110 lines
3.6 KiB
JavaScript
110 lines
3.6 KiB
JavaScript
// Plot: You are in the dark, and you have no clue where you are
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// and what happened. You wake up in completely dark and stumble
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// around. You explore the area and you find out you are on a
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// old space ship. You need to find out whats going on here and
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// why you are here. After finding and combining some items, you
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// find out that your stasis capsule had some malfunctioning and
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// you are the only one on this mission. But what mission? And
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// where are your crew members? Where are you? You are drifting
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// along, lost in space with no hope of rescue. But you want to
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// surrender.
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// You find out that you are the only surrender on an ancient
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// space ship, carring cargo from one place to another when
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// space pirates killed the crew except you. You want to fly
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// home, but you need to bring the ship back to life.
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// TOOLS: Aseprite (DB16 Palett)
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// Ship:
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// Statis capsule room
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// Cargo room
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// Command station
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// Crew quarters
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// Machine/Engine room
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// Act 1: No light at all. Only player. Can walk. If the player
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// hit a wall (he stands in a corridor), he can switch on the light.
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// He sees the room and the stasis capsule. Explore the room,
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// find out more details about your current situation (statis
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// no one is here, ship don't move, warning signs everywhere).
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// Act 2: Open the pressure door, find a space suite, get a map
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// fix a leak in the ship.
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// Act 3: Go into the command station, find out more on the
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// terminals, fix some things by exploring the rest of the ship.
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// Act 4: Bring the ship back to operation, find the way home,
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// end.
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var muri = (function() {
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'use strict';
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kontra.init('js13k-2017');
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kontra.assets.imagePath = 'assets/images';
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var muri = {};
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muri.bg = function(room) {
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return kontra.sprite({
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x: 0, y: 0,
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image: kontra.assets.images['room_'+room]
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});
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};
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muri.currentRoom = 'stasis';
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muri.modules = [];
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muri.rooms = [];
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var fetchObject = function(type) {
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return function(name) {
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for (var i in muri[type])
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if (muri[type][i].name === name)
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return muri[type][i];
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};
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};
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muri.get = fetchObject('modules');
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muri.room = fetchObject('rooms');
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muri.setup = function() {
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kontra.assets.load(
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'room_stasis_dark.gif',
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'room_stasis.gif',
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'stasis_doorSheet.png',
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'stasis_lightSwitch.gif'
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).then(function() {
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document.getElementById('loading').style.display = 'none';
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muri.modules.forEach(function(m) {
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if (m.init !== undefined) m.init();
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});
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muri.rooms.forEach(function(r) {
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if (r.init !== undefined) r.init();
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});
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kontra.gameLoop({
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update: function() {
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muri.room(muri.currentRoom).update();
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muri.modules.forEach(function(m) {
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if (m.update !== undefined) m.update();
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});
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if (!muri.get('mouse').isClickReleased()) {
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muri.get('mouse').releaseClick();
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muri.get('bubble').skip();
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}
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},
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render: function() {
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muri.room(muri.currentRoom).render();
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muri.modules.forEach(function(m) {
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if (m.render !== undefined && m.name !== 'entity')
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m.render();
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});
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muri.get('entity').render();
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}
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}).start();
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});
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};
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return muri;
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}());
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window.onload = muri.setup;
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