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- let progressionVars = [false, //picked up key in kitchen
- false, //picked up house key
- false, //Took Fish
- false, //gave fish to cat
- false, //took the twine
- false
- ];
- let roomInfo = [[],[],[],[],[],[]]
- let roomLookDesc = [[],[],[],[],[],[]];
- let isroomAccessable = [[],[],[],[],[],[]];
- let RoomAction = [[],[],[],[],[],[]];
- let inventory = [0,0,0,0]
- let itemnames = ["Empty","Silver Key","House Key","Fish","Wick","Unlit Lantern","Lantern"]
- roomInfo[0][0] = "My Bedroom";
- roomInfo[0][1] = "Hallway";
- roomInfo[1][1] = "Hallway";
- roomInfo[2][1] = "Hallway";
- roomInfo[2][2] = "Stairs";
- roomInfo[3][1] = "Office";
- roomInfo[3][0] = "Coat Rack";
- roomInfo[2][3] = "Foyer";
- roomInfo[1][3] = "Kitchen";
- roomInfo[2][4] = "Outside";
- roomInfo[3][4] = "Street";
- roomInfo[4][4] = "Dark Street";
- roomInfo[4][3] = "END"; //alleyway
- roomInfo[4][5] = "Trade Yard";
- roomLookDesc[0][0] = "Its my bedroom.There is a bed and plain furniture in this room. Beside my bed is a burnt out lantern";
- roomLookDesc[0][1] = "An empty hallway. The door to my bedroom is here.";
- roomLookDesc[1][1] = "An empty hallway.";
- roomLookDesc[2][1] = "An empty hallway. The door to my office is here.";
- roomLookDesc[2][2] = "Somewhat crooked wooden stairs.";
- roomLookDesc[3][1] = "My office. There are files scattered across my desk.";
- roomLookDesc[3][0] = "A coat rack. My coat and hat are here.";
- roomLookDesc[2][3] = "The stairs lead toward the front door, which appears to be locked.";
- roomLookDesc[1][3] = "The kitchen is neatly kept, except for a silver key sat on the kitchen table.";
- roomLookDesc[2][4] = "The night streets of Oceanport. You are surrounded by small two story buildings. All coated in a dense fog";
- roomLookDesc[3][4] = "The street grows darker as i follow it. In the darkness a black cat scuttles across my path.";
- roomLookDesc[4][4] = "It is to dark to see down the alleyways i pass by in the darkness. The road leads south towards the harbor.";
- roomLookDesc[4][3] = "This ends the demo.";
- roomLookDesc[4][5] = "The trade yard doors are shuttered for the night. A large net of fish is dragged in by a lone fisher.";
- RoomAction[0][0] = "I straighten the covers. Nothing happens.";
- RoomAction[0][1] = "Nothing happens.";
- RoomAction[1][1] = "Nothing happens.";
- RoomAction[2][1] = "Nothing happens.";
- RoomAction[2][2] = "Nothing happens.";
- RoomAction[3][1] = "The news clipping reads: 'Mysterious dissapearances in OceanPort'";
- RoomAction[3][0] = "I take my coat. The house key is in my pocket.";
- RoomAction[2][3] = "Nothing happens.";
- RoomAction[1][3] = "I take the silver key.";
- RoomAction[2][4] = "Nothing happens.";
- RoomAction[3][4] = "Nothing happens.";
- RoomAction[4][4] = "Nothing happens.";
- RoomAction[4][3] = "Nothing happens.";
- RoomAction[4][5] = "You hand the fisher a coin and take one of the fish.";
- isroomAccessable[0][0] = true;
- isroomAccessable[0][1] = true;
- isroomAccessable[1][1] = true;
- isroomAccessable[2][1] = true;
- isroomAccessable[2][2] = true;
- isroomAccessable[3][1] = false;//office
- isroomAccessable[3][0] = true;
- isroomAccessable[2][3] = true;
- isroomAccessable[1][3] = true;
- isroomAccessable[2][4] = false;//street
- isroomAccessable[3][4] = true;
- isroomAccessable[4][4] = true;
- isroomAccessable[4][3] = false;//alleyway
- isroomAccessable[4][5] = true;
- var playerX =0;
- var playerY =0;
- var lookBtn = document.getElementById("lookButton");
- var actBtn = document.getElementById("useButton");
- var bagBtn = document.getElementById("bagButton");
- var lookExit = document.getElementById("lookExit");
- var leftRoom = document.getElementById("leftRoom");
- var rightRoom = document.getElementById("rightRoom");
- var upRoom = document.getElementById("upRoom");
- var downRoom = document.getElementById("downRoom");
- var upleftRoom = document.getElementById("upleftRoom");
- var uprightRoom = document.getElementById("uprightRoom");
- var downleftRoom = document.getElementById("downleftRoom");
- var downrightRoom = document.getElementById("downrightRoom");
- var inventory1 = document.getElementById("inventory1");
- var inventory2 = document.getElementById("inventory2");
- var inventory3 = document.getElementById("inventory3");
- var inventory4 = document.getElementById("inventory4");
- UpdateWorld();
- function moveUp(){
- console.log("up");
- if(RoomExisitsAt(playerX,playerY-1)){
- if(isroomAccessable[playerX][playerY-1]){
- playerY--;
- }
- }
- UpdateWorld();
- }
- function moveDown(){
- console.log("down");
- if(RoomExisitsAt(playerX,playerY+1)){
- if(isroomAccessable[playerX][playerY+1]){
- playerY++;
- }
- }
- UpdateWorld();
- }
- function moveRight(){
- console.log("right");
- if(RoomExisitsAt(playerX+1,playerY)){
- if(isroomAccessable[playerX+1][playerY]){
- playerX++;
- }
- }
- UpdateWorld();
- }
- function moveLeft(){
- console.log("left");
- if(RoomExisitsAt(playerX-1,playerY)){
- if(isroomAccessable[playerX-1][playerY]){
- playerX--;
- }
- }
- UpdateWorld();
- }
- function ItemBtn(item){
- document.getElementById("inventory0").style.display = "none";
- document.getElementById("lookWindow").style.visibility = "visible";
- UseItem(inventory[item]);
- }
- lookExit.onmousedown = function(evt){
- let lookWindow = document.getElementById("lookWindow");
- lookWindow.style.visibility = "hidden";
- }
- lookBtn.onmousedown = function(evt){
- let lookWindow = document.getElementById("lookWindow");
- lookWindow.style.visibility = "visible";
- let lookText = document.getElementById("lookText");
- lookText.innerHTML = roomLookDesc[playerX][playerY];
- console.log("Looked");
- }
- actBtn.onmousedown = function(evt){
- let lookWindow = document.getElementById("lookWindow");
- lookWindow.style.visibility = "visible";
- let lookText = document.getElementById("lookText");
- lookText.innerHTML = RoomAction[playerX][playerY];
- console.log("Acted");
- //all actions//////////////////////////////////////////////////////
- //pickup silver key
- if(playerX == 1 && playerY == 3 && progressionVars[0] == false ){
- if(AddItemToInventory(1)){
- progressionVars[0] = true;
- roomLookDesc[1][3] = "The kitchen is neatly kept.";
- RoomAction[1][3] = "Nothing happens.";
- }else{
- lookText.innerHTML = "My inventory is full";
- }
- }
- //pickup housekey
- if(playerX == 3 && playerY == 0 && progressionVars[1] == false ){
- if(AddItemToInventory(2)){
- progressionVars[1] = true;
- roomLookDesc[3][0] = "A coat rack.";
- RoomAction[3][0] = "Nothing happens.";
- }else{
- lookText.innerHTML = "My inventory is full";
- }
- }
- //pickup Fish
- if(playerX == 4 && playerY == 5 && progressionVars[2] == false ){
- if(AddItemToInventory(3)){
- progressionVars[2] = true;
- roomLookDesc[4][5] = "You are alone in the trade yard. Saliors can be herd down by the harbor.";
- RoomAction[4][5] = "Nothing happens.";
- }else{
- lookText.innerHTML = "My inventory is full";
- }
- }
- if(playerX==3 && playerY ==4 && progressionVars[3] ==true && progressionVars[4]==false){ //picking up ball of twine
- if(AddItemToInventory(4)){
- progressionVars[4] = true;
- roomLookDesc[3][4] = "The street grows darker as i follow it.";
- RoomAction[3][4] = "Nothing happens.";
- }else{
- lookText.innerHTML = "My inventory is full";
- }
- }
- /////////////////////////////////////////////////////////////////////
- }
- bagBtn.onmousedown = function(evt){
- document.getElementById("inventory0").style.display = "inline";
- document.getElementById("inventory1text").innerHTML = itemnames[inventory[0]];
- document.getElementById("inventory2text").innerHTML = itemnames[inventory[1]];
- document.getElementById("inventory3text").innerHTML = itemnames[inventory[2]];
- document.getElementById("inventory4text").innerHTML = itemnames[inventory[3]];
- console.log("iventory");
- }
- function UpdateWorld(){
- //Update Room Description
- let demotext = document.getElementById("demotext");
- demotext.innerHTML = roomInfo[playerX][playerY];
- //drawmap
- leftRoom.style.fill= "black";
- rightRoom.style.fill = "black";
- upRoom.style.fill = "black";
- downRoom.style.fill = "black";
- upleftRoom.style.fill = "black";
- uprightRoom.style.fill = "black";
- downleftRoom.style.fill = "black";
- downrightRoom.style.fill = "black";
- if(RoomExisitsAt(playerX-1,playerY)){
- leftRoom.style.fill= "white";
- if(isroomAccessable[playerX-1][playerY]){
- leftRoom.innerHTML ="O";
- }else{
- leftRoom.innerHTML = "8";
- }
- }
- if(RoomExisitsAt(playerX+1,playerY)){
- rightRoom.style.fill= "white";
- if(isroomAccessable[playerX+1][playerY]){
- rightRoom.innerHTML ="O";
- }else{
- rightRoom.innerHTML = "8";
- }
- }
- if(RoomExisitsAt(playerX,playerY-1)){
- upRoom.style.fill= "white";
- if(isroomAccessable[playerX][playerY-1]){
- upRoom.innerHTML ="O";
- }else{
- upRoom.innerHTML = "8";
- }
- }
- if(RoomExisitsAt(playerX,playerY+1)){
- downRoom.style.fill= "white";
- if(isroomAccessable[playerX][playerY+1]){
- downRoom.innerHTML ="O";
- }else{
- downRoom.innerHTML = "8";
- }
- }
- if(RoomExisitsAt(playerX-1,playerY-1)){
- upleftRoom.style.fill= "white";
- if(isroomAccessable[playerX-1][playerY-1]){
- upleftRoom.innerHTML ="O";
- }else{
- upleftRoom.innerHTML = "8";
- }
- }
- if(RoomExisitsAt(playerX+1,playerY-1)){
- uprightRoom.style.fill= "white";
- if(isroomAccessable[playerX+1][playerY-1]){
- uprightRoom.innerHTML ="O";
- }else{
- uprightRoom.innerHTML = "8";
- }
- }
- if(RoomExisitsAt(playerX-1,playerY+1)){
- downleftRoom.style.fill= "white";
- if(isroomAccessable[playerX-1][playerY+1]){
- downleftRoom.innerHTML ="O";
- }else{
- downleftRoom.innerHTML = "8";
- }
- }
- if(RoomExisitsAt(playerX+1,playerY+1)){
- downrightRoom.style.fill= "white";
- if(isroomAccessable[playerX+1][playerY+1]){
- downrightRoom.innerHTML ="O";
- }else{
- downrightRoom.innerHTML = "8";
- }
- }
- }
- function RoomExisitsAt(x,y){
- if(x>-1 && y>-1){
- if(roomInfo[x][y] !=null){
- return true;
- }
- }
- return false;
- }
- function AddItemToInventory(itemid){
- var i;
- for (i = 0; i < 4; i++) {
- if(inventory[i]==0){
- inventory[i]=itemid;
- return true;
- }
- }
- return false; // full inventory
- }
- function RemoveItemFromInventory(itemid){
- var i;
- for (i = 0; i < 4; i++) {
- if(inventory[i]==itemid){
- inventory[i]=0;
- }
- }
- }
- function UseItem(itemid){
- let lookWindow = document.getElementById("lookWindow");
- lookWindow.style.visibility = "visible";
- let lookText = document.getElementById("lookText");
- if(itemid==1 && playerX == 2 && playerY == 1){ //using silver key to unlock office
- lookText.innerHTML = "I unlock the office.";
- isroomAccessable[3][1] = true;
- RemoveItemFromInventory(1);
- }
- else if(itemid==2 && playerX == 2 && playerY == 3){
- lookText.innerHTML = "I unlock the front door.";
- isroomAccessable[2][4] = true;
- RemoveItemFromInventory(2);
- }
- else if(itemid==3 && playerX == 3 && playerY == 4){
- lookText.innerHTML = "I give the fish to the cat. It takes it in its mouth and saunters off into the darkness";
- roomLookDesc[3][4] = "The street grows darker as i follow it. Out of the darkness rolls a ball of twine.";
- RoomAction[3][4] = "I take the ball of twine.";
- progressionVars[3] = true;
- RemoveItemFromInventory(3);
- }
- else if(itemid==4 && playerX == 0 && playerY == 0){
- lookText.innerHTML = "I place the wick in the lantern and take it";
- RemoveItemFromInventory(4);
- AddItemToInventory(5);
- }
- else if(itemid==5 && playerX == 1 && playerY == 3){
- lookText.innerHTML = "I take a match from the kitchen and light the lantern.";
- RemoveItemFromInventory(5);
- AddItemToInventory(6);
- }
- else if(itemid==6 && playerX == 4 && playerY == 4){
- lookText.innerHTML = "I hold the lantern and peer into the darkness.";
- isroomAccessable[4][3] = true;
- }
- else{
- lookText.innerHTML = "Nothing happens.";
- }
- UpdateWorld();
- }
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