├── .gitignore ├── LICENSE.md ├── README.md ├── css ├── background.png ├── civis-icomoon-project.json └── style.css ├── docs.md ├── img ├── logo-alt.png ├── logo-blur.png ├── logo-drop.png ├── logo-flat.png ├── map │ ├── capitol.png │ ├── castle.png │ ├── tiles │ │ ├── desert.jpg │ │ ├── fog.jpg │ │ ├── grass.jpg │ │ ├── hill.jpg │ │ ├── mountain.jpg │ │ ├── plain.jpg │ │ ├── snow.jpg │ │ ├── tundra.jpg │ │ └── water.jpg │ └── units │ │ ├── aerial-signal.png │ │ ├── anchor.png │ │ ├── arrowhead.png │ │ ├── at-sea.png │ │ ├── auto-repair.png │ │ ├── autogun.png │ │ ├── barbed-spear.png │ │ ├── barbute.png │ │ ├── battered-axe.png │ │ ├── battle-gear.png │ │ ├── biohazard.png │ │ ├── black-flag.png │ │ ├── blunderbuss.png │ │ ├── bolter-gun.png │ │ ├── bombing-run.png │ │ ├── boomerang.png │ │ ├── boot-prints.png │ │ ├── bowie-knife.png │ │ ├── breastplate.png │ │ ├── bullets.png │ │ ├── cannon-ball.png │ │ ├── cannon-shot.png │ │ ├── cannon.png │ │ ├── cartwheel.png │ │ ├── checked-shield.png │ │ ├── compass.png │ │ ├── crested-helmet.png │ │ ├── croc-sword.png │ │ ├── crossbow.png │ │ ├── crossed-axes.png │ │ ├── crossed-pistols.png │ │ ├── crossed-sabres.png │ │ ├── crossed-swords.png │ │ ├── curvy-knife.png │ │ ├── daggers.png │ │ ├── dervish-swords.png │ │ ├── dig-dug.png │ │ ├── domino-mask.png │ │ ├── energy-sword.png │ │ ├── fire-axe.png │ │ ├── fist.png │ │ ├── flat-hammer.png │ │ ├── flying-flag.png │ │ ├── galleon.png │ │ ├── gavel.png │ │ ├── grenade.png │ │ ├── gunshot.png │ │ ├── halberd.png │ │ ├── horned-helm.png │ │ ├── horse-head.png │ │ ├── horseshoe.png │ │ ├── invisible-face.png │ │ ├── invisible.png │ │ ├── jetpack.png │ │ ├── lamellar.png │ │ ├── land-mine.png │ │ ├── mace-head.png │ │ ├── microchip.png │ │ ├── minigun.png │ │ ├── missile-mech.png │ │ ├── missile-pod.png │ │ ├── missile-swarm.png │ │ ├── molotov.png │ │ ├── mushroom-cloud.png │ │ ├── parachute.png │ │ ├── pirate-skull.png │ │ ├── pistol-gun.png │ │ ├── plain-dagger.png │ │ ├── radar-sweep.png │ │ ├── radioactive.png │ │ ├── rally-the-troops.png │ │ ├── ray-gun.png │ │ ├── riot-shield.png │ │ ├── robot-golem.png │ │ ├── rocket.png │ │ ├── sentry-gun.png │ │ ├── shuriken.png │ │ ├── skull-crossed-bones.png │ │ ├── spartan.png │ │ ├── spears.png │ │ ├── spiked-mace.png │ │ ├── spyglass.png │ │ ├── stiletto.png │ │ ├── sword-hilt.png │ │ ├── tank.png │ │ ├── torch.png │ │ ├── unlit-bomb.png │ │ ├── visored-helm.png │ │ └── wood-axe.png ├── ui.zip ├── ui │ ├── building.svg │ ├── culture.svg │ ├── flag.svg │ ├── globe.svg │ ├── hourglass.svg │ ├── location.svg │ ├── population.svg │ ├── production-alt.svg │ ├── production.svg │ ├── research.svg │ ├── settings.svg │ ├── talk.svg │ ├── time-alt.svg │ ├── time.svg │ ├── trade.svg │ └── turn.svg ├── units.svg └── units.zip ├── index.html └── js ├── civis.js ├── database.js ├── lib ├── jquery-2.1.4.min.js ├── jwerty.js ├── localforage.js └── snap.svg-min.js └── main.js /.gitignore: -------------------------------------------------------------------------------- 1 | *.DS_Store 2 | -------------------------------------------------------------------------------- /LICENSE.md: -------------------------------------------------------------------------------- 1 | # GNU GENERAL PUBLIC LICENSE 2 | 3 | **Version 3, 29 June 2007** 4 | 5 | _Copyright (C) 2007 Free Software Foundation, Inc. [](http://fsf.org/)_ 6 | 7 | Everyone is permitted to copy and distribute verbatim copies of this license document, but changing it is not allowed. 8 | 9 | ## Preamble 10 | 11 | The GNU General Public License is a free, copyleft license for software and other kinds of works. 12 | 13 | The licenses for most software and other practical works are designed to take away your freedom to share and change the works. By contrast, the GNU General Public License is intended to guarantee your freedom to share and change all versions of a program--to make sure it remains free software for all its users. We, the Free Software Foundation, use the GNU General Public License for most of our software; it applies also to any other work released this way by its authors. You can apply it to your programs, too. 14 | 15 | When we speak of free software, we are referring to freedom, not price. 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Definitions. 34 | 35 | “This License” refers to version 3 of the GNU General Public License. 36 | 37 | “Copyright” also means copyright-like laws that apply to other kinds of works, such as semiconductor masks. 38 | 39 | “The Program” refers to any copyrightable work licensed under this License. Each licensee is addressed as “you”. “Licensees” and “recipients” may be individuals or organizations. 40 | 41 | To “modify” a work means to copy from or adapt all or part of the work in a fashion requiring copyright permission, other than the making of an exact copy. 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If the Program as you received it, or any part of it, contains a notice stating that it is governed by this License along with a term that is a further restriction, you may remove that term. If a license document contains a further restriction but permits relicensing or conveying under this License, you may add to a covered work material governed by the terms of that license document, provided that the further restriction does not survive such relicensing or conveying. 134 | 135 | If you add terms to a covered work in accord with this section, you must place, in the relevant source files, a statement of the additional terms that apply to those files, or a notice indicating where to find the applicable terms. 136 | 137 | Additional terms, permissive or non-permissive, may be stated in the form of a separately written license, or stated as exceptions; the above requirements apply either way. 138 | 139 | ### 8. 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If propagation of a covered work results from an entity transaction, each party to that transaction who receives a copy of the work also receives whatever licenses to the work the party's predecessor in interest had or could give under the previous paragraph, plus a right to possession of the Corresponding Source of the work from the predecessor in interest, if the predecessor has it or can get it with reasonable efforts. 158 | 159 | You may not impose any further restrictions on the exercise of the rights granted or affirmed under this License. For example, you may not impose a license fee, royalty, or other charge for exercise of rights granted under this License, and you may not initiate litigation (including a cross-claim or counterclaim in a lawsuit) alleging that any patent claim is infringed by making, using, selling, offering for sale, or importing the Program or any portion of it. 160 | 161 | ### 11. Patents. 162 | 163 | A “contributor” is a copyright holder who authorizes use under this License of the Program or a work on which the Program is based. The work thus licensed is called the contributor's “contributor version”. 164 | 165 | A contributor's “essential patent claims” are all patent claims owned or controlled by the contributor, whether already acquired or hereafter acquired, that would be infringed by some manner, permitted by this License, of making, using, or selling its contributor version, but do not include claims that would be infringed only as a consequence of further modification of the contributor version. For purposes of this definition, “control” includes the right to grant patent sublicenses in a manner consistent with the requirements of this License. 166 | 167 | Each contributor grants you a non-exclusive, worldwide, royalty-free patent license under the contributor's essential patent claims, to make, use, sell, offer for sale, import and otherwise run, modify and propagate the contents of its contributor version. 168 | 169 | In the following three paragraphs, a “patent license” is any express agreement or commitment, however denominated, not to enforce a patent (such as an express permission to practice a patent or covenant not to sue for patent infringement). To “grant” such a patent license to a party means to make such an agreement or commitment not to enforce a patent against the party. 170 | 171 | If you convey a covered work, knowingly relying on a patent license, and the Corresponding Source of the work is not available for anyone to copy, free of charge and under the terms of this License, through a publicly available network server or other readily accessible means, then you must either (1) cause the Corresponding Source to be so available, or (2) arrange to deprive yourself of the benefit of the patent license for this particular work, or (3) arrange, in a manner consistent with the requirements of this License, to extend the patent license to downstream recipients. “Knowingly relying” means you have actual knowledge that, but for the patent license, your conveying the covered work in a country, or your recipient's use of the covered work in a country, would infringe one or more identifiable patents in that country that you have reason to believe are valid. 172 | 173 | If, pursuant to or in connection with a single transaction or arrangement, you convey, or propagate by procuring conveyance of, a covered work, and grant a patent license to some of the parties receiving the covered work authorizing them to use, propagate, modify or convey a specific copy of the covered work, then the patent license you grant is automatically extended to all recipients of the covered work and works based on it. 174 | 175 | A patent license is “discriminatory” if it does not include within the scope of its coverage, prohibits the exercise of, or is conditioned on the non-exercise of one or more of the rights that are specifically granted under this License. You may not convey a covered work if you are a party to an arrangement with a third party that is in the business of distributing software, under which you make payment to the third party based on the extent of your activity of conveying the work, and under which the third party grants, to any of the parties who would receive the covered work from you, a discriminatory patent license (a) in connection with copies of the covered work conveyed by you (or copies made from those copies), or (b) primarily for and in connection with specific products or compilations that contain the covered work, unless you entered into that arrangement, or that patent license was granted, prior to 28 March 2007. 176 | 177 | Nothing in this License shall be construed as excluding or limiting any implied license or other defenses to infringement that may otherwise be available to you under applicable patent law. 178 | 179 | ### 12. No Surrender of Others' Freedom. 180 | 181 | If conditions are imposed on you (whether by court order, agreement or otherwise) that contradict the conditions of this License, they do not excuse you from the conditions of this License. If you cannot convey a covered work so as to satisfy simultaneously your obligations under this License and any other pertinent obligations, then as a consequence you may not convey it at all. For example, if you agree to terms that obligate you to collect a royalty for further conveying from those to whom you convey the Program, the only way you could satisfy both those terms and this License would be to refrain entirely from conveying the Program. 182 | 183 | ### 13. Use with the GNU Affero General Public License. 184 | 185 | Notwithstanding any other provision of this License, you have permission to link or combine any covered work with a work licensed under version 3 of the GNU Affero General Public License into a single combined work, and to convey the resulting work. The terms of this License will continue to apply to the part which is the covered work, but the special requirements of the GNU Affero General Public License, section 13, concerning interaction through a network will apply to the combination as such. 186 | 187 | ### 14. Revised Versions of this License. 188 | 189 | The Free Software Foundation may publish revised and/or new versions of the GNU General Public License from time to time. Such new versions will be similar in spirit to the present version, but may differ in detail to address new problems or concerns. 190 | 191 | Each version is given a distinguishing version number. If the Program specifies that a certain numbered version of the GNU General Public License “or any later version” applies to it, you have the option of following the terms and conditions either of that numbered version or of any later version published by the Free Software Foundation. If the Program does not specify a version number of the GNU General Public License, you may choose any version ever published by the Free Software Foundation. 192 | 193 | If the Program specifies that a proxy can decide which future versions of the GNU General Public License can be used, that proxy's public statement of acceptance of a version permanently authorizes you to choose that version for the Program. 194 | 195 | Later license versions may give you additional or different permissions. However, no additional obligations are imposed on any author or copyright holder as a result of your choosing to follow a later version. 196 | 197 | ### 15. Disclaimer of Warranty. 198 | 199 | THERE IS NO WARRANTY FOR THE PROGRAM, TO THE EXTENT PERMITTED BY APPLICABLE LAW. EXCEPT WHEN OTHERWISE STATED IN WRITING THE COPYRIGHT HOLDERS AND/OR OTHER PARTIES PROVIDE THE PROGRAM “AS IS” WITHOUT WARRANTY OF ANY KIND, EITHER EXPRESSED OR IMPLIED, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE. THE ENTIRE RISK AS TO THE QUALITY AND PERFORMANCE OF THE PROGRAM IS WITH YOU. SHOULD THE PROGRAM PROVE DEFECTIVE, YOU ASSUME THE COST OF ALL NECESSARY SERVICING, REPAIR OR CORRECTION. 200 | 201 | ### 16. Limitation of Liability. 202 | 203 | IN NO EVENT UNLESS REQUIRED BY APPLICABLE LAW OR AGREED TO IN WRITING WILL ANY COPYRIGHT HOLDER, OR ANY OTHER PARTY WHO MODIFIES AND/OR CONVEYS THE PROGRAM AS PERMITTED ABOVE, BE LIABLE TO YOU FOR DAMAGES, INCLUDING ANY GENERAL, SPECIAL, INCIDENTAL OR CONSEQUENTIAL DAMAGES ARISING OUT OF THE USE OR INABILITY TO USE THE PROGRAM (INCLUDING BUT NOT LIMITED TO LOSS OF DATA OR DATA BEING RENDERED INACCURATE OR LOSSES SUSTAINED BY YOU OR THIRD PARTIES OR A FAILURE OF THE PROGRAM TO OPERATE WITH ANY OTHER PROGRAMS), EVEN IF SUCH HOLDER OR OTHER PARTY HAS BEEN ADVISED OF THE POSSIBILITY OF SUCH DAMAGES. 204 | 205 | ### 17. Interpretation of Sections 15 and 16. 206 | 207 | If the disclaimer of warranty and limitation of liability provided above cannot be given local legal effect according to their terms, reviewing courts shall apply local law that most closely approximates an absolute waiver of all civil liability in connection with the Program, unless a warranty or assumption of liability accompanies a copy of the Program in return for a fee. 208 | 209 | _END OF TERMS AND CONDITIONS_ 210 | 211 | ## How to Apply These Terms to Your New Programs 212 | 213 | If you develop a new program, and you want it to be of the greatest possible use to the public, the best way to achieve this is to make it free software which everyone can redistribute and change under these terms. 214 | 215 | To do so, attach the following notices to the program. It is safest to attach them to the start of each source file to most effectively state the exclusion of warranty; and each file should have at least the “copyright” line and a pointer to where the full notice is found. 216 | 217 | 218 | Copyright (C) 219 | 220 | This program is free software: you can redistribute it and/or modify 221 | it under the terms of the GNU General Public License as published by 222 | the Free Software Foundation, either version 3 of the License, or 223 | (at your option) any later version. 224 | 225 | This program is distributed in the hope that it will be useful, 226 | but WITHOUT ANY WARRANTY; without even the implied warranty of 227 | MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the 228 | GNU General Public License for more details. 229 | 230 | You should have received a copy of the GNU General Public License 231 | along with this program. If not, see . 232 | 233 | Also add information on how to contact you by electronic and paper mail. 234 | 235 | If the program does terminal interaction, make it output a short notice like this when it starts in an interactive mode: 236 | 237 | Copyright (C) 238 | 239 | This program comes with ABSOLUTELY NO WARRANTY; for details type `show w'. 240 | This is free software, and you are welcome to redistribute it 241 | under certain conditions; type `show c' for details. 242 | 243 | The hypothetical commands `show w' and `show c' should show the appropriate parts of the General Public License. Of course, your program's commands might be different; for a GUI interface, you would use an “about box”. 244 | 245 | You should also get your employer (if you work as a programmer) or school, if any, to sign a “copyright disclaimer” for the program, if necessary. For more information on this, and how to apply and follow the GNU GPL, see [http://www.gnu.org/licenses/](http://www.gnu.org/licenses/). 246 | 247 | The GNU General Public License does not permit incorporating your program into proprietary programs. If your program is a subroutine library, you may consider it more useful to permit linking proprietary applications with the library. If this is what you want to do, use the GNU Lesser General Public License instead of this License. But first, please read [http://www.gnu.org/philosophy/why-not-lgpl.html](http://www.gnu.org/philosophy/why-not-lgpl.html). 248 | -------------------------------------------------------------------------------- /README.md: -------------------------------------------------------------------------------- 1 | # Civis 2 | 3 | Civis is a game inspired by the Sid Meier's Civilization game series. 4 | 5 | ## Licensing 6 | 7 | Civis 8 | Copyright (c) 2013-2018 Daniele Veneroni. 9 | Released under GPLv3 License. 10 | 11 | This program is free software: you can redistribute it and/or modify it under the terms of the GNU General Public License as published by the Free Software Foundation, either version 3 of the License, or (at your option) any later version. 12 | 13 | This program is distributed in the hope that it will be useful, but WITHOUT ANY WARRANTY; without even the implied warranty of 14 | MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU General Public License for more details. 15 | 16 | You can read the full copy of the GNU General Public License at [LICENSE.md](LICENSE.md) or at [http://www.gnu.org/licenses/](http://www.gnu.org/licenses/). 17 | 18 | ## Credits 19 | 20 | Created and maintained by [Daniele Veneroni](https://venerons.github.io/) ([@Venerons](https://twitter.com/Venerons)). 21 | -------------------------------------------------------------------------------- /css/background.png: -------------------------------------------------------------------------------- https://raw.githubusercontent.com/Venerons/civis/0da0b6583898f6a10e8c6740c6d179bf5a10b858/css/background.png -------------------------------------------------------------------------------- /css/civis-icomoon-project.json: -------------------------------------------------------------------------------- 1 | { 2 | "metadata": { 3 | "name": "Civis", 4 | "lastOpened": 0, 5 | "created": 1539677710626 6 | }, 7 | "iconSets": [ 8 | { 9 | 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top: 0; 274 | left: 0; 275 | width: 100%; 276 | height: 100%; 277 | background: rgba(0, 0, 0, 0.4); 278 | } 279 | -------------------------------------------------------------------------------- /docs.md: -------------------------------------------------------------------------------- 1 | [[_TOC_]] 2 | 3 | # Turn 4 | 5 | 1. Upkeep 6 | 2. Trade 7 | 3. Production 8 | 4. Movement 9 | 5. Research 10 | 11 | ## Upkeep 12 | 13 | TODO 14 | 15 | ### Resources 16 | 17 | * **Production:** Used to produce units and building. 18 | * **Research:** Used to research new technologies. 19 | * **Culture:** Used to unlock bonuses. 20 | * **Trade:** Used in trades and also 3 trade points can be spent instead of 1 production, research or culture point. 21 | 22 | ### Tiles 23 | 24 | Tile | Production | Trade 25 | --- | :---: | :---: 26 | Mountain | 1 | - 27 | Forest | 2 | - 28 | Plain | - | - 29 | Desert | - | 1 30 | Water | - | 1 31 | 32 | ## Trade 33 | 34 | TODO 35 | 36 | ## Production 37 | 38 | ### Units 39 | 40 | * Scout -> 6P (non possono entrare in villaggi e accampamenti e vengono uccisi se attaccati) 41 | * Rank 1 Unit -> 5P strength 1-3 42 | * Rank 2 Unit -> 7P strength 2-4 43 | * Rank 3 Unit -> 9P strength 3-5 44 | * Rank 4 Unit -> 11P strength 4-6 45 | * Aircraft Unit -> 12P strength 5-7 (does not trumps or get trumped) 46 | 47 | Each unit has the following statistics: 48 | 49 | * **Strength:** Attack power of the unit, used to deal damage in a fight. 50 | * **Toughness:** Defence power of the unit, used to prevent damage in a fight. 51 | * **Experience:** Number of battles that the unit has survived. 52 | 53 | A unit during the Management phase can do the following actions: 54 | 55 | * **Move:** A unit can move on the map a number of tiles up to the civilization movement. A unit can start a battle if its movement ends on an enemy unit or city. 56 | * **Sacrifice:** The unit is removed, and the owner gets a small amount of Trade. 57 | * **Rest:** The unit will stand and do no special action. 58 | 59 | Unit | Strength | Toughness | Keywords | Requirements 60 | --- | --- | --- | --- | --- 61 | Warrior | 1 | 1 | Melee, Infantry, Sword 62 | Swordsman | 2 | 1 | Melee, Infantry, Sword 63 | Archer | 1 | 1 | Ranged, Infantry, Bow 64 | Longbowman | 2 | 1 | Ranged, Infantry, Bow 65 | Hourseman | 1 | 1 | Melee, Monted, Spear 66 | Knight | 2 | 1 | Melee, Monted, Spear 67 | Catapult | 1 | 1 | Ranged, Artillery 68 | Trebuchet | 2 | 1 | Ranged, Artillery 69 | 70 | ### Buildings 71 | 72 | TODO 73 | 74 | ## Movement 75 | 76 | +2 per ogni caserma 77 | +4 per ogni accademia 78 | +4 per ogni grande generale 79 | +6 se difendendo una città non capitale (+10 se con mura) 80 | +12 se difendendo la capitale (+16 se con mura) 81 | 82 | tutte le ferite spariscono alla fine della battaglia (o no?) 83 | ogni unità arreca danno alla altra unità uguale alla propria forza 84 | se l'unità subisce un danno pari o maggiore della propria forza, viene uccisa 85 | 86 | Trump 87 | 88 | Infantry > Mounted 89 | Mounted > Artillery 90 | Artillery > Infantry 91 | 92 | se un unità trumps, attacca per prima. se uccide l'unità avversaria, non subisce danno. il trump va considerato sia in attacco che in difesa. 93 | 94 | ## Research 95 | 96 | ricercare consuma tutto il commercio accumulato dal giocatore, a prescindere dal costo. 97 | 98 | Livello 1 6T 99 | Livello 2 11T 100 | Livello 3 16T 101 | Livello 4 21T 102 | Livello 5 26T 103 | 104 | 4-5 percorsi paralleli che si distinguono per focalizzazione, es: 105 | 106 | * Tecnologia Militare: (incentrata sull'ottenere nuove unità e potenziamenti) 107 | * Crescita & Sviluppo: (incentrata sulla crescita della popolazione e l'economia) 108 | * Cultura: (incentrata sulla generazione della cultura) 109 | * Architettura: (incentrata sull'ottenere nuovi edifici) 110 | * Scienze Sociali: (incentrata sull'ottenere nuove forme di governo e bonus di gestione) 111 | 112 | # Victory Conditions 113 | 114 | * Culturale -> raggiungi la fine del culture track 115 | * Tecnologica -> ricerca "Volo Spaziale" (tecnologia livello 5) 116 | * Economica -> colleziona 15 monete 117 | * Militare -> conquista una capitale nemica 118 | 119 | # Misc 120 | 121 | http://it.wikipedia.org/wiki/Civilt%C3%A0#Elenco_di_civilt.C3.A0_.28secondo_Toynbee_e_Huntington.29 122 | 123 | Cities 124 | 125 | * Max 3 città per giocatore 126 | * Per fondare una città serve uno scout sulla casella (viene sacrificato) 127 | 128 | La casella: 129 | - non deve essere acqua 130 | - deve are 8 tile rivelati (no al limite della mappa) 131 | - non deve essere vicino ad un villaggio o un accampamento 132 | - non deve essere vicino ad una unità nemica 133 | - deve essere distante almeno 3 tile da ogni altra città, comprese le diagonali 134 | 135 | * il centro non genera nulla 136 | * le caselle immediatamente adiacenti (outskirts) generano a meno che non ci sia sulla casella un unità nemica 137 | -------------------------------------------------------------------------------- /img/logo-alt.png: -------------------------------------------------------------------------------- https://raw.githubusercontent.com/Venerons/civis/0da0b6583898f6a10e8c6740c6d179bf5a10b858/img/logo-alt.png -------------------------------------------------------------------------------- /img/logo-blur.png: -------------------------------------------------------------------------------- https://raw.githubusercontent.com/Venerons/civis/0da0b6583898f6a10e8c6740c6d179bf5a10b858/img/logo-blur.png -------------------------------------------------------------------------------- /img/logo-drop.png: -------------------------------------------------------------------------------- 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-------------------------------------------------------------------------------- /img/ui/culture.svg: -------------------------------------------------------------------------------- 1 | 2 | 3 | culture 4 | 5 | 6 | -------------------------------------------------------------------------------- /img/ui/flag.svg: -------------------------------------------------------------------------------- 1 | 2 | 3 | flag 4 | 5 | 6 | -------------------------------------------------------------------------------- /img/ui/globe.svg: -------------------------------------------------------------------------------- 1 | 2 | 3 | globe 4 | 5 | 6 | -------------------------------------------------------------------------------- /img/ui/hourglass.svg: -------------------------------------------------------------------------------- 1 | 2 | 3 | hourglass 4 | 5 | 6 | -------------------------------------------------------------------------------- /img/ui/location.svg: -------------------------------------------------------------------------------- 1 | 2 | 3 | location 4 | 5 | 6 | -------------------------------------------------------------------------------- /img/ui/population.svg: -------------------------------------------------------------------------------- 1 | 2 | 3 | population 4 | 5 | 6 | 7 | -------------------------------------------------------------------------------- /img/ui/production-alt.svg: -------------------------------------------------------------------------------- 1 | 2 | 3 | production-alt 4 | 5 | 6 | -------------------------------------------------------------------------------- /img/ui/production.svg: -------------------------------------------------------------------------------- 1 | 2 | 3 | production 4 | 5 | 6 | -------------------------------------------------------------------------------- /img/ui/research.svg: -------------------------------------------------------------------------------- 1 | 2 | 3 | research 4 | 5 | 6 | -------------------------------------------------------------------------------- /img/ui/settings.svg: -------------------------------------------------------------------------------- 1 | 2 | 3 | settings 4 | 5 | 6 | -------------------------------------------------------------------------------- /img/ui/talk.svg: -------------------------------------------------------------------------------- 1 | 2 | 3 | talk 4 | 5 | 6 | -------------------------------------------------------------------------------- /img/ui/time-alt.svg: -------------------------------------------------------------------------------- 1 | 2 | 3 | time-alt 4 | 5 | 6 | -------------------------------------------------------------------------------- /img/ui/time.svg: -------------------------------------------------------------------------------- 1 | 2 | 3 | time 4 | 5 | 6 | -------------------------------------------------------------------------------- /img/ui/trade.svg: 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-------------------------------------------------------------------------------- /index.html: -------------------------------------------------------------------------------- 1 | 2 | 3 | 4 | 5 | Civis 6 | 7 | 8 | 9 | 10 | 11 |
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82 | Research 83 | 84 |
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112 | 113 | 114 | 115 | 116 | 117 | 118 | 119 | 120 | 121 | 122 | -------------------------------------------------------------------------------- /js/civis.js: -------------------------------------------------------------------------------- 1 | (function () { 2 | 'use strict'; 3 | 4 | var Civis = Object.create(null); 5 | 6 | Civis.saveGame = function () { 7 | localforage.getItem('saves', function (value) { 8 | var saves = null; 9 | if (value) { 10 | saves = value; 11 | } else { 12 | // create saves object 13 | saves = {}; 14 | } 15 | if (window.MAP) { 16 | saves[MAP.id] = MAP; 17 | localforage.setItem('saves', saves); 18 | } 19 | }); 20 | }; 21 | 22 | Civis.loadGame = function (id) { 23 | localforage.getItem('saves', function (value) { 24 | var saves = null; 25 | if (value) { 26 | saves = value; 27 | } else { 28 | alert('No saved game available!'); 29 | return; 30 | } 31 | if (id && saves[id]) { 32 | window.MAP = saves[id]; 33 | Civis.renderMap(MAP); 34 | } 35 | }); 36 | }; 37 | 38 | Civis.generateMap = function (settings) { 39 | var map = { 40 | id: Date.now().toString(), 41 | width: settings && settings.width ? settings.width : 32, 42 | height: settings && settings.height ? settings.height : 16, 43 | turn: 0, 44 | phase: 'init', 45 | players: settings && settings.players ? settings.players : {}, 46 | tiles: {}, 47 | cities: {}, 48 | units: {} 49 | }; 50 | 51 | for (var y = 0; y < map.height; ++y) { 52 | for (var x = 0; x < map.width; ++x) { 53 | var tile = { 54 | id: 'x' + x + 'y' + y, 55 | x: x, 56 | y: y, 57 | type: null, 58 | fog: true 59 | }; 60 | var number = Math.floor(Math.random() * 100) + 1; 61 | if (number >= 1 && number <= 10) { 62 | tile.type = 'mountain'; // 10 % 63 | } else if (number >= 11 && number <= 30) { 64 | tile.type = 'forest'; // 20 % 65 | } else if (number >= 31 && number <= 60) { 66 | tile.type = 'plain'; // 30 % 67 | } else if (number >= 61 && number <= 70) { 68 | tile.type = 'desert'; // 10 % 69 | } else { 70 | tile.type = 'water'; // 30 % 71 | } 72 | map.tiles[tile.id] = tile; 73 | } 74 | } 75 | 76 | Object.keys(map.players).forEach(function (playerID) { 77 | var player = map.players[playerID]; 78 | var city = { 79 | id: Math.floor(Date.now() + Math.random()).toString(), 80 | player: player.id, 81 | name: DATABASE.civs[player.civ].cities[0], 82 | x: Math.floor(Math.random() * map.width), 83 | y: Math.floor(Math.random() * map.height), 84 | buildings: [] 85 | }; 86 | map.cities[city.id] = city; 87 | console.log(city.id, city.name); 88 | }); 89 | 90 | //console.log(map); 91 | return map; 92 | }; 93 | 94 | Civis.renderMap = function (map) { 95 | var paper = Snap('#main-paper'), 96 | width = window.innerWidth, 97 | height = window.innerHeight, 98 | camera = { x: 0, y: 0, zoom: 1 }, 99 | tile_size = 50, 100 | shapes = { tiles: {} }; 101 | 102 | var getViewBox = function () { 103 | return (camera.x * camera.zoom) + ' ' + (camera.y * camera.zoom) + ' ' + (width * camera.zoom) + ' ' + (height * camera.zoom); 104 | }; 105 | 106 | paper.clear(); 107 | paper.attr({ 108 | width: width, 109 | height: height, 110 | viewBox: getViewBox() 111 | }); 112 | $(window).off('resize').on('resize', function () { 113 | width = window.innerWidth; 114 | height = window.innerHeight; 115 | paper.attr({ 116 | width: width, 117 | height: height, 118 | viewBox: getViewBox() 119 | }); 120 | }); 121 | paper.undrag().drag(function (dx, dy) { 122 | camera.x = camera.x_predrag - dx; 123 | camera.y = camera.y_predrag - dy; 124 | paper.attr({ viewBox: getViewBox() }); 125 | }, function () { 126 | camera.x_predrag = camera.x; 127 | camera.y_predrag = camera.y; 128 | }, function () { 129 | delete camera.x_predrag; 130 | delete camera.y_predrag; 131 | }); 132 | $('#main-paper').off('wheel').on('wheel', function (e) { 133 | camera.zoom = Math.max(0.5, Math.min(1.5, e.originalEvent.deltaY > 0 ? camera.zoom + 0.05 : camera.zoom - 0.05)); 134 | paper.attr({ viewBox: getViewBox() }); 135 | }); 136 | 137 | var tiles_colors = { 138 | mountain: '#9ba0a6', 139 | forest: '#629246', 140 | plain: '#a9d78e', 141 | desert: '#bd986c', 142 | water: '#136c96' 143 | }; 144 | 145 | var getHexPolyline = function (x, y, radius) { 146 | var h = (radius * Math.sqrt(3)) / 2; 147 | return [ 148 | [x - radius / 2, y + h], 149 | [x + radius / 2, y + h], 150 | [x + radius, y], 151 | [x + radius / 2, y - h], 152 | [x - radius / 2, y - h], 153 | [x - radius, y], 154 | [x - radius / 2, y + h] 155 | ]; 156 | }; 157 | 158 | // https://www.redblobgames.com/grids/hexagons/ 159 | for (var x = 0; x < map.width; ++x) { 160 | for (var y = 0; y < map.height; ++y) { 161 | var tileID = 'x' + x + 'y' + y, 162 | cx = tile_size * 3/2 * x, 163 | cy = tile_size * Math.sqrt(3) * (y + 0.5 * (x & 1)); 164 | shapes.tiles[tileID] = paper.polyline(getHexPolyline(cx, cy, tile_size)).attr({ fill: tiles_colors[map.tiles[tileID].type] }); 165 | //paper.text(cx, cy, x + ', ' + y).attr({ 'text-anchor': 'middle', 'alignment-baseline': 'middle' }); 166 | } 167 | } 168 | 169 | /* 170 | Object.keys(map.tiles).forEach(function (tileID) { 171 | var tile = map.tiles[tileID], 172 | shape = shapes.tiles[tile.id]; 173 | shape.mouseover(function () { 174 | var n = Civis.getNeighborsTiles(tile.x, tile.y); 175 | n.forEach(function (nID) { 176 | var s = shapes.tiles[nID]; 177 | if (s) { 178 | s.attr({ stroke: 'yellow', 'stroke-width': 4, 'stroke-linecap': 'round' }); 179 | } 180 | }); 181 | }); 182 | shape.mouseout(function () { 183 | var n = Civis.getNeighborsTiles(tile.x, tile.y); 184 | n.forEach(function (nID) { 185 | var s = shapes.tiles[nID]; 186 | if (s) { 187 | s.attr({ stroke: '', 'stroke-width': 0 }); 188 | } 189 | }); 190 | }); 191 | }); 192 | */ 193 | 194 | Object.keys(map.cities).forEach(function (cityID) { 195 | var city = map.cities[cityID], 196 | player = map.players[city.player], 197 | tile_shape = shapes.tiles['x' + city.x + 'y' + city.y], 198 | tile_bbox = tile_shape.getBBox(); 199 | console.log(tile_bbox.cx, tile_bbox.cy, city.name); 200 | paper.text(tile_bbox.cx, tile_bbox.cy, city.name + '').attr({ 'text-anchor': 'middle', 'alignment-baseline': 'middle', fill: player.color }); 201 | /* 202 | Snap.load('img/ui/building.svg', function (f) { 203 | f.attr({ x: tile_bbox.cx, y: tile_bbox.cy }); 204 | paper.append(f); 205 | shapes.cities[city.id] = f; 206 | paper.text(tile_bbox.cx, tile_bbox.cy, city.name + '').attr({ 'text-anchor': 'middle', 'alignment-baseline': 'middle', stroke: player.color, fill: player.color }); 207 | }); 208 | */ 209 | }); 210 | 211 | /* 212 | var units; 213 | Snap.load('img/units.svg', function (f) { 214 | units = f; 215 | }); 216 | 217 | var renderUnit = function (unit) { 218 | //console.log('renderUnit', unit); 219 | var size = tile_size * 0.6, 220 | x = (unit.x * (tile_size + tile_gap)) + ((tile_size - size) / 2), 221 | y = (unit.y * (tile_size + tile_gap)) + ((tile_size - size) / 2), 222 | unitSVG = units.select('#unit-' + unit.type).clone(), 223 | matrix = Snap.matrix(); 224 | matrix.translate(x, y); 225 | matrix.scale(0.06, 0.06, 0, 0); 226 | unitSVG.attr({ fill: MAP.players[unit.player].color, transform: matrix }); 227 | unitSVG.prepend(paper.rect(0, 0, 1024, 1024).attr({ fill: 'whitesmoke' })); 228 | paper.append(unitSVG); 229 | shapes[unit.id] = unitSVG; 230 | return unitSVG; 231 | }; 232 | 233 | var renderMove = function (unit, coordX, coordY) { 234 | //console.log('renderMove', unit, coordX, coordY); 235 | var unitShape = shapes[unit.id], 236 | size = tile_size * 0.6, 237 | x = (coordX * (tile_size + tile_gap)) + ((tile_size - size) / 2), 238 | y = (coordY * (tile_size + tile_gap)) + ((tile_size - size) / 2), 239 | matrix = Snap.matrix(); 240 | matrix.translate(x, y); 241 | matrix.scale(0.06, 0.06, 0, 0); 242 | unitShape.animate({ transform: matrix }, 500, mina.easeinout); 243 | }; 244 | 245 | var renderDestination = function (tile, callback) { 246 | //console.log('renderDestination', tile, callback); 247 | var raggio = tile_size / 4, 248 | x = (tile.x * (tile_size + tile_gap)) + (tile_size / 2), 249 | y = (tile.y * (tile_size + tile_gap)) + (tile_size / 2), 250 | circle = paper.circle(x, y, raggio).attr({ 251 | 'stroke': 'yellow', 252 | 'stroke-width': 3, 253 | 'fill': 'gold', 254 | 'opacity': 0.7, 255 | 'cursor': 'pointer' 256 | }), 257 | text = paper.text(x, y, '1').attr({ 258 | 'fill': 'white', 259 | 'font-size': 20, 260 | 'font-weight': 'bold', 261 | 'font-family': 'inherit', 262 | 'cursor': 'pointer', 263 | 'text-anchor': 'middle', 264 | 'dominant-baseline': 'middle' 265 | }), 266 | destination = paper.group(circle, text); 267 | destination.click(callback); 268 | }; 269 | */ 270 | }; 271 | 272 | Civis.getNeighborsTiles = function (x, y) { 273 | var oddq_directions = [ 274 | [[x + 1, y], [x + 1, y - 1], [x, y - 1], [x - 1, y - 1], [x - 1, y], [x, y + 1]], 275 | [[x + 1, y + 1], [x + 1, y], [x, y - 1], [x - 1, y], [x - 1, y + 1], [x, y + 1]] 276 | ]; 277 | var array = oddq_directions[x & 1], 278 | list = []; 279 | array.forEach(function (item) { 280 | list.push('x' + item[0] + 'y' + item[1]); 281 | }); 282 | return list; 283 | }; 284 | 285 | Civis.executePhase = function (phase) { 286 | if (phase === 'init') { 287 | $('#main-sidebar-phase').text('Init'); 288 | // autosave 289 | // TODO 290 | // close popups 291 | // TODO 292 | // reset notifications 293 | // TODO 294 | // increase turn counter 295 | MAP.turn += 1; 296 | } else if (phase === 'upkeep') { 297 | $('#main-sidebar-phase').text('Upkeep'); 298 | // save current situation of the map 299 | var previous = JSON.parse(JSON.stringify(MAP)); 300 | // gather production, research, culture and trade points 301 | Object.keys(MAP.cities).forEach(function (cityID) { 302 | var city = MAP.cities[cityID], 303 | player = MAP.players[city.player]; 304 | // gather resources from neighbors tiles 305 | var tiles = Civis.getNeighborsTiles(city.x, city.y); 306 | tiles.forEach(function (tileID) { 307 | var tile = MAP.tiles[tileID]; 308 | if (tile) { 309 | if (tile.type === 'mountain') { 310 | city.production += 1; 311 | } else if (tile.type === 'forest') { 312 | city.production += 2; 313 | } else if (tile.type === 'desert') { 314 | player.trade += 1; 315 | } else if (tile.type === 'water') { 316 | player.trade += 1; 317 | } 318 | } 319 | }); 320 | // gather resources from city buildings 321 | city.buildings.forEach(function (buildingID) { 322 | var building = DATABASE.buildings[buildingID]; 323 | if (building) { 324 | // TODO 325 | } 326 | }); 327 | }); 328 | /* 329 | // pay upkeep cost 330 | Object.keys(MAP.cities).forEach(function (cityID) { 331 | var city = MAP.cities[cityID], 332 | player = MAP.players[city.player]; 333 | // pay upkeep for each building 334 | player.trade -= city.buildings.length; 335 | }); 336 | Object.keys(MAP.units).forEach(function (unitID) { 337 | var unit = MAP.units[unitID], 338 | player = MAP.players[unit.player]; 339 | // pay upkeep for each unit 340 | player.trade -= 1; 341 | }); 342 | */ 343 | // show resume dialog 344 | Object.keys(MAP.players).forEach(function (playerID) { 345 | var player = MAP.players[playerID]; 346 | if (player.type === 'human') { 347 | var previous_player = previous.players[playerID]; 348 | //previous_player.research - player.research 349 | //previous_player.culture - player.culture 350 | //previous_player.trade - player.trade 351 | Object.keys(MAP.cities).forEach(function (cityID) { 352 | var city = MAP.cities[cityID]; 353 | if (city.player === player.id) { 354 | var previous_city = previous.cities[cityID]; 355 | //previous_city.production - city.production 356 | } 357 | }); 358 | } 359 | }); 360 | // TODO 361 | } else if (phase === 'trade') { 362 | $('#main-sidebar-phase').text('Trade'); 363 | // TODO 364 | } else if (phase === 'production') { 365 | $('#main-sidebar-phase').text('Production'); 366 | // for every city, choose between (a) Produce a unit or (b) Produce a building or (c) do nothing 367 | // TODO 368 | } else if (phase === 'movement') { 369 | $('#main-sidebar-phase').text('Movement'); 370 | // activate all units 371 | // TODO 372 | // for every unit, move a number of spaces on the board equal to the civilization available (min: 2. techs may increase this) 373 | // TODO 374 | } else if (phase === 'research') { 375 | $('#main-sidebar-phase').text('Research'); 376 | // players may spend research points to research new technologies 377 | // TODO 378 | } 379 | }; 380 | 381 | window.Civis = Civis; 382 | })(); 383 | -------------------------------------------------------------------------------- /js/database.js: -------------------------------------------------------------------------------- 1 | var DATABASE = { 2 | 3 | // CIVILIZATIONS 4 | 5 | civs: { 6 | romans: { 7 | name: { 8 | en: 'Romans', 9 | it: 'Romani' 10 | }, 11 | description: { 12 | en: 'Description', 13 | it: 'Descrizione' 14 | }, 15 | greeting: 'Ave', 16 | leaders: ['Gaius Iulius Cæsar', 'Gaius Iulius Cæsar Octavianus Augustus'], 17 | cities: ['Roma', 'Pisa', 'Firenze', 'Venezia'] 18 | }, 19 | celts: { 20 | name: { 21 | en: 'Celts', 22 | it: 'Celti' 23 | }, 24 | description: { 25 | en: 'Description', 26 | it: 'Descrizione' 27 | }, 28 | greeting: 'Duw a rhoddodd da i chi', 29 | leaders: ['Vercingetorix', 'Boudica'], 30 | cities: ['Lutetia', 'Alesia', 'Gergovia'] 31 | }, 32 | greeks: { 33 | name: { 34 | en: 'Greeks', 35 | it: 'Greci' 36 | }, 37 | description: { 38 | en: 'Description', 39 | it: 'Descrizione' 40 | }, 41 | greeting: 'Hello', 42 | leaders: ['Alexander'], 43 | cities: ['Atene'] 44 | }, 45 | vikings: { 46 | name: { 47 | en: 'Vikings', 48 | it: 'Vichinghi' 49 | }, 50 | description: { 51 | en: 'Description', 52 | it: 'Descrizione' 53 | }, 54 | greeting: 'Hello', 55 | leaders: ['Harald', 'Guglielmo'], 56 | cities: [] 57 | }, 58 | chinese: { 59 | name: { 60 | en: 'Chinese', 61 | it: 'Cinesi' 62 | }, 63 | description: { 64 | en: 'Description', 65 | it: 'Descrizione' 66 | }, 67 | greeting: 'Hello', 68 | leaders: ['Mao'], 69 | cities: ['北京 (Beijing)', '上海有 (Shanghai)', '西安 (Xi\'an)'] 70 | }, 71 | egyptians: { 72 | name: { 73 | en: 'Egyptians', 74 | it: 'Egizi' 75 | }, 76 | description: { 77 | en: 'Description', 78 | it: 'Descrizione' 79 | }, 80 | greeting: 'Hello', 81 | leaders: ['Ramses', 'Tutankamen', 'Cleopatra'], 82 | cities: [] 83 | }, 84 | germans: { 85 | name: { 86 | en: 'Germans', 87 | it: 'Germanici' 88 | }, 89 | description: { 90 | en: 'Description', 91 | it: 'Descrizione' 92 | }, 93 | greeting: 'Hello', 94 | leaders: ['Bismark', 'Barbarossa', 'Hitler'], 95 | cities: ['Berlin'] 96 | }, 97 | russians: { 98 | name: { 99 | en: 'Russians', 100 | it: 'Russi' 101 | }, 102 | description: { 103 | en: 'Description', 104 | it: 'Descrizione' 105 | }, 106 | greeting: 'Hello', 107 | leaders: ['Pietro', 'Katerina', 'Stalin', 'Lenin'], 108 | cities: ['Москва (Moskva)'] 109 | }, 110 | francs: { 111 | name: { 112 | en: 'Francs', 113 | it: 'Franchi' 114 | }, 115 | description: { 116 | en: 'Description', 117 | it: 'Descrizione' 118 | }, 119 | greeting: 'Hello', 120 | leaders: ['Napoleone', 'Giovanna d\'Arco'], 121 | cities: [] 122 | }, 123 | english: { 124 | name: { 125 | en: 'English', 126 | it: 'Inglesi' 127 | }, 128 | description: { 129 | en: 'Description', 130 | it: 'Descrizione' 131 | }, 132 | greeting: 'Hello', 133 | leaders: ['Elisabetta I', 'Vittoria'], 134 | cities: [] 135 | }, 136 | japanese: { 137 | name: { 138 | en: 'Japanese', 139 | it: 'Giapponesi' 140 | }, 141 | description: { 142 | en: 'Description', 143 | it: 'Descrizione' 144 | }, 145 | greeting: 'Hello', 146 | leaders: ['Tokugawa', 'Nobunaga'], 147 | cities: [] 148 | }, 149 | mongols: { 150 | name: { 151 | en: 'Mongols', 152 | it: 'Mongoli' 153 | }, 154 | description: { 155 | en: 'Description', 156 | it: 'Descrizione' 157 | }, 158 | greeting: 'Hello', 159 | leaders: ['Gengis Khan', 'Kubilai Khan'], 160 | cities: [] 161 | }, 162 | khmer: { 163 | name: { 164 | en: 'Khmer', 165 | it: 'Khmer' 166 | }, 167 | description: { 168 | en: 'Description', 169 | it: 'Descrizione' 170 | }, 171 | greeting: 'Hello', 172 | leaders: [], 173 | cities: [] 174 | }, 175 | native_americans: { 176 | name: { 177 | en: 'Native Americans', 178 | it: 'Nativi Americani' 179 | }, 180 | description: { 181 | en: 'Description', 182 | it: 'Descrizione' 183 | }, 184 | greeting: 'Hello', 185 | leaders: ['Hiawatwa'], 186 | cities: [] 187 | }, 188 | arabs: { 189 | name: { 190 | en: 'Arabs', 191 | it: 'Arabi' 192 | }, 193 | description: { 194 | en: 'Description', 195 | it: 'Descrizione' 196 | }, 197 | greeting: 'Hello', 198 | leaders: ['Saladino'], 199 | cities: [] 200 | } 201 | }, 202 | 203 | // BUILDINGS 204 | 205 | buildings: { 206 | granary: { 207 | name: { 208 | en: 'Granary', 209 | it: 'Granaio' 210 | }, 211 | description: { 212 | en: 'Description', 213 | it: 'Descrizione' 214 | }, 215 | cost: 10, 216 | require: null 217 | } 218 | }, 219 | 220 | // TECHNOLOGIES 221 | 222 | techs: { 223 | writing: { 224 | name: { 225 | en: 'Writing', 226 | it: 'Scrittura' 227 | }, 228 | description: { 229 | en: 'Description', 230 | it: 'Descrizione' 231 | }, 232 | cost: 10, 233 | require: null 234 | } 235 | }, 236 | 237 | // UNITS 238 | 239 | units: { 240 | warrior: { 241 | name: { 242 | en: 'Warrior', 243 | it: 'Guerriero' 244 | }, 245 | description: { 246 | en: 'Description', 247 | it: 'Descrizione' 248 | }, 249 | strength: 1, 250 | toughness: 1, 251 | movement: 1, 252 | cost: 2, 253 | require: null, 254 | obsolete: null 255 | } 256 | } 257 | }; 258 | -------------------------------------------------------------------------------- /js/lib/jwerty.js: -------------------------------------------------------------------------------- 1 | /* 2 | * jwerty - Awesome handling of keyboard events 3 | * 4 | * jwerty is a JS lib which allows you to bind, fire and assert key combination 5 | * strings against elements and events. It normalises the poor std api into 6 | * something easy to use and clear. 7 | * 8 | * This code is licensed under the MIT 9 | * For the full license see: http://keithamus.mit-license.org/ 10 | * For more information see: http://keithamus.github.com/jwerty 11 | * 12 | * @author Keith Cirkel ('keithamus') 13 | * @license http://keithamus.mit-license.org/ 14 | * @copyright Copyright © 2011, Keith Cirkel 15 | * 16 | */ 17 | (function (global, exports) { 18 | 19 | // Try require external librairies in Node.js context 20 | function tryRequire(mod) { 21 | if (typeof require == 'function' && typeof module !== 'undefined' && module.exports) { 22 | try { 23 | return require(mod.toLowerCase()); 24 | } catch (err) {} 25 | } else { 26 | return global[mod]; 27 | } 28 | } 29 | 30 | // Helper methods & vars: 31 | var $d = global.document, 32 | $ = (tryRequire('jquery') || tryRequire('zepto') || tryRequire('ender') || $d), 33 | $$, // Element selector function 34 | $b, // Event binding function 35 | $f, // Event firing function 36 | ke = 'keydown'; 37 | 38 | function realTypeOf(v, s) { 39 | return (v === null) ? s === 'null' 40 | : (v === undefined) ? s === 'undefined' 41 | : (v.is && v instanceof $) ? s === 'element' 42 | : Object.prototype.toString.call(v).toLowerCase().indexOf(s) > 7; 43 | } 44 | 45 | if ($ === $d) { 46 | $$ = function (selector, context) { 47 | return selector ? $.querySelector(selector, context || $) : $; 48 | }; 49 | $b = function (e, fn) { e.addEventListener(ke, fn, false); }; 50 | $f = function (e, jwertyEv) { 51 | var ret = $d.createEvent('Event'), 52 | i; 53 | 54 | ret.initEvent(ke, true, true); 55 | 56 | for (i in jwertyEv) ret[i] = jwertyEv[i]; 57 | 58 | return (e || $).dispatchEvent(ret); 59 | }; 60 | } else { 61 | $$ = function (selector, context) { return $(selector || $d, context); }; 62 | $b = function (e, fn) { $(e).bind(ke + '.jwerty', fn); }; 63 | $f = function (e, ob) { $(e || $d).trigger($.Event(ke, ob)); }; 64 | } 65 | 66 | // Private 67 | var _modProps = { 16: 'shiftKey', 17: 'ctrlKey', 18: 'altKey', 91: 'metaKey' }; 68 | 69 | // Generate key mappings for common keys that are not printable. 70 | var _keys = { 71 | 72 | // MOD aka toggleable keys 73 | mods: { 74 | // Shift key, ⇧ 75 | '⇧': 16, 76 | shift: 16, 77 | // CTRL key, on Mac: ⌃ 78 | '⌃': 17, 79 | ctrl: 17, 80 | // ALT key, on Mac: ⌥ (Alt) 81 | '⌥': 18, 82 | alt: 18, 83 | option: 18, 84 | // META, on Mac: ⌘ (CMD), on Windows (Win), on Linux (Super) 85 | '⌘': 91, 86 | meta: 91, 87 | cmd: 91, 88 | 'super': 91, 89 | win: 91 90 | }, 91 | 92 | // Normal keys 93 | keys: { 94 | // Backspace key, on Mac: ⌫ (Backspace) 95 | '⌫': 8, 96 | backspace: 8, 97 | // Tab Key, on Mac: ⇥ (Tab), on Windows ⇥⇥ 98 | '⇥': 9, 99 | '⇆': 9, 100 | tab: 9, 101 | // Return key, ↩ 102 | '↩': 13, 103 | 'return': 13, 104 | enter: 13, 105 | '⌅': 13, 106 | // Pause/Break key 107 | 'pause': 19, 108 | 'pause-break': 19, 109 | // Caps Lock key, ⇪ 110 | '⇪': 20, 111 | caps: 20, 112 | 'caps-lock': 20, 113 | // Escape key, on Mac: ⎋, on Windows: Esc 114 | '⎋': 27, 115 | escape: 27, 116 | esc: 27, 117 | // Space key 118 | space: 32, 119 | // Page-Up key, or pgup, on Mac: ↖ 120 | '↖': 33, 121 | pgup: 33, 122 | 'page-up': 33, 123 | // Page-Down key, or pgdown, on Mac: ↘ 124 | '↘': 34, 125 | pgdown: 34, 126 | 'page-down': 34, 127 | // END key, on Mac: ⇟ 128 | '⇟': 35, 129 | end: 35, 130 | // HOME key, on Mac: ⇞ 131 | '⇞': 36, 132 | home: 36, 133 | // Insert key, or ins 134 | ins: 45, 135 | insert: 45, 136 | // Delete key, on Mac: ⌫ (Delete) 137 | del: 46, 138 | 'delete': 46, 139 | 140 | // Left Arrow Key, or ← 141 | '←': 37, 142 | left: 37, 143 | 'arrow-left': 37, 144 | // Up Arrow Key, or ↑ 145 | '↑': 38, 146 | up: 38, 147 | 'arrow-up': 38, 148 | // Right Arrow Key, or → 149 | '→': 39, 150 | right: 39, 151 | 'arrow-right': 39, 152 | // Up Arrow Key, or ↓ 153 | '↓': 40, 154 | down: 40, 155 | 'arrow-down': 40, 156 | 157 | // odities, printing characters that come out wrong: 158 | // Num-Multiply, or * 159 | '*': 106, 160 | star: 106, 161 | asterisk: 106, 162 | multiply: 106, 163 | // Num-Plus or + 164 | '+': 107, 165 | 'plus': 107, 166 | // Num-Subtract, or - 167 | '-': 109, 168 | subtract: 109, 169 | 'num-.': 110, 170 | 'num-period': 110, 171 | 'num-dot': 110, 172 | 'num-full-stop': 110, 173 | 'num-delete': 110, 174 | // Semicolon 175 | ';': 186, 176 | semicolon: 186, 177 | // = or equals 178 | '=': 187, 179 | 'equals': 187, 180 | // Comma, or , 181 | ',': 188, 182 | comma: 188, 183 | //'-': 189, //??? 184 | // Period, or ., or full-stop 185 | '.': 190, 186 | period: 190, 187 | 'full-stop': 190, 188 | // Slash, or /, or forward-slash 189 | '/': 191, 190 | slash: 191, 191 | 'forward-slash': 191, 192 | // Tick, or `, or back-quote 193 | '`': 192, 194 | tick: 192, 195 | 'back-quote': 192, 196 | // Open bracket, or [ 197 | '[': 219, 198 | 'open-bracket': 219, 199 | // Back slash, or \ 200 | '\\': 220, 201 | 'back-slash': 220, 202 | // Close backet, or ] 203 | ']': 221, 204 | 'close-bracket': 221, 205 | // Apostraphe, or Quote, or ' 206 | '\'': 222, 207 | quote: 222, 208 | apostraphe: 222 209 | } 210 | 211 | }; 212 | 213 | // To minimise code bloat, add all of the 0-9 and NUMPAD 0-9 keys in a loop 214 | var i = 47, 215 | n = 0; 216 | while (++i < 106) { 217 | _keys.keys[n] = i; 218 | _keys.keys['num-' + n] = i + 48; 219 | ++n; 220 | } 221 | 222 | // To minimise code bloat, add all of the F1-F25 keys in a loop 223 | i = 111, 224 | n = 1; 225 | while (++i < 136) { 226 | _keys.keys['f' + n] = i; 227 | ++n; 228 | } 229 | 230 | // To minimise code bloat, add all of the letters of the alphabet in a loop 231 | i = 64; 232 | while (++i < 91) { 233 | _keys.keys[String.fromCharCode(i).toLowerCase()] = i; 234 | } 235 | 236 | function JwertyCode(jwertyCode) { 237 | var i, 238 | c, 239 | n, 240 | z, 241 | keyCombo, 242 | optionals, 243 | jwertyCodeFragment, 244 | rangeMatches, 245 | rangeI; 246 | 247 | // In-case we get called with an instance of ourselves, just return that. 248 | if (jwertyCode instanceof JwertyCode) return jwertyCode; 249 | 250 | // If jwertyCode isn't an array, cast it as a string and split into array. 251 | if (!realTypeOf(jwertyCode, 'array')) { 252 | jwertyCode = (String(jwertyCode)).replace(/\s/g, '').toLowerCase() 253 | .match(/(?:\+,|[^,])+/g); 254 | } 255 | 256 | // Loop through each key sequence in jwertyCode 257 | for (i = 0, c = jwertyCode.length; i < c; ++i) { 258 | 259 | // If the key combo at this part of the sequence isn't an array, 260 | // cast as a string and split into an array. 261 | if (!realTypeOf(jwertyCode[i], 'array')) { 262 | jwertyCode[i] = String(jwertyCode[i]) 263 | .match(/(?:\+\/|[^\/])+/g); 264 | } 265 | 266 | // Parse the key optionals in this sequence 267 | optionals = [], 268 | n = jwertyCode[i].length; 269 | while (n--) { 270 | 271 | // Begin creating the object for this key combo 272 | jwertyCodeFragment = jwertyCode[i][n]; 273 | 274 | keyCombo = { 275 | jwertyCombo: String(jwertyCodeFragment), 276 | shiftKey: false, 277 | ctrlKey: false, 278 | altKey: false, 279 | metaKey: false 280 | }; 281 | 282 | // If jwertyCodeFragment isn't an array then cast as a string 283 | // and split it into one. 284 | if (!realTypeOf(jwertyCodeFragment, 'array')) { 285 | jwertyCodeFragment = String(jwertyCodeFragment).toLowerCase() 286 | .match(/(?:(?:[^\+])+|\+\+|^\+$)/g); 287 | } 288 | 289 | z = jwertyCodeFragment.length; 290 | while (z--) { 291 | 292 | // Normalise matching errors 293 | if (jwertyCodeFragment[z] === '++') jwertyCodeFragment[z] = '+'; 294 | 295 | // Inject either keyCode or ctrl/meta/shift/altKey into keyCombo 296 | if (jwertyCodeFragment[z] in _keys.mods) { 297 | keyCombo[_modProps[_keys.mods[jwertyCodeFragment[z]]]] = true; 298 | } else if (jwertyCodeFragment[z] in _keys.keys) { 299 | keyCombo.keyCode = _keys.keys[jwertyCodeFragment[z]]; 300 | } else { 301 | rangeMatches = jwertyCodeFragment[z].match(/^\[([^-]+\-?[^-]*)-([^-]+\-?[^-]*)\]$/); 302 | } 303 | } 304 | if (realTypeOf(keyCombo.keyCode, 'undefined')) { 305 | // If we picked up a range match earlier... 306 | if (rangeMatches && (rangeMatches[1] in _keys.keys) && (rangeMatches[2] in _keys.keys)) { 307 | rangeMatches[2] = _keys.keys[rangeMatches[2]]; 308 | rangeMatches[1] = _keys.keys[rangeMatches[1]]; 309 | 310 | // Go from match 1 and capture all key-comobs up to match 2 311 | for (rangeI = rangeMatches[1]; rangeI < rangeMatches[2]; ++rangeI) { 312 | optionals.push({ 313 | altKey: keyCombo.altKey, 314 | shiftKey: keyCombo.shiftKey, 315 | metaKey: keyCombo.metaKey, 316 | ctrlKey: keyCombo.ctrlKey, 317 | keyCode: rangeI, 318 | jwertyCombo: String(jwertyCodeFragment) 319 | }); 320 | 321 | } 322 | keyCombo.keyCode = rangeI; 323 | // Inject either keyCode or ctrl/meta/shift/altKey into keyCombo 324 | } else { 325 | keyCombo.keyCode = 0; 326 | } 327 | } 328 | optionals.push(keyCombo); 329 | 330 | } 331 | this[i] = optionals; 332 | } 333 | this.length = i; 334 | return this; 335 | } 336 | 337 | var jwerty = exports.jwerty = { 338 | /** 339 | * jwerty.event 340 | * 341 | * `jwerty.event` will return a function, which expects the first 342 | * argument to be a key event. When the key event matches `jwertyCode`, 343 | * `callbackFunction` is fired. `jwerty.event` is used by `jwerty.key` 344 | * to bind the function it returns. `jwerty.event` is useful for 345 | * attaching to your own event listeners. It can be used as a decorator 346 | * method to encapsulate functionality that you only want to fire after 347 | * a specific key combo. If `callbackContext` is specified then it will 348 | * be supplied as `callbackFunction`'s context - in other words, the 349 | * keyword `this` will be set to `callbackContext` inside the 350 | * `callbackFunction` function. 351 | * 352 | * @param {Mixed} jwertyCode can be an array, or string of key 353 | * combinations, which includes optinals and or sequences 354 | * @param {Function} callbackFucntion is a function (or boolean) which 355 | * is fired when jwertyCode is matched. Return false to 356 | * preventDefault() 357 | * @param {Object} callbackContext (Optional) The context to call 358 | * `callback` with (i.e this) 359 | * 360 | */ 361 | event: function (jwertyCode, callbackFunction, callbackContext /*? this */) { 362 | 363 | // Construct a function out of callbackFunction, if it is a boolean. 364 | if (realTypeOf(callbackFunction, 'boolean')) { 365 | var bool = callbackFunction; 366 | callbackFunction = function () { return bool; }; 367 | } 368 | 369 | jwertyCode = new JwertyCode(jwertyCode); 370 | 371 | // Initialise in-scope vars. 372 | var i = 0, 373 | c = jwertyCode.length - 1, 374 | returnValue, 375 | jwertyCodeIs; 376 | 377 | // This is the event listener function that gets returned... 378 | return function (event) { 379 | 380 | // if jwertyCodeIs returns truthy (string)... 381 | if ((jwertyCodeIs = jwerty.is(jwertyCode, event, i))) { 382 | // ... and this isn't the last key in the sequence, 383 | // incriment the key in sequence to check. 384 | if (i < c) { 385 | ++i; 386 | return; 387 | // ... and this is the last in the sequence (or the only 388 | // one in sequence), then fire the callback 389 | } else { 390 | returnValue = callbackFunction.call( 391 | callbackContext || this, event, jwertyCodeIs); 392 | 393 | // If the callback returned false, then we should run 394 | // preventDefault(); 395 | if (returnValue === false) event.preventDefault(); 396 | 397 | // Reset i for the next sequence to fire. 398 | i = 0; 399 | return; 400 | } 401 | } 402 | 403 | // If the event didn't hit this time, we should reset i to 0, 404 | // that is, unless this combo was the first in the sequence, 405 | // in which case we should reset i to 1. 406 | i = jwerty.is(jwertyCode, event) ? 1 : 0; 407 | }; 408 | }, 409 | 410 | /** 411 | * jwerty.is 412 | * 413 | * `jwerty.is` will return a boolean value, based on if `event` matches 414 | * `jwertyCode`. `jwerty.is` is called by `jwerty.event` to check 415 | * whether or not to fire the callback. `event` can be a DOM event, or 416 | * a jQuery/Zepto/Ender manufactured event. The properties of 417 | * `jwertyCode` (speficially ctrlKey, altKey, metaKey, shiftKey and 418 | * keyCode) should match `jwertyCode`'s properties - if they do, then 419 | * `jwerty.is` will return `true`. If they don't, `jwerty.is` will 420 | * return `false`. 421 | * 422 | * @param {Mixed} jwertyCode can be an array, or string of key 423 | * combinations, which includes optinals and or sequences 424 | * @param {KeyboardEvent} event is the KeyboardEvent to assert against 425 | * @param {Integer} i (Optional) checks the `i` key in jwertyCode 426 | * sequence 427 | * 428 | */ 429 | is: function (jwertyCode, event, i /*? 0*/) { 430 | jwertyCode = new JwertyCode(jwertyCode); 431 | // Default `i` to 0 432 | i = i || 0; 433 | // We are only interested in `i` of jwertyCode; 434 | jwertyCode = jwertyCode[i]; 435 | // jQuery stores the *real* event in `originalEvent`, which we use 436 | // because it does annoything stuff to `metaKey` 437 | event = event.originalEvent || event; 438 | 439 | // We'll look at each optional in this jwertyCode sequence... 440 | var n = jwertyCode.length, 441 | returnValue = false; 442 | 443 | // Loop through each fragment of jwertyCode 444 | while (n--) { 445 | returnValue = jwertyCode[n].jwertyCombo; 446 | // For each property in the jwertyCode object, compare to `event` 447 | for (var p in jwertyCode[n]) { 448 | // ...except for jwertyCode.jwertyCombo... 449 | if (p !== 'jwertyCombo' && event[p] != jwertyCode[n][p]) returnValue = false; 450 | } 451 | // If this jwertyCode optional wasn't falsey, then we can return early. 452 | if (returnValue !== false) return returnValue; 453 | } 454 | return returnValue; 455 | }, 456 | 457 | /** 458 | * jwerty.key 459 | * 460 | * `jwerty.key` will attach an event listener and fire 461 | * `callbackFunction` when `jwertyCode` matches. The event listener is 462 | * attached to `document`, meaning it will listen for any key events 463 | * on the page (a global shortcut listener). If `callbackContext` is 464 | * specified then it will be supplied as `callbackFunction`'s context 465 | * - in other words, the keyword `this` will be set to 466 | * `callbackContext` inside the `callbackFunction` function. 467 | * 468 | * @param {Mixed} jwertyCode can be an array, or string of key 469 | * combinations, which includes optinals and or sequences 470 | * @param {Function} callbackFunction is a function (or boolean) which 471 | * is fired when jwertyCode is matched. Return false to 472 | * preventDefault() 473 | * @param {Object} callbackContext (Optional) The context to call 474 | * `callback` with (i.e this) 475 | * @param {Mixed} selector can be a string, jQuery/Zepto/Ender object, 476 | * or an HTML*Element on which to bind the eventListener 477 | * @param {Mixed} selectorContext can be a string, jQuery/Zepto/Ender 478 | * object, or an HTML*Element on which to scope the selector 479 | * 480 | */ 481 | key: function (jwertyCode, callbackFunction, callbackContext /*? this */, selector /*? document */, selectorContext /*? body */) { 482 | // Because callbackContext is optional, we should check if the 483 | // `callbackContext` is a string or element, and if it is, then the 484 | // function was called without a context, and `callbackContext` is 485 | // actually `selector` 486 | var realSelector = realTypeOf(callbackContext, 'element') || realTypeOf(callbackContext, 'string') ? callbackContext : selector, 487 | // If `callbackContext` is undefined, or if we skipped it (and 488 | // therefore it is `realSelector`), set context to `global`. 489 | realcallbackContext = realSelector === callbackContext ? global : callbackContext, 490 | // Finally if we did skip `callbackContext`, then shift 491 | // `selectorContext` to the left (take it from `selector`) 492 | realSelectorContext = realSelector === callbackContext ? selector : selectorContext; 493 | 494 | // If `realSelector` is already a jQuery/Zepto/Ender/DOM element, 495 | // then just use it neat, otherwise find it in DOM using $$() 496 | $b( 497 | realTypeOf(realSelector, 'element') ? realSelector : $$(realSelector, realSelectorContext), 498 | jwerty.event(jwertyCode, callbackFunction, realcallbackContext) 499 | ); 500 | }, 501 | 502 | /** 503 | * jwerty.fire 504 | * 505 | * `jwerty.fire` will construct a keyup event to fire, based on 506 | * `jwertyCode`. The event will be fired against `selector`. 507 | * `selectorContext` is used to search for `selector` within 508 | * `selectorContext`, similar to jQuery's 509 | * `$('selector', 'context')`. 510 | * 511 | * @param {Mixed} jwertyCode can be an array, or string of key 512 | * combinations, which includes optinals and or sequences 513 | * @param {Mixed} selector can be a string, jQuery/Zepto/Ender object, 514 | * or an HTML*Element on which to bind the eventListener 515 | * @param {Mixed} selectorContext can be a string, jQuery/Zepto/Ender 516 | * object, or an HTML*Element on which to scope the selector 517 | * 518 | */ 519 | fire: function (jwertyCode, selector /*? document */, selectorContext /*? body */, i) { 520 | jwertyCode = new JwertyCode(jwertyCode); 521 | var realI = realTypeOf(selectorContext, 'number') ? selectorContext : i; 522 | 523 | // If `realSelector` is already a jQuery/Zepto/Ender/DOM element, 524 | // then just use it neat, otherwise find it in DOM using $$() 525 | 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Unsaved progress will be lost.'); 113 | if (r) { 114 | dialog.close(); 115 | window.MAP = null; 116 | $('#home').find('.page').hide(); 117 | $('#home-menu').show(); 118 | $('#home').show(); 119 | } 120 | } else if (action === 'cancel') { 121 | dialog.close(); 122 | } 123 | }); 124 | 125 | })(); 126 | --------------------------------------------------------------------------------