-
Notifications
You must be signed in to change notification settings - Fork 0
/
renderer.js
619 lines (566 loc) · 21.4 KB
/
renderer.js
1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
71
72
73
74
75
76
77
78
79
80
81
82
83
84
85
86
87
88
89
90
91
92
93
94
95
96
97
98
99
100
101
102
103
104
105
106
107
108
109
110
111
112
113
114
115
116
117
118
119
120
121
122
123
124
125
126
127
128
129
130
131
132
133
134
135
136
137
138
139
140
141
142
143
144
145
146
147
148
149
150
151
152
153
154
155
156
157
158
159
160
161
162
163
164
165
166
167
168
169
170
171
172
173
174
175
176
177
178
179
180
181
182
183
184
185
186
187
188
189
190
191
192
193
194
195
196
197
198
199
200
201
202
203
204
205
206
207
208
209
210
211
212
213
214
215
216
217
218
219
220
221
222
223
224
225
226
227
228
229
230
231
232
233
234
235
236
237
238
239
240
241
242
243
244
245
246
247
248
249
250
251
252
253
254
255
256
257
258
259
260
261
262
263
264
265
266
267
268
269
270
271
272
273
274
275
276
277
278
279
280
281
282
283
284
285
286
287
288
289
290
291
292
293
294
295
296
297
298
299
300
301
302
303
304
305
306
307
308
309
310
311
312
313
314
315
316
317
318
319
320
321
322
323
324
325
326
327
328
329
330
331
332
333
334
335
336
337
338
339
340
341
342
343
344
345
346
347
348
349
350
351
352
353
354
355
356
357
358
359
360
361
362
363
364
365
366
367
368
369
370
371
372
373
374
375
376
377
378
379
380
381
382
383
384
385
386
387
388
389
390
391
392
393
394
395
396
397
398
399
400
401
402
403
404
405
406
407
408
409
410
411
412
413
414
415
416
417
418
419
420
421
422
423
424
425
426
427
428
429
430
431
432
433
434
435
436
437
438
439
440
441
442
443
444
445
446
447
448
449
450
451
452
453
454
455
456
457
458
459
460
461
462
463
464
465
466
467
468
469
470
471
472
473
474
475
476
477
478
479
480
481
482
483
484
485
486
487
488
489
490
491
492
493
494
495
496
497
498
499
500
501
502
503
504
505
506
507
508
509
510
511
512
513
514
515
516
517
518
519
520
521
522
523
524
525
526
527
528
529
530
531
532
533
534
535
536
537
538
539
540
541
542
543
544
545
546
547
548
549
550
551
552
553
554
555
556
557
558
559
560
561
562
563
564
565
566
567
568
569
570
571
572
573
574
575
576
577
578
579
580
581
582
583
584
585
586
587
588
589
590
591
592
593
594
595
596
597
598
599
600
601
602
603
604
605
606
607
608
609
610
611
612
613
614
615
616
617
618
619
/**
* @constructor
*/
function Renderer(game)
{
this.game = game;
this.world = game.world;
this.overlayPanel = document.getElementById("t");
this.playerPanel = document.getElementById("p");
this.chatPanel = document.getElementById("h");
this.activityPanel = document.getElementById("a");
this.showActivityPanel = false;
this.sceneryCanvas = document.getElementById("c");
this.characterChoicePanel = document.getElementById("i");
this.resultsPanel = document.getElementById("r");
this.sceneryContext = this.sceneryCanvas.getContext("2d");
this.tileSize = 16;
// create a mirrored version of the sprite sheet
this.spriteSheet = document.createElement("canvas");
this.spriteSheet.width=640; //spriteImg.width*2;
this.spriteSheet.height=560; // spriteImg.height;
var bufferContext = this.spriteSheet.getContext('2d');
var spriteImg = document.getElementById("s");
bufferContext.drawImage(spriteImg, 0, 0);
bufferContext.scale(-1, 1);
bufferContext.drawImage(spriteImg, 0, 0, 264, 161, -320*2, 0, 264, 161);
bufferContext.drawImage(spriteImg, 0, 208, 128, 352, -128*2, 208, 128, 352);
bufferContext.scale(-1, 1);
//document.body.appendChild(this.spriteSheet,null);
this.chatPanelDocked = true;
this.resizeWindow(false); // define the appropriate pixel zoom for the play area
this.formerSelectedItem = -1; // cache for overlay panel
this.formerHighlightedItem = -1;
var renderer = this;
var actionHandler = this.game.worldLink;
// show the activity panel when hovering over the current activity
this.playerPanel.children[5].onmouseover = function () {
renderer.setActivityPanelShown(true);
}
// hide it
this.activityPanel.onmouseleave = function () {
renderer.setActivityPanelShown(false);
}
this.activityPanel.children[0].onclick = function() {
actionHandler.changeActivity(0);
renderer.setActivityPanelShown(false);
};
this.activityPanel.children[1].onclick = function() {
actionHandler.changeActivity(1);
renderer.setActivityPanelShown(false);
};
this.activityPanel.children[2].onclick = function() {
actionHandler.changeActivity(2);
renderer.setActivityPanelShown(false);
};
// character selection screen : choose character
this.characterChoicePanel.children[2].onmouseup = function() {
actionHandler.selectCharacter(0);
};
this.characterChoicePanel.children[3].onmouseup = function() {
actionHandler.selectCharacter(1);
};
this.characterChoicePanel.children[4].onmouseup = function() {
actionHandler.selectCharacter(2);
};
//character selection screen : validate button
this.characterChoicePanel.children[6].onmouseup = function() {
actionHandler.validateCharacter();
}
// click on the top-right arrow : dock/undock the chat box
document.getElementById("f").onclick = function() {
renderer.resizeWindow(true);
};
// click on the results panel : hide it
document.getElementById("r").onclick = function() {
actionHandler.showResults = false;
}
this.itemNames = [ "Hallway",
"",
"",
"",
"Open door",
"Closed door",
"",
"",
"",
"",
"",
"",
"Blocked door",
"",
"",
"",
"",
"Rocks",
,
,
,
,
,
,
,
,
,
,
,
,
"outside world",
,
"Clay cup",
"Metal cup",
"Chalice",
"Stone idol",
"Stone calendar",
,
,
,
,
,
,
,
,
,
,
"",
"Steven",
"Ernesto",
"Marzena",
""
];
this.actionNames = [ "Take",
"Open",
"Close",
"Walk through",
,
,
,
,
"Drop",
"Pick backpack"
];
this.conditionNames = [ "Active",
"Cautious",
"Vigilant"
];
/*
this.errorMessages = [ "You need at least $1 ⌛ to perform this action.",
"You cannot open this.",
"You cannot close this."
];
*/
this.logMessages = [ " takes a $1",
" opens the $1",
" closes the $1",
" leaves the room towards the $1",
,
,
,
,
" drops a $1",
" successfully snatches a $1 from $2's backpack",
" tries to pick from $2's backpack without success",
" catches the attention of $2 trying to steal from $4 backpack",
" tries to grab from $2's backpack, only to find it empty",
" catches $2 red-handed in $3 backpack",
" enters from the $1",
" The ground quivers for a short instant, then becomes still again",
" A deep rumble rise from the ground as the stones start shaking",
" Thunder echoes through the room as the jolts from the ground bring you to your knees",
" A sudden quake causes the ceiling to collapse on the $1 side of the room"
];
this.logCount = 0;
}
Renderer.prototype = {
/**
* Handler for global window resize event, also called once at init time
* @param toggleDockedChat true to dock/undock the chat panel, false to resize only
*/
resizeWindow : function(toggleDockedChat) {
this.chatPanelDocked = this.chatPanelDocked ^ toggleDockedChat;
var dx = Math.floor(Math.max(0, window.innerWidth-800)/3);
this.windowLayout = [dx, 0, 240];
this.resultsPanel.style.left = this.sceneryCanvas.style.left = this.chatPanel.style.left = dx+"px";
this.activityPanel.style.left = this.playerPanel.style.left = (2*dx+576)+"px";
this.chatPanel.style.top = (this.chatPanelDocked?400:160)+"px";
this.chatPanel.style.width = (dx+736)+"px";
this.chatPanel.style.height = window.innerHeight-(this.chatPanelDocked?400:160)+"px";
this.game.layoutChanged(this.windowLayout);
document.getElementById("f").innerHTML = this.chatPanelDocked?"▲":"▼";
},
/**
* Draw both scenery and overlay canvas
*/
drawMain : function() {
this.sceneryCanvas.style.display=this.playerPanel.style.display=this.activityPanel.style.display=this.game.state>1?"block":"none";
this.resultsPanel.style.display=this.game.state==3?"block":"none";
if (this.game.state<2) {
this.overlayPanel.style.display="none";
}
this.characterChoicePanel.style.display=this.game.state==1?"block":"none";
if (this.game.state == 1)
{ // join game menu
for (var i=0; i<3; ++i) {
this.characterChoicePanel.children[i+2].setAttribute("class", (this.world.playerId==i?"selected":"")+(this.game.worldLink.availableCharacters[1+i]?"":" disabled"));
}
var canStart = this.game.worldLink.availableCharacters[1+this.world.playerId];
this.characterChoicePanel.children[6].setAttribute("class", canStart?"":"disabled");
this.characterChoicePanel.children[6].value = "Play "+(canStart ? "as "+this.itemNames[48+this.world.playerId]:"");
}
if (this.game.state >1) { // playing/endgame : draw the isometric game area
this.drawChatBox();
this.drawGameArea();
this.drawOverlayPanel();
this.drawPlayerPanel();
this.drawActivityPanel();
}
if (this.game.state == 3) {
this.drawResultsPanel();
}
//this.drawDebug();
},
/*
drawDebug : function()
{
this.sceneryContext.fillStyle="red";
this.sceneryContext.fillText("Mouse at ("+this.game.controls.mouseX+","+this.game.controls.mouseY+") -> ("+Math.floor(this.game.controls.roomX)+","+Math.floor(this.game.controls.roomY)+")",20, 20);
this.sceneryContext.fillText("P1 at ("+this.world.players[0].x+","+this.world.players[0].y+")", 20, 40);
this.sceneryContext.fillText("Highlighted = "+this.world.highlightedItem+", selected = "+this.world.selectedItem, 20, 60);
this.sceneryContext.strokeStyle = "red";
this.sceneryContext.lineWidth = 1;
this.sceneryContext.translate(0, this.windowLayout[2]);
for (var j=0; j<this.world.clickAreas.length; ++j) {
var polygon = this.world.clickAreas[j];
this.sceneryContext.beginPath();
for (var i=1; i<polygon.length; i+=2) {
if (i==1) {
this.sceneryContext.moveTo(polygon[i], polygon[i+1]);
} else {
this.sceneryContext.lineTo(polygon[i], polygon[i+1]);
}
}
this.sceneryContext.lineTo(polygon[1], polygon[2]);
this.sceneryContext.stroke();
}
this.sceneryContext.translate(0, -this.windowLayout[2]);
},
*/
/**
* Display the chat box
*/
drawChatBox : function()
{
var logs = this.game.worldLink.logs;
while (this.logCount < logs.length) {
var oneLog = logs[this.logCount];
var time = Math.ceil((oneLog[5]-this.world.startTime)/1000)%86400;
var seconds = time%60;
var minutes = ((time-seconds)/60)%60;
var hours = Math.floor(time/3600);
var newLine = document.createElement("div");
var message = "<div>"+(hours<10?"0":"")+hours+":"+(minutes<10?"0":"")+minutes+":"+(seconds<10?"0":"")+seconds+"</div><div>"+this.itemNames[48+oneLog[0]]+"</div>";
if (oneLog[1]==-1) {
message += "<div class='speech'>"+oneLog[4]+"</div>";
} else {
message += "<div>"+this.logMessages[oneLog[1]];
var param = (oneLog[1]>0&&oneLog[1]<5)||oneLog[1]==18||(oneLog[1]==14&&oneLog[2]<4)?["south","east","north","west"][oneLog[2]]:this.itemNames[oneLog[2]];
param +=oneLog[1]==1||oneLog[1]==2||oneLog[1]==4||(oneLog[1]==14&&oneLog[2]<4)?" door":"";
message = message.replace("$1", param).replace("$2", this.itemNames[48+oneLog[3]]).replace("$3", oneLog[0]>1?"her":"his").replace("$4", oneLog[3]>1?"her":"his");;
}
newLine.innerHTML = message;
this.chatPanel.children[1].firstChild.insertBefore(newLine, null);
++this.logCount;
}
},
/**
* Display the game area : isometric representation of the temple
* Sort by items, front to back, then display them in order
*/
drawGameArea : function()
{
this.sceneryContext.fillStyle = "black";
this.sceneryContext.fillRect(0, 0, 576, 512);
var dt = (new Date() - this.game.world.lastCycleTime)/20;
var jolt = Math.floor(Math.floor(this.game.world.joltIntensity*Math.exp(-dt/80))*Math.cos(dt));
this.sceneryContext.translate(0, this.windowLayout[2]+jolt);
var roomId = this.world.players[this.world.playerId].room;
var room = this.world.currentRoom;
this.drawRoomBackground(roomId>1, room.doors);
var drawList = [];
for (var i=0; i<room.items.length; ++i) {
var z = -room.items[i].x+room.items[i].y;
drawList.push([z, 0, room.items[i]]);
}
for (var i=0; i<this.world.players.length; ++i) {
var player = this.world.players[i];
if (player.room == roomId) {
var z = -player.x+player.y;
drawList.push([z, 1, player, i]);
}
}
drawList.sort(function(a,b) {return a[0]-b[0];}); // painter's algorithm
for (var i=0; i<drawList.length; ++i) {
var gfxElem = drawList[i];
if (gfxElem[1]) {
this.drawCharacter(gfxElem[3], gfxElem[2]);
} else {
this.drawRoomItem(gfxElem[2].type, gfxElem[2].x, gfxElem[2].y);
}
}
this.sceneryContext.translate(0, -this.windowLayout[2]-jolt);
},
/**
* Inner rendering routine to display the game area
* Draw the room ground and walls
* @param inside : boolean, true if inside the temple, false if on the entrance
* @param doors : array[4] representing doors in current room, -1 if no door
*/
drawRoomBackground : function(inside, doors)
{
for (var i=0; i<18; ++i) {
if (i<7 || i>10 || doors[2]<0) { // north wall
this.sceneryContext.drawImage(this.spriteSheet, 0, 58, 16, 103, 16*i, -102-8*i, 16, 103);
}
if (inside && (i<7 || i>10 || doors[1]<0)) { // east wall
this.sceneryContext.drawImage(this.spriteSheet, 624, 58, 16, 103, 288+16*i, -238+8*i, 16, 103);
}
if (inside && (i<6 || i>11 || doors[0]<0)) { // south wall outline
this.sceneryContext.drawImage(this.spriteSheet, 152, 58, 16, 103, 288+16*i, 42-8*i, 16, 103);
}
if (inside && (i<6 || i>11 || doors[3]<0)) { // west wall outline
this.sceneryContext.drawImage(this.spriteSheet, 452, 58, 16, 103, 16*i, -84+8*i, 16, 103);
}
}
if (doors[2]>-1) { // north door frame
this.sceneryContext.drawImage(this.spriteSheet, 16, 0, 96, 153, 96, -200, 96, 153);
}
if (doors[1]>-1) { // east door frame
this.sceneryContext.drawImage(this.spriteSheet, 528, 0, 96, 153, 384, -200, 96, 153);
}
if (doors[0]>-1) { // south door frame
this.sceneryContext.drawImage(this.spriteSheet, 168, 0, 96, 153, 384, -56, 96, 153);
}
if (doors[3]>-1) { // west door frame
this.sceneryContext.drawImage(this.spriteSheet, 376, 0, 96, 153, 96, -56, 96, 153);
}
/*
this.sceneryContext.strokeStyle = "yellow";
this.sceneryContext.lineWidth = 3;
this.sceneryContext.beginPath();
this.sceneryContext.moveTo(0, 0);
this.sceneryContext.lineTo(2*this.world.roomSize*this.tileSize, -this.world.roomSize*this.tileSize);
this.sceneryContext.lineTo(4*this.world.roomSize*this.tileSize, 0);
this.sceneryContext.lineTo(2*this.world.roomSize*this.tileSize, this.world.roomSize*this.tileSize);
this.sceneryContext.lineTo(0, 0);
this.sceneryContext.stroke();
*/
// highlight tile under mouse
if (this.world.highlightedItem==-1
&& this.game.controls.roomX>=0 && this.game.controls.roomX<this.world.roomSize
&& this.game.controls.roomY>=0 && this.game.controls.roomY<this.world.roomSize)
{
var dx = 2*this.tileSize*(Math.floor(this.game.controls.roomX)+Math.floor(this.game.controls.roomY));
var dy = this.tileSize*(-Math.floor(this.game.controls.roomX)+Math.floor(this.game.controls.roomY));
this.sceneryContext.translate(dx, dy);
this.sceneryContext.strokeStyle = "#884";
this.sceneryContext.lineWidth = 2;
this.sceneryContext.beginPath();
this.sceneryContext.moveTo(0, 0);
this.sceneryContext.lineTo(2*this.tileSize, -this.tileSize);
this.sceneryContext.lineTo(4*this.tileSize, 0);
this.sceneryContext.lineTo(2*this.tileSize, this.tileSize);
this.sceneryContext.lineTo(0, 0);
this.sceneryContext.stroke();
this.sceneryContext.translate(-dx, -dy);
}
},
/**
* Inner rendering routine to display the game area
* Draw one object within the room
*/
drawRoomItem : function(itemId, roomX, roomY)
{
var dx = 2*this.tileSize*(roomX+roomY+1);
var dy = this.tileSize*(-roomX+roomY+1);
// temporary drawing routine
this.sceneryContext.save();
this.sceneryContext.translate(dx, dy);
var itemDir = itemId&3;
var itemType = itemId>>2;
if (itemId&1) {
this.sceneryContext.scale(-1,1);
}
if (itemType==5) { // closed door
var dx = itemDir==0 || itemDir==3 ? 8 : 0;
this.sceneryContext.drawImage(this.spriteSheet, 112, 10, 40, 124, -8-2*dx, -126-dx, 40, 124);
}
if (itemType>31) { // collectible
this.sceneryContext.drawImage(this.spriteSheet,(itemType-31)*32, 176, 32, 32, -16, -32, 32, 32);
}
if (itemType==17) { // rockslide
var stillFalling = (itemDir == this.world.lastFall);
for (var i=1; i<20; ++i) {
var size = 80/Math.pow(i,.5);
var dt = Math.max(0,(new Date() - this.game.world.lastCycleTime)/20-i);
var sx = ((35*i)&127)-63;
var sy = -30-sx/2-i*2+(stillFalling?Math.min(0, dt*dt-2500):0);
this.sceneryContext.drawImage(this.spriteSheet, 192, 176, 32, 32, sx-size/2, sy-size/2, size, size);
}
}
/*
if (itemType==16) { // column
this.sceneryContext.scale(this.tileSize, this.tileSize);
this.sceneryContext.lineWidth = 3/this.tileSize;
this.sceneryContext.fillStyle = "#660";
this.sceneryContext.strokeStyle = "yellow";
this.sceneryContext.beginPath();
this.sceneryContext.moveTo(0, 0);
this.sceneryContext.lineTo(2, -1);
this.sceneryContext.lineTo(2, -3.5);
this.sceneryContext.lineTo(0, -2.5);
this.sceneryContext.lineTo(0, 0);
this.sceneryContext.lineTo(-2, -1);
this.sceneryContext.lineTo(-2, -3.5);
this.sceneryContext.lineTo(0, -2.5);
this.sceneryContext.moveTo(-2, -3.5);
this.sceneryContext.lineTo(0, -4.5);
this.sceneryContext.lineTo(-2, -3.5);
this.sceneryContext.fill();
this.sceneryContext.stroke();
}*/
this.sceneryContext.restore();
},
/**
* Inner rendering routine to display the game area
* Draw one character within the room
* @param identity : (0..3) index in player array
* @param character : character data (x, y, animation step, orientation)
*/
drawCharacter : function(identity, character)
{
var sx = 64*character.orientation;//32*(character.animStep+6*character.orientation+4);
var sy = 208+88*identity;
var dx = 2*this.tileSize*(character.x+character.y+1)-32;
var dy = this.tileSize*(-character.x+character.y)-88;
this.sceneryContext.drawImage(this.spriteSheet, sx, sy, 64, 88, dx, dy, 64, 88);
},
/**
* Display the panel over the canvas, showing information on
* the highlighted or selected item
*/
drawOverlayPanel : function()
{
if (this.formerSelectedItem != this.world.selectedItem
|| this.formerHighlightedItem != this.world.highlightedItem) {
var actionHandler = this.game.worldLink;
var itemId = this.world.highlightedItem;
if (this.world.selectedItem>-1) {
itemId = this.world.selectedItem;
}
if (itemId>-1) {
var item = this.world.getItemOrPlayer(itemId);
this.overlayPanel.children[0].innerHTML = this.itemNames[item.type>>2];
var actionList = this.world.getActionsByItem(item.type);
for (var actionIndex = 0; actionIndex < actionList.length; ++actionIndex) {
var actionId = actionList[actionIndex];
var cost = this.world.actionCost[actionId];
this.overlayPanel.children[actionIndex+1].innerHTML = cost+"⌛ "+this.actionNames[actionId];
this.overlayPanel.children[actionIndex+1].setAttribute("class",(cost>this.world.actionPoints||(!actionId&&this.world.playerInventory.length>11)?"unavailable":""));
this.overlayPanel.children[actionIndex+1].actionId = actionId;
this.overlayPanel.children[actionIndex+1].roomItemId = itemId;
this.overlayPanel.children[actionIndex+1].onclick = function() {
actionHandler.performRoomAction(this.actionId, this.roomItemId);
};
}
this.overlayPanel.style.display = "block";
this.overlayPanel.style.left = Math.max(this.windowLayout[0]+2*this.tileSize*(item.x+item.y+1)-100, 0)+"px";
this.overlayPanel.style.top = (this.windowLayout[2]+this.tileSize*(-item.x+item.y))+12+"px";
if (this.world.selectedItem>-1) {
this.overlayPanel.style.height = (24+24*actionList.length)+"px";
} else {
this.overlayPanel.style.height = "24px";
}
} else {
this.overlayPanel.style.display = "none";
}
this.formerSelectedItem = this.world.selectedItem;
this.formerHighlightedItem = this.world.highlightedItem;
}
},
/**
* Display the player status, condition and backpack contents
*/
drawPlayerPanel : function() {
var world = this.world;
var actionHandler = this.game.worldLink;
this.playerPanel.children[0].innerHTML = this.itemNames[48+this.world.playerId];
this.playerPanel.children[2].innerHTML = this.world.actionPoints + " ⌛";
this.playerPanel.children[5].innerHTML = this.conditionNames[this.world.currentActivity];
var delay = Math.ceil((this.world.nextCycleTime - new Date())/1000);
var delaySec = delay%60;
this.playerPanel.children[6].innerHTML = this.world.nextCycleTime ?"+"+(5-this.world.nextActivity)+" ⌛ in 0"+Math.floor(delay/60)+":"+(delaySec<10?"0":"")+delaySec:"Waiting";
this.playerPanel.children[7].innerHTML = "Next : "+this.conditionNames[this.world.nextActivity];
this.playerPanel.children[10].innerHTML = ["","","Burdened : -1⌛","Overloaded : -2⌛","Struggling : -3⌛"][Math.floor((this.world.playerInventory.length+2)/3)];
var itemIndex = 0;
for (var i=0; i<this.playerPanel.children[13].children.length; ++i) {
var line = this.playerPanel.children[13].children[i];
for (var j=0; j<line.children.length; ++j) {
var style = -32*(itemIndex>=this.world.playerInventory.length ? 0 : this.world.playerInventory[itemIndex]/4-31)+"px -176px";
line.children[j].style.backgroundPosition=style;
line.children[j].setAttribute("class", "equipt"+(this.world.selectedInInventory==itemIndex?" selected":""));
line.children[j].index = itemIndex;
line.children[j].onmouseup = function() {
world.selectItemInInventory(this.index);
}
++itemIndex;
}
}
var actionButton = this.playerPanel.children[14].firstChild;
var cost = this.world.actionCost[8];
actionButton.style.display = this.world.selectedInInventory>-1?"block":"none";
actionButton.innerHTML = cost+"⌛ "+this.actionNames[8];
actionButton.setAttribute("class",(cost>this.world.actionPoints?"unavailable":""));
actionButton.onclick = function() {
actionHandler.performInventoryAction(8);
}
},
/**
* Display the activity panel over the player panel,
* only if it has been set to visible before.
*
*/
drawActivityPanel : function() {
this.activityPanel.style.display = this.showActivityPanel ? "block" : "none";
},
/**
* Setter for the visibility of the activity panel
* Triggered by mouse cursor location
*/
setActivityPanelShown : function(show) {
this.showActivityPanel = show;
},
/**
* Display the results panel
* Shows the players names and score
*/
drawResultsPanel : function() {
this.resultsPanel.style.top = this.game.worldLink.showResults?this.sceneryCanvas.style.top:"-360px";
for (var i=0; i<3; ++i) {
this.resultsPanel.children[i].children[1].innerHTML=this.itemNames[48+i];
this.resultsPanel.children[i].children[2].innerHTML=this.world.players[i].score<0?["Trapped inside","Still inside"][2+this.world.players[i].score]:this.world.players[i].score+" ⇪";
}
}
/**
* Listener for error messages
*
* @param error : index of the error (and error message)
* @param param : parameter this will replace $1 in the message
*/
/*
notifyErrorMessage : function(error, param) {
var message = this.errorMessages[error];
message.replace(/\$1/g,param);
alert(message);
}
*/
}