mirror of
https://github.com/2009scape/2009scape.github.io.git
synced 2024-11-04 10:02:36 +01:00
415 lines
14 KiB
JavaScript
415 lines
14 KiB
JavaScript
var hell = {
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// Variables
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size : 45,
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lavaLakeStep : 0,
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buffers : [[], [], [], [], [], [], []], // The three things buffers
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bufferPosition : 1, // On which buffer is the character (at first in the middle buffer)
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timeSpent : 0, // Increase each cycle
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addRockStep : 0,
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monstersGap : 7, // Gap between the devil and appearing monsters
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step : 0,
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// Functions
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onload : function(){
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land.addLand("Hell", this.size, 6, this.load.bind(this), this.getText.bind(this), this.move.bind(this));
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},
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move : function(){
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// We increase the lava lake step
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this.lavaLakeStep += 1;
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if(this.lavaLakeStep == 12){
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this.lavaLakeStep = 0;
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}
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// We make things move
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for(var i = 0; i < 7; i++){
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if(i != this.bufferPosition){
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if(this.buffers[i][0].type == "mob") this.buffers[i][0] = quest.makeNoneThing();
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for(var j = 1; j < this.size - 1; j++){
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if(this.buffers[i][j].type == "mob" && this.buffers[i][j-1].type == "none" && this.buffers[i][j].text != " * " && this.buffers[i][j].text != "|-|"){
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this.buffers[i][j-1] = this.buffers[i][j];
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this.buffers[i][j] = quest.makeNoneThing();
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}
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}
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// Clone
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for(var j = this.size-2; j >= 0; j--){
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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 != "|-|"){
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this.buffers[i][j+1] = this.buffers[i][j];
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this.buffers[i][j] = quest.makeNoneThing();
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}
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}
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}
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else{
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if(quest.things[0].type == "mob") quest.things[0] = quest.makeNoneThing();
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for(var j = 1; j < this.size - 1; j++){
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if(quest.things[j].type == "mob" && quest.things[j-1].type == "none" && quest.things[j].text != " * " && quest.things[j].text != "|-|"){
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quest.things[j-1] = quest.things[j];
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quest.things[j] = quest.makeNoneThing();
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}
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}
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}
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}
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// We check the steps
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switch(this.step){
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case 0: this.checkStep1(); break;
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case 1: this.checkStep2(); break;
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case 2: this.checkStep3(); break;
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case 3: this.checkStep4(); break;
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}
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// We add ennemies in the middle buffers
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for(var i = 2; i < 5; i++){
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if(i != this.bufferPosition && this.buffers[i][this.size-this.monstersGap].type == "none"){
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this.buffers[i][this.size-this.monstersGap] = this.makeMiddleCreature();
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}
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else if(i == this.bufferPosition && quest.things[this.size-this.monstersGap].type == "none"){
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quest.things[this.size-this.monstersGap] = this.makeMiddleCreature();
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}
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}
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// Idem in the side buffers
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for(var i = 0; i < 2; i++){
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if(i != this.bufferPosition && this.buffers[i][this.size-this.monstersGap].type == "none"){
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this.buffers[i][this.size-this.monstersGap] = this.makeSideCreature();
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}
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else if(i == this.bufferPosition && quest.things[this.size-this.monstersGap].type == "none"){
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quest.things[this.size-this.monstersGap] = this.makeSideCreature();
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}
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}
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for(var i = 5; i < 7; i++){
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if(i != this.bufferPosition && this.buffers[i][this.size-this.monstersGap].type == "none"){
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this.buffers[i][this.size-this.monstersGap] = this.makeSideCreature();
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}
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else if(i == this.bufferPosition && quest.things[this.size-this.monstersGap].type == "none"){
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quest.things[this.size-this.monstersGap] = this.makeSideCreature();
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}
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}
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// We increase the time spent
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this.timeSpent += 1;
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},
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load : function(){
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// We set the first buffer position
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this.bufferPosition = 3;
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// We fill buffers
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for(var i = 0; i < 7; i++){
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if(i != this.bufferPosition){
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this.buffers[i] = quest.fillWithNoneThings();
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}
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}
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// We add the devil
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quest.things[this.size - 1] = this.makeDevil();
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// We add first doors
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quest.things[this.size - 4] = this.makeDoor();
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for(var i = 0; i < 7; i++){
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if(i != 3) this.buffers[i][this.size - 4] = this.makeDoor();
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}
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// We add second doors
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quest.things[this.size - 6] = this.makeSpikyDoor();
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for(var i = 0; i < 7; i++){
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if(i != 3 && i != 5) this.buffers[i][this.size - 6] = this.makeSpikyDoor();
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}
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this.buffers[5][this.size - 6] = this.makeDoor();
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// We add teleporting gates
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quest.things[this.size - 3] = this.makeTeleportingGate();
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quest.things[this.size - 5] = this.makeTeleportingGate();
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for(var i = 0; i < 7; i++){
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if(i != 3){
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this.buffers[i][this.size - 3] = this.makeTeleportingGate();
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this.buffers[i][this.size - 5] = this.makeTeleportingGate();
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}
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}
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// We set the steps
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this.addRockStep = 0;
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this.step = 0;
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// We set the time spent
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this.timeSpent = 0;
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},
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teleportCharacter : function(gatesIndex){
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var index = quest.getCharacterIndex();
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quest.things[0] = quest.things[index];
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quest.things[index] = quest.makeNoneThing();
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quest.things[gatesIndex] = quest.makeNoneThing();
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for(var i = 0; i < 7; i++){
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if(i != this.bufferPosition){
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this.buffers[i][gatesIndex] = quest.makeNoneThing();
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}
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}
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},
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checkStep1 : function(){
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var index = quest.getCharacterIndex();
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if(index >= this.size - 7) this.step = 1;
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},
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checkStep2 : function(){
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for(var i = 0; i < 7; i++){
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if((i != this.bufferPosition && this.buffers[i][this.size-5].text != " * ") || (i == this.bufferPosition && quest.things[this.size-5].text != " * ")){
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this.teleportCharacter(this.size-5);
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this.step = 2;
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break;
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}
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}
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},
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checkStep3 : function(){
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var index = quest.getCharacterIndex();
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if(index >= this.size - 5) this.step = 3;
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},
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checkStep4 : function(){
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for(var i = 0; i < 7; i++){
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if((i != this.bufferPosition && this.buffers[i][this.size-3].text != " * ") || (i == this.bufferPosition && quest.things[this.size-3].text != " * ")){
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this.teleportCharacter(this.size-3);
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this.step = 4;
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this.timeSpent = 0;
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break;
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}
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}
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},
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goDown : function(){
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var pos = this.bufferPosition;
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// If we're questing the hell
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if(quest.weAreQuestingRightNow && land.getLandIndexFromName("Hell") == quest.currentLandIndex){
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// If we're not already at the buffer 2
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if(this.bufferPosition != 6){
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// If we were able to swap, change the buffer position
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if(this.swapBufferAndQuestThings(pos, pos + 1)){
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this.bufferPosition += 1;
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this.checkDevil();
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quest.updateOnPage();
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}
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}
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}
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},
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goUp : function(){
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var pos = this.bufferPosition;
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// If we're questing the hell
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if(quest.weAreQuestingRightNow && land.getLandIndexFromName("Hell") == quest.currentLandIndex){
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// If we're not already at the buffer 0
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if(this.bufferPosition != 0){
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// If we were able to swap, change the buffer position
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if(this.swapBufferAndQuestThings(pos, pos - 1)){
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this.bufferPosition -= 1;
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this.checkDevil();
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quest.updateOnPage();
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}
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}
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}
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},
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swapBufferAndQuestThings : function(now, after){
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var index = quest.getCharacterIndex();
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var character = quest.things[index];
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// If we will be able to move on the "after" buffer, we swap (if we have some hp, too)
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if(this.buffers[after][index].type == "none" && character.hp > 0){
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// We save the quest things in the old buffer
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this.buffers[now] = quest.things.slice(0);
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// We delete the character from the old buffer
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this.buffers[now][index] = quest.makeNoneThing();
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// We put the new buffer into the quest things
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quest.things = this.buffers[after].slice(0);
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// We add the character
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quest.things[index] = character;
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// We return true
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return true;
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}
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// Else we return false
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return false;
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},
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checkDevil : function(){
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// If the devil isn't on the line of the character
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if(quest.things[this.size-1].text != "DEV"){
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// We move it
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for(var i = 0; i < 7; i++){
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if(i != this.bufferPosition && this.buffers[i][this.size-1].text == "DEV"){
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quest.things[this.size-1] = this.buffers[i][this.size-1];
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this.buffers[i][this.size-1] = quest.makeNoneThing();
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break;
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}
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}
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}
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},
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makeDevil : function(){
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return land.createMob("DEV", 250, 250, "religion", "It's the devil itself !", [drops.createDrop("candies", 100000)]);
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},
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makeTeleportingGate : function(){
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return land.createMob(" * ", 120, 120, "none", "A teleporting gate, made by the devil itself.", []);
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},
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makeMiddleCreature : function(){
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switch(this.step){
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case 0:
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if(random.oneChanceOutOf(3)){
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return this.makeDemon();
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}
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break;
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case 2:
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if(random.oneChanceOutOf(4)){
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return this.makeBanshee();
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}
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break;
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case 3:
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if(random.oneChanceOutOf(3)){
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return castleKeep.makeFireball();
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}
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break;
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case 4:
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if(this.timeSpent < 50 && this.timeSpent % 2 == 0){
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return castleStairs.makeGhost();
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}
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else if(this.timeSpent < 70){
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// nothing
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}
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else if(this.timeSpent < 90){
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if(random.oneChanceOutOf(5)){
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return castleKeep.makeFireball();
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}
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}
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else if(this.timeSpent < 110){
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if(random.oneChanceOutOf(4)){
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return castleKeep.makeFireball();
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}
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}
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else if(this.timeSpent < 130){
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if(random.oneChanceOutOf(3)){
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return castleKeep.makeFireball();
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}
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}
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else if(this.timeSpent < 170){
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if(random.oneChanceOutOf(2)){
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return castleKeep.makeFireball();
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}
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}
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else{
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return castleKeep.makeFireball();
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}
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break;
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}
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return quest.makeNoneThing();
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},
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makeSideCreature : function(){
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switch(this.step){
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case 0:
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return this.makeMiddleCreature();
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break;
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case 2:
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if(random.oneChanceOutOf(5)){
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return castleStairs.makeGhost();
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}
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break;
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case 3:
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if(random.oneChanceOutOf(4)){} // nothing
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else{
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return castleStairs.makeGhost();
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}
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break;
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case 4:
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return this.makeMiddleCreature();
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break;
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}
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return quest.makeNoneThing();
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},
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makeDemon : function(){
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return land.createMob("DEM", 90, 90, "demon claws", "A demon.", []);
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},
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makeBanshee : function(){
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return land.createMob("BSH", 160, 160, "?", "A banshee, omen of death.", []);
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},
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makeDoor : function(){
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return land.createMob("|-|", 300, 300, "none", "A strong door. Hard to break.", []);
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},
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makeSpikyDoor : function(){
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return land.createMob("|-|", 300, 300, "spikes", "A strong door. Hard to break. There are spikes on it, it hurts !", []);
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},
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getText : function(){
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// Create the text var
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var text = "";
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// Add the i & k instructions
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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)";
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text += "\n";
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// Open the span
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text += "<span style=\"font-size:10px;\">";
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text += "\n";
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// We add buffers
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for(var i = 0; i < 7; i++){
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if(i != this.bufferPosition){
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for(var j = 0; j < this.size; j++){
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if(this.buffers[i][j].type != "none"){
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text += this.buffers[i][j].text;
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}
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else text += " ";
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}
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}
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else{
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for(var j = 0; j < this.size; j++){
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if(quest.things[j].type != "none"){
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text += quest.things[j].text;
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}
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else text += " ";
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}
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}
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text += "\n";
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}
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// We make the lava lake
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for(var i = 0; i < Math.floor(this.size/2); i++){
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switch(this.lavaLakeStep){
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case 0: case 1: text += "_.-'-."; break;
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case 2: case 3: text += "._.-'-"; break;
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case 4: case 5: text += "-._.-'"; break;
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case 6: case 7: text += "'-._.-"; break;
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case 8: case 9: text += "-'-._."; break;
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case 10: case 11: text += ".-'-._"; break;
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}
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}
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// Close the span
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text += "</span>"
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return text;
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}
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};
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