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ship.js
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ship.js
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/**
* Module that registers the starship!
*/
var Ship = {
LIFTOFF_COOLDOWN: 120,
ALLOY_PER_HULL: 1,
ALLOY_PER_THRUSTER: 1,
BASE_HULL: 0,
BASE_THRUSTERS: 1,
name: _("Ship"),
init: function(options) {
this.options = $.extend(
this.options,
options
);
if(!$SM.get('features.location.spaceShip')) {
$SM.set('features.location.spaceShip', true);
$SM.setM('game.spaceShip', {
hull: Ship.BASE_HULL,
thrusters: Ship.BASE_THRUSTERS
});
}
// Create the Ship tab
this.tab = Header.addLocation(_("An Old Starship"), "ship", Ship);
// Create the Ship panel
this.panel = $('<div>').attr('id', "shipPanel")
.addClass('location')
.appendTo('div#locationSlider');
Engine.updateSlider();
// Draw the hull label
var hullRow = $('<div>').attr('id', 'hullRow').appendTo('div#shipPanel');
$('<div>').addClass('row_key').text(_('hull:')).appendTo(hullRow);
$('<div>').addClass('row_val').text($SM.get('game.spaceShip.hull')).appendTo(hullRow);
$('<div>').addClass('clear').appendTo(hullRow);
// Draw the thrusters label
var engineRow = $('<div>').attr('id', 'engineRow').appendTo('div#shipPanel');
$('<div>').addClass('row_key').text(_('engine:')).appendTo(engineRow);
$('<div>').addClass('row_val').text($SM.get('game.spaceShip.thrusters')).appendTo(engineRow);
$('<div>').addClass('clear').appendTo(engineRow);
// Draw the reinforce button
new Button.Button({
id: 'reinforceButton',
text: _('reinforce hull'),
click: Ship.reinforceHull,
width: '100px',
cost: {'alien alloy': Ship.ALLOY_PER_HULL}
}).appendTo('div#shipPanel');
// Draw the engine button
new Button.Button({
id: 'engineButton',
text: _('upgrade engine'),
click: Ship.upgradeEngine,
width: '100px',
cost: {'alien alloy': Ship.ALLOY_PER_THRUSTER}
}).appendTo('div#shipPanel');
// Draw the lift off button
var b = new Button.Button({
id: 'liftoffButton',
text: _('lift off'),
click: Ship.checkLiftOff,
width: '100px',
cooldown: Ship.LIFTOFF_COOLDOWN
}).appendTo('div#shipPanel');
if($SM.get('game.spaceShip.hull') <= 0) {
Button.setDisabled(b, true);
}
// Init Space
Space.init();
//subscribe to stateUpdates
$.Dispatch('stateUpdate').subscribe(Ship.handleStateUpdates);
},
options: {}, // Nothing for now
onArrival: function(transition_diff) {
Ship.setTitle();
if(!$SM.get('game.spaceShip.seenShip')) {
Notifications.notify(Ship, _('somewhere above the debris cloud, the wanderer fleet hovers. been on this rock too long.'));
$SM.set('game.spaceShip.seenShip', true);
}
Engine.moveStoresView(null, transition_diff);
},
setTitle: function() {
if(Engine.activeModule == this) {
document.title = _("An Old Starship");
}
},
reinforceHull: function() {
if($SM.get('stores["alien alloy"]', true) < Ship.ALLOY_PER_HULL) {
Notifications.notify(Ship, _("not enough alien alloy"));
return false;
}
$SM.add('stores["alien alloy"]', -Ship.ALLOY_PER_HULL);
$SM.add('game.spaceShip.hull', 1);
if($SM.get('game.spaceShip.hull') > 0) {
Button.setDisabled($('#liftoffButton', Ship.panel), false);
}
$('#hullRow .row_val', Ship.panel).text($SM.get('game.spaceShip.hull'));
},
upgradeEngine: function() {
if($SM.get('stores["alien alloy"]', true) < Ship.ALLOY_PER_THRUSTER) {
Notifications.notify(Ship, _("not enough alien alloy"));
return false;
}
$SM.add('stores["alien alloy"]', -Ship.ALLOY_PER_THRUSTER);
$SM.add('game.spaceShip.thrusters', 1);
$('#engineRow .row_val', Ship.panel).text($SM.get('game.spaceShip.thrusters'));
},
getMaxHull: function() {
return $SM.get('game.spaceShip.hull');
},
checkLiftOff: function() {
if(!$SM.get('game.spaceShip.seenWarning')) {
Events.startEvent({
title: _('Ready to Leave?'),
scenes: {
'start': {
text: [
_("time to get out of this place. won't be coming back.")
],
buttons: {
'fly': {
text: _('lift off'),
onChoose: function() {
$SM.set('game.spaceShip.seenWarning', true);
Ship.liftOff();
},
nextScene: 'end'
},
'wait': {
text: _('linger'),
onChoose: function() {
Button.clearCooldown($('#liftoffButton'));
},
nextScene: 'end'
}
}
}
}
});
} else {
Ship.liftOff();
}
},
liftOff: function () {
$('#outerSlider').animate({top: '700px'}, 300);
Space.onArrival();
Engine.activeModule = Space;
},
handleStateUpdates: function(e){
}
};