salet.game_id = "your-game-id-here" salet.game_version = "1.6" ably = new Ably.Realtime('v6yAiA.PKvuDg:iJhwQu-DkAWpDOUB') channel = ably.channels.get('astrid') $(document).ready(() -> window.addEventListener('popstate', (event) -> salet.goBack() ) $("#night").on("click", () -> if (window.night) styles = { "-webkit-filter": "" "filter": "" "background-color": "" } $("body").css(styles) $("#night").removeClass("active") window.night = false else styles = { "-webkit-filter": "invert(1)hue-rotate(180deg)" "filter": "invert(1)hue-rotate(180deg)" "background-color": "#000" } $("body").css(styles) $("#night").addClass("active") window.night = true ) channel.subscribe('enter', (message) -> if ( message.data.room == salet.current and message.data.name != salet.character.name ) salet.view.write("В комнату входит "+message.data.name+".") ) salet.beginGame() ) ### Element helpers. There is no real need to build monsters like a().id("hello") because you won't use them as is. It does not make sense in context, the author has Markdown and all utilities to *forget* about the markup. ### way_to = (content, ref) -> return "#{content}" textlink = (content, ref) -> return "#{content}" actlink = (content, ref) -> return "#{content}" # The first room of the game. # For accessibility reasons the text is provided in HTML, not here. room "start", enter: () -> names = [ 'рыжая Астрид', 'Астрид-хулиганка', 'волшебная русалка Астрид', 'Астрид-ведьма' ] salet.character.name = names[salet.rnd.randomInt(names.length)] dsc: "" choices: "#start" croom = (name, options) -> options.enter = () -> if (salet.interactive) channel.publish('enter', { room: @name, name: salet.character.name }) options.dsc = "### #{options.title}\n" + options.dsc return room(name,options)