var inventory = { // Variables magicianHatLetter : "", // Functions setMagicianHatLetter : function(value){ this.magicianHatLetter = value; }, updateOnPage : function(){ // Check for the magician hat letter : if we have the magician hat but no letter is set yet if(objects.list.magicianHat.have && this.magicianHatLetter == ""){ this.setMagicianHatLetter(" " + random.getRandomLetter()); } // Sword switch(sword.name){ case "wooden sword": htmlInteraction.setInnerHtml("sword_without_button", sword.asciiWoodenSwordWithoutButton); break; case "copper sword": htmlInteraction.setInnerHtml("sword_without_button", sword.asciiCopperSwordWithoutButton); break; case "iron sword": htmlInteraction.setInnerHtml("sword_without_button", sword.asciiIronSwordWithoutButton); break; case "silver sword": htmlInteraction.setInnerHtml("sword_without_button", sword.asciiSilverSwordWithoutButton); break; case "diamond sword": htmlInteraction.setInnerHtml("sword_without_button", sword.asciiDiamondSwordWithoutButton); break; case "candy diamond sword": htmlInteraction.setInnerHtml("sword_without_button", sword.asciiCandyDiamondSword); break; case "polished candy diamond sword": htmlInteraction.setInnerHtml("sword_without_button", sword.asciiPolishedCandyDiamondSword); break; case "chocolate sword": htmlInteraction.setInnerHtml("sword_without_button", sword.asciiChocolateSword); break; case "sharp chocolate sword": htmlInteraction.setInnerHtml("sword_without_button", sword.asciiSharpChocolateSword); break; case "Sword of Flames": htmlInteraction.setInnerHtml("sword_without_button", sword.asciiSwordOfFlames + "\n\nLevel : " + sword.specialPower); break; case "Sword of Life": htmlInteraction.setInnerHtml("sword_without_button", sword.asciiSwordOfLife + "\n\nLevel : " + sword.specialPower); break; case "Sword of Summoning": htmlInteraction.setInnerHtml("sword_without_button", sword.asciiSwordOfSummoning + "\n\nLevel : " + sword.specialPower); break; case "Sword of Liflamesummoning": htmlInteraction.setInnerHtml("sword_without_button", sword.asciiSwordOfLiflamesummoning + "\n\nLevel : " + sword.specialPower); break; case "Sword of Randomness": htmlInteraction.setInnerHtml("sword_without_button", sword.asciiSwordOfRandomness + "\n\nLevel : infinite + " + sword.specialPower); break; } // Objects this.updateObjectOnPage("inventory_key", objects.list.key, this.asciiKey, this.asciiNoObject); this.updateObjectOnPage("inventory_boots", objects.list.boots, this.asciiBoots, this.asciiNoObject); this.updateObjectOnPage("inventory_magician_hat", objects.list.magicianHat, this.magicianHatLetter + "\n" + this.asciiMagicianHat, this.asciiNoObject); this.updateObjectOnPage("inventory_pink_ring", objects.list.pinkRing, this.asciiPinkRing, this.asciiNoObject); this.updateObjectOnPage("inventory_candies_converter", objects.list.candiesConverter, this.asciiCandiesConverter, this.asciiNoObject); this.updateObjectOnPage("inventory_plate_armour", objects.list.plateArmour, this.asciiPlateArmour, this.asciiNoObject); this.updateObjectOnPage("inventory_cauldron", objects.list.cauldron, this.asciiCauldron, this.asciiNoObject); this.updateObjectOnPage("inventory_magical_horn", objects.list.magicalHorn, this.asciiMagicalHorn, this.asciiNoObject); this.updateObjectOnPage("inventory_horn_of_plenty", objects.list.hornOfPlenty, this.asciiHornOfPlenty, this.asciiNoObject); this.updateObjectOnPage("inventory_old_amulet", objects.list.oldAmulet, this.asciiOldAmulet, this.asciiNoObject); if(developperComputer.won){ htmlInteraction.setInnerHtml("inventory_won1", "
" + this.asciiWon1 + "
"); htmlInteraction.setInnerHtml("inventory_won2", "
" + this.asciiWon2 + "
"); htmlInteraction.showButton("hardmode"); } else{ htmlInteraction.setInnerHtml("inventory_won1", "
" + this.asciiNoObject + "
"); htmlInteraction.setInnerHtml("inventory_won2", "
" + this.asciiNoObject + "
"); htmlInteraction.hideButton("hardmode"); } // Maps this.updateObjectOnPage("inventory_swamp_map", objects.list.swampMap, this.asciiSwampMap, this.asciiNoObject); this.updateObjectOnPage("inventory_hut_map", objects.list.hutMap, this.asciiHutMap, this.asciiNoObject); this.updateObjectOnPage("inventory_forge_map", objects.list.forgeMap, this.asciiForgeMap, this.asciiNoObject); this.updateObjectOnPage("inventory_well_map", objects.list.wellMap, this.asciiWellMap, this.asciiNoObject); }, updateObjectOnPage : function(id, obj, ascii, asciiNoObject){ if(obj.have){ htmlInteraction.setInnerHtml(id, "
" + ascii + "
" + obj.name + "
" + obj.description); } else{ htmlInteraction.setInnerHtml(id, "
" + asciiNoObject + "
"); } }, // Ascii art asciiKey : " __\n\ /o \\_____\n\ \\__/-=\"=\"`", asciiBoots : " ____\n\ \\ _|__\n\ __)| /\n\ (___| (__\n\ (_-___)", asciiMagicianHat : " / \\\n\ / \\\n\ / \\\n\ /_______\\", asciiPinkRing : " .--.\n\ // \\\\\n\ \\\\__//\n\ \'--\'", asciiSwampMap : " _________\n\ | |\n\ | SWAMP |\n\ | ---> |\n\ |.-._.-._.|", asciiHutMap : " _________\n\ | __ |\n\ | /lp\\ -> |\n\ | |__| |\n\ |._.-._.__|", asciiForgeMap : " _________\n\ / anvil \\\n\ | this |\n\ | <-- way |\n\ \\_________/", asciiWellMap : " .-~-~-~-.\n\ ! ~ ~ !\n\ !~ ~ !\n\ ! ~ ~ ~ !\n\ \'-~-~-~-\'", asciiCandiesConverter : " ______\n\ /+| |+\\\n\ |=={==}==|\n\ \\_|__|_/", asciiPlateArmour : "-;`\\..../`;-\n\ |...::...|\n\ /\'\'\'::\'\'\'\\\n\ /\\ :: /\\\n\ >._::_.<", asciiCauldron : " ________\n\ (________)\n\ ) (\n\ / \\\n\ | |\n\ \\__________/", asciiMagicalHorn : " \\.\n\ \\\'.\n\ \\ \'.\n\ \\,-\'", asciiHornOfPlenty : " .\\\n\ \\\'.\n\ \\ \'.\n\ \\__)", asciiOldAmulet : " / \\\n\ o o\n\ \\_/\n\ .^.\n\ \'cnd\'\n\ \'. .\'", asciiWon1 : "Bravo !\nYou won\nthe game :)\nYou now have\nall the\ncandies in\nthe world.", asciiWon2 : "(you can now\nask the dev\nfor a real\ncandy, if you\nfind him !)", asciiNoObject : " \n \n " };