidCrux 99800f1abd refactor Outside to use $SM + Room bugfix, \' to "
Refactoring of Outside.js to take better advantage of $SM and simplify
the code.

Includes a small bug fix to Room update handler

Also changed instances of escaped single quote (\') to double (") for
readability and simplicity.

====state changes====
//these were changed for the opposite reason the Room states were. These
seem like states that other locations and events may very well want to
interact with and possibly alter themselves
game.outside.buildings >> game.buildings 
game.outside.population >> game.population
game.outside.workders >> game.workers


====functions removed====
Outside.numBuilding // just a $SM.get, no shortcut really needed since
Outside.numBuilding is a pretty long name
Outside.getPopulation // same here
Outside.addBuilding // just an add
Outside.addBuildings // just addM, but wasn't even actually used


====functions refactored====
Outside.killVillagers //moved updates to handler
Outside.updateWorkersView //added local to reduce gets
Outside.increasePopulation //updates moved to handler
Outside.increaseWorker // updates moved to handler
Outside.decreaseWorkder // updates moved to handler
2013-07-26 19:21:12 -06:00
LucidCrux 766d3879c7 Merge remote-tracking branch 'origin/master' into state_manager_2
Conflicts:
	script/events.js
2013-07-24 21:01:59 -06:00
LucidCrux 2018ca3ae8 create and configure callback handlers for state updates
add $.Dispatch to handle object events
add subscribe calls to files
update SM fireUpdate to use new Dispatch

There are some NaN issues right now, no time to bug hunt right now, it
does kind of function though
2013-07-24 18:33:06 -06:00
LucidCrux dee7cbb9b3 refactor Engine.js for use with $SM
====functions removed====
//I just removed these because most were simpler or at least equal as
	direct $SM get/set/add calls, I realize the store ones are kind of
	subjective since calls were about equal, but oh well. If someone
	really 	feels we need the shortcut/named functions for manipulating
	stores specifically, it shouldn't be crazy to reimplement in $SM 
Engine.setStore >> $SM.set
Engine.setStores >> $SM.setM
Engine.addStore >> $SM.add
Engine.addStores >> $SM.addM
Engine.getStore >> $SM.get(requestZero = true)
Engine.storeAvailable >> $SM.get;
Engine.removeIncome >> $SM.remove //updates moved to handler


====functions moved====
//Any moved function I felt was more directly related to States or
	didn't belong where it was
Engine.addPerk > $SM.addPerk //kept function for now because of notify
	call inside, 'deep' state
Engine.hasPerk > $SM.hasPerk //kept function because of 'deep' state
	name
Engine.setIncome > $SM.setIncome //kept because it has internal logic
**Engine.getIncome > $SM.getIncome //**easily removable with
	Outside.updateVillageIncome refactor
Engine.openPath > Path.openPath //Since I'm refactoring anyways
Engine.addStolen > $SM.addStolen //internal logic
Engine.startThieves > $SM.startThieves //not sure $SM is a better place,
	but Engine should be nice and clean by the end of this, handling
	only engine mechanics
Engine.num > $SM.num //after Outside refacter, this is basically just a
	fancy $SM.get
Engine.upgradeState > $SM.updateOldState


====functions refactored====
$SM.addPerk; //updates moved to event handler, no check/create new perk
$SM.hasPerk; //don't need to check exist and ==true
$SM.collectIncome //removed changed check, update calls now handled by
	'stateUpdate' event listening
$SM.addStolen //fix to set stolen items in case a partial steal happens
$SM.startThieves //updates in handler
$SM.updateOldState //use $SM calls, add placeholder for updating to post
$SM state when more finalized 


====functions affected (by removed)====
Engine.init (Engine.getStore, Engine.storeAvailable)
Engine.collectIncome (Engine.addStores)
Engine.num (Engine.getStore)
Engine.travelTo (Engine.storeAvailable)

Room.init (Engine.getStore)
Room.unlockForest (Engine.setStore)
Room.lightFire (Engine.setStore, Engine.getStore, Engine.storeAvailable)
Room.stokeFire (Engine.setStore, Engine.getStore, Engine.storeAvailable)
Room.coolFire (Engine.setStore)
Room.buy (Engine.setStores, Engine.addStore, Engine.getStore)
Room.build (Engine.setStores, Engine.getStore)
Room.craftUnlocked (Engine.getStore, Engine.storeAvailable)
Room.buyUnlocked (Engine.storeAvailable)
Room.updateButton (Engine.storeAvailable)

Outside.gatherWood (Engine.addStores)
Outside.checkTraps (Engine.addStores, Engine.getStore)
Outside.updateVillage (Engine.getStore)

Path.embark (Engine.addStore)
Path.getCapacity (Engine.getStore)
Path.updateOutfitting (Engine.getStore)
Path.createOutfittingRow (Engine.getStore)
Path.increaseSupply (Engine.getStore)

World.goHome (Engine.addStore)
World.updateSupplies (Engine.getStore)
World.checkDanger (Engine.getStore)
World.getMaxHealth (Engine.getStore)
World.getMaxWater (Engine.getStore)

Ship.reinforceHull (Engine.addStore, Engine.getStore)
Ship.upgradeEngine (Engine.addStore, Engine.getStore)

Events.loadScene (Engine.addStores)
Events.updateButtons (Engine.getStore)
Events.buttonClick (Engine.getStore)

Events.Global (Engine.addStores, Engine.removeIncome)
Events.Room (Engine.addStore, Engine.addStores, Engine.getStore,
Engine.storeAvailable)
2013-07-24 17:41:36 -06:00
Steve Hayes 253f946dbd IE<8 Fixes: Removed trailing commas in string literals and renamed variable char to chara 2013-07-23 23:54:06 -04:00
LucidCrux db4a346d21 create StateManager, change all State calls to managed calls
Introduced state_manager.js almost all State gets/sets are now run
through the manager (alias $SM). For now it was a simple, mostly
straightforward replacement of calls. This means that there are
redundancies and a lot of now unneeded code for things the SM will
handle. However, since I had trouble with making those changes as well
as introducing the manager all at once my first attempt, I am taking the
wiser approach and making "one change" at a time like I should have
instead of being too sure of myself.

At this point, it seems to work, but there may be bugs I didn't catch.
There was also no attempt made to update old saves to work with this. In
theory, it shouldn't be too hard. (included is a list of all state
changes)

TODO:
Save Update.
Refactor: a lot, many many redundancies now.
Refactor: "location centric" to "global centric".
Relocate all calls to different update functions to event listeners
where possible.

======================================================

The changes to State are as follows:

.room (exists) > features.location.room
.room > game.room
.room.builder > game.room.builder
.room.temperature > game.room.temperature
.room.fire > game.room.fire
.room.buttons > game.room.buttons

.outside (exists) > features.location.outside
.outside > game.outside
.outside.population > game.outside.population
.outside.buildings > game.outside.buildings
.outside.workers > game.outside.workers
.outside.seenForest > game.outside.seenForest

.world (exists) > features.location.world
.world > game.world
.world.map > game.world.map
.world.mask > game.world.mask
.starved > character.starved
.dehydrated > character.dehydrated

.ship (exists) > featuers.location.spaceShip
.ship > game.spaceShip
.ship.hull > game.spaceShip.hull
.ship.thrusters > game.spaceShip.thrusters
.ship.seenWarning > game.spaceShip.seenWarning
.ship.seenShip > game.spaceShip.seenShip

.punches > character.punches
.perks > character.perks

.thieves > game.thieves
.stolen > game.stolen
.cityCleared > game.cityCleared

.stores > stores
.income > income
2013-07-23 01:24:47 -06:00
Matt Rasmus e80fc4d286 events.js: Item dropping improvements
Item drop menu no longer disappears after clicking to drop something.
2013-07-13 17:00:57 -07:00
Zarkonnen bb953de92b Finished first version of medicine feature. 2013-07-10 12:53:28 +02:00
Zarkonnen 4334f36e57 Bugfixes. 2013-07-08 21:39:28 +02:00
Zarkonnen 4641b0b145 Initial medicine implementation. Needs more events. 2013-07-08 19:16:16 +02:00
engstrom fa655aef1c Moved EatMeatButton to beginning of combat UI 2013-07-05 18:41:22 -06:00
Michael Townsend 6a7df4d17c Fixed non-combat meat eating 2013-07-04 07:28:19 -07:00
Desmond Brand a86c61aaf0 Add an 'eat meat' button to the loot screen
When I played this, I would often madly try to click the 'eat meat' button
after I won a fight, only to have the 'leave' button appear in its place,
causing me to lose my chance at both healing and looting.

This patch adds an 'eat meat' button to the loot screen to avoid this UI
problem.
2013-07-04 02:56:54 -07:00
Michael Townsend 19abccfcc4 Adding ADR to Github 2013-07-03 07:56:13 -07:00