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https://github.com/gooba42/adventureland.git
synced 2026-10-14 18:39:27 -05:00
get_target_of feature, new functions, draw prototypes
This commit is contained in:
+71
-3
@@ -1,4 +1,5 @@
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//#NOTE: If you want to see a new function/feature, just request it at: https://github.com/kaansoral/adventureland/issues
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//#NOTICE: [19/10/16]: The CODE will receive many new features and improvements soon :)
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var character=parent.character;
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function get_socket()
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@@ -16,6 +17,24 @@ function set_message(text)
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$('#gg').html(text);
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}
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function game_log(message,color)
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{
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if(!color) color="#51D2E1";
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parent.add_log(message,color);
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}
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function get_target_of(entity) // .target is a Name for Monsters and `id` for Players - this function return whatever the entity in question is targeting
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{
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if(!entity || !entity.target) return null;
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if(character.id+''==entity.target+'' || character.name+''==entity.target+'') return character;
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for(var id in parent.entities)
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{
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var e=parent.entities[id];
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if(e.id+''==entity.target+'' || e.name+''==entity.target+'') return e;
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}
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return null;
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}
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function get_target()
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{
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return parent.ctarget;
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@@ -30,6 +49,7 @@ function get_targeted_monster()
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function change_target(target)
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{
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parent.ctarget=target;
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parent.send_target_logic();
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}
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function in_attack_range(target) // also works for priests/heal
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@@ -66,22 +86,32 @@ function sell(num,quantity) //sell an item from character.items by it's order -
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parent.sell(num,quantity);
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}
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function upgrade(item_num,scroll_num) //number of the item and scroll on the show_json(character.items) array - 0 to N-1
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function upgrade(item_num,scroll_num,offering_num) //number of the item and scroll on the show_json(character.items) array - 0 to N-1
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{
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parent.u_item=item_num;
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parent.u_scroll=scroll_num;
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parent.u_offering=offering_num;
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parent.upgrade();
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}
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function compound(item0,item1,item2,scroll_num,offering_num) // for example -> compound(0,1,2,6) -> 3 items in the first 3 slots, scroll at the 6th spot
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{
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parent.c_items=[item0,item1,item2];
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parent.c_last=3;
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parent.c_scroll=scroll_num;
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parent.c_offering=offering_num;
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parent.compound();
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}
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function exchange(item_num)
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{
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parent.e_item=item_num;
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parent.exchange();
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}
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function say(message)
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function say(message) // please use "say()" and not socket.emit("say") manually, thank you! :)
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{
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parent.socket.emit("say",{message:message});
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parent.socket.emit("say",{message:message,code:true});
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}
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function move(x,y)
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@@ -113,11 +143,22 @@ function get_player(name) // returns the player by name, if the player is within
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function get_nearest_monster(args)
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{
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//args:
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// max_att - max attack
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// min_xp - min XP
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// target: Only return monsters that target this "name" or player object
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// no_target: Only pick monsters that don't have any target
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var min_d=999999,target=null;
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if(!args) args={};
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if(args && args.target && args.target.name) args.target=args.target.name;
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for(id in parent.entities)
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{
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var current=parent.entities[id];
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if(current.type!="monster" || args.min_xp && current.xp<args.min_xp || args.max_att && current.attack>args.max_att || current.dead) continue;
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if(args.target && current.target!=args.target) continue;
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if(args.no_target && current.target && current.target!=character.name) continue;
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var c_dist=parent.distance(character,current);
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if(c_dist<min_d) min_d=c_dist,target=current;
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}
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@@ -142,3 +183,30 @@ function loot()
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break; // this ensures only 1 thing is looted at very call, so when the inventory is full, things don't get spammy [22/09/16]
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}
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}
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var PIXI=parent.PIXI; // for drawing stuff into the game
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var drawings=parent.drawings;
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//Documentation: https://pixijs.github.io/docs/PIXI.Graphics.html
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function draw_line(x,y,x2,y2,size,color)
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{
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// keep in mind that drawings could significantly slow redraws, especially if you don't .destroy() them
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if(!color) color=0x00E186;
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if(!size) size=2;
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e=new PIXI.Graphics();
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e.lineStyle(size, color);
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e.moveTo(x,y);
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e.lineTo(x2,y2);
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e.endFill();
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parent.drawings.push(e); //for the game to keep track of your drawings
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parent.map.addChild(e); //e.destroy() would remove it, if you draw too many things and leave them there, it will likely bring the game to a halt
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return e;
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}
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function clear_drawings()
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{
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drawings.forEach(function(e){
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try{e.destroy()}catch(ex){}
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});
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drawings=parent.drawings=[];
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}
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