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events.js
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events.js
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var Sburb = (function(Sburb){
function parseParams(info){
var params = info.split(",");
params.map(function(param) { return param.trim(); });
return params;
}
var events = {};
// Please list all 9f y9ur triggers here so I can handle them c9rrectly.
//...I can't tell if you're trying to use some troll thing or broke your "o" key
// Trigger functions are called with "new"; functions should set
// this.reset (for when the trigger is initialized/reset) and
// this.checkCompletion (which should return true or false based
// on whether the trigger has been completed).
//Check if the given sprite's property satisfies some condition
//syntax: spriteName, query (e.g. x=3)
events.spriteProperty = function(info) {
var params = parseParams(info);
var token;
var query = params[2];
if(query.indexOf(">")>-1 || query.indexOf("GREATER") > -1){
token = ">";
this.trigger = function(entity,property,target){
return entity[property]>target;
};
}else if(query.indexOf("<")>-1 || query.indexOf("LESS") > -1){
token = "<";
this.trigger = function(entity,property,target){
return entity[property]<target;
};
}else if(query.indexOf("!=")>-1){
token = "!=";
this.trigger = function(entity,property,target){
return entity[property]!=target;
};
}else if(query.indexOf("=")>-1){
token = "=";
this.trigger = function(entity,property,target){
return entity[property]==target;
};
}
var queryParts = query.split(token);
var property = queryParts[0].trim();
var target = queryParts[1].trim();
this.reset = function() {
if(params[1]=="char"){
this.entity = params[1];
} else{
this.entity = Sburb.sprites[params[1]];
}
}
this.checkCompletion = function(){
var entity = this.entity;
if(this.entity=="char"){
entity = Sburb.char;
}
return this.trigger(entity,property,target);
}
};
//Check if the given sprite is inside a box
//syntax: spriteName, x, y, width, height
events.inBox = function(info) {
var params = parseParams(info);
var x = parseInt(params[2]);
var y = parseInt(params[3]);
var width = parseInt(params[4]);
var height = parseInt(params[5]);
this.reset = function() {
if(params[1]=="char"){
this.entity = params[1];
}else{
this.entity = Sburb.sprites[params[1]];
}
}
this.checkCompletion = function(){
var entity = this.entity;
if(this.entity=="char"){
entity = Sburb.char;
}
return entity.x >= x && entity.y >= y && entity.x <= x+width && entity.y <= y+height;
}
};
events.inBox2 = function(info){
var params = parseParams(info);
var x1 = parseInt(params[2]);
var y1 = parseInt(params[3]);
var x2 = parseInt(params[4]);
var y2 = parseInt(params[5]);
var x = Math.min(x1,x2);
var y = Math.min(y1,y2);
var width = Math.abs(x1-x2);
var height = Math.abs(y1-y2);
return new events.inBox("inBox,"+params[1]+","+x+","+y+","+width+","+height);
}
//Check if a certain interval of time has elapsed
//syntax: time
events.time = function(info) {
var params = parseParams(info);
this.reset = function() {
this.time = parseInt(params[1]);
}
this.checkCompletion = function(){
this.time--;
return this.time<=0;
};
};
//Check if the sprite's animation has played
//sytax: spriteName
events.played = function(info) {
var params = parseParams(info);
this.reset = function() {
this.entity = Sburb.sprites[params[1]];
}
this.checkCompletion = function(){
var entity = this.entity;
if(this.entity=="char"){
entity = Sburb.char;
}
return entity.animation.hasPlayed();
};
};
//check if the movie has finished playing (iternal utility event)
//syntax: movieName
events.movie = function(info) {
var params = parseParams(info);
var threshold = parseInt(params[2]);
this.reset = function() {
this.movie = window.document.getElementById("movie"+params[1]);
}
this.checkCompletion = function(){
if(this.movie && (!this.movie.TotalFrames ||
(this.movie.TotalFrames()>0 && this.movie.TotalFrames()-1-this.movie.CurrentFrame()<=threshold))){
Sburb.commands.removeMovie(params[1]);
return true;
}
return false;
}
};
//check if the game state meets a certain condition
//syntax: condition (e.g. doorOpened=true)
events.gameState = function(info) {
var params = parseParams(info);
var token;
var query = params[1];
if(query.indexOf(">")>-1 || query.indexOf("GREATER") > -1){
token = ">";
this.trigger = function(property,target){
return Sburb.gameState[property]>target;
};
}else if(query.indexOf("<")>-1 || query.indexOf("LESS") > -1){
token = "<";
this.trigger = function(property,target){
return Sburb.gameState[property]<target;
};
}else if(query.indexOf("!=")>-1){
token = "!=";
this.trigger = function(property,target){
return Sburb.gameState[property]!=target;
};
}else if(query.indexOf("=")>-1){
token = "=";
this.trigger = function(property,target){
return Sburb.gameState[property]==target;
};
}
var queryParts = query.split(token);
var property = queryParts[0].trim();
var target = queryParts[1].trim();
this.reset = function() {
// pass
}
this.checkCompletion = function(){
return this.trigger(property,target);
}
};
//check if the player is nudging the game forward (space or mouse)
//syntax: none
events.nudge = function(info){
this.reset = function(){ } //do nothing
this.checkCompletion = function(){
return Sburb.Keys.space || Sburb.Mouse.down;
}
}
//check that there are no pending or active actions on the queue
//syntax: none
events.noActions = function(info){
this.reset = function(){ } //do nothing
this.checkCompletion = function(){
return Sburb.curAction==null;
}
}
//check if two sprites are near each other
//syntax spriteName1, spriteName2, distance (px)
events.withinRange = function(info){
var params = parseParams(info);
var spriteName1 = params[1];
var spriteName2 = params[2];
var dist = parseFloat(params[3]);
this.reset = function(){ } //do nothing
this.checkCompletion = function(){
var sprite1 = Sburb.parseCharacterString(spriteName1);
var sprite2 = Sburb.parseCharacterString(spriteName2);
var xDist = sprite1.x-sprite2.x;
var yDist = sprite1.y-sprite2.y;
return Math.sqrt(xDist*xDist + yDist*yDist) <= dist;
}
}
Sburb.events = events;
return Sburb;
})(Sburb || {});