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83 lines
3.3 KiB
JavaScript
83 lines
3.3 KiB
JavaScript
var land = {
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// Variables
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list : [],
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ponyTime : false,
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// Functions
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createMob : function(text, max_hp, hp, weapon, description, drops){
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if(this.ponyTime == false)
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return {type:"mob", text:text, max_hp:max_hp, hp:hp, weapon:weapon, description:description, drops:drops};
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else return {type:"mob", text:"PON", max_hp:max_hp, hp:hp, weapon:weapon, description:"A pony", drops:drops};
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},
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createFakeCharacter : function(){
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if(this.ponyTime == false)
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return {type:"fake", text:"\\o/", max_hp:0, hp:0, weapon:"none", description:"", drops:[]};
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else return {type:"fake", text:"PON", max_hp:0, hp:0, weapon:"none", description:"A pony", drops:[]};
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},
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createAlly : function(text, max_hp, hp, weapon, description, drops){
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if(this.ponyTime == false)
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return {type:"ally", text:text, max_hp:max_hp, hp:hp, weapon:weapon, description:description, drops:drops};
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else return {type:"ally", text:"PON", max_hp:max_hp, hp:hp, weapon:weapon, description:"A pony", drops:drops};
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},
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createTrap : function(text, max_hp, hp, weapon, description, drops){
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if(this.ponyTime == false)
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return {type:"trap", text:text, max_hp:max_hp, hp:hp, weapon:weapon, description:description, drops:drops};
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else return {type:"trap", text:"PON", max_hp:max_hp, hp:hp, weapon:weapon, description:"A pony", drops:drops};
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},
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addLand : function(name, size, order, loadFunction, getTextFunction, moveFunction){
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this.list.push({name:name, size:size, order:order, unlocked:false, loadFunction:loadFunction, getTextFunction:getTextFunction, moveFunction:moveFunction});
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},
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getLandIndexFromOrder : function(order){
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for(var i = 0; i < this.list.length; i++){
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if(this.list[i].order == order){
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return i;
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}
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}
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return -1;
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},
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getLandIndexFromName : function(name){
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for(var i = 0; i < this.list.length; i++){
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if(this.list[i].name == name){
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return i;
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}
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}
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return -1;
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},
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updateListOnPage : function(maxOrder){
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var index, list, option;
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// We iterate over all order from 0 to maxOrder
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for(var i = 0; i <= maxOrder; i++){
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index = this.getLandIndexFromOrder(i); // We get the index of the land with the order i
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// If the land of index "index" isn't already unlocked and is correct (!= -1)
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if(index != -1 && this.list[index].unlocked == false){
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list = htmlInteraction.getElement("quest_destination"); // We get the list
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option = document.createElement("option"); // We create the new element to add to the list
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option.text = this.list[index].name; // We set its text
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// We add it to the list
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try{ list.add(option, list.options[null]); }
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catch(e){ list.add(option, null); }
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// We set that it is unlocked now
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this.list[index].unlocked = true;
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}
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}
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},
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getText : function(){
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return this.list[quest.currentLandIndex].getTextFunction();
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},
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load : function(){
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return this.list[quest.currentLandIndex].loadFunction();
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}
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};
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