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data.js
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data.js
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/* Data.js */
// A few functions to store and display ~persistent data
// "use strict";
// window.data stores the references to data and elements
function resetData() {
// Make sure there's no data display already
var check;
if(check = document.getElementById("data_display"))
body.removeChild(check);
if(!window.data) {
window.data = new Data();
// setDataDisplay();
}
}
// Keeps information displayed on the screen
function Data() {
this.playerpower = 1;
this.traveled = this.traveledold = 0; // only used for random
this.scorelevs = [100, 200, 400, 500, 800, 1000, 2000, 4000, 5000, 8000];
this.score = new DataObject(0, 6, "SCORE");
this.time = new DataObject(350, 3, "TIME");
this.world = new DataObject(0, 0, "WORLD");
this.coins = new DataObject(0, 0, "COINS");
this.lives = new DataObject(3, 1, "LIVES");
this.time.dir = -1;
this.scoreold = 0;
}
// Keeps a reference to the actual HTML element on display
function DataObject(amount, length, name) {
this.amount = amount;
this.length = length;
this.name = name;
this.element = createElement("td", {className: "indisplay"});
}
// Sets up the data display on the screen
function setDataDisplay() {
var display = createElement("table", {
id: "data_display",
className: "display",
style: {
width: (gamescreen.right + 14) + "px"
}}),
elems = ["score", "coins", "world", "time", "lives"];
body.appendChild(display);
data.display = display;
for(var i in elems) {
display.appendChild(data[elems[i]].element);
updateDataElement(data[elems[i]]);
}
body.appendChild(data.display);
}
// Getting rid of the display simply means removing it from body
function clearDataDisplay() {
body.removeChild(data_display);
}
function toggleLuigi() {
window.luigi = !window.luigi;
localStorage.luigi = window.luigi;
window.player.title = (window.luigi) ? "Luigi" : "Mario";
setThingSprite(window.player);
}
// Starts the interval of updating data time
// 1 game second is about 25*16.667=416.675ms
function startDataTime() {
TimeHandler.addEventInterval(updateDataTime, 25, Infinity, data.time);
}
function updateDataTime(me) {
// If the time direction isn't up (random map), check for timing
if(me.dir != 1) {
if(me.amount == 100) playCurrentThemeHurry();
else if(me.amount <= 0) killPlayer(player, true);
}
// If time is still enabled, change it by 1
if(!notime) {
map.time = me.amount += me.dir;
updateDataElement(me);
}
}
// Updates a typical DataObject to its value
function updateDataElement(me) {
var text = me.name + "<br />" + (me.amount == "Infinity" ? "Inf" : me.amount);
me.element.innerHTML = text;
/*if(text.length > 14) me.element.style.width = "490px";
else */me.element.style.width = "";
}
function score(me, amount, appears) {
// Don't do negative values
if(amount <= 0) return;
// If it's in the form 'score(X)', return 'score(player, x)'
if(arguments.length == 1) return score(player, me);
// Keep the high score in localStorage, why not.
localStorage.highscore = max(localStorage.highscore, data.score.amount += amount);
// If it appears, add the element
if(appears) {
var text = addText(amount, me.left, me.top);
text.yvel = -unitsized4;
TimeHandler.addEvent(killScore, 49, text);
}
while(data.score > 10000) { // you never know...
gainLife();
data.score.amount = data.score.amount % 10000;
}
updateDataElement(data.score);
}
function killScore(text) {
if(body.contains(text))
body.removeChild(text);
killNormal(text);
deleteThing(text, texts, texts.indexOf(text));
}
function findScore(lev) {
if(lev < data.scorelevs.length) return data.scorelevs[lev];
gainLife();
return -1;
}
function gainLife(num, nosound) {
data.lives.amount += typeof(num) == "number" ? num : 1;
if(!nosound) AudioPlayer.play("Gain Life");
updateDataElement(data.lives);
}
function setLives(num) {
data.lives.amount = Number(num);
updateDataElement(data.lives);
}
function storePlayerStats() {
data.playerpower = player.power;
}
function clearPlayerStats() {
data.playerpower = player.power = 1;
}