<button id="switch_to_name_thing"></button>
<button id="switch_to_password"></button>
<button id="switch_to_enter_face"></button>
+ <button id="switch_to_enter_hat"></button>
</td>
</tr>
<tr>
<li>(un-)wear: <input id="key_wear" type="text" value="W" />
<li><input id="key_switch_to_drop_thing" type="text" value="u" />
<li><input id="key_switch_to_enter_face" type="text" value="f" />
+<li><input id="key_switch_to_enter_hat" type="text" value="H" />
<li><input id="key_switch_to_take_thing" type="text" value="z" />
<li><input id="key_switch_to_chat" type="text" value="t" />
<li><input id="key_switch_to_play" type="text" value="p" />
'intro': '@ enter face line (enter nothing to abort):',
'long': 'Draw your face as ASCII art. The string you enter must be 18 characters long, and will be divided on display into 3 lines of 6 characters each, from top to bottom..'
},
+ 'enter_hat': {
+ 'short': 'enter your hat',
+ 'intro': '@ enter hat line (enter nothing to abort):',
+ 'long': 'Draw your hat as ASCII art. The string you enter must be 18 characters long, and will be divided on display into 3 lines of 6 characters each, from top to bottom..'
+ },
'write': {
'short': 'change terrain',
'intro': '',
game.map_geometry = game.map_geometry_new;
game.map_size = game.map_size_new;
game.map = game.map_new;
+ game.fov = game.fov_new;
tui.init_keys();
game.map_control = game.map_control_new;
explorer.annotations = explorer.annotations_new;
explorer.info_cached = false;
game.things = game.things_new;
game.player = game.things[game.player_id];
+ game.players_hat_chars = game.players_hat_chars_new;
game.turn_complete = true;
if (tui.mode.name == 'post_login_wait') {
tui.switch_mode('play');
tui.log_msg('#MUSICPLAYER: ' + tokens[1], 1);
} else if (tokens[0] === 'PLAYER_ID') {
game.player_id = parseInt(tokens[1]);
+ } else if (tokens[0] === 'PLAYERS_HAT_CHARS') {
+ game.players_hat_chars_new = tokens[1];
} else if (tokens[0] === 'LOGIN_OK') {
this.send(['GET_GAMESTATE']);
tui.switch_mode('post_login_wait');
mode_take_thing: new Mode('take_thing', true),
mode_drop_thing: new Mode('drop_thing', true),
mode_enter_face: new Mode('enter_face', true),
+ mode_enter_hat: new Mode('enter_hat', true),
mode_admin_enter: new Mode('admin_enter', true),
mode_admin: new Mode('admin'),
mode_control_pw_pw: new Mode('control_pw_pw', true),
},
offset: [0,0],
map_lines: [],
+ ascii_draw_stage: 0,
+ full_ascii_draw: '',
selectables: [],
draw_face: false,
init: function() {
this.mode_control_tile_draw.available_actions = ["toggle_tile_draw"];
this.mode_edit.available_modes = ["write", "annotate", "portal", "name_thing",
"password", "chat", "study", "play",
- "admin_enter", "enter_face"]
+ "admin_enter", "enter_face", "enter_hat"]
this.mode_edit.available_actions = ["move", "flatten", "install",
"toggle_map_mode"]
this.inputEl = document.getElementById("input");
- this.inputEl.focus();
this.switch_mode('waiting_for_server');
this.recalc_input_lines();
this.height_header = this.height_turn_line + this.height_mode_line;
}
this.draw_face = false;
this.tile_draw = false;
- if (mode_name == 'command_thing' && (!game.player.carrying
- || !game.player.carrying.commandable)) {
+ if (mode_name == 'command_thing' && (!game.player.carrying
+ || !game.player.carrying.commandable)) {
return fail('not carrying anything commandable', 'play');
- };
- if (mode_name == 'take_thing' && game.player.carrying) {
+ } else if (mode_name == 'take_thing' && game.player.carrying) {
return fail('already carrying something', 'play');
- };
- if (mode_name == 'drop_thing' && !game.player.carrying) {
+ } else if (mode_name == 'drop_thing' && !game.player.carrying) {
return fail('not carrying anything droppable', 'play');
+ } else if (mode_name == 'enter_hat' && !game.player.hat) {
+ return fail('not wearing hat to edit', 'edit');
}
if (mode_name == 'admin_enter' && this.is_admin) {
mode_name = 'admin';
} else if (this.mode.name != "edit") {
this.map_mode = 'terrain + things';
};
- if (this.mode.has_input_prompt || this.mode.is_single_char_entry) {
- this.inputEl.focus();
- }
if (game.player_id in game.things && (this.mode.shows_info || this.mode.name == 'control_tile_draw')) {
explorer.position = game.player.position;
}
for (let [i, direction] of this.selectables.entries()) {
this.log_msg(i + ': ' + direction);
};
+ } else if (this.mode.name == 'enter_hat') {
+ this.log_msg('legal characters: ' + game.players_hat_chars);
} else if (this.mode.name == 'command_thing') {
server.send(['TASK:COMMAND', 'HELP']);
} else if (this.mode.name == 'control_pw_pw') {
if (t && t.protection) {
this.inputEl.value = t.protection;
}
+ } else if (['enter_face', 'enter_hat'].includes(this.mode.name)) {
+ const start = this.ascii_draw_stage * 6;
+ const end = (this.ascii_draw_stage + 1) * 6;
+ if (this.mode.name == 'enter_face') {
+ this.inputEl.value = game.player.face.slice(start, end);
+ } else if (this.mode.name == 'enter_hat') {
+ this.inputEl.value = game.player.hat.slice(start, end);
+ }
}
},
recalc_input_lines: function() {
this.inputEl.value = "";
this.switch_mode('play');
},
+ enter_ascii_art: function(command) {
+ if (this.inputEl.value.length != 6) {
+ this.log_msg('? wrong input length, try again');
+ return;
+ }
+ this.log_msg(' ' + this.inputEl.value);
+ this.full_ascii_draw += this.inputEl.value;
+ this.ascii_draw_stage += 1;
+ if (this.ascii_draw_stage < 3) {
+ this.restore_input_values();
+ } else {
+ server.send([command, this.full_ascii_draw]);
+ this.full_ascii_draw = '';
+ this.ascii_draw_stage = 0;
+ this.inputEl.value = '';
+ this.switch_mode('edit');
+ }
+ },
draw_map: function() {
if (!game.turn_complete && this.map_lines.length == 0) {
return;
this.map_size_new = [0,0];
this.portals = {};
this.portals_new = {};
+ this.players_hat_chars = "";
},
get_thing_temp: function(id_, create_if_not_found=false) {
if (id_ in game.things_new) {
server.send(['LOGIN', tui.inputEl.value]);
tui.inputEl.value = "";
} else if (tui.mode.name == 'enter_face' && event.key == 'Enter') {
- if (tui.inputEl.value.length != 18) {
- tui.log_msg('? wrong input length, aborting');
- } else {
- server.send(['PLAYER_FACE', tui.inputEl.value]);
- }
- tui.inputEl.value = "";
- tui.switch_mode('edit');
+ tui.enter_ascii_art('PLAYER_FACE');
+ } else if (tui.mode.name == 'enter_hat' && event.key == 'Enter') {
+ tui.enter_ascii_art('PLAYER_HAT');
} else if (tui.mode.name == 'command_thing' && event.key == 'Enter') {
server.send(['TASK:COMMAND', tui.inputEl.value]);
tui.inputEl.value = "";
}, 1000);
window.setInterval(function() {
if (document.activeElement.tagName.toLowerCase() != 'input') {
+ const scroll_x = window.scrollX;
+ const scroll_y = window.scrollY;
tui.inputEl.focus();
+ window.scrollTo(scroll_x, scroll_y);
};
}, 100);
-document.getElementById("terminal").onclick = function() {
- tui.inputEl.focus();
-};
document.getElementById("help").onclick = function() {
tui.show_help = true;
tui.full_refresh();