mirror of
https://github.com/2009scape/2009scape.github.io.git
synced 2024-11-05 02:22:30 +01:00
415 lines
14 KiB
JavaScript
415 lines
14 KiB
JavaScript
var hell = {
|
|
|
|
// Variables
|
|
|
|
size : 45,
|
|
lavaLakeStep : 0,
|
|
buffers : [[], [], [], [], [], [], []], // The three things buffers
|
|
bufferPosition : 1, // On which buffer is the character (at first in the middle buffer)
|
|
timeSpent : 0, // Increase each cycle
|
|
addRockStep : 0,
|
|
monstersGap : 7, // Gap between the devil and appearing monsters
|
|
step : 0,
|
|
|
|
// Functions
|
|
|
|
onload : function(){
|
|
land.addLand("Hell", this.size, 6, this.load.bind(this), this.getText.bind(this), this.move.bind(this));
|
|
},
|
|
|
|
move : function(){
|
|
// We increase the lava lake step
|
|
this.lavaLakeStep += 1;
|
|
if(this.lavaLakeStep == 12){
|
|
this.lavaLakeStep = 0;
|
|
}
|
|
|
|
// We make things move
|
|
for(var i = 0; i < 7; i++){
|
|
if(i != this.bufferPosition){
|
|
if(this.buffers[i][0].type == "mob") this.buffers[i][0] = quest.makeNoneThing();
|
|
for(var j = 1; j < this.size - 1; j++){
|
|
if(this.buffers[i][j].type == "mob" && this.buffers[i][j-1].type == "none" && this.buffers[i][j].text != " * " && this.buffers[i][j].text != "|-|"){
|
|
this.buffers[i][j-1] = this.buffers[i][j];
|
|
this.buffers[i][j] = quest.makeNoneThing();
|
|
}
|
|
}
|
|
// Clone
|
|
for(var j = this.size-2; j >= 0; j--){
|
|
if(this.buffers[i][j].text == "\\o/" && this.buffers[i][j].type == "ally" && this.buffers[i][j+1].type == "none" && this.buffers[i][j].text != " * " && this.buffers[i][j].text != "|-|"){
|
|
this.buffers[i][j+1] = this.buffers[i][j];
|
|
this.buffers[i][j] = quest.makeNoneThing();
|
|
}
|
|
}
|
|
}
|
|
else{
|
|
if(quest.things[0].type == "mob") quest.things[0] = quest.makeNoneThing();
|
|
for(var j = 1; j < this.size - 1; j++){
|
|
if(quest.things[j].type == "mob" && quest.things[j-1].type == "none" && quest.things[j].text != " * " && quest.things[j].text != "|-|"){
|
|
quest.things[j-1] = quest.things[j];
|
|
quest.things[j] = quest.makeNoneThing();
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
// We check the steps
|
|
switch(this.step){
|
|
case 0: this.checkStep1(); break;
|
|
case 1: this.checkStep2(); break;
|
|
case 2: this.checkStep3(); break;
|
|
case 3: this.checkStep4(); break;
|
|
}
|
|
|
|
// We add ennemies in the middle buffers
|
|
for(var i = 2; i < 5; i++){
|
|
if(i != this.bufferPosition && this.buffers[i][this.size-this.monstersGap].type == "none"){
|
|
this.buffers[i][this.size-this.monstersGap] = this.makeMiddleCreature();
|
|
}
|
|
else if(i == this.bufferPosition && quest.things[this.size-this.monstersGap].type == "none"){
|
|
quest.things[this.size-this.monstersGap] = this.makeMiddleCreature();
|
|
}
|
|
}
|
|
|
|
// Idem in the side buffers
|
|
for(var i = 0; i < 2; i++){
|
|
if(i != this.bufferPosition && this.buffers[i][this.size-this.monstersGap].type == "none"){
|
|
this.buffers[i][this.size-this.monstersGap] = this.makeSideCreature();
|
|
}
|
|
else if(i == this.bufferPosition && quest.things[this.size-this.monstersGap].type == "none"){
|
|
quest.things[this.size-this.monstersGap] = this.makeSideCreature();
|
|
}
|
|
}
|
|
|
|
for(var i = 5; i < 7; i++){
|
|
if(i != this.bufferPosition && this.buffers[i][this.size-this.monstersGap].type == "none"){
|
|
this.buffers[i][this.size-this.monstersGap] = this.makeSideCreature();
|
|
}
|
|
else if(i == this.bufferPosition && quest.things[this.size-this.monstersGap].type == "none"){
|
|
quest.things[this.size-this.monstersGap] = this.makeSideCreature();
|
|
}
|
|
}
|
|
|
|
// We increase the time spent
|
|
this.timeSpent += 1;
|
|
},
|
|
|
|
load : function(){
|
|
// We set the first buffer position
|
|
this.bufferPosition = 3;
|
|
|
|
// We fill buffers
|
|
for(var i = 0; i < 7; i++){
|
|
if(i != this.bufferPosition){
|
|
this.buffers[i] = quest.fillWithNoneThings();
|
|
}
|
|
}
|
|
|
|
// We add the devil
|
|
quest.things[this.size - 1] = this.makeDevil();
|
|
|
|
// We add first doors
|
|
quest.things[this.size - 4] = this.makeDoor();
|
|
for(var i = 0; i < 7; i++){
|
|
if(i != 3) this.buffers[i][this.size - 4] = this.makeDoor();
|
|
}
|
|
|
|
// We add second doors
|
|
quest.things[this.size - 6] = this.makeSpikyDoor();
|
|
for(var i = 0; i < 7; i++){
|
|
if(i != 3 && i != 5) this.buffers[i][this.size - 6] = this.makeSpikyDoor();
|
|
}
|
|
this.buffers[5][this.size - 6] = this.makeDoor();
|
|
|
|
// We add teleporting gates
|
|
quest.things[this.size - 3] = this.makeTeleportingGate();
|
|
quest.things[this.size - 5] = this.makeTeleportingGate();
|
|
for(var i = 0; i < 7; i++){
|
|
if(i != 3){
|
|
this.buffers[i][this.size - 3] = this.makeTeleportingGate();
|
|
this.buffers[i][this.size - 5] = this.makeTeleportingGate();
|
|
}
|
|
}
|
|
|
|
// We set the steps
|
|
this.addRockStep = 0;
|
|
this.step = 0;
|
|
|
|
// We set the time spent
|
|
this.timeSpent = 0;
|
|
},
|
|
|
|
teleportCharacter : function(gatesIndex){
|
|
var index = quest.getCharacterIndex();
|
|
|
|
quest.things[0] = quest.things[index];
|
|
quest.things[index] = quest.makeNoneThing();
|
|
|
|
quest.things[gatesIndex] = quest.makeNoneThing();
|
|
for(var i = 0; i < 7; i++){
|
|
if(i != this.bufferPosition){
|
|
this.buffers[i][gatesIndex] = quest.makeNoneThing();
|
|
}
|
|
}
|
|
},
|
|
|
|
checkStep1 : function(){
|
|
var index = quest.getCharacterIndex();
|
|
|
|
if(index >= this.size - 7) this.step = 1;
|
|
},
|
|
|
|
checkStep2 : function(){
|
|
for(var i = 0; i < 7; i++){
|
|
if((i != this.bufferPosition && this.buffers[i][this.size-5].text != " * ") || (i == this.bufferPosition && quest.things[this.size-5].text != " * ")){
|
|
this.teleportCharacter(this.size-5);
|
|
this.step = 2;
|
|
break;
|
|
}
|
|
}
|
|
},
|
|
|
|
checkStep3 : function(){
|
|
var index = quest.getCharacterIndex();
|
|
|
|
if(index >= this.size - 5) this.step = 3;
|
|
},
|
|
|
|
checkStep4 : function(){
|
|
for(var i = 0; i < 7; i++){
|
|
if((i != this.bufferPosition && this.buffers[i][this.size-3].text != " * ") || (i == this.bufferPosition && quest.things[this.size-3].text != " * ")){
|
|
this.teleportCharacter(this.size-3);
|
|
this.step = 4;
|
|
this.timeSpent = 0;
|
|
break;
|
|
}
|
|
}
|
|
},
|
|
|
|
goDown : function(){
|
|
var pos = this.bufferPosition;
|
|
|
|
// If we're questing the hell
|
|
if(quest.weAreQuestingRightNow && land.getLandIndexFromName("Hell") == quest.currentLandIndex){
|
|
// If we're not already at the buffer 2
|
|
if(this.bufferPosition != 6){
|
|
// If we were able to swap, change the buffer position
|
|
if(this.swapBufferAndQuestThings(pos, pos + 1)){
|
|
this.bufferPosition += 1;
|
|
this.checkDevil();
|
|
quest.updateOnPage();
|
|
}
|
|
}
|
|
}
|
|
},
|
|
|
|
goUp : function(){
|
|
var pos = this.bufferPosition;
|
|
|
|
// If we're questing the hell
|
|
if(quest.weAreQuestingRightNow && land.getLandIndexFromName("Hell") == quest.currentLandIndex){
|
|
// If we're not already at the buffer 0
|
|
if(this.bufferPosition != 0){
|
|
// If we were able to swap, change the buffer position
|
|
if(this.swapBufferAndQuestThings(pos, pos - 1)){
|
|
this.bufferPosition -= 1;
|
|
this.checkDevil();
|
|
quest.updateOnPage();
|
|
}
|
|
}
|
|
}
|
|
},
|
|
|
|
swapBufferAndQuestThings : function(now, after){
|
|
var index = quest.getCharacterIndex();
|
|
var character = quest.things[index];
|
|
|
|
// If we will be able to move on the "after" buffer, we swap (if we have some hp, too)
|
|
if(this.buffers[after][index].type == "none" && character.hp > 0){
|
|
// We save the quest things in the old buffer
|
|
this.buffers[now] = quest.things.slice(0);
|
|
// We delete the character from the old buffer
|
|
this.buffers[now][index] = quest.makeNoneThing();
|
|
// We put the new buffer into the quest things
|
|
quest.things = this.buffers[after].slice(0);
|
|
// We add the character
|
|
quest.things[index] = character;
|
|
// We return true
|
|
return true;
|
|
}
|
|
|
|
// Else we return false
|
|
return false;
|
|
},
|
|
|
|
checkDevil : function(){
|
|
// If the devil isn't on the line of the character
|
|
if(quest.things[this.size-1].text != "DEV"){
|
|
// We move it
|
|
for(var i = 0; i < 7; i++){
|
|
if(i != this.bufferPosition && this.buffers[i][this.size-1].text == "DEV"){
|
|
quest.things[this.size-1] = this.buffers[i][this.size-1];
|
|
this.buffers[i][this.size-1] = quest.makeNoneThing();
|
|
break;
|
|
}
|
|
}
|
|
}
|
|
},
|
|
|
|
makeDevil : function(){
|
|
return land.createMob("DEV", 250, 250, "religion", "It's the devil itself !", [drops.createDrop("candies", 100000)]);
|
|
},
|
|
|
|
makeTeleportingGate : function(){
|
|
return land.createMob(" * ", 120, 120, "none", "A teleporting gate, made by the devil itself.", []);
|
|
},
|
|
|
|
makeMiddleCreature : function(){
|
|
switch(this.step){
|
|
case 0:
|
|
if(random.oneChanceOutOf(3)){
|
|
return this.makeDemon();
|
|
}
|
|
break;
|
|
case 2:
|
|
if(random.oneChanceOutOf(4)){
|
|
return this.makeBanshee();
|
|
}
|
|
break;
|
|
case 3:
|
|
if(random.oneChanceOutOf(3)){
|
|
return castleKeep.makeFireball();
|
|
}
|
|
break;
|
|
case 4:
|
|
if(this.timeSpent < 50 && this.timeSpent % 2 == 0){
|
|
return castleStairs.makeGhost();
|
|
}
|
|
else if(this.timeSpent < 70){
|
|
// nothing
|
|
}
|
|
else if(this.timeSpent < 90){
|
|
if(random.oneChanceOutOf(5)){
|
|
return castleKeep.makeFireball();
|
|
}
|
|
}
|
|
else if(this.timeSpent < 110){
|
|
if(random.oneChanceOutOf(4)){
|
|
return castleKeep.makeFireball();
|
|
}
|
|
}
|
|
else if(this.timeSpent < 130){
|
|
if(random.oneChanceOutOf(3)){
|
|
return castleKeep.makeFireball();
|
|
}
|
|
}
|
|
else if(this.timeSpent < 170){
|
|
if(random.oneChanceOutOf(2)){
|
|
return castleKeep.makeFireball();
|
|
}
|
|
}
|
|
else{
|
|
return castleKeep.makeFireball();
|
|
}
|
|
break;
|
|
}
|
|
|
|
return quest.makeNoneThing();
|
|
},
|
|
|
|
makeSideCreature : function(){
|
|
switch(this.step){
|
|
case 0:
|
|
return this.makeMiddleCreature();
|
|
break;
|
|
case 2:
|
|
if(random.oneChanceOutOf(5)){
|
|
return castleStairs.makeGhost();
|
|
}
|
|
break;
|
|
case 3:
|
|
if(random.oneChanceOutOf(4)){} // nothing
|
|
else{
|
|
return castleStairs.makeGhost();
|
|
}
|
|
break;
|
|
case 4:
|
|
return this.makeMiddleCreature();
|
|
break;
|
|
}
|
|
|
|
return quest.makeNoneThing();
|
|
},
|
|
|
|
makeDemon : function(){
|
|
return land.createMob("DEM", 90, 90, "demon claws", "A demon.", []);
|
|
},
|
|
|
|
makeBanshee : function(){
|
|
return land.createMob("BSH", 160, 160, "?", "A banshee, omen of death.", []);
|
|
},
|
|
|
|
makeDoor : function(){
|
|
return land.createMob("|-|", 300, 300, "none", "A strong door. Hard to break.", []);
|
|
},
|
|
|
|
makeSpikyDoor : function(){
|
|
return land.createMob("|-|", 300, 300, "spikes", "A strong door. Hard to break. There are spikes on it, it hurts !", []);
|
|
},
|
|
|
|
getText : function(){
|
|
// Create the text var
|
|
var text = "";
|
|
|
|
// Add the i & k instructions
|
|
text += "<span style=\"color:red;\"><b>Press i to go up and k to go down.</b></span> (if it doesn't work, click on the page to gain focus)";
|
|
|
|
text += "\n";
|
|
|
|
// Open the span
|
|
text += "<span style=\"font-size:10px;\">";
|
|
|
|
text += "\n";
|
|
|
|
// We add buffers
|
|
for(var i = 0; i < 7; i++){
|
|
if(i != this.bufferPosition){
|
|
for(var j = 0; j < this.size; j++){
|
|
if(this.buffers[i][j].type != "none"){
|
|
text += this.buffers[i][j].text;
|
|
}
|
|
else text += " ";
|
|
}
|
|
}
|
|
else{
|
|
for(var j = 0; j < this.size; j++){
|
|
if(quest.things[j].type != "none"){
|
|
text += quest.things[j].text;
|
|
}
|
|
else text += " ";
|
|
}
|
|
}
|
|
|
|
text += "\n";
|
|
}
|
|
|
|
// We make the lava lake
|
|
for(var i = 0; i < Math.floor(this.size/2); i++){
|
|
switch(this.lavaLakeStep){
|
|
case 0: case 1: text += "_.-'-."; break;
|
|
case 2: case 3: text += "._.-'-"; break;
|
|
case 4: case 5: text += "-._.-'"; break;
|
|
case 6: case 7: text += "'-._.-"; break;
|
|
case 8: case 9: text += "-'-._."; break;
|
|
case 10: case 11: text += ".-'-._"; break;
|
|
}
|
|
}
|
|
|
|
// Close the span
|
|
text += "</span>"
|
|
|
|
return text;
|
|
}
|
|
|
|
};
|