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Story time!

This commit is contained in:
Alexander Yakovlev 2015-12-07 21:04:17 +07:00
parent a7f2316cfa
commit e332f3e1d4
5 changed files with 428 additions and 274 deletions

206
game/gameplay.coffee Normal file
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@ -0,0 +1,206 @@
situation = require('raconteur')
$ = require("jquery")
md = require('markdown-it')
markdown = new md({
typographer: true,
html: true
})
a = require('raconteur/lib/elements.js').a
way_to = (content, ref) -> a(content).class('way').ref(ref)
textlink = (content, ref) -> a(content).once().writer(ref)
textcycle = (content, ref) -> a(content).replacer(ref).class("cycle").id(ref)
writemd = (system, text) ->
if typeof text is Function
text = text()
system.write(markdown.render(text))
# This is an easy game.
# I'm thinking if you want more harder approach, you can:
# a) remove bullet counter (you don't know how many bullets left in a clip)
# b) remove canChoose restriction (you can shoot any time you want, but if you have no bullets - nothing comes out and you've lost a turn)
kill_enemy = (character, system) ->
if character.qualities.enemies == 0
return
character.sandbox.nicked = 0
character.sandbox.killed++
if character.qualities.enemies >= 1
system.setQuality("enemies", character.qualities.enemies - 1)
if character.qualities.enemies == 0
system.doLink("finale")
spend_bullet = (character, system) ->
bullets = character.sandbox.clips[character.sandbox.current_clip]
character.sandbox.shots++
if bullets >= 1
coin = system.rnd.randomInt(1,2)
audio = 'shot1'
if coin == 2
audio = 'shot2'
audio = document.getElementById(audio)
audio.currentTime=0
audio.play()
character.sandbox.clips[character.sandbox.current_clip]--
bullets--
system.setQuality("bullets", bullets)
$("#clip img").attr("src", "img/clip"+bullets+".png")
spend_clip = (character, system) ->
bullets = character.sandbox.clips[character.sandbox.current_clip]
clips = character.sandbox.clips.length
if clips < 2
return
audio = document.getElementById("reload")
audio.currentTime=0
audio.play()
if bullets == 0
character.sandbox.clips.splice(character.sandbox.current_clip, 1)
clips = character.sandbox.clips.length
writemd(system, "emptyclip".l())
system.setQuality("clips", clips)
if character.sandbox.current_clip < clips - 1
character.sandbox.current_clip++
else
character.sandbox.current_clip = 0
bullets = character.sandbox.clips[character.sandbox.current_clip]
system.setQuality("bullets", bullets)
$("#clip img").attr("src", "img/clip"+bullets+".png")
# Pacifist event
if character.sandbox.killed > 15 and character.sandbox.seen_pacifist == 0
system.doLink("pacifist")
character.sandbox.seen_pacifist = 1
# Finale buildup
if character.sandbox.killed > 21
setTimeout( play_step(0.2), 1500)
situation "hit",
content: (character, system, from) ->
response = "player_hit".l().oneOf().randomly(system)
return response()
choices: ["#shoot"]
before: (character, system, from) ->
kill_enemy(character, system)
choices: ["#shoot"]
situation "nicked",
content: (character, system, from) ->
if character.sandbox.nicked == 1
kill_enemy(character, system)
response = "player_finished".l().oneOf().randomly(system)
return response()
else
character.sandbox.nicked = 1
response = "player_nicked".l().oneOf().randomly(system)
return response()
choices: ["#shoot"]
situation "miss",
content: (character, system, from) ->
response = "player_missed".l().oneOf().randomly(system)
return response()
choices: ["#shoot"]
situation "trick",
before: (character, system, from) ->
kill_enemy(character, system)
kill_enemy(character, system)
content: (character, system, from) ->
response = "player_trickshot".l().oneOf().randomly(system)
return response()
choices: ["#shoot"]
situation "shoot",
tags: ["shoot"],
optionText: (character, system, from) ->
return "shoot".l().oneOf().randomly(system)
canChoose: (character, system) ->
return character.qualities.bullets > 0
before: (character, system, from) ->
spend_bullet(character, system)
system.clearContent()
after: (character, system, from) ->
roll = system.rnd.dice(1,20) # d20 roll
hit_threshold = 15
miss_threshold = 18
switch
when roll < hit_threshold then system.doLink("hit")
when roll > miss_threshold then system.doLink("miss")
else system.doLink("nicked")
situation "trick_shot",
tags: ["shoot"],
optionText: (character, system, from) ->
return "trick_shot".l()
canView: (character, system) ->
return character.sandbox.trick_shot == 1
canChoose: (character, system) ->
return character.qualities.bullets > 0
before: (character, system, from) ->
spend_bullet(character, system)
system.clearContent()
after: (character, system, from) ->
roll = system.rnd.dice(1,20) # d20 roll
trick_threshold = 5
hit_threshold = 12
miss_threshold = 16
switch
when roll < trick_threshold then system.doLink("trick")
when roll < hit_threshold then system.doLink("hit")
when roll > miss_threshold then system.doLink("miss")
else system.doLink("nicked")
situation "reload",
tags: ["shoot"],
choices: ["#shoot"],
optionText: "reload".l(),
canView: (character, system) ->
return character.sandbox.seen_reload || character.qualities.bullets < 6
canChoose: (character, system) ->
return character.qualities.bullets < 6 and character.sandbox.clips.length > 1
before: (character, system) ->
character.sandbox.seen_reload = 1
system.clearContent()
after: (character, system) ->
spend_clip(character, system)
writemd(system, "reload_response".l())
if character.sandbox.trick_shot == 0 and character.sandbox.clips.length == 4
character.sandbox.trick_shot = 1
writemd(system, "trick_shot_discover".l()(character))
return true
situation "search",
tags: ["shoot"],
optionText: "search".l(),
canView: (character, system) ->
return character.sandbox.seen_search || character.qualities.clips < 5
canChoose: (character, system) ->
return character.qualities.clips < 5
before: (character, system) ->
system.clearContent()
character.sandbox.seen_search = 1
after: (character, system) ->
response = "search_response".l().oneOf().randomly(system)
writemd(system, response())
roll = system.rnd.dice(1,20) # d20 roll
find_threshold = 10
if roll < find_threshold
system.doLink("found")
else
system.doLink("not_found")
situation "found",
choices: ["#shoot"],
before: (character, system, from) ->
bullets = system.rnd.randomInt(2,4)
character.sandbox.clips[character.sandbox.clips.length] = bullets
system.setQuality("clips", character.sandbox.clips.length)
content: (character, system, from) ->
response = "clips_found".l().oneOf().randomly(system)
return response()
situation "not_found",
choices: ["#shoot"],
content: (character, system, from) ->
response = "clips_not_found".l().oneOf().randomly(system)
return response()

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@ -5,277 +5,18 @@
situation = require('raconteur')
undum = require('undum-commonjs')
oneOf = require('raconteur/lib/oneOf.js')
elements = require('raconteur/lib/elements.js')
qualities = require('raconteur/lib/qualities.js')
md = require('markdown-it')
markdown = new md({
typographer: true,
html: true
})
undumloc = require("./ru.coffee").language
undum.language["ru"] = undumloc
undumloc = require("./en.coffee").language
undum.language["en"] = undumloc
$ = require("jquery")
a = elements.a
span = elements.span
img = elements.img
undum.game.id = "7a1aba32-f0fd-4e3b-ba5a-59e3fa9e6012"
undum.game.version = "2.0"
way_to = (content, ref) -> a(content).class('way').ref(ref)
textlink = (content, ref) -> a(content).once().writer(ref)
textcycle = (content, ref) -> a(content).replacer(ref).class("cycle").id(ref)
is_visited = (situation) -> undum.game.situations[situation].visited == 1
writemd = (system, text) ->
if typeof text is Function
text = text()
system.write(markdown.render(text))
Array.prototype.oneOf = () ->
oneOf.apply(null, this)
# This is an easy game.
# I'm thinking if you want more harder approach, you can:
# a) remove bullet counter (you don't know how many bullets left in a clip)
# b) remove canChoose restriction (you can shoot any time you want, but if you have no bullets - nothing comes out and you've lost a turn)
kill_enemy = (character, system) ->
if character.qualities.enemies == 0
return
character.sandbox.nicked = 0
character.sandbox.killed++
if character.qualities.enemies >= 1
system.setQuality("enemies", character.qualities.enemies - 1)
if character.qualities.enemies == 0
system.doLink("finale")
spend_bullet = (character, system) ->
bullets = character.sandbox.clips[character.sandbox.current_clip]
character.sandbox.shots++
if bullets >= 1
coin = system.rnd.randomInt(1,2)
audio = 'shot1'
if coin == 2
audio = 'shot2'
audio = document.getElementById(audio)
audio.currentTime=0
audio.play()
character.sandbox.clips[character.sandbox.current_clip]--
bullets--
system.setQuality("bullets", bullets)
$("#clip img").attr("src", "img/clip"+bullets+".png")
spend_clip = (character, system) ->
bullets = character.sandbox.clips[character.sandbox.current_clip]
clips = character.sandbox.clips.length
if clips < 2
return
audio = document.getElementById("reload")
audio.currentTime=0
audio.play()
if bullets == 0
character.sandbox.clips.splice(character.sandbox.current_clip, 1)
clips = character.sandbox.clips.length
writemd(system, "emptyclip".l())
system.setQuality("clips", clips)
if character.sandbox.current_clip < clips - 1
character.sandbox.current_clip++
else
character.sandbox.current_clip = 0
bullets = character.sandbox.clips[character.sandbox.current_clip]
system.setQuality("bullets", bullets)
$("#clip img").attr("src", "img/clip"+bullets+".png")
if character.sandbox.killed > 15 and character.sandbox.seen_pacifist == 0
system.doLink("pacifist")
character.sandbox.seen_pacifist = 1
if character.sandbox.killed > 21
setTimeout( play_step(0.2), 1500)
play_step = (volume) ->
rand = Math.random();
step1 = document.getElementById("step1")
step2 = document.getElementById("step2")
audio = step1
if rand > 0.5
audio = step2
audio.currentTime = 0
audio.volume = volume
audio.play()
situation 'start',
content: () ->
link = textcycle("head".l(), "leg")
return "intro".l()(link)
choices: ["#shoot"],
writers:
leg: ""
situation "hit",
content: (character, system, from) ->
response = "player_hit".l().oneOf().randomly(system)
return response()
choices: ["#shoot"]
before: (character, system, from) ->
kill_enemy(character, system)
choices: ["#shoot"]
situation "nicked",
content: (character, system, from) ->
if character.sandbox.nicked == 1
kill_enemy(character, system)
response = "player_finished".l().oneOf().randomly(system)
return response()
else
character.sandbox.nicked = 1
response = "player_nicked".l().oneOf().randomly(system)
return response()
choices: ["#shoot"]
situation "miss",
content: (character, system, from) ->
response = "player_missed".l().oneOf().randomly(system)
return response()
choices: ["#shoot"]
situation "trick",
before: (character, system, from) ->
kill_enemy(character, system)
kill_enemy(character, system)
content: (character, system, from) ->
response = "player_trickshot".l().oneOf().randomly(system)
return response()
choices: ["#shoot"]
situation "shoot",
tags: ["shoot"],
optionText: (character, system, from) ->
return "shoot".l().oneOf().randomly(system)
canChoose: (character, system) ->
return character.qualities.bullets > 0
before: (character, system, from) ->
spend_bullet(character, system)
system.clearContent()
after: (character, system, from) ->
roll = system.rnd.dice(1,20) # d20 roll
hit_threshold = 15
miss_threshold = 18
switch
when roll < hit_threshold then system.doLink("hit")
when roll > miss_threshold then system.doLink("miss")
else system.doLink("nicked")
situation "trick_shot",
tags: ["shoot"],
optionText: (character, system, from) ->
return "trick_shot".l()
canView: (character, system) ->
return character.sandbox.trick_shot == 1
canChoose: (character, system) ->
return character.qualities.bullets > 0
before: (character, system, from) ->
spend_bullet(character, system)
system.clearContent()
after: (character, system, from) ->
roll = system.rnd.dice(1,20) # d20 roll
trick_threshold = 5
hit_threshold = 12
miss_threshold = 16
switch
when roll < trick_threshold then system.doLink("trick")
when roll < hit_threshold then system.doLink("hit")
when roll > miss_threshold then system.doLink("miss")
else system.doLink("nicked")
situation "reload",
tags: ["shoot"],
choices: ["#shoot"],
optionText: "reload".l(),
canView: (character, system) ->
return character.sandbox.seen_reload || character.qualities.bullets < 6
canChoose: (character, system) ->
return character.qualities.bullets < 6 and character.sandbox.clips.length > 1
before: (character, system) ->
character.sandbox.seen_reload = 1
system.clearContent()
after: (character, system) ->
spend_clip(character, system)
writemd(system, "reload_response".l())
if character.sandbox.trick_shot == 0 and character.sandbox.clips.length == 4
character.sandbox.trick_shot = 1
writemd(system, "trick_shot_discover".l()(character))
return true
situation "search",
tags: ["shoot"],
optionText: "search".l(),
canView: (character, system) ->
return character.sandbox.seen_search || character.qualities.clips < 5
canChoose: (character, system) ->
return character.qualities.clips < 5
before: (character, system) ->
system.clearContent()
character.sandbox.seen_search = 1
after: (character, system) ->
response = "search_response".l().oneOf().randomly(system)
writemd(system, response())
roll = system.rnd.dice(1,20) # d20 roll
find_threshold = 10
if roll < find_threshold
system.doLink("found")
else
system.doLink("not_found")
situation "found",
choices: ["#shoot"],
before: (character, system, from) ->
bullets = system.rnd.randomInt(2,4)
character.sandbox.clips[character.sandbox.clips.length] = bullets
system.setQuality("clips", character.sandbox.clips.length)
content: (character, system, from) ->
response = "clips_found".l().oneOf().randomly(system)
return response()
situation "not_found",
choices: ["#shoot"],
content: (character, system, from) ->
response = "clips_not_found".l().oneOf().randomly(system)
return response()
situation "finale",
content: (character, system) ->
if character.sandbox.shots < 36
return "finale_perfect".l()
return "finale".l()
situation "pacifist",
choices: ["#pacifist"],
content: (character, system) ->
return "pacifist".l()
situation "shoot_pacifist",
optionText: "Убить пацифиста",
tags: "pacifist",
choices: ["#shoot"],
before: (character, system) ->
character.sandbox.shot_pacifist = 1
content: (character, system) ->
link = textcycle("head".l(), "leg")
return "shoot_pacifist".l()(link)
writers:
head: textcycle("head".l(), "leg")
leg: textcycle("leg".l(), "arm")
arm: textcycle("arm".l(), "head")
situation "spare_pacifist",
optionText: "Опустить оружие",
tags: "pacifist",
before: (character, system) ->
character.sandbox.shot_pacifist = 0
choices: ["#shoot"],
content: (character, system) ->
return "spare_pacifist".l()
undum.game.id = "7a1aba32-f0fd-4e3b-ba5a-59e3fa9e6012"
undum.game.version = "2.0"
qualities
head:
@ -297,8 +38,15 @@ undum.game.init = (character, system) ->
character.sandbox.killed = 0
character.sandbox.seen_pacifist = 0
character.sandbox.shot_pacifist = undefined
window.is_visited = (situation) -> undum.game.situations[situation].visited == 1
$("#title").click(() ->
$("#clip").fadeIn()
)
# setInterval( () ->
# console.log( 'Character object:', character )
#, 1000 );
require("./gameplay.coffee")
require("./story.coffee")
window.onload = undum.begin

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@ -18,14 +18,22 @@ module.exports.language =
random_error: "Проинициализируйте Random с непустым зерном перед использованием."
dice_string_error: "не могу интерпретировать вашу cтроку кубиков: '{string}'."
erase_message: "Это навсегда удалит вашего персонажа и немедленно вернёт вас на старт игры. Вы уверены?"
intro: (link) -> """
-- Проклятье, они продолжают идти!
start: (link) -> """
-- Антоша, тебе правда сейчас нужен пистолет?
Узкий коридор, я и непрекращающаяся очередь сверкающих белоснежной кожей андроидов.
Я уверен, что я представлял этот Новый Год совершенно не так.
Мы сидим, обнявшись, во дворе нашего дома.
Кристина #{link}.
Я поправляю кобуру на поясе.
"""
endintro: """
Раньше, чем я успеваю открыть рот, перед нами открывается большой зелёный портал,
из которого выходит высокий металлический человек.
Один ящик андроидов содержит тридцать пять машин.
Это будет длинная битва.
-- Стоять!
-- Дорогая, -- я отставляю её в сторону и встаю между ней и злым роботом. -- Пули говорят быстрее слов.
(игрок нажимает на кнопку, Кристина комментирует в случае промаха.)
"""
androidattack: "Один из андроидов доходит до меня и кусает!"
emptyclip: "Я выбрасываю пустой картридж."

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situation = require('raconteur')
a = require('raconteur/lib/elements.js').a
way_to = (content, ref) -> a(content).class('way').ref(ref)
textlink = (content, ref) -> a(content).once().writer(ref)
textcycle = (content, ref) -> a(content).replacer(ref).class("cycle").id(ref).toString()
writemd = (system, text) ->
if typeof text is Function
text = text()
system.write(markdown.render(text))
###
--- Intro dialogue ---
I believe a dialogue is always a mini-game in itself.
Undum's implicit choice system is perfect for "floating modules"-type of dialogue
BUT it also means that every phrase should be a separate situation.
###
situation "start",
content: () ->
return "start".l()(this.writers.smell)
choices: ["#start"],
writers:
smell: textcycle("пахнет сладким мёдом", "look")
look: textcycle("смотрит вдаль, о чём-то задумавшись", "touch")
touch: textcycle("крепко обнимает меня, впиваясь ногтями в плечо", "smell")
situation 'answer1',
optionText: "Милая, я просто за тебя беспокоюсь.",
choices: ['#answer1'],
tags: "start",
canView: true,
content: """
-- Милая, я просто за тебя беспокоюсь.
-- Почему?
Я не на работе.
Ты не на работе.
Вокруг дома стоит надёжная защита.
"""
situation 'branch1-a',
optionText: "Защиты недостаточно.",
choices: ['#start'],
tags: "answer1",
canView: true,
content: """
-- Защиты недостаточно. -- я кладу руку на рукоять пистолета.
-- Антоша, это -- наш романтический вечер. Ты можешь оставить пистолет в доме.
"""
situation 'branch1-b',
optionText: "Я всегда держу его при себе.",
choices: ['#start'],
tags: "answer1",
canView: true,
content: """
-- Я всегда держу его при себе. Это нормально.
-- Антон!
Я три недели ждала, когда у нас наконец-то будет вечер на двоих.
Положи пистолет и расслабься.
"""
situation 'dlg-intro-finale1',
optionText: "Я и так расслаблен.",
choices: ['#stage3'],
tags: "answer2",
canView: true,
content: () -> """
-- О чём ты говоришь?
Я и так расслаблен.
Смотри, какой красивый закат, эти #{this.writers.birds}.
Только ты и я, как ты и хотела.
-- Да, но я не хочу ни в кого стрелять!
""",
writers:
birds: textcycle("птички поют", "flowers"),
flowers: textcycle("цветочки растут", "trees"),
trees: textcycle("деревья так похожи на магические руны", "birds")
situation 'answer2',
optionText: "Я его даже не трогаю.",
choices: ['#answer2', "#stage2"],
tags: "start",
content: """
-- Я его даже не трогаю.
-- Да, но ты держишь его рядом.
Ты не можешь расслабиться, я чувствую.
"""
situation 'lazy',
optionText: "Я просто не вынимал его из кобуры.",
choices: ['#lazy', "#stage2"],
tags: "start",
content: """
-- Я просто не вынимал его из кобуры.
Какое это имеет значение?
-- Только не говори мне, что ты и на предохранитель поленился его поставить.
"""
situation 'lazy2',
optionText: "Конечно, он на предохранителе.",
choices: ['#stage2'],
tags: "lazy",
content: """
-- Конечно, он на предохранителе.
Видишь, ничего страшного. -- я вытащил пистолет, чтобы показать ей.
-- Антон!
Ты вообще меня слушаешь?!
Не трогай пистолет!
Я со вздохом возращаю оружие в кобуру.
"""
situation 'lazy3',
optionText: "Я не собираюсь стрелять.",
choices: ['#stage3'],
tags: "stage2",
content: """
-- Я не собираюсь стрелять.
-- Тогда зачем ты его взял?!
"""
situation 'dlg-intro-finale2',
optionText: "Это просто мой пистолет.",
choices: ['#intro'],
tags: "stage3",
content: """
-- Это просто мой пистолет.
Лучше посмотри на эти розовые облака в небе.
Вон то похоже на зайчика, правда?
-- О Великие Боги, у тебя и патроны с собой?!
""",
situation 'endintro',
optionText: "Объясниться и помириться"
content: () ->
return "endintro".l()
choices: ["#shoot"],
tags: "intro"
## Pacifist event
situation "pacifist",
choices: ["#pacifist"],
content: (character, system) ->
return "pacifist".l()
situation "shoot_pacifist",
optionText: "Убить пацифиста",
tags: "pacifist",
choices: ["#shoot"],
before: (character, system) ->
character.sandbox.shot_pacifist = 1
content: (character, system) ->
link = textcycle("head".l(), "leg")
return "shoot_pacifist".l()(link)
writers:
head: textcycle("head".l(), "leg")
leg: textcycle("leg".l(), "arm")
arm: textcycle("arm".l(), "head")
situation "spare_pacifist",
optionText: "Опустить оружие",
tags: "pacifist",
before: (character, system) ->
character.sandbox.shot_pacifist = 0
choices: ["#shoot"],
content: (character, system) ->
return "spare_pacifist".l()
## Finale buildup
play_step = (volume) ->
rand = Math.random();
step1 = document.getElementById("step1")
step2 = document.getElementById("step2")
audio = step1
if rand > 0.5
audio = step2
audio.currentTime = 0
audio.volume = volume
audio.play()
situation "finale",
content: (character, system) ->
if character.sandbox.shots < 36
return "finale_perfect".l()
return "finale".l()

View file

@ -2,20 +2,16 @@
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<link rel="stylesheet" href="css/main.css">
</head>
<body>
<div id="page">
<div id="mid_panel">
<div id="title">
<div class="label">
<h1>Тридцать пять выстрелов</h1>
<h1>Пули говорят быстрее</h1>
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