Merge branch 'master' of https://github.com/arg-games/ld31
Conflicts: public/images/entities.png
This commit is contained in:
commit
cecb52a963
13 changed files with 26 additions and 11 deletions
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@ -11,7 +11,6 @@ Title: Entire game on one screen
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* TODO HUD
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* TODO HUD
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** hud: energie progress bar :aaron:
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** hud: energie progress bar :aaron:
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** hud: resources "release to space" on click :aaron:
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** hud: resources "release to space" on click :aaron:
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** selektierte entity in großansicht anzeigen :aaron::jonas:
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** Hint für shortcuts anzeigen :ruben:
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** Hint für shortcuts anzeigen :ruben:
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** Preise für entities :ruben:
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** Preise für entities :ruben:
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@ -19,7 +18,6 @@ Title: Entire game on one screen
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** solarpanel item :aaron:
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** solarpanel item :aaron:
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* TODO Polishing
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* TODO Polishing
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** "tote" flächen: nicht klickbar :aaron:
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* TODO OUTRO
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* TODO OUTRO
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** animation bei voller energybar: typ fliegt davon
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** animation bei voller energybar: typ fliegt davon
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public/images/entitydetails.png
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public/images/entitydetails.png
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public/images/layerdetails.png
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public/images/layerdetails.png
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@ -5,7 +5,7 @@ app = playground(
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smoothing: false,
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smoothing: false,
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create: ->
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create: ->
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@loadImages "layers", "active", "progress", "selected", "entities", "hud", "actions", "speechbubbles", "deadtiles"
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@loadImages "layers", "active", "progress", "selected", "entities", "hud", "actions", "speechbubbles", "deadtiles", "layerdetails", "entitydetails"
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@currentHoveredTile = new Tile
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@currentHoveredTile = new Tile
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ready: ->
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ready: ->
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@ -9,6 +9,9 @@ class Base
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sprite: ->
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sprite: ->
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[@frame*8, 0, 8, 8]
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[@frame*8, 0, 8, 8]
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spritedetail: ->
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[0, 0, 16, 16]
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isMoveable: ->
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isMoveable: ->
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false
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false
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@ -9,6 +9,9 @@ class Miner
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sprite: ->
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sprite: ->
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[@frame*8, 16, 8, 8]
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[@frame*8, 16, 8, 8]
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spritedetail: ->
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[0, 16*2, 16, 16]
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isMoveable: ->
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isMoveable: ->
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true
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true
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@ -8,11 +8,14 @@ class Silo
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sprite: ->
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sprite: ->
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[@frame*8, 8, 8, 8]
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[@frame*8, 8, 8, 8]
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spritedetail: ->
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[0, 16, 16, 16]
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isMoveable: ->
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isMoveable: ->
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false
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false
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changeAnimation: =>
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changeAnimation: =>
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if @frame == 2
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if @frame == 1
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@frame = 0
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@frame = 0
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else
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else
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@frame += 1
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@frame += 1
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@ -6,7 +6,6 @@ app.game =
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@mouseX = 0
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@mouseX = 0
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@mouseY = 0
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@mouseY = 0
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@currentHoveredTile = new Tile(-1)
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@currentHoveredTile = new Tile(-1)
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@currentSelectedTile = null
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@currentSelectedTile = null
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@ -23,10 +22,14 @@ app.game =
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@speechbubble.render()
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@speechbubble.render()
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mousedown: (event)->
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mousedown: (event)->
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tile = posToTile(Math.floor(event.x/8), Math.floor(event.y/8))
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# Can't click on dead tiles
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return unless tile and tile.isBuildable
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if @isMouseInView event.x/8, event.y/8
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if @isMouseInView event.x/8, event.y/8
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switch event.button
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switch event.button
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when 'left'
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when 'left'
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tile = posToTile(Math.floor(event.x/8), Math.floor(event.y/8))
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tile.click(event.button)
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tile.click(event.button)
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@currentSelectedTile.deselect() if @currentSelectedTile
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@currentSelectedTile.deselect() if @currentSelectedTile
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@ -22,11 +22,12 @@ app.game.hud =
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if currentSelectedTile != null
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if currentSelectedTile != null
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panelusage = 'tile'
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panelusage = 'tile'
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app.layer.drawRegion app.images.layers, currentSelectedTile.getCurrentLayer().sprite, 15, 100
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if currentSelectedTile.entity
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if currentSelectedTile.entity
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panelusage = 'entity'
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panelusage = 'entity'
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app.layer.drawRegion app.images.entities, currentSelectedTile.entity.sprite(), 15, 100
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app.layer.drawRegion app.images.entitydetails, currentSelectedTile.entity.spritedetail(), 12, 95
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else
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app.layer.drawRegion app.images.layerdetails, currentSelectedTile.getCurrentLayer().spritedetail, 12, 95
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# silo capacity
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# silo capacity
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usedSiloStoragePercent = Math.round((100 / app.game.availableSiloStorage()) * app.game.usedSiloStorage())
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usedSiloStoragePercent = Math.round((100 / app.game.availableSiloStorage()) * app.game.usedSiloStorage())
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@ -16,6 +16,9 @@ class Tile
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@randomSeed = Math.round(Math.random()*10)
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@randomSeed = Math.round(Math.random()*10)
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click: (button)->
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click: (button)->
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# Some tiles are not buildable
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return unless @isBuildable
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if button == "left"
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if button == "left"
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if (app.game.availableSiloStorage() - app.game.usedSiloStorage()) > 0
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if (app.game.availableSiloStorage() - app.game.usedSiloStorage()) > 0
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if @layers[@currentLayer].collect()
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if @layers[@currentLayer].collect()
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@ -3,6 +3,7 @@ class Tilelayer
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{@type, @depth, @amount} = options
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{@type, @depth, @amount} = options
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@randomFactor = getRandomInt 0, 4
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@randomFactor = getRandomInt 0, 4
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@sprite = [@randomFactor*8, @depth*8, 8, 8]
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@sprite = [@randomFactor*8, @depth*8, 8, 8]
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@spritedetail = [0, @depth*16, 16, 16]
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@hudSprite = [@randomFactor*8, @depth*8, 4, 4]
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@hudSprite = [@randomFactor*8, @depth*8, 4, 4]
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collect: ->
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collect: ->
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