1
0
Fork 0
being-astrid/game/begin.coffee

121 lines
3.4 KiB
CoffeeScript

salet.game_id = "being-astrid-is-hard-enough-but-try-living-as-one"
salet.game_version = "1.0"
client = deepstream('localhost:6020').login()
$.holdReady( true )
$.getJSON('game/translations/'+i18n.lang+'.json', (data) ->
i18n.push(i18n.lang, data)
$.holdReady( false )
)
$(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
)
salet.beginGame()
)
salet.init = () ->
names = "names".l()
salet.character.name = names[salet.rnd.randomInt(names.length)]
salet.character.id = salet.rnd.randn()
salet.character.color = 0
button.color = salet.rnd.randomInt(button.colors.length)
###
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 "<a href='#{ref}' class='way'>#{content}</a>"
textlink = (content, ref) ->
return "<a href='./_writer_#{ref}' class='once'>#{content}</a>"
actlink = (content, ref) ->
return "<a href='./#{ref}' class='once'>#{content}</a>"
# The first room of the game.
# For accessibility reasons the text is provided in HTML, not here.
room "start",
dsc: () -> "intro".l()
choices: "#start"
button = unit "button",
colors: ["red", "blue", "green", "yellow", "orange", "violet"]
color: 0
dsc: () -> "<center><b>{{"+("color_"+@colors[@color]).l()+"}}</b></center>"
act: () ->
@color = @color + 1
if @color >= @colors.length
@color = 0
salet.character.color = @color
salet.rooms["entry"].canChoose = true
salet.view.clearContent()
salet.here().entering(salet.currentRoom)
return ""
room "instance",
dsc: () -> "instance".l()
tags: ["start"]
choices: "#instance"
optionText: () -> "begin_game".l()
exit: () ->
client.record.listen("presence.#{salet.character.color}.*", (match, isSubscribed, response) =>
if (isSubscribed)
response.accept()
else
# stop publishing data, client disconnected
client.record.getRecord(match).discard()
)
salet.rooms["instance"].take(button)
croom = (name, options) ->
options.enter = () ->
if (salet.interactive)
color = salet.character.color.toString()
status = client.record.getRecord('presence.'+color)
status.set("players."+salet.character.id, salet.character.name)
players = status.get("players")
if players.length > 1
salet.view.write("room_present".l())
names = []
for id, name of players
if name == salet.character.id
continue
names.push(name)
salet.view.write(names.join(', '))
options.dsc = () ->
"### #{@title()}\n" + @desc()
return room(name,options)
croom "entry",
canChoose: false
tags: ["instance"]
optionText: () -> "entry_option".l()
title: () -> "entry_title".l()
ways: ["corridor"]
desc: () -> "entry_dsc".l()