added comments
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@@ -1,25 +1,25 @@
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// BITTE VORHER README LESEN
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var speed = 50;
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var typeindex = 0;
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var dlgPointer = parseInt(localStorage.getItem("dlgPointer"));
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var dlgFile;
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// some values get saved to local storage for the checkpoint system
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var speed = 50; //typewriting effect speed
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var typeindex = 0;//wich character is already typed out
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var dlgPointer = parseInt(localStorage.getItem("dlgPointer")); //which line the user has loaded from the dialogue.json dictionary
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var dlgFile; //the current loaded dictionary (Gets replaced after answer branches)
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var dlgKeyMain = localStorage.getItem("dlgKeyMain");
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let dlgLines;
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let dlgLines; //string array with all current user readable dialogue lines
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var skipDlg = false;
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var answers;
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var keys;
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var keys; //answer box answers
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var allowNextDlg = true;
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var voice;
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var playerName;
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var voice; //sound that plays every few characters (feature not used in the current game)
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var enemyHealth = 0, enemyDamage = 1, enemyStartsHit = false;
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var health = 25;
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var weaponName = localStorage.getItem("weaponName"), continueCount = true;
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var weaponDamage = parseInt(localStorage.getItem("weaponDamage"));
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var counttx = 0, countup = true;
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var counttx = 0, countup = true; //counter values for counting weapon damage up and down in the fight screen
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window.addEventListener('contextmenu', (event) => {
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event.preventDefault();
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speed = 0;
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event.preventDefault(); //prevents normal right click (shift rightclick works)
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speed = 0; //makes dialogue faster
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})
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function load(isJump = false) {
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@@ -40,7 +40,7 @@ function load(isJump = false) {
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nextDlg(false); //Skip to first
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});
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}
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//change current dialogue lines with dictionary keys
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function changeDlg(dlgKey) {
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if (typeof dlgFile[dlgKey] === "string") {
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var oneline = [dlgFile[dlgKey]];
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@@ -49,14 +49,14 @@ function changeDlg(dlgKey) {
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else if (Array.isArray(dlgFile[dlgKey]))
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dlgLines = dlgFile[dlgKey];
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}
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//force typeout the dialogue
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function updateDlg() {
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typeindex = 0;
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document.getElementById("dlg-text").innerHTML = "";
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document.getElementById("triangle").hidden = true;
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typeWriter();
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}
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//typewriter effect
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function typeWriter() {
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if (typeindex < dlgLines[dlgPointer].length) {
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document.getElementById("dlg-text").innerHTML += dlgLines[dlgPointer].charAt(typeindex);
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@@ -69,13 +69,13 @@ function typeWriter() {
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} else if (allowNextDlg)
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document.getElementById("triangle").hidden = false;
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}
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//go to next dialogue line and interpretate it
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function nextDlg(dlgPointerIncrease = true) {
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speed = 50;
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if (document.getElementById("dlg-text").innerHTML.length == dlgLines[dlgPointer].length && allowNextDlg || skipDlg) {
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skipDlg = false;
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if (dlgPointerIncrease)
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dlgPointer++;
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dlgPointer++; //actually go to the next line in the string array
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if (dlgPointer < dlgLines.length) {
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if (typeof dlgLines[dlgPointer] === 'number') {
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speed = 50 / dlgLines[dlgPointer];
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@@ -83,20 +83,20 @@ function nextDlg(dlgPointerIncrease = true) {
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nextDlg();
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}
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else if (typeof dlgLines[dlgPointer] === 'string') {
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if (dlgLines[dlgPointer].startsWith("_")) {
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if (dlgLines[dlgPointer].startsWith("_")) { //checks if its a string command wich doesn't get typed out
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skipDlg = true;
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if (dlgLines[dlgPointer].split(":")[0] === "_title") {
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if (dlgLines[dlgPointer].split(":")[0] === "_title") { //topleft NPC name
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document.getElementById("title").innerHTML = dlgLines[dlgPointer].split(':')[1];
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nextDlg();
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}
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else if (dlgLines[dlgPointer].split(":")[0] === "_voice") {
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else if (dlgLines[dlgPointer].split(":")[0] === "_voice") { //voice wich is a sound wich plays every few text characters
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if (dlgLines[dlgPointer].split(':')[1].length != 0)
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voice = new Audio("text_horror/assets/voices/" + dlgLines[dlgPointer].split(':')[1] + ".wav");
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else
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voice = null;
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nextDlg();
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}
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else if (dlgLines[dlgPointer].split(":")[0] === "_playsound") {
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else if (dlgLines[dlgPointer].split(":")[0] === "_playsound") { //play sounds
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var sound;
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if (dlgLines[dlgPointer].split(':')[1].length != 0) {
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sound = new Audio("text_horror/assets/sounds/" + dlgLines[dlgPointer].split(':')[1] + ".wav");
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@@ -107,21 +107,18 @@ function nextDlg(dlgPointerIncrease = true) {
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sound = null;
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nextDlg();
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}
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else if (dlgLines[dlgPointer].split(":")[0] === "_jump") {
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else if (dlgLines[dlgPointer].split(":")[0] === "_jump") { // jump to keys wich are not in nested dictionaries (answer boxes)
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dlgKeyMain = dlgLines[dlgPointer].split(':')[1];
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load(true);
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dlgPointer = 0;
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}
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else if (dlgLines[dlgPointer].split(":")[0] === "_lock") {
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nextDlg();
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}
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else if (dlgLines[dlgPointer].split(":")[0] === "_weapon") {
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else if (dlgLines[dlgPointer].split(":")[0] === "_weapon") { //set the current player weapon
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weaponName = dlgLines[dlgPointer].split(':')[1];
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weaponDamage = parseInt(dlgLines[dlgPointer].split(':')[2]);
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console.log(weaponDamage);
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nextDlg();
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}
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else if (dlgLines[dlgPointer].split(":")[0] === "_enemy") {
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else if (dlgLines[dlgPointer].split(":")[0] === "_enemy") { //begin a fight against an enemy
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document.getElementById("enemy-name").innerHTML = dlgLines[dlgPointer].split(":")[1];
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document.getElementById("enemy-texture").src = "text_horror/assets/textures/" + dlgLines[dlgPointer].split(":")[2] + ".png";
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enemyHealth = dlgLines[dlgPointer].split(":")[3];
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@@ -137,6 +134,7 @@ function nextDlg(dlgPointerIncrease = true) {
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document.getElementById("triangle").hidden = true;
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}
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else if (dlgLines[dlgPointer].split(":")[0] === "_checkpoint") {
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ß //set a checkpoint with local storage
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localStorage.setItem("dlgPointer", (dlgPointer + 1).toString());
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localStorage.setItem("dlgKeyMain", dlgKeyMain);
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localStorage.setItem("weaponDamage", weaponDamage.toString());
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@@ -145,7 +143,7 @@ function nextDlg(dlgPointerIncrease = true) {
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} else
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updateDlg();
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}
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else if (typeof dlgLines[dlgPointer] === 'object') {
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else if (typeof dlgLines[dlgPointer] === 'object') { //if inside a dictionary is a dictionary it gets built as answer box
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allowNextDlg = false;
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document.getElementById("triangle").hidden = true;
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document.getElementById("answer-box").hidden = false;
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@@ -156,7 +154,7 @@ function nextDlg(dlgPointerIncrease = true) {
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}
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}
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}
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else {
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else { //if dlgLines array is at the end the game ends
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document.getElementById("bubble").hidden = true;
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document.getElementById("answer-box").hidden = true;
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document.getElementById("triangle").hidden = true;
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@@ -164,7 +162,7 @@ function nextDlg(dlgPointerIncrease = true) {
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}
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}
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function answered(answerId) {
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function answered(answerId) { //handles answerbox answer clicks
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dlgFile = dlgLines[dlgPointer];
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document.getElementById("answer-box").hidden = true;
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changeDlg(document.getElementById(answerId).innerHTML);
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@@ -177,7 +175,7 @@ function answered(answerId) {
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}
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}
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function fight() {
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function fight() { //handles the click on the fight button
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continueCount = false;
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if (!enemyStartsHit) {
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if (!continueCount) {
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@@ -212,7 +210,7 @@ function fight() {
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}
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}
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function countWeaponDamage() {
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function countWeaponDamage() { //counts up and down
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if (countup) {
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++counttx;
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if (counttx >= weaponDamage)
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