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Initial value for counters (something it is not reset to when revisiting).

Also fixed DOT output that was quite broken.
This commit is contained in:
Pelle Nilsson 2013-08-04 00:16:02 +02:00
parent 4d1e513752
commit 6fa4245e02
32 changed files with 216 additions and 80 deletions

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@ -9,6 +9,7 @@ We have counters for [count life]Life Points[/count] and for
You can never have less than [min gold]0[/min] Gold. FIXME need to
figure out best syntax for death when life points go below 1.
Go to [[getgold]] to get more Gold or [[dangerous]] to lose some Life Points.
Go to [[inittest]] for testing the init value markup.
* getgold
Congratulations, you found [inc gold]2[/gold] Gold.
@ -36,3 +37,19 @@ You have at least 16 gold. Go back to get some more at [[getgold]].
* death
Less than 1 Life Point means the adventure ends now.
* inittest
The [count something]Something Counter[/count]
starts at [init something]5[/init], but when
you come back here it will not reset to that, unlike the
[count other]Other Counter[/count]
that will reset to [set other]5[/set] every time you get
here. If we try to init gold to [init gold]999[/init] nothing
will happen because it was already set to something before you
came yere. Go on to [[inittest2]].
* inittest2
OK, we increase that something counter by [inc something]1[/inc]
here, and also increase the other counter by [inc other]1[/inc].
You can go back to see the difference between set and init
[[inittest][here]], stuck in an infinite loop.

View file

@ -1,7 +1,7 @@
digraph gamebook {
Codewords1->2
warrior2->9
2->9
warrior4->3
4->2
fun4->5

View file

@ -1,16 +1,18 @@
BEGIN DEBUG OUTPUT
Book title: Counters Example
Number of sections: 7
Number of sections: 9
Introduction
This example gamebook shows how to use counters.
Turn to 1 to begin.
1 (start) - This is where the gamebook starts. We have counters for [COUNT life]Life Points[/COUNT] and for [COUNT gold]Gold[/COUNT]. You start the adventure with [SET life]10[/SET] Life Points and [SET gold]12[/SET] Gold. You can never have less than [MIN gold]0[/MIN] Gold. FIXME need to figure out best syntax for death when life points go below 1. Go to 7 to get more Gold or 6 to lose some Life Points.
2 (death) - Less than 1 Life Point means the adventure ends now.
3 (hurrah) - You have at least 16 gold. Go back to get some more at 7.
4 (rich) - You have more than 16 Gold. How nice. Go back to get some more at 7.
5 (losegold) - You drop [DEC gold]5[/DEC] Gold. It should not be possible to go below 0. Then go on to get gold at 7 or lose life at 6.
6 (dangerous) - You lose [DEC life]1[/DEC] Life Points. You can go to 7 to get some Gold.
7 (getgold) - Congratulations, you found [INC gold]2[/INC] Gold. If you have less than 1 Life Points, turn to ((automatic))2. You can go to 6 to lose some life or to 5 to drop some gold. If you have at least 16 Gold you can turn to 3. If you have even more than 16 Gold you can turn to 4.
1 (start) - This is where the gamebook starts. We have counters for [COUNT life]Life Points[/COUNT] and for [COUNT gold]Gold[/COUNT]. You start the adventure with [SET life]10[/SET] Life Points and [SET gold]12[/SET] Gold. You can never have less than [MIN gold]0[/MIN] Gold. FIXME need to figure out best syntax for death when life points go below 1. Go to 9 to get more Gold or 8 to lose some Life Points. Go to 3 for testing the init value markup.
2 (inittest2) - OK, we increase that something counter by [INC something]1[/INC] here, and also increase the other counter by [INC other]1[/INC]. You can go back to see the difference between set and init here (3), stuck in an infinite loop.
3 (inittest) - The [COUNT something]Something Counter[/COUNT] starts at [INIT something]5[/SET], but when you come back here it will not reset to that, unlike the [COUNT other]Other Counter[/COUNT] that will reset to [SET other]5[/SET] every time you get here. If we try to init gold to [INIT gold]999[/SET] nothing will happen because it was already set to something before you came yere. Go on to 2.
4 (death) - Less than 1 Life Point means the adventure ends now.
5 (hurrah) - You have at least 16 gold. Go back to get some more at 9.
6 (rich) - You have more than 16 Gold. How nice. Go back to get some more at 9.
7 (losegold) - You drop [DEC gold]5[/DEC] Gold. It should not be possible to go below 0. Then go on to get gold at 9 or lose life at 8.
8 (dangerous) - You lose [DEC life]1[/DEC] Life Points. You can go to 9 to get some Gold.
9 (getgold) - Congratulations, you found [INC gold]2[/INC] Gold. If you have less than 1 Life Points, turn to ((automatic))4. You can go to 8 to lose some life or to 7 to drop some gold. If you have at least 16 Gold you can turn to 5. If you have even more than 16 Gold you can turn to 6.
END DEBUG OUTPUT

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@ -1,15 +1,18 @@
digraph gamebook {
Life PointsGold101201->7
1->6
3->7
4->7
55->7
5->6
16->7
217->2
7->6
7->5
167->3
167->4
1->9
1->8
1->3
2->3
3->2
5->9
6->9
7->9
7->8
8->9
9->4
9->8
9->7
9->5
9->6
}

View file

@ -47,9 +47,10 @@
data-amount="10">10</span> Life Points and <span class="set counterChange" data-type="gold"
data-amount="12">12</span> Gold. You can never have less than <span class="min counterChange" data-type="gold"
data-limit="0">0</span>
Gold. FIXME need to figure out best syntax for death when life points go below 1. Go to <a class="sectionref enabledlink" data-ref="7"
href="#section7">7</a> to get more Gold or <a class="sectionref enabledlink" data-ref="6"
href="#section6">6</a> to lose some Life Points.
Gold. FIXME need to figure out best syntax for death when life points go below 1. Go to <a class="sectionref enabledlink" data-ref="9"
href="#section9">9</a> to get more Gold or <a class="sectionref enabledlink" data-ref="8"
href="#section8">8</a> to lose some Life Points. Go to <a class="sectionref enabledlink" data-ref="3"
href="#section3">3</a> for testing the init value markup.
</div>
</div>
<script>
@ -59,7 +60,10 @@ if (typeof gamebook !== 'undefined') {
</script><div class="section" id="section2">
<div class="sectionnumber" id="para2">2</div>
<div class="sectiontext">
Less than 1 Life Point means the adventure ends now.
OK, we increase that something counter by <span class="inc counterChange" data-type="something"
data-amount="1">1</span> here, and also increase the other counter by <span class="inc counterChange" data-type="other"
data-amount="1">1</span>. You can go back to see the difference between set and init <a class="sectionref enabledlink" data-ref="3"
href="#section3">here</a>, stuck in an infinite loop.
</div>
</div>
<script>
@ -69,8 +73,13 @@ if (typeof gamebook !== 'undefined') {
</script><div class="section" id="section3">
<div class="sectionnumber" id="para3">3</div>
<div class="sectiontext">
You have at least 16 gold. Go back to get some more at <a class="sectionref enabledlink" data-ref="7"
href="#section7">7</a>.
The <span class="count counterChange" data-type="something"
data-name="Something Counter">Something Counter</span> starts at <span class="init counterChange" data-type="something"
data-amount="5">5</span>, but when you come back here it will not reset to that, unlike the <span class="count counterChange" data-type="other"
data-name="Other Counter">Other Counter</span> that will reset to <span class="set counterChange" data-type="other"
data-amount="5">5</span> every time you get here. If we try to init gold to <span class="init counterChange" data-type="gold"
data-amount="999">999</span> nothing will happen because it was already set to something before you came yere. Go on to <a class="sectionref enabledlink" data-ref="2"
href="#section2">2</a>.
</div>
</div>
<script>
@ -80,8 +89,7 @@ if (typeof gamebook !== 'undefined') {
</script><div class="section" id="section4">
<div class="sectionnumber" id="para4">4</div>
<div class="sectiontext">
You have more than 16 Gold. How nice. Go back to get some more at <a class="sectionref enabledlink" data-ref="7"
href="#section7">7</a>.
Less than 1 Life Point means the adventure ends now.
</div>
</div>
<script>
@ -91,10 +99,8 @@ if (typeof gamebook !== 'undefined') {
</script><div class="section" id="section5">
<div class="sectionnumber" id="para5">5</div>
<div class="sectiontext">
You drop <span class="dec counterChange" data-type="gold"
data-amount="5">5</span> Gold. It should not be possible to go below 0. Then go on to get gold at <a class="sectionref enabledlink" data-ref="7"
href="#section7">7</a> or lose life at <a class="sectionref enabledlink" data-ref="6"
href="#section6">6</a>.
You have at least 16 gold. Go back to get some more at <a class="sectionref enabledlink" data-ref="9"
href="#section9">9</a>.
</div>
</div>
<script>
@ -104,9 +110,8 @@ if (typeof gamebook !== 'undefined') {
</script><div class="section" id="section6">
<div class="sectionnumber" id="para6">6</div>
<div class="sectiontext">
You lose <span class="dec counterChange" data-type="life"
data-amount="1">1</span> Life Points. You can go to <a class="sectionref enabledlink" data-ref="7"
href="#section7">7</a> to get some Gold.
You have more than 16 Gold. How nice. Go back to get some more at <a class="sectionref enabledlink" data-ref="9"
href="#section9">9</a>.
</div>
</div>
<script>
@ -116,22 +121,47 @@ if (typeof gamebook !== 'undefined') {
</script><div class="section" id="section7">
<div class="sectionnumber" id="para7">7</div>
<div class="sectiontext">
Congratulations, you found <span class="inc counterChange" data-type="gold"
data-amount="2">2</span> Gold. If you have less than <span class="lessthan" data-type="life" data-amount="1"
>1</span> Life Points, turn to <span class="auto"></span><a class="sectionref enabledlink" data-ref="2"
href="#section2">2</a>. You can go to <a class="sectionref enabledlink" data-ref="6"
href="#section6">6</a> to lose some life or to <a class="sectionref enabledlink" data-ref="5"
href="#section5">5</a> to drop some gold. If you have at least <span class="atleast" data-type="gold" data-amount="16"
>16</span> Gold you can turn to <a class="sectionref enabledlink" data-ref="3"
href="#section3">3</a>. If you have even more than <span class="morethan" data-type="gold" data-amount="16"
>16</span> Gold you can turn to <a class="sectionref enabledlink" data-ref="4"
href="#section4">4</a>.
You drop <span class="dec counterChange" data-type="gold"
data-amount="5">5</span> Gold. It should not be possible to go below 0. Then go on to get gold at <a class="sectionref enabledlink" data-ref="9"
href="#section9">9</a> or lose life at <a class="sectionref enabledlink" data-ref="8"
href="#section8">8</a>.
</div>
</div>
<script>
if (typeof gamebook !== 'undefined') {
gamebook.addSection(7, document.getElementById('section7'));
}
</script><div class="section" id="section8">
<div class="sectionnumber" id="para8">8</div>
<div class="sectiontext">
You lose <span class="dec counterChange" data-type="life"
data-amount="1">1</span> Life Points. You can go to <a class="sectionref enabledlink" data-ref="9"
href="#section9">9</a> to get some Gold.
</div>
</div>
<script>
if (typeof gamebook !== 'undefined') {
gamebook.addSection(8, document.getElementById('section8'));
}
</script><div class="section" id="section9">
<div class="sectionnumber" id="para9">9</div>
<div class="sectiontext">
Congratulations, you found <span class="inc counterChange" data-type="gold"
data-amount="2">2</span> Gold. If you have less than <span class="lessthan" data-type="life" data-amount="1"
>1</span> Life Points, turn to <span class="auto"></span><a class="sectionref enabledlink" data-ref="4"
href="#section4">4</a>. You can go to <a class="sectionref enabledlink" data-ref="8"
href="#section8">8</a> to lose some life or to <a class="sectionref enabledlink" data-ref="7"
href="#section7">7</a> to drop some gold. If you have at least <span class="atleast" data-type="gold" data-amount="16"
>16</span> Gold you can turn to <a class="sectionref enabledlink" data-ref="5"
href="#section5">5</a>. If you have even more than <span class="morethan" data-type="gold" data-amount="16"
>16</span> Gold you can turn to <a class="sectionref enabledlink" data-ref="6"
href="#section6">6</a>.
</div>
</div>
<script>
if (typeof gamebook !== 'undefined') {
gamebook.addSection(9, document.getElementById('section9'));
}
</script> <div id="counters" class="counters">
</div>
<div id="counterTemplate" class="counterTemplate">

View file

@ -22,59 +22,77 @@
\
\b \qc 1
\b0\
\ql This is where the gamebook starts. We have counters for Life Points and for Gold. You start the adventure with 10 Life Points and 12 Gold. You can never have less than 0 Gold. FIXME need to figure out best syntax for death when life points go below 1. Go to \b 7
\ql This is where the gamebook starts. We have counters for Life Points and for Gold. You start the adventure with 10 Life Points and 12 Gold. You can never have less than 0 Gold. FIXME need to figure out best syntax for death when life points go below 1. Go to \b 9
\b0
to get more Gold or \b 6
to get more Gold or \b 8
\b0
to lose some Life Points. \
to lose some Life Points. Go to \b 3
\b0
for testing the init value markup. \
\
\b \qc 2
\b0\
\ql Less than 1 Life Point means the adventure ends now. \
\ql OK, we increase that something counter by 1 here, and also increase the other counter by 1. You can go back to see the difference between set and init here (
\b 3
\b0
)
, stuck in an infinite loop. \
\
\b \qc 3
\b0\
\ql You have at least 16 gold. Go back to get some more at \b 7
\ql The Something Counter starts at 5, but when you come back here it will not reset to that, unlike the Other Counter that will reset to 5 every time you get here. If we try to init gold to 999 nothing will happen because it was already set to something before you came yere. Go on to \b 2
\b0
. \
\
\b \qc 4
\b0\
\ql You have more than 16 Gold. How nice. Go back to get some more at \b 7
\b0
. \
\ql Less than 1 Life Point means the adventure ends now. \
\
\b \qc 5
\b0\
\ql You drop 5 Gold. It should not be possible to go below 0. Then go on to get gold at \b 7
\b0
or lose life at \b 6
\ql You have at least 16 gold. Go back to get some more at \b 9
\b0
. \
\
\b \qc 6
\b0\
\ql You lose 1 Life Points. You can go to \b 7
\ql You have more than 16 Gold. How nice. Go back to get some more at \b 9
\b0
to get some Gold. \
. \
\
\b \qc 7
\b0\
\ql Congratulations, you found 2 Gold. If you have less than 1 Life Points, turn to \b 2
\ql You drop 5 Gold. It should not be possible to go below 0. Then go on to get gold at \b 9
\b0
. You can go to \b 6
or lose life at \b 8
\b0
to lose some life or to \b 5
. \
\
\b \qc 8
\b0\
\ql You lose 1 Life Points. You can go to \b 9
\b0
to drop some gold. If you have at least 16 Gold you can turn to \b 3
to get some Gold. \
\
\b \qc 9
\b0\
\ql Congratulations, you found 2 Gold. If you have less than 1 Life Points, turn to \b 4
\b0
. If you have even more than 16 Gold you can turn to \b 4
. You can go to \b 8
\b0
to lose some life or to \b 7
\b0
to drop some gold. If you have at least 16 Gold you can turn to \b 5
\b0
. If you have even more than 16 Gold you can turn to \b 6
\b0
. \
\

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@ -48,7 +48,7 @@ Turn to 1 to begin.
\subsection*{\begin{center} \textbf{1} \end{center}}
\noindent
This is where the gamebook starts. We have counters for Life Points and for Gold. You start the adventure with 10 Life Points and 12 Gold. You can never have less than 0 Gold. FIXME need to figure out best syntax for death when life points go below 1. Go to \textbf{\autoref{section7}} to get more Gold or \textbf{\autoref{section6}} to lose some Life Points.
This is where the gamebook starts. We have counters for Life Points and for Gold. You start the adventure with 10 Life Points and 12 Gold. You can never have less than 0 Gold. FIXME need to figure out best syntax for death when life points go below 1. Go to \textbf{\autoref{section9}} to get more Gold or \textbf{\autoref{section8}} to lose some Life Points. Go to \textbf{\autoref{section3}} for testing the init value markup.
\vspace{1em}
\phantomsection
\refstepcounter{sectionnr}
@ -56,7 +56,8 @@ Turn to 1 to begin.
\subsection*{\begin{center} \textbf{2} \end{center}}
\noindent
Less than 1 Life Point means the adventure ends now.
OK, we increase that something counter by 1 here, and also increase the other counter by 1. You can go back to see the difference between set and init here (\textbf{\autoref{section3}})
, stuck in an infinite loop.
\vspace{1em}
\phantomsection
\refstepcounter{sectionnr}
@ -64,7 +65,7 @@ Turn to 1 to begin.
\subsection*{\begin{center} \textbf{3} \end{center}}
\noindent
You have at least 16 gold. Go back to get some more at \textbf{\autoref{section7}}.
The Something Counter starts at 5, but when you come back here it will not reset to that, unlike the Other Counter that will reset to 5 every time you get here. If we try to init gold to 999 nothing will happen because it was already set to something before you came yere. Go on to \textbf{\autoref{section2}}.
\vspace{1em}
\phantomsection
\refstepcounter{sectionnr}
@ -72,7 +73,7 @@ Turn to 1 to begin.
\subsection*{\begin{center} \textbf{4} \end{center}}
\noindent
You have more than 16 Gold. How nice. Go back to get some more at \textbf{\autoref{section7}}.
Less than 1 Life Point means the adventure ends now.
\vspace{1em}
\phantomsection
\refstepcounter{sectionnr}
@ -80,7 +81,7 @@ Turn to 1 to begin.
\subsection*{\begin{center} \textbf{5} \end{center}}
\noindent
You drop 5 Gold. It should not be possible to go below 0. Then go on to get gold at \textbf{\autoref{section7}} or lose life at \textbf{\autoref{section6}}.
You have at least 16 gold. Go back to get some more at \textbf{\autoref{section9}}.
\vspace{1em}
\phantomsection
\refstepcounter{sectionnr}
@ -88,7 +89,7 @@ Turn to 1 to begin.
\subsection*{\begin{center} \textbf{6} \end{center}}
\noindent
You lose 1 Life Points. You can go to \textbf{\autoref{section7}} to get some Gold.
You have more than 16 Gold. How nice. Go back to get some more at \textbf{\autoref{section9}}.
\vspace{1em}
\phantomsection
\refstepcounter{sectionnr}
@ -96,6 +97,22 @@ Turn to 1 to begin.
\subsection*{\begin{center} \textbf{7} \end{center}}
\noindent
Congratulations, you found 2 Gold. If you have less than 1 Life Points, turn to \textbf{\autoref{section2}}. You can go to \textbf{\autoref{section6}} to lose some life or to \textbf{\autoref{section5}} to drop some gold. If you have at least 16 Gold you can turn to \textbf{\autoref{section3}}. If you have even more than 16 Gold you can turn to \textbf{\autoref{section4}}.
You drop 5 Gold. It should not be possible to go below 0. Then go on to get gold at \textbf{\autoref{section9}} or lose life at \textbf{\autoref{section8}}.
\vspace{1em}
\phantomsection
\refstepcounter{sectionnr}
\label{section8}
\subsection*{\begin{center} \textbf{8} \end{center}}
\noindent
You lose 1 Life Points. You can go to \textbf{\autoref{section9}} to get some Gold.
\vspace{1em}
\phantomsection
\refstepcounter{sectionnr}
\label{section9}
\subsection*{\begin{center} \textbf{9} \end{center}}
\noindent
Congratulations, you found 2 Gold. If you have less than 1 Life Points, turn to \textbf{\autoref{section4}}. You can go to \textbf{\autoref{section8}} to lose some life or to \textbf{\autoref{section7}} to drop some gold. If you have at least 16 Gold you can turn to \textbf{\autoref{section5}}. If you have even more than 16 Gold you can turn to \textbf{\autoref{section6}}.
\vspace{1em}
\end{document}

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@ -7,23 +7,29 @@ Introduction
Turn to 1 to begin.
1
This is where the gamebook starts. We have counters for Life Points and for Gold. You start the adventure with 10 Life Points and 12 Gold. You can never have less than 0 Gold. FIXME need to figure out best syntax for death when life points go below 1. Go to 7 to get more Gold or 6 to lose some Life Points.
This is where the gamebook starts. We have counters for Life Points and for Gold. You start the adventure with 10 Life Points and 12 Gold. You can never have less than 0 Gold. FIXME need to figure out best syntax for death when life points go below 1. Go to 9 to get more Gold or 8 to lose some Life Points. Go to 3 for testing the init value markup.
2
Less than 1 Life Point means the adventure ends now.
OK, we increase that something counter by 1 here, and also increase the other counter by 1. You can go back to see the difference between set and init here (3), stuck in an infinite loop.
3
You have at least 16 gold. Go back to get some more at 7.
The Something Counter starts at 5, but when you come back here it will not reset to that, unlike the Other Counter that will reset to 5 every time you get here. If we try to init gold to 999 nothing will happen because it was already set to something before you came yere. Go on to 2.
4
You have more than 16 Gold. How nice. Go back to get some more at 7.
Less than 1 Life Point means the adventure ends now.
5
You drop 5 Gold. It should not be possible to go below 0. Then go on to get gold at 7 or lose life at 6.
You have at least 16 gold. Go back to get some more at 9.
6
You lose 1 Life Points. You can go to 7 to get some Gold.
You have more than 16 Gold. How nice. Go back to get some more at 9.
7
Congratulations, you found 2 Gold. If you have less than 1 Life Points, turn to 2. You can go to 6 to lose some life or to 5 to drop some gold. If you have at least 16 Gold you can turn to 3. If you have even more than 16 Gold you can turn to 4.
You drop 5 Gold. It should not be possible to go below 0. Then go on to get gold at 9 or lose life at 8.
8
You lose 1 Life Points. You can go to 9 to get some Gold.
9
Congratulations, you found 2 Gold. If you have less than 1 Life Points, turn to 4. You can go to 8 to lose some life or to 7 to drop some gold. If you have at least 16 Gold you can turn to 5. If you have even more than 16 Gold you can turn to 6.

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@ -1,9 +1,9 @@
digraph gamebook {
Inventoryswordshield1->12
Inventory 1->12
1->2
stick2->12
booksword2->5
sword2->5
something valuable2->7
4->3
sword5->4

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@ -39,22 +39,33 @@ var gamebook = {
return;
};
this.counters[type] = {
inited : false,
name : name,
value : 0,
minValue : null, //no minimum set
inc : function(amount) {
this.value += amount;
this.inited = true;
},
dec : function(amount) {
this.value -= amount;
this.ensureNotBelowMin();
this.inited = true;
},
set : function(value) {
this.value = value;
this.ensureNotBelowMin();
this.inited = true;
},
init : function(value) {
if (!this.inited) {
this.value = value;
this.inited = true;
}
},
min : function(limit) {
this.minValue = limit;
this.ensureNotBelowMin();
},
ensureNotBelowMin : function() {
if (this.minValue !== null && this.value < this.minValue) {
@ -91,6 +102,7 @@ var gamebook = {
min : function(type, limit) {
this.counters[type].min(limit);
gamebook.updateCountersView();
},
set : function(type, amount) {
@ -98,6 +110,11 @@ var gamebook = {
gamebook.updateCountersView();
},
init : function(type, amount) {
this.counters[type].init(amount);
gamebook.updateCountersView();
},
'hasMoreThan' : function(type, amount) {
return this.counters[type].value > amount;
},
@ -288,6 +305,9 @@ var gamebook = {
} else if (c.classList.contains('set')) {
gamebook.player.set(c.dataset.type,
parseInt(c.dataset.amount));
} else if (c.classList.contains('init')) {
gamebook.player.init(c.dataset.type,
parseInt(c.dataset.amount));
} else if (c.classList.contains('inc')) {
gamebook.player.inc(c.dataset.type,
parseInt(c.dataset.amount));

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@ -0,0 +1 @@
[INIT %(arg1)s]%(inner)s[/SET]

1
templates/dot/add.dot Normal file
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@ -0,0 +1 @@

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@ -0,0 +1 @@

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@ -0,0 +1 @@

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@ -0,0 +1 @@

1
templates/dot/dec.dot Normal file
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@ -0,0 +1 @@

1
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@ -0,0 +1 @@

1
templates/dot/found.dot Normal file
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<span class="init counterChange" data-type="%(arg1)s"
data-amount="%(inner)s">%(inner)s</span>