├── README.md ├── android-icon-36x36.png ├── apple-icon-57x57.png ├── assets ├── Door.png ├── Door_Open.png ├── Engineer.png ├── Fonts │ ├── Flesh Wound.fnt │ ├── Flesh Wound.png │ ├── Flesh Wound.ttf │ ├── Wings_of_Darkness.fnt │ ├── Wings_of_Darkness.png │ └── Wings_of_Darkness.ttf ├── GUI │ └── poison.png ├── Mage.png ├── Objects.png ├── Paladin.png ├── Rogue.png ├── Scroll.png ├── Template.png ├── Wall.png ├── Wall.xcf ├── Warrior.png ├── fs.png ├── inventoryTile.png ├── items │ ├── Armor.png │ ├── Chest.png │ ├── Key.png │ ├── LongWep.png │ ├── Map.png │ ├── Potion.png │ └── ShortWep.png ├── monsters │ ├── Humanoid0.png │ ├── Humanoid1.png │ ├── Pest0.png │ ├── Pest1.png │ ├── Reptile0.png │ ├── Reptile1.png │ ├── Undead0.png │ └── Undead1.png ├── music │ ├── Adventure_Meme.mp3 │ ├── Adventure_Meme.ogg │ ├── Great_Grog.mp3 │ ├── Wonderful_Nightmare.mp3 │ └── Wonderful_Nightmare.ogg ├── removeItem.png ├── resources │ ├── Characters │ │ ├── Aquatic0.png │ │ ├── Aquatic1.png │ │ ├── Avian0.png │ │ ├── Avian1.png │ │ ├── Cat0.png │ │ ├── Cat1.png │ │ ├── Demon0.png │ │ ├── Demon1.png │ │ ├── Dog0.png │ │ ├── Dog1.png │ │ ├── Elemental0.png │ │ ├── Elemental1.png │ │ ├── Humanoid0.png │ │ ├── Humanoid1.png │ │ ├── Misc0.png │ │ ├── Misc1.png │ │ ├── Pest0.png │ │ ├── Pest1.png │ │ ├── Plant0.png │ │ ├── Plant1.png │ │ ├── Player0.png │ │ ├── Player1.png │ │ ├── Quadraped0.png │ │ ├── Quadraped1.png │ │ ├── Reptile0.png │ │ ├── Reptile1.png │ │ ├── Rodent0.png │ │ ├── Rodent1.png │ │ ├── Slime0.png │ │ ├── Slime1.png │ │ ├── Undead0.png │ │ └── Undead1.png │ ├── Commissions │ │ ├── Engineer Clothes.png │ │ ├── Engineer.ase │ │ ├── Engineer.png │ │ ├── Icons.png │ │ ├── Mage Clothes.png │ │ ├── Mage.ase │ │ ├── Mage.png │ │ ├── Paladin Clothes.png │ │ ├── Paladin.ase │ │ ├── Paladin.png │ │ ├── Rogue Clothes.png │ │ ├── Rogue.ase │ │ ├── Rogue.png │ │ ├── Template.ase │ │ ├── Template.png │ │ ├── Warrior Clothes Back.png │ │ ├── Warrior Clothes.png │ │ ├── Warrior.ase │ │ └── Warrior.png │ ├── Examples │ │ ├── Blank.tmx │ │ ├── Dungeon.gif │ │ ├── Dungeon.tmx │ │ ├── Ideas.gif │ │ ├── Logo.png │ │ ├── Logo.tmx │ │ ├── Mine.gif │ │ ├── Mine.tmx │ │ ├── Town.gif │ │ ├── Town.tmx │ │ ├── Underworld.gif │ │ └── Underworld.tmx │ ├── GUI │ │ ├── GUI0.png │ │ ├── GUI1.png │ │ ├── SDS_6x6.ttf │ │ └── SDS_8x8.ttf │ ├── Items │ │ ├── Ammo.png │ │ ├── Amulet.png │ │ ├── Armor.png │ │ ├── Book.png │ │ ├── Boot.png │ │ ├── Chest0.png │ │ ├── Chest1.png │ │ ├── Flesh.png │ │ ├── Food.png │ │ ├── Glove.png │ │ ├── Hat.png │ │ ├── Key.png │ │ ├── Light.png │ │ ├── LongWep.png │ │ ├── MedWep.png │ │ ├── Money.png │ │ ├── Music.png │ │ ├── Potion.png │ │ ├── Ring.png │ │ ├── Rock.png │ │ ├── Scroll.png │ │ ├── Shield.png │ │ ├── ShortWep.png │ │ ├── Tool.png │ │ └── Wand.png │ ├── Objects │ │ ├── Decor0.png │ │ ├── Decor1.png │ │ ├── Door0.png │ │ ├── Door1.png │ │ ├── Effect0.png │ │ ├── Effect1.png │ │ ├── Fence.png │ │ ├── Floor.png │ │ ├── Ground0.png │ │ ├── Ground1.png │ │ ├── Hill0.png │ │ ├── Hill1.png │ │ ├── Map0.png │ │ ├── Map1.png │ │ ├── Ore0.png │ │ ├── Ore1.png │ │ ├── Pit0.png │ │ ├── Pit1.png │ │ ├── Tile.png │ │ ├── Trap0.png │ │ ├── Trap1.png │ │ ├── Tree0.png │ │ ├── Tree1.png │ │ └── Wall.png │ └── unused sounds │ │ ├── Punch.ogg │ │ └── explosion.ogg ├── shadow.png ├── sounds │ ├── Bow.wav │ ├── Click.wav │ ├── Door-old1.wav │ ├── Door.wav │ ├── Hit.wav │ ├── Item.wav │ ├── Potion.wav │ ├── Teleport.ogg │ └── Teleport.wav ├── splash.png └── spriteCard.png ├── conf.json ├── css ├── jasmine.css └── jasmine_favicon.png ├── docs ├── Bestiary │ ├── Fairy.png │ ├── Skeleton.png │ └── Snake.png ├── ManualTests.md ├── estimations.md ├── ideas │ ├── Ideas.md │ └── Possible features.md ├── organization.md ├── proposal.md └── user.md ├── favicon-16x16.png ├── index.html ├── index.tests.html ├── js ├── app │ ├── boot.js │ ├── creator.js │ ├── creatures.js │ ├── dungeon.js │ ├── game.js │ ├── game_over.js │ ├── items.js │ ├── loading.js │ ├── preload.js │ ├── start.js │ └── tests.js ├── lib │ ├── boot.js │ ├── jasmine-html.js │ ├── jasmine.js │ ├── lodash.min.js │ ├── phaser.min.js │ ├── require.min.js │ └── rot.min.js ├── main.js └── main.tests.js └── out ├── creatures.js.html ├── dungeon.js.html ├── favicon.ico ├── fonts ├── OpenSans-Bold-webfont.eot ├── OpenSans-Bold-webfont.svg ├── OpenSans-Bold-webfont.woff ├── OpenSans-BoldItalic-webfont.eot ├── OpenSans-BoldItalic-webfont.svg ├── OpenSans-BoldItalic-webfont.woff ├── OpenSans-Italic-webfont.eot ├── OpenSans-Italic-webfont.svg ├── OpenSans-Italic-webfont.woff ├── OpenSans-Light-webfont.eot ├── OpenSans-Light-webfont.svg ├── OpenSans-Light-webfont.woff ├── OpenSans-LightItalic-webfont.eot ├── OpenSans-LightItalic-webfont.svg ├── OpenSans-LightItalic-webfont.woff ├── OpenSans-Regular-webfont.eot ├── OpenSans-Regular-webfont.svg └── OpenSans-Regular-webfont.woff ├── game.js.html ├── img ├── glyphicons-halflings-white.png ├── glyphicons-halflings.png └── old-wall.png ├── index.html ├── module-creatures.html ├── module-dungeon.html ├── module-dungeon__dungeon.html ├── module-game.html ├── modules.list.html ├── scripts ├── URI.js ├── bootstrap-dropdown.js ├── bootstrap-tab.js ├── docstrap.lib.js ├── linenumber.js ├── prettify │ ├── Apache-License-2.0.txt │ ├── jquery.min.js │ ├── lang-css.js │ └── prettify.js ├── sunlight.js └── toc.js └── styles ├── darkstrap.css ├── jsdoc-default.css ├── prettify-jsdoc.css ├── prettify-tomorrow.css ├── site.oblivion.css ├── sunlight.dark.css └── sunlight.default.css /README.md: -------------------------------------------------------------------------------- 1 | # ![](http://i.imgur.com/jDiIWqN.png) 2 | 3 | A Web-based, JavaScript Roguelike group project created for the Introduction to Software Engineering class at IUS. 4 | 5 | * [Playable version](http://ephemerant.github.io/web-roguelike/) 6 | * [Unit tests](http://ephemerant.github.io/web-roguelike/index.tests.html) 7 | * [User Documentation](https://github.com/ephemerant/web-roguelike/blob/master/docs/user.md) 8 | * [API Documentation](http://ephemerant.github.io/web-roguelike/out/index.html) 9 | * [Trello](https://trello.com/b/XISltL05/web-roguelike) 10 | 11 | ### Collaborators: 12 | * [Clayton McGuire](https://github.com/ephemerant) 13 | * [Stephen Rumpel](https://github.com/jimbobmaggot) 14 | * [Cody Morphis](https://github.com/cmorphis) 15 | * [Jason Lytle](https://github.com/jrlytle) 16 | -------------------------------------------------------------------------------- /android-icon-36x36.png: -------------------------------------------------------------------------------- https://raw.githubusercontent.com/ephemerant/web-roguelike/a8b917fa5bed2e1d4015719994ecc79d10a34aa8/android-icon-36x36.png -------------------------------------------------------------------------------- /apple-icon-57x57.png: -------------------------------------------------------------------------------- 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-------------------------------------------------------------------------------- /docs/Bestiary/Snake.png: -------------------------------------------------------------------------------- https://raw.githubusercontent.com/ephemerant/web-roguelike/a8b917fa5bed2e1d4015719994ecc79d10a34aa8/docs/Bestiary/Snake.png -------------------------------------------------------------------------------- /docs/ManualTests.md: -------------------------------------------------------------------------------- 1 | * After maps were created, play testing had to be done manually. 2 | * Added ability to hold down 'a' to autoplay the game 3 | * A file was created to automatically run through levels without having to physically hold down the 'a' button 4 | * When items were added, this caused problems with the 'a' button, because the items acted like a block for the path 5 | * This was fixed when the item properties were changed so if you walked over them, they could be picked up. 6 | * When monster wandering pathfinding was added, monster could get in your way if 'a' is held down. 7 | * This causes a fight to happen and HP gets lowered, which may end the autoplay. 8 | * When aggressive monster pathfinding was added, this guaranteed that monsters would get in your way, augmenting the issues above. 9 | -------------------------------------------------------------------------------- /docs/estimations.md: -------------------------------------------------------------------------------- 1 | | Task | Estimate (points) | Actual Effort (hours) | Developer(s) | 2 | | --- | --- | --- | --- | 3 | | Set up rot and Phaser frameworks | 8 | 8 | Clayton | 4 | | Movement/collision detection | 5 | 5 | Clayton | 5 | | Basic camera | 2 | 2 | Clayton | 6 | | Implement testing framework | 4 | 4 | Clayton | 7 | | Loot drop table per monster; lootable corpse | 4 | 7 | Cody / Clayton | 8 | | Monster AI | 4 | 2 | Jason / Clayton | 9 | | Lighting / Vision | 6 | 3 | Stephen / Clayton | 10 | | Combat/stats | 8 | 6 (ongoing) | Everyone | 11 | | Graphics | 13 | 11 (ongoing) | Stephen / Clayton | 12 | | Enemy design | 8 | 18 (ongoing) | Jason / Cody / Clayton | 13 | | Item design | 8 | 6 (ongoing) | Jason / Cody | 14 | | Leveling system | 8 | 1 (ongoing) | Jason / Stephen / Cody | 15 | | Random spawning (enemies, items, landscape) | 8 | 8 (ongoing) | Cody / Clayton | 16 | | Menus/Screens | 8 | 6 (ongoing) | Stephen | 17 | | API documentation | 4 | 4 (ongoing) | Clayton / Cody | 18 | -------------------------------------------------------------------------------- /docs/ideas/Ideas.md: -------------------------------------------------------------------------------- 1 | Background story and lore for game. 2 | Why are we there? 3 | Who are we? 4 | What do we want? 5 | -------------------------------------------------------------------------------- /docs/ideas/Possible features.md: -------------------------------------------------------------------------------- 1 | Possible Features: 2 | Floor events 3 | ---- 4 | * When you enter a floor, it might be filled with poisoned gas, and the player is constantly losing health. He/she must escape the floor as quickly as possible. 5 | 6 | * Very rarely, when entering a floor, the player is notified. "Death has arrived and he wants your soul". This means that the Grim Reaper has spawned on the floor. He cannot be defeated and must be escaped for one good slash from his scythe means the end for the player. 7 | -------------------------------------------------------------------------------- /docs/organization.md: -------------------------------------------------------------------------------- 1 | ### Coding 2 | 3 | * Clayton - 40% 4 | * Framework (ROT and Phaser) setup 5 | * Player experience (movement, camera, combat calls, pick up items, open doors, etc) 6 | * Stephen - 20% 7 | * GUI 8 | * HUD 9 | * Lighting 10 | * Menus/Screens 11 | * Cody - 20% 12 | * Design interactables (objects, creatures, etc) 13 | * Combat/Stats/poison/etc functionality 14 | * Jason - 20% 15 | * Design interactables (objects, creatures, etc) 16 | * Combat/Stats 17 | 18 | ### Testing 19 | 20 | * Clayton - 40% 21 | * Set up unit tests 22 | * Set up simple automation test 23 | * Stephen - 20% 24 | * User testing 25 | * Cody - 20% 26 | * User testing 27 | * Jason - 20% 28 | * User testing 29 | 30 | ### Documentation 31 | 32 | * Stephen - 33% 33 | * Cody - 33% 34 | * Jason - 33% 35 | -------------------------------------------------------------------------------- /docs/proposal.md: -------------------------------------------------------------------------------- 1 | ### Collaborators: 2 | 3 | * Clayton McGuire 4 | * Stephen Rumpel 5 | * Cody Morphis 6 | * Jason Lytle 7 | 8 | We plan on creating a browser-based Roguelike game written in JavaScript. We will build the game on top of the [rot.js](http://ondras.github.io/rot.js/hp/) framework, although we will greatly expand upon its native capabilities. It is our goal to create a project that we can have fun creating, and that can also be enjoyed by the end user. We want to create a dynamic experience in terms of levels, enemies, and player. 9 | 10 | Upon loading the game, a player will choose their name and place a few stats. They will then appear in a completely randomly generated dungeon filled with dangerous foes and glorious treasure. To progress to the next dungeon, the player must defeat the floor boss and enter the portal that opens. As they progress, difficulty will rise, and blood will be shed. Death is the only end. 11 | 12 | ### Features will include: 13 | 14 | * Randomly generated levels 15 | * Open-source graphics 16 | * Camera/lighting 17 | * Combat system 18 | * Items that drop from monsters and also randomly spawn during level generation 19 | * Stairs to progress to the next level 20 | * Stat/leveling system 21 | * Interactable menus 22 | * Save files (local) 23 | * If time, save speedrun and character data to a Firebase server -------------------------------------------------------------------------------- /docs/user.md: -------------------------------------------------------------------------------- 1 | # The Legend of Cheryl 2 | 3 | ## General Gameplay 4 | 5 | * Any action (e.g. movement, combat, opening a door, etc) represents a turn 6 | * For every turn you take, nearby monsters will also take one 7 | * Find and enter the stairs to go to the next floor 8 | * Every fifth floor has a boss monster guarding the stairs, so prepare wisely 9 | * Shopkeepers and other helpful NPCs have a chance of appearing on each floor 10 | * Monsters can drop both gold and items 11 | * Boss monsters tend to drop more gold and better items 12 | * Valuable chests are scattered throughout the dungeon 13 | 14 | ## Controls 15 | 16 | | Action | Key | Alternate Key | 17 | | --- | --- | --- | 18 | | Movement | Arrow keys | Click a tile | 19 | | New game | R | | 20 | | Open inventory | I | | 21 | | Full screen | F | | 22 | 23 | ## Character Classes 24 | 25 | * Warrior 26 | * Rogue 27 | * Paladin 28 | * Engineer 29 | * Mage 30 | 31 | ## Monsters 32 | Undead 33 | --- 34 | ___ 35 | ![Skeleton](Bestiary/Skeleton.png) 36 | Skeleton 37 | --- 38 | * HP: 10 39 | * Strength: 4 40 | * Special notes: Can never truly die. 41 | 42 | These are the remains of previous adventurers. Reanimated by dark magic, they are cursed to forever roam the depths. 43 | 44 | Reptiles 45 | --- 46 | ___ 47 | ![Snake](Bestiary/Snake.png) 48 | Snake 49 | --- 50 | 51 | * HP: 15 52 | * Strength: 5 53 | * Special notes: Beware their poisonous bite. 54 | 55 | They slide along the ground looking for food. Their bite, while not deadly, is harmful. Proper armor is recommended. 56 | 57 | Fey 58 | --- 59 | ___ 60 | ![Fairy](Bestiary/Fairy.png) 61 | Fairy 62 | --- 63 | * HP: 25 64 | * Strength: 5 65 | * Special notes: Teleport around the dungeon 66 | 67 | Don't be fooled by their dainty appearance. These magical creatures are masters of magic and can warp space to their will. 68 | 69 | 70 | ## Items 71 | 72 | | Name | Effect | 73 | | --- | --- | 74 | | Potion | Heals 10 HP | 75 | | Antidote | Heals poison | 76 | 77 | 78 | -------------------------------------------------------------------------------- /favicon-16x16.png: -------------------------------------------------------------------------------- https://raw.githubusercontent.com/ephemerant/web-roguelike/a8b917fa5bed2e1d4015719994ecc79d10a34aa8/favicon-16x16.png -------------------------------------------------------------------------------- /index.html: -------------------------------------------------------------------------------- 1 | 2 | 3 | 4 | 5 | 6 | 7 | 8 | 9 | 10 | 11 | 12 | The Legend of Cheryl 13 | 14 | 15 | 42 | 43 | 44 | 45 |
46 | 47 | 48 | 49 | -------------------------------------------------------------------------------- /index.tests.html: -------------------------------------------------------------------------------- 1 | 2 | 3 | 4 | 5 | 6 | 7 | 8 | 9 | 10 | 11 | 12 | 13 | 14 | 15 | 16 | 17 | 18 | -------------------------------------------------------------------------------- /js/app/boot.js: -------------------------------------------------------------------------------- 1 | /*globals define*/ 2 | 3 | define(['Phaser', 'preload', 'start', 'game', 'game_over', 'creator'], 4 | function (Phaser, Preload, Start, Game, Game_Over, Creator) { 5 | 'use strict'; 6 | 7 | var SCREEN_WIDTH = window.innerWidth * window.devicePixelRatio, 8 | SCREEN_HEIGHT = window.innerHeight * window.devicePixelRatio, 9 | 10 | game = new Phaser.Game(800, 600, Phaser.CANVAS, 'screen'); 11 | 12 | game.state.add('Preload', Preload); 13 | game.state.add('Creator', Creator); 14 | game.state.add('Start', Start); 15 | game.state.add('Game', Game); 16 | game.state.add('Game_Over', Game_Over); 17 | 18 | game.state.start('Preload'); 19 | }); -------------------------------------------------------------------------------- /js/app/creator.js: -------------------------------------------------------------------------------- 1 | /*globals define*/ 2 | 3 | define(['Phaser'], function (Phaser) { 4 | 'use strict'; 5 | 6 | var Creator = { 7 | 8 | create: function () { 9 | this.add.button(0, 0, 'scroll', this.createRogue, this); 10 | this.add.button(160, 0, 'scroll', this.createPaladin, this); 11 | this.add.button(320, 0, 'scroll', this.createWarrior, this); 12 | this.add.button(480, 0, 'scroll', this.createEngineer, this); 13 | this.add.button(640, 0, 'scroll', this.createMage, this); 14 | 15 | this.add.sprite(0, 50, 'spriteCard'); 16 | }, 17 | 18 | /** 19 | * the player object with paramaters needed to call _makePlayer in creatures.js 20 | */ 21 | player: { 22 | name: 'Player', 23 | hp: '', 24 | mp: '', 25 | str: '', 26 | def: '', 27 | crit: '', 28 | vision: '', 29 | class: '' 30 | }, 31 | 32 | /** 33 | * the Rouge Class 34 | * features lower health and defense, average health, magic, and strength, and high critical chance 35 | */ 36 | createRogue: function () { 37 | this.player.hp = 20; 38 | this.player.mp = 20; 39 | this.player.str = 3; 40 | this.player.def = 1; 41 | this.player.crit = 5; 42 | this.player.vision = 10; 43 | this.player.class = 'rogue'; 44 | 45 | this.startGame(); 46 | }, 47 | 48 | /** 49 | * the Paladin Class 50 | * features lower critical chance, average magic and strength, and high health and defense 51 | */ 52 | createPaladin: function () { 53 | this.player.hp = 30; 54 | this.player.mp = 15; 55 | this.player.str = 4; 56 | this.player.def = 3; 57 | this.player.crit = 2; 58 | this.player.vision = 6; 59 | this.player.class = 'paladin'; 60 | 61 | this.startGame(); 62 | }, 63 | 64 | /** 65 | * the Warrior Class 66 | * features lower magic and critical chance, average defense, and high health and strength. 67 | */ 68 | createWarrior: function () { 69 | this.player.hp = 28; 70 | this.player.mp = 10; 71 | this.player.str = 6; 72 | this.player.def = 2; 73 | this.player.crit = 2; 74 | this.player.vision = 5; 75 | this.player.class = 'warrior'; 76 | 77 | this.startGame(); 78 | }, 79 | 80 | /** 81 | * the Engineer Class 82 | * features average health, magic, strength, defense, and critical chance 83 | */ 84 | createEngineer: function () { 85 | this.player.hp = 25; 86 | this.player.mp = 20; 87 | this.player.str = 4; 88 | this.player.def = 2; 89 | this.player.crit = 3; 90 | this.player.vision = 7; 91 | this.player.class = 'engineer'; 92 | 93 | this.startGame(); 94 | }, 95 | 96 | /** 97 | * the Mage Class 98 | * features lower health, strength, and defense, high magic and critical chance 99 | */ 100 | createMage: function () { 101 | this.player.hp = 20; 102 | this.player.mp = 30; 103 | this.player.str = 2; 104 | this.player.def = 1; 105 | this.player.crit = 4; 106 | this.player.vision = 8; 107 | this.player.class = 'mage'; 108 | 109 | this.startGame(); 110 | }, 111 | 112 | /** 113 | * changes the game to the Game state 114 | * @function startGame 115 | */ 116 | startGame: function () { 117 | this.state.start('Game'); 118 | } 119 | 120 | }; 121 | 122 | return Creator; 123 | }); -------------------------------------------------------------------------------- /js/app/game_over.js: -------------------------------------------------------------------------------- 1 | /*globals define*/ 2 | 3 | define(['Phaser', 'game'], function (Phaser, Game) { 4 | 'use strict'; 5 | 6 | var Game_Over = { 7 | 8 | create: function () { 9 | var width = (800) / 2, 10 | height = (600) / 2, 11 | 12 | retry_button = this.add.text(width, height, 'Retry', { 13 | font: '30pt wingsofDarkness', 14 | fill: 'white', 15 | align: 'center' 16 | }); 17 | 18 | retry_button.inputEnabled = true; 19 | retry_button.events.onInputUp.add(this.startGame, this); 20 | retry_button.anchor.setTo(0.5); 21 | 22 | this.add.text(width, height - 100, 'GAME OVER', { 23 | font: '50pt wingsofDarkness', 24 | fill: 'red', 25 | align: 'center' 26 | }).anchor.setTo(0.5); 27 | }, 28 | 29 | /** 30 | * changes the game to the Start state 31 | * @function startGame 32 | */ 33 | startGame: function () { 34 | // Change the state back to Start. 35 | this.state.start('Start'); 36 | 37 | } 38 | }; 39 | 40 | return Game_Over; 41 | 42 | }); -------------------------------------------------------------------------------- /js/app/items.js: -------------------------------------------------------------------------------- 1 | /*globals define*/ 2 | /*jslint nomen: true */ 3 | 4 | define(['ROT', 'Phaser'], function (ROT, Phaser) { 5 | 'use strict'; 6 | return { 7 | /** 8 | * @module creatures 9 | */ 10 | 11 | //array of spritesheets 12 | _sprites: ['Armor.png', 'Potion.png', 'LongWep.png', 'Map.png', 'Chest.png', 'Key.png'], 13 | 14 | _items_chest1: ['Old Map'], 15 | _items_area1: ['Health Potion', 'Antivenom', 'Old Map', 'Key'], 16 | 17 | /** 18 | * Choose a random item from a pool, based on the level given 19 | * @function _pickItem 20 | * @param {number} level the current floor 21 | * @return {string} returns the chosen item's name 22 | */ 23 | _pickItem: function (level) { 24 | if (level >= 1 && level <= 5) { //pick a random item from section 1 25 | return this._items_area1[Math.floor(Math.random()* this._items_area1.length)]; 26 | } 27 | return (this._items_area1[Math.floor(Math.random())]); //If calculation breaks then just return area1 28 | }, 29 | 30 | _pickChest: function (type){ 31 | if(type === 1){ 32 | 33 | } 34 | }, 35 | 36 | /** 37 | * gives an item to the caller based on the level given. 38 | * @function _putItem 39 | * @param {number} level the current floor 40 | * @param {number} x the x value of where to place the item 41 | * @param {number} y the y value of where to place the item 42 | * @param {boolean} isDrop whether this is a monster dropping or not 43 | * @return {item} returns the selected item back to the caller 44 | */ 45 | _putItem: function (level, x, y, isDrop) { 46 | var itemName; 47 | if (isDrop ===false){ 48 | itemName = this._pickItem(level); 49 | } 50 | else { 51 | if(Math.floor(Math.random()*10)=== 1){ 52 | return this._chest(x, y, level); 53 | } 54 | else{ 55 | itemName = this._pickItem(level); 56 | } 57 | } 58 | if (itemName === 'Health Potion') { 59 | return this.Potion(x, y); 60 | } 61 | if (itemName === 'Antivenom') { 62 | return this.Antivenom(x, y); 63 | } 64 | 65 | if (itemName === 'Old Map'){ 66 | return this.OldMap(x, y); 67 | } 68 | 69 | if (itemName ==='Key'){ 70 | return this.Key(x, y); 71 | } 72 | }, 73 | 74 | /** 75 | * gives an item to the caller based on the level given. 76 | * @function spawnDrop 77 | * @param {number} level the current floor 78 | * @param {number} x the x value of where to place the item 79 | * @param {number} y the y value of where to place the item 80 | * @return {item} returns the selected item back to the caller 81 | */ 82 | spawnDrop: function (name, dropchance, level) { 83 | if (Math.floor(Math.random() * dropchance) === 1) { 84 | return this._putItem(level, 0, 0, true); 85 | } else { 86 | return 'nothing'; 87 | } 88 | }, 89 | 90 | /** 91 | * Chest creation factory 92 | * @param {number} x x location of chest 93 | * @param {number} y y location of chest 94 | * @param {number} level what floor it is on 95 | * @return {chest} returns a chest 96 | */ 97 | _chest: function (x, y, level){ 98 | return { 99 | x: x, 100 | y: y, 101 | opened: false, 102 | contents:this._pickChest(1) 103 | }; 104 | }, 105 | 106 | /** 107 | * An item creation factory 108 | * @function _generic 109 | * @param {string} name name of the item 110 | * @param {string} sprite name of the spritesheet to use 111 | * @param {number} frame what frame from the spritesheet to use 112 | * @param {number} str the strength value of the item (where applicable) 113 | * @param {number} def the defense value of the item (where applicable) 114 | * @param {number} x the x location of the item in the dungeon 115 | * @param {number} y the y location of the item in the dungeon 116 | * @return {item} returns the created item back to the caller 117 | */ 118 | _generic: function (name, sprite, frame, str, def, x, y) { 119 | return { 120 | name: name, 121 | sprite: sprite, 122 | frame: frame, 123 | str: str, 124 | def: def, 125 | x: x, 126 | y: y, 127 | 128 | /** 129 | * the player tries to use the item 130 | * @function use 131 | * @param {creature} player the player 132 | * @return {array} returns results of function (each variable is explained in code) 133 | */ 134 | use: function (player) { 135 | var returnarray = { 136 | success: 0, // 1 if item is used, 0 if item cannot be used 137 | explainFail: '', // if the item cannot be used, this is where the reason is explained 138 | removeType: 0, /*this tells the game how to handle the item after this function is called. 139 | 0: (default) the item will be removed from inventory after use 140 | 1: the item will remain in the inventory after use. 141 | 2: clears the map and deletes on return. 142 | */ 143 | playSound: ''// tells the game what sound should be played (if any) 144 | }; 145 | if (this.name === 'Health Potion'){ 146 | player.hp+= 15; 147 | if (player.hp > player.max_hp){ 148 | player.hp = player.max_hp; 149 | } 150 | returnarray.success = 1; 151 | returnarray.playSound = 'potion'; 152 | return returnarray; 153 | } 154 | 155 | if (this.name === 'Antivenom'){ 156 | if (player.isPoisoned === 1){ 157 | player.isPoisoned = 0; 158 | player.poisonTimer = 0; 159 | returnarray.success = 1; 160 | returnarray.playSound = 'potion'; 161 | return returnarray; 162 | } 163 | else{ 164 | returnarray.explainFail = 'You are not poisoned.'; 165 | return returnarray; 166 | } 167 | } 168 | 169 | if (this.name === 'Old Map'){ 170 | returnarray.success = 1; 171 | returnarray.removeType = 2; 172 | return returnarray; 173 | } 174 | if (this.name === 'Key'){ 175 | returnarray.removeType = 1; 176 | returnarray.explainFail = 'You cannot use a key, simply walk into a lock to use it.'; 177 | return returnarray; 178 | } 179 | 180 | returnarray.explainFail= "Oops we're not certain why you can't use this... sorry (you shouldn't see this message)"; 181 | return returnarray; 182 | } 183 | }; 184 | }, 185 | //------------------------------------------------------------ 186 | //General Items 187 | /** 188 | * creates a potion item 189 | * @param {number} x the x position of the item in the dungeon 190 | * @param {nubmer} y the y position of the item in the dungeon 191 | * @return {item} returns the item to the caller 192 | */ 193 | 194 | Potion: function (x, y) { 195 | return this._generic('Health Potion', 'potion', 1, 0, 0, x, y); 196 | }, 197 | 198 | /** 199 | * creates an antivenom item 200 | * @param {number} x the x position of the item in the dungeon 201 | * @param {nubmer} y the y position of the item in the dungeon 202 | * @return {item} returns the item to the caller 203 | */ 204 | Antivenom: function(x, y){ 205 | return this._generic('Antivenom', 'potion', 5, 0, 0, x, y); 206 | }, 207 | 208 | Key: function(x, y){ 209 | return this._generic('Key', 'key', 0, 0, 0, x, y); 210 | }, 211 | // ---------------------------------------------------------------------- 212 | //Special ITEMS 213 | OldMap: function (x, y){ 214 | return this._generic('Old Map', 'map', 2, 0, 0, x, y); 215 | }, 216 | // ---------------------------------------------------------------------- 217 | // EQUIPABLE ITEMS 218 | /** 219 | * creates a wood armor item 220 | * @param {number} x the x position of the item in the dungeon 221 | * @param {nubmer} y the y position of the item in the dungeon 222 | * @return {item} returns the item to the caller 223 | */ 224 | WoodArmor: function (x, y) { 225 | return this._generic('Wooden Armor', 'armor', 0, 0, 1, x, y); 226 | }, 227 | 228 | /** 229 | * creates a stone spear item 230 | * @param {number} x the x position of the item in the dungeon 231 | * @param {nubmer} y the y position of the item in the dungeon 232 | * @return {item} returns the item to the caller 233 | */ 234 | StoneSpear: function (x, y) { 235 | return this._generic('Stone Spear', 'longwep', 1, 1, 0, x, y); 236 | } 237 | }; 238 | }); 239 | -------------------------------------------------------------------------------- /js/app/loading.js: -------------------------------------------------------------------------------- 1 | /*globals define*/ 2 | 3 | define(['Phaser'], function (Phaser) { 4 | 'use strict'; 5 | var Loading = { 6 | preload: function () { 7 | this.load.image('load', 'assets/loading.png'); 8 | }, 9 | 10 | create: function () { 11 | this.state.start('Preload'); 12 | } 13 | }; 14 | return Loading; 15 | }); -------------------------------------------------------------------------------- /js/app/preload.js: -------------------------------------------------------------------------------- 1 | /*globals define*/ 2 | /*jslint nomen: true */ 3 | 4 | define(['Phaser', 'dungeon'], function (Phaser, dungeon) { 5 | 'use strict'; 6 | var creatures = dungeon.creatures, 7 | items = dungeon.items, 8 | TILE_SIZE = dungeon.TILE_SIZE, 9 | //loadingscreen = this.load.image('load', 'assets/loading.png'), 10 | // TODO: Move this list to a player.js file or something of the sort 11 | classes = ['Warrior', 'Engineer', 'Mage', 'Paladin', 'Rogue'], 12 | 13 | Preload = { 14 | // Import assets 15 | preload: function () { 16 | // Used to avoid conflicts 17 | var vm = this; 18 | // Add loading text for player to wait 19 | vm.add.text(800 / 2, 600 / 2, 'Loading . . .', { 20 | font: 'bold 20pt "Lucida Sans Typewriter"', 21 | fill: 'white', 22 | align: 'center' 23 | }).anchor.setTo(0.5); 24 | 25 | vm.load.image('splash', 'assets/splash.png'); 26 | vm.load.spritesheet('removeItem', 'assets/removeItem.png', 24, 24); 27 | vm.load.image('fullscreen', 'assets/fs.png'); 28 | vm.load.image('dungeon', 'assets/Wall.png'); 29 | vm.load.image('inventoryTile', 'assets/inventoryTile.png'); 30 | vm.load.image('shadow', 'assets/shadow.png'); 31 | vm.load.image('spriteCard', 'assets/spriteCard.png'); 32 | vm.load.image('scroll', 'assets/Scroll.png'); 33 | 34 | //status effects 35 | vm.load.image('STAT_poison', 'assets/GUI/poison.png'); 36 | 37 | vm.load.spritesheet('door', 'assets/Door.png', TILE_SIZE, TILE_SIZE); 38 | vm.load.spritesheet('door_open', 'assets/Door_Open.png', TILE_SIZE, TILE_SIZE); 39 | vm.load.spritesheet('objects', 'assets/Objects.png', TILE_SIZE, TILE_SIZE); 40 | 41 | // Load player sprites 42 | classes.forEach(function (name) { 43 | vm.load.spritesheet(name.toLowerCase(), 'assets/' + name + '.png', TILE_SIZE, TILE_SIZE); 44 | }); 45 | // Load monster sprites 46 | creatures._sprites.forEach(function (sprite) { 47 | Preload.load.spritesheet(sprite.toLowerCase().replace('.png', ''), 'assets/monsters/' + sprite, TILE_SIZE, TILE_SIZE); 48 | }); 49 | 50 | // Load item sprites 51 | items._sprites.forEach(function (sprite) { 52 | Preload.load.spritesheet(sprite.toLowerCase().replace('.png', ''), 'assets/items/' + sprite, TILE_SIZE, TILE_SIZE); 53 | }); 54 | 55 | // Load Sound Effects 56 | vm.load.audio('SND_door_open', 'assets/sounds/Door.wav'); 57 | vm.load.audio('SND_hit', 'assets/sounds/Hit.wav'); 58 | vm.load.audio('SND_teleport', ['assets/sounds/Teleport.ogg', 'assets/sounds/Teleport.wav']); 59 | vm.load.audio('SND_item', 'assets/sounds/Item.wav'); 60 | vm.load.audio('SND_potion', 'assets/sounds/Potion.wav'); 61 | vm.load.audio('SND_click', 'assets/sounds/Click.wav'); 62 | // Load Music 63 | vm.load.audio('MUS_dungeon1', ['assets/music/Adventure_Meme.ogg', 'assets/music/Adventure_Meme.mp3']); 64 | vm.load.audio('MUS_dungeon2', ['assets/music/Wonderful_Nightmare.ogg', 'assets/music/Wonderful_Nightmare.mp3']); 65 | 66 | // Fonts 67 | vm.load.bitmapFont('wingsofDarkness', 'assets/Fonts/Wings_of_Darkness.png', 'assets/Fonts/Wings_of_Darkness.fnt'); 68 | vm.load.bitmapFont('fleshWound', 'assets/Fonts/Flesh Wound.png', 'assets/Fonts/Flesh Wound.fnt'); 69 | }, 70 | 71 | create: function () { 72 | this.state.start('Start'); 73 | } 74 | }; 75 | return Preload; 76 | 77 | }); 78 | -------------------------------------------------------------------------------- /js/app/start.js: -------------------------------------------------------------------------------- 1 | /*globals define*/ 2 | 3 | define(['Phaser'], function (Phaser) { 4 | 'use strict'; 5 | 6 | var Start = { 7 | 8 | create: function () { 9 | var width = (800) / 2, 10 | height = (600) / 2, 11 | 12 | splash = this.add.sprite(0, 0, 'splash'), 13 | 14 | // Add Start text to use as button 15 | play_button = this.add.text(width, height - 20, 'Start', { 16 | font: '46pt wingsofDarkness', 17 | fill: 'white', 18 | align: 'center' 19 | }); 20 | 21 | play_button.inputEnabled = true; 22 | play_button.events.onInputUp.add(this.startCreator, this); 23 | play_button.anchor.setTo(0.5); 24 | 25 | play_button.stroke = 'black'; 26 | play_button.strokeThickness = 4; 27 | play_button.setShadow(2, 2, "#000", 2, true, true); 28 | 29 | // Add Game Title 30 | var title = this.add.text(width, height - 150, 'The Legend of Cheryl', { 31 | font: '50pt wingsofDarkness', 32 | fill: '#fff', 33 | align: 'center' 34 | }); 35 | 36 | title.anchor.setTo(0.5); 37 | 38 | title.stroke = 'black'; 39 | title.strokeThickness = 4; 40 | title.setShadow(2, 2, "#000", 2, true, true); 41 | 42 | // Add color gradient to text 43 | 44 | var grd = play_button.context.createLinearGradient(0, 0, 0, play_button.height); 45 | 46 | // Add in 2 color stops 47 | grd.addColorStop(0, '#fff'); 48 | grd.addColorStop(1, '#338'); 49 | 50 | // And apply to the Text 51 | play_button.fill = grd; 52 | 53 | grd = title.context.createLinearGradient(0, 0, 0, title.height); 54 | 55 | // Add in 2 color stops 56 | grd.addColorStop(0, '#5f5'); 57 | grd.addColorStop(1, '#050'); 58 | 59 | // And apply to the Text 60 | title.fill = grd; 61 | 62 | }, 63 | 64 | /** 65 | * changes the game to the Creator state 66 | * @function startGame 67 | */ 68 | startCreator: function () { 69 | this.state.start('Creator'); 70 | } 71 | }; 72 | return Start; 73 | }); -------------------------------------------------------------------------------- /js/app/tests.js: -------------------------------------------------------------------------------- 1 | /*globals define, it, expect, jasmine, describe*/ 2 | /*jslint nomen: true */ 3 | 4 | define(['dungeon'], function (dungeon) { 5 | 'use strict'; 6 | 7 | // From dictionary 8 | function expectType(variable, model, types) { 9 | it('should have variable "' + variable + '" of type "' + types[variable].name + '"', function () { 10 | expect(model[variable]).toEqual(jasmine.any(types[variable])); 11 | }); 12 | } 13 | 14 | function expectValidDungeon(i, model) { 15 | 16 | // From simple input 17 | function expectSimpleType(variable, type, desc) { 18 | it(desc || 'should be of type "' + type.name + '"', function () { 19 | expect(variable).toEqual(jasmine.any(type)); 20 | }); 21 | } 22 | 23 | // From simple input 24 | function expectSimpleMatch(variable, pattern) { 25 | it('should match pattern "' + pattern + '"', function () { 26 | expect(variable).toMatch(pattern); 27 | }); 28 | } 29 | 30 | function expectValidDoor(door) { 31 | describe('Door at ' + door, function () { 32 | // Each door should be a string of 'x,y' pattern 33 | expectSimpleMatch(door, /^(\d+),(\d+)$/); 34 | 35 | var match = door.match(/^(\d+),(\d+)$/), 36 | 37 | x = +match[1], 38 | y = +match[2]; 39 | 40 | it('should occupy its tile', function () { 41 | expect(model._isAvailable(x, y)).toBe(false); 42 | }); 43 | 44 | it('should return "true" when calling "model._hasDoor(x, y)"', function () { 45 | expect(model._hasDoor(x, y)).toBe(true); 46 | }); 47 | }); 48 | } 49 | 50 | function expectValidMonster(monster) { 51 | describe(monster.name + ' at ' + monster.x + ',' + monster.y, function () { 52 | 53 | expectSimpleType(monster, Object); 54 | 55 | var types = { 56 | frame: Number, 57 | hp: Number, 58 | name: String, 59 | sprite: String, 60 | str: Number, 61 | x: Number, 62 | y: Number 63 | }, 64 | variable; 65 | for (variable in types) { 66 | if (types.hasOwnProperty(variable)) { 67 | expectType(variable, monster, types); 68 | } 69 | } 70 | 71 | it('should be at a valid tile', function () { 72 | expect(model._validTile(monster.x, monster.y)).toBe(true); 73 | }); 74 | 75 | it('should occupy its tile', function () { 76 | expect(model._isAvailable(monster.x, monster.y)).toBe(false); 77 | }); 78 | }); 79 | } 80 | 81 | function expectValidTile(key) { 82 | describe('Tile at ' + key, function () { 83 | // Each key should be a string of 'x,y' pattern 84 | expectSimpleMatch(key, /^(\d+),(\d+)$/); 85 | 86 | var match = key.match(/^(\d+),(\d+)$/), 87 | 88 | x = +match[1], 89 | y = +match[2]; 90 | 91 | expectSimpleType(model.tiles[key], Number, 'should have a numeric tilesheet index'); 92 | 93 | it('should be a valid tile', function () { 94 | expect(model._validTile(x, y)).toBe(true); 95 | }); 96 | }); 97 | } 98 | 99 | function expectValidWall(key) { 100 | describe('Wall at ' + key, function () { 101 | // Each key should be a string of 'x,y' pattern 102 | expectSimpleMatch(key, /^(\d+),(\d+)$/); 103 | 104 | var match = key.match(/^(\d+),(\d+)$/), 105 | 106 | x = +match[1], 107 | y = +match[2]; 108 | 109 | expectSimpleType(model.walls[key], Number, 'should have a numeric tilesheet index'); 110 | 111 | it('should be an invalid tile', function () { 112 | expect(model._validTile(x, y)).toBe(false); 113 | }); 114 | }); 115 | } 116 | 117 | describe('Dungeon Instance ' + i, function () { 118 | 119 | describe('Base Model', function () { 120 | var types = { 121 | width: Number, 122 | height: Number, 123 | level: Number, 124 | _init: Function, 125 | _getSeed: Function, 126 | _validTile: Function, 127 | _hasMonster: Function, 128 | _getMonster: Function, 129 | _hasDoor: Function, 130 | _moveCreature: Function, 131 | _isAvailable: Function, 132 | _generate: Function, 133 | _spawnPlayer: Function, 134 | _spawnStairs: Function, 135 | _spawnMonsters: Function, 136 | _placeDoors: Function, 137 | _placeWalls: Function 138 | }, 139 | variable; 140 | for (variable in types) { 141 | if (types.hasOwnProperty(variable)) { 142 | expectType(variable, model, types); 143 | } 144 | } 145 | }); 146 | 147 | model._init(); 148 | 149 | describe('Initialized Model (Seed ' + model._getSeed() + ')', function () { 150 | var types = { 151 | doors: Array, 152 | monsters: Array, 153 | rooms: Array, 154 | digger: Object, 155 | player: Object, 156 | stairs: Object, 157 | tiles: Object, 158 | walls: Object 159 | }, 160 | variable; 161 | for (variable in types) { 162 | if (types.hasOwnProperty(variable)) { 163 | expectType(variable, model, types); 164 | } 165 | } 166 | 167 | describe('Doors', function () { 168 | it('should have length > 0', function () { 169 | expect(model.doors.length).toBeGreaterThan(0); 170 | }); 171 | model.doors.forEach(function (door) { 172 | expectValidDoor(door); 173 | }); 174 | }); 175 | 176 | describe('Monsters', function () { 177 | it('should have length > 0', function () { 178 | expect(model.monsters.length).toBeGreaterThan(0); 179 | }); 180 | 181 | model.monsters.forEach(function (monster) { 182 | expectValidMonster(monster); 183 | }); 184 | }); 185 | 186 | describe('Stairs', function () { 187 | it('should be at a valid tile', function () { 188 | expect(model._validTile(model.stairs.x, model.stairs.y)).toBe(true); 189 | }); 190 | 191 | it('should be an unoccupied its tile', function () { 192 | expect(model._isAvailable(model.stairs.x, model.stairs.y)).toBe(true); 193 | }); 194 | }); 195 | 196 | describe('Player', function () { 197 | it('should be at a valid tile', function () { 198 | expect(model._validTile(model.player.x, model.player.y)).toBe(true); 199 | }); 200 | 201 | it('should occupy its tile', function () { 202 | expect(model._isAvailable(model.player.x, model.player.y)).toBe(false); 203 | }); 204 | }); 205 | 206 | describe('Tiles', function () { 207 | var key; 208 | for (key in model.tiles) { 209 | if (model.tiles.hasOwnProperty(key)) { 210 | expectValidTile(key); 211 | } 212 | } 213 | }); 214 | 215 | describe('Walls', function () { 216 | var key; 217 | for (key in model.walls) { 218 | if (model.walls.hasOwnProperty(key)) { 219 | expectValidWall(key); 220 | } 221 | } 222 | }); 223 | }); 224 | }); 225 | } 226 | 227 | describe('Dungeon Class', function () { 228 | var types = { 229 | TILE_SIZE: Number, 230 | dungeon: Object, 231 | tiles: Object, 232 | creatures: Object, 233 | _dungeon: Function 234 | }, 235 | variable, 236 | i; 237 | for (variable in types) { 238 | if (types.hasOwnProperty(variable)) { 239 | expectType(variable, dungeon, types); 240 | } 241 | } 242 | // Able to bulk test across multiple dungeon instances 243 | for (i = 1; i <= 1; i += 1) { 244 | expectValidDungeon(i, dungeon._dungeon()); 245 | } 246 | }); 247 | 248 | }); -------------------------------------------------------------------------------- /js/lib/boot.js: -------------------------------------------------------------------------------- 1 | /** 2 | Starting with version 2.0, this file "boots" Jasmine, performing all of the necessary initialization before executing the loaded environment and all of a project's specs. This file should be loaded after `jasmine.js` and `jasmine_html.js`, but before any project source files or spec files are loaded. Thus this file can also be used to customize Jasmine for a project. 3 | 4 | If a project is using Jasmine via the standalone distribution, this file can be customized directly. If a project is using Jasmine via the [Ruby gem][jasmine-gem], this file can be copied into the support directory via `jasmine copy_boot_js`. Other environments (e.g., Python) will have different mechanisms. 5 | 6 | The location of `boot.js` can be specified and/or overridden in `jasmine.yml`. 7 | 8 | [jasmine-gem]: http://github.com/pivotal/jasmine-gem 9 | */ 10 | 11 | (function() { 12 | 13 | /** 14 | * ## Require & Instantiate 15 | * 16 | * Require Jasmine's core files. Specifically, this requires and attaches all of Jasmine's code to the `jasmine` reference. 17 | */ 18 | window.jasmine = jasmineRequire.core(jasmineRequire); 19 | 20 | /** 21 | * Since this is being run in a browser and the results should populate to an HTML page, require the HTML-specific Jasmine code, injecting the same reference. 22 | */ 23 | jasmineRequire.html(jasmine); 24 | 25 | /** 26 | * Create the Jasmine environment. This is used to run all specs in a project. 27 | */ 28 | var env = jasmine.getEnv(); 29 | 30 | /** 31 | * ## The Global Interface 32 | * 33 | * Build up the functions that will be exposed as the Jasmine public interface. A project can customize, rename or alias any of these functions as desired, provided the implementation remains unchanged. 34 | */ 35 | var jasmineInterface = jasmineRequire.interface(jasmine, env); 36 | 37 | /** 38 | * Add all of the Jasmine global/public interface to the global scope, so a project can use the public interface directly. For example, calling `describe` in specs instead of `jasmine.getEnv().describe`. 39 | */ 40 | extend(window, jasmineInterface); 41 | 42 | /** 43 | * ## Runner Parameters 44 | * 45 | * More browser specific code - wrap the query string in an object and to allow for getting/setting parameters from the runner user interface. 46 | */ 47 | 48 | var queryString = new jasmine.QueryString({ 49 | getWindowLocation: function() { return window.location; } 50 | }); 51 | 52 | var catchingExceptions = queryString.getParam("catch"); 53 | env.catchExceptions(typeof catchingExceptions === "undefined" ? true : catchingExceptions); 54 | 55 | var throwingExpectationFailures = queryString.getParam("throwFailures"); 56 | env.throwOnExpectationFailure(throwingExpectationFailures); 57 | 58 | /** 59 | * ## Reporters 60 | * The `HtmlReporter` builds all of the HTML UI for the runner page. This reporter paints the dots, stars, and x's for specs, as well as all spec names and all failures (if any). 61 | */ 62 | var htmlReporter = new jasmine.HtmlReporter({ 63 | env: env, 64 | onRaiseExceptionsClick: function() { queryString.navigateWithNewParam("catch", !env.catchingExceptions()); }, 65 | onThrowExpectationsClick: function() { queryString.navigateWithNewParam("throwFailures", !env.throwingExpectationFailures()); }, 66 | addToExistingQueryString: function(key, value) { return queryString.fullStringWithNewParam(key, value); }, 67 | getContainer: function() { return document.body; }, 68 | createElement: function() { return document.createElement.apply(document, arguments); }, 69 | createTextNode: function() { return document.createTextNode.apply(document, arguments); }, 70 | timer: new jasmine.Timer() 71 | }); 72 | 73 | /** 74 | * The `jsApiReporter` also receives spec results, and is used by any environment that needs to extract the results from JavaScript. 75 | */ 76 | env.addReporter(jasmineInterface.jsApiReporter); 77 | env.addReporter(htmlReporter); 78 | 79 | /** 80 | * Filter which specs will be run by matching the start of the full name against the `spec` query param. 81 | */ 82 | var specFilter = new jasmine.HtmlSpecFilter({ 83 | filterString: function() { return queryString.getParam("spec"); } 84 | }); 85 | 86 | env.specFilter = function(spec) { 87 | return specFilter.matches(spec.getFullName()); 88 | }; 89 | 90 | /** 91 | * Setting up timing functions to be able to be overridden. Certain browsers (Safari, IE 8, phantomjs) require this hack. 92 | */ 93 | window.setTimeout = window.setTimeout; 94 | window.setInterval = window.setInterval; 95 | window.clearTimeout = window.clearTimeout; 96 | window.clearInterval = window.clearInterval; 97 | 98 | /** 99 | * ## Execution 100 | * 101 | * Replace the browser window's `onload`, ensure it's called, and then run all of the loaded specs. This includes initializing the `HtmlReporter` instance and then executing the loaded Jasmine environment. All of this will happen after all of the specs are loaded. 102 | */ 103 | var currentWindowOnload = window.onload; 104 | 105 | window.onload = function() { 106 | if (currentWindowOnload) { 107 | currentWindowOnload(); 108 | } 109 | htmlReporter.initialize(); 110 | env.execute(); 111 | }; 112 | 113 | /** 114 | * Helper function for readability above. 115 | */ 116 | function extend(destination, source) { 117 | for (var property in source) destination[property] = source[property]; 118 | return destination; 119 | } 120 | 121 | }()); 122 | -------------------------------------------------------------------------------- /js/main.js: -------------------------------------------------------------------------------- 1 | /*globals requirejs*/ 2 | 3 | // Load modules 4 | requirejs.config({ 5 | baseUrl: 'js/lib', 6 | paths: { 7 | // Libraries 8 | Phaser: 'phaser.min', 9 | lodash: 'lodash.min', 10 | ROT: 'rot.min', 11 | 12 | // Game Files 13 | creatures: '../app/creatures', 14 | items: '../app/items', 15 | dungeon: '../app/dungeon', 16 | game: '../app/game', 17 | start: '../app/start', 18 | preload: '../app/preload', 19 | game_over: '../app/game_over', 20 | creator: '../app/creator' 21 | } 22 | }); 23 | 24 | // Start the app 25 | requirejs(['../app/boot']); 26 | -------------------------------------------------------------------------------- /js/main.tests.js: -------------------------------------------------------------------------------- 1 | /*globals require*/ 2 | // Load modules 3 | require.config({ 4 | baseUrl: 'js/lib', 5 | paths: { 6 | 'Phaser': 'phaser.min', 7 | 'lodash': 'lodash.min', 8 | 'ROT': 'rot.min', 9 | 'jasmine': 'jasmine', 10 | 'jasmine-html': 'jasmine-html', 11 | 'jasmine-boot': 'boot', 12 | 'creatures': '../app/creatures', 13 | 'items': '../app/items', 14 | 'dungeon': '../app/dungeon', 15 | 'preload': '../app/preload', 16 | 'start': '../app/start', 17 | 'boot': '../app/boot', 18 | 'gameover': '../app/game_over', 19 | 'creator': '../app/creator' 20 | }, 21 | // shim: makes external libraries compatible with requirejs (AMD) 22 | shim: { 23 | 'jasmine-html': { 24 | deps: ['jasmine'] 25 | }, 26 | 'jasmine-boot': { 27 | deps: ['jasmine', 'jasmine-html'] 28 | } 29 | } 30 | }); 31 | 32 | require(['jasmine-boot'], function () { 33 | 'use strict'; 34 | require(['../app/tests'], function () { 35 | //trigger Jasmine 36 | window.onload(); 37 | }); 38 | }); -------------------------------------------------------------------------------- /out/creatures.js.html: -------------------------------------------------------------------------------- 1 | 2 | 3 | 4 | 5 | JSDoc: Source: creatures.js 6 | 7 | 8 | 9 | 12 | 13 | 14 | 15 | 16 | 17 | 18 |
19 | 20 |

Source: creatures.js

21 | 22 | 23 | 24 | 25 | 26 | 27 |
28 |
29 |
/*globals define, console*/
 30 | /*jslint nomen: true */
 31 | 
 32 | define(['ROT', 'Phaser', 'items'], function (ROT, Phaser, items) {
 33 |     'use strict';
 34 | 
 35 |     /**
 36 |      * @module creatures
 37 |      */
 38 | 
 39 |     return {
 40 |         _sprites: ['Reptile0.png', 'Reptile1.png', 'Undead0.png', 'Undead1.png', 'Humanoid0.png', 'Humanoid1.png'],
 41 |         _creatures_area1: ['skeleton', 'snake', 'fairy'], //Creature pool for area 1
 42 | 
 43 |         /**
 44 |          * Picks a random crature from the proper creature pool.
 45 |          * 
 46 |          * @param  {number} level - What level of the dungeon the player is currently on
 47 |          * @return {string} The name of the creature that has been picked to be placed
 48 |          */
 49 |         _pickCreature: function (level) {
 50 |             if (level >= 1 && level <= 5) { //pick a random creature from section 1
 51 |                 return this._creatures_area1[Math.floor(Math.random() * 2)];
 52 |             }
 53 |             return (this._creatures_area1[Math.floor(Math.random() * 2)]); //If calculation breaks then just return area1
 54 |         },
 55 | 
 56 |         /**
 57 |          * Creates a creature that is to be put into the dungeon. It calls the _pickCreature function to randomly select
 58 |          * a creature. This function creates the randomly chosen enemy and returns that creature.
 59 |          * 
 60 |          * @param  {number} level   What level of the dungeon the player is currently on
 61 |          * @param  {number} x       X coordinate of where the creature is to be placed.
 62 |          * @param  {number} y       Y coordinate of where the creature is to be placed.
 63 |          * @return {creature}       The creature created is returned.
 64 |          */
 65 |         _putCreature: function (level, x, y) {
 66 |             var creatureName = this._pickCreature(level);
 67 |             if (creatureName === 'skeleton') {
 68 |                 return this.skeleton(x, y);
 69 |             } else if (creatureName === 'fairy') {
 70 |                 return this.fairy(x, y);
 71 |             } else {
 72 |                 return this.snake(x, y); //If all else fails put snake
 73 |             }
 74 |         },
 75 |         /**
 76 |          * A factory that creates an enemy based upon the given data
 77 |          * 
 78 |          * @param  {string} name    Creatures name
 79 |          * @param  {number} hp      Health will also become the max_hp
 80 |          * @param  {number} str     Strength
 81 |          * @param  {number} def     Defense
 82 |          * @param  {number} crit    Critical hit ratio
 83 |          * @param  {number} expgain Experience point gain
 84 |          * @param  {string} sprite  Sprite sheet name
 85 |          * @param  {number} frame   What frame from the spritesheet to use
 86 |          * @param  {number} x       X coordinate of where the sprite is located in the dungeon
 87 |          * @param  {number} y       Y coordinate of where the sprite is located in the dungeon
 88 |          * @return {creature}       The created creature object is returned to the caller
 89 |          */
 90 |         _generic: function (name, hp, str, def, crit, expgain, sprite, frame, x, y) {
 91 |             return {
 92 |                 name: name,
 93 |                 hp: hp,
 94 |                 max_hp: hp,
 95 |                 str: str,
 96 |                 def: def,
 97 |                 crit: crit, //The lower this value is the higher the chance of a critical hit
 98 |                 expgain: expgain,
 99 |                 sprite: sprite,
100 |                 frame: frame,
101 |                 x: x,
102 |                 y: y,
103 |                 isDead: 0,
104 |                 /**
105 |                  * Moves the changes the x and y coordinate of the creature
106 |                  * @param  {number} _x      Tells the creature where to move relative to its current position
107 |                  * @param  {number} _y      Tells the creature where to move relative to its current position
108 |                  */
109 |                 move: function (_x, _y) {
110 |                     if (this.isDead === 0) { //cannot move if dead
111 |                         this.x += _x;
112 |                         this.y += _y;
113 |                     }
114 |                     if (this.name === 'Skeleton' && this.isDead === 1) { //Skeletons may revive each turn
115 |                         var revive = Math.floor(Math.random() * 10);
116 |                         if (revive === 1) {
117 |                             this.isDead = 0;
118 |                         }
119 |                     }
120 |                 },
121 |                 /**
122 |                  * Performs any action that must be done upon death (ex. item drop)
123 |                  */
124 |                 die: function () {},
125 |                 /**
126 |                  * Performs any non attack action that the player may do to the creature (ex. talk)
127 |                  */
128 |                 interact: function () {
129 |                     //This function is for if the player runs into the creature without intent to attack.
130 |                 },
131 |                 /**
132 |                  * Perform a special creature specific action that isnt an attack. (ex. fairy teleport)
133 |                  */
134 |                 special: function () {
135 |                     //This is for any special move that the creature can perform, outside of the attack.
136 |                 },
137 |                 /**
138 |                  * The creature attacks the creature that is passed to it. Calculations are made to determine damage given.
139 |                  * 
140 |                  * @param  {creature} creature      The creature that is being attacked
141 |                  */
142 |                 attack: function (creature) {
143 |                     //This is called when the creature attacks
144 |                     var damage = this.str;
145 |                     if (Math.floor(Math.random() * this.crit) === 1) {
146 |                         damage *= 2; // Critical Hit double the damage.
147 | 
148 |                         console.log('CRITICAL HIT!');
149 |                     }
150 |                     if (this.name === 'Snake' && Math.floor(Math.random() * 5) === 1) {
151 |                         creature.isPoisoned = 1;
152 |                         creature.poisonTimer = 10;
153 |                         console.log('Player poisoned');
154 |                     }
155 |                     damage -= creature.def;
156 |                     creature.hp -= damage;
157 | 
158 |                     console.log('Creature did ' + damage + ' damage');
159 |                     console.log('Player health now ' + creature.hp);
160 | 
161 |                     if (creature.hp <= 0) {
162 |                         creature.hp = 0;
163 |                         creature.isDead = 1;
164 |                         creature.frame = 0;
165 |                     }
166 |                 }
167 |             };
168 |         },
169 | 
170 |         /**
171 |          * A factory that creates the player based upon the data given
172 |          * @param  {string} name        Name is 'Player' !!DO NOT CHANGE THIS!!
173 |          * @param  {number} hp          Health of the player, will also become the max_hp
174 |          * @param  {number} str         Strength of the player
175 |          * @param  {number} def         Defense of the player
176 |          * @param  {number} crit        Critical hit ratio
177 |          * @param  {string} Class       Name of the class the player is
178 |          * @return {creature}           Returns the created player to the caller
179 |          */
180 |         _makePlayer: function (name, hp, str, def, crit, Class) {
181 |             return {
182 |                 name: name,
183 |                 level: 1,
184 |                 exp: 0,
185 |                 hp: hp,
186 |                 max_hp: hp,
187 |                 str: str,
188 |                 def: def,
189 |                 crit: crit, //The lower this value is the higher the chance of a critical hit
190 |                 isPoisoned: 0,
191 |                 poisonTimer: 0,
192 |                 charClass: Class, //The class of the character 'rogue, warrior etc'
193 |                 isDead: 0, //Not sure if necessary
194 |                 inventory: ['none', 'none', 'none', 'none', 'none', 'none', 'none', 'none', 'none', 'none'],
195 | 
196 |                 /**
197 |                  * The playerattacks the creature that is passed to it. Calculations are made to determine damage given.
198 |                  * @param  {creature} creature        The creature that is being attacked
199 |                  */
200 |                 attack: function (creature) {
201 |                     var damage = this.str;
202 |                     if (Math.floor(Math.random() * this.crit) === 1) {
203 |                         damage *= 2; // Critical Hit double the damage.
204 |                     }
205 |                     damage -= creature.def;
206 |                     creature.hp -= damage;
207 | 
208 |                     console.log('Player did ' + damage + ' damage');
209 |                     console.log('Monster health is now ' + creature.hp);
210 | 
211 |                     if (creature.hp <= 0) {
212 |                         creature.hp = 0;
213 |                         creature.isDead = 1;
214 |                         creature.frame = 0;
215 |                         this.exp += (creature.expgain - (this.level * 2));
216 | 
217 |                         if (this.exp >= 100) { //Leveling up system ;D
218 |                             this.exp -= 100;
219 |                             this.level += 1;
220 |                             this.str += 2;
221 |                             this.def += 1;
222 |                             this.hp += 3;
223 |                         }
224 |                     }
225 |                 },
226 | 
227 |                 turnTick: function () {
228 |                     if (this.poisonTimer >= 1) {
229 |                         this.poisonTimer -= 1;
230 |                         this.hp -= 1;
231 |                         console.log('Player suffers from poison' + ' hp now ' + this.hp);
232 |                         if (this.poisonTimer === 0) {
233 |                             this.isPoisoned = 0;
234 |                             console.log('Player no longer poisoned');
235 |                         }
236 |                     }
237 |                     if (this.hp <= 0) {
238 |                         this.hp = 0;
239 |                         this.isDead = 1;
240 |                     }
241 |                 },
242 | 
243 |                 /**
244 |                  * Checks if the player has an empty spot in their inventory
245 |                  * 
246 |                  * @return {number} Returns the index of free space if space is found and -1 if no space is found.
247 |                  */
248 |                 checkInventorySpace: function () {
249 |                     var i;
250 |                     for (i = 0; i < this.inventory.length; i += 1) {
251 |                         if (this.inventory[i] === 'none') {
252 |                             return i;
253 |                         }
254 |                     }
255 |                     return -1;
256 |                 }
257 |             };
258 |         },
259 | 
260 |         /**
261 |          * Create a snake at (x, y)
262 |          * @param  {number} x
263 |          * @param  {number} y
264 |          * @return {creature}
265 |          */
266 |         snake: function (x, y) {
267 |             return this._generic('Snake', 8, 5, 1, 20, 10, 'reptile0', 43, x, y);
268 |         },
269 | 
270 |         /**
271 |          * Create a skeleton at (x, y)
272 |          * @param  {number} x
273 |          * @param  {number} y
274 |          * @return {creature}
275 |          */
276 |         skeleton: function (x, y) {
277 |             return this._generic('Skeleton', 15, 4, 0, 20, 10, 'undead0', 24, x, y);
278 |         },
279 | 
280 |         /**
281 |          * Create a fairy at (x, y)
282 |          * @param  {number} x
283 |          * @param  {number} y
284 |          * @return {creature}
285 |          */
286 |         fairy: function (x, y) {
287 |             return this._generic('Fairy', 25, 4, 0, 20, 10, 'humanoid0', 34, x, y);
288 |         },
289 | 
290 |         /**
291 |          * Create the player
292 |          * @return {player}
293 |          */
294 |         player: function () {
295 |             return this._makePlayer('Player', 30, 5, 1, 20, 'Warrior');
296 |         }
297 |     };
298 | });
299 |
300 |
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306 | 307 | 310 | 311 |
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Cheryl — Index 8 | 9 | 10 | 13 | 14 | 15 | 16 | 17 | 18 |
19 | 53 | 54 |
55 | 56 | 57 |
58 |
59 |
60 | 61 | 62 | 63 |
64 | 65 |
66 | 67 | 68 | 69 | 70 | Index 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 | Copyright © 2014 106 | 107 |
108 | 109 | 110 | Documentation generated by JSDoc 3.3.3 111 | on 2015-11-10T21:00:46-05:00 112 | 113 |
114 |
115 | 116 |
117 |
118 | 119 |
120 | 121 | 122 | 123 | 124 | 125 | 178 | 179 | 180 | 181 | 182 | 183 | 184 | 185 | 186 | 187 | 188 | 189 | -------------------------------------------------------------------------------- /out/modules.list.html: -------------------------------------------------------------------------------- 1 | 2 | 3 | 4 | 5 | 6 | 7 | The Legend of Cheryl — Modules 8 | 9 | 10 | 13 | 14 | 15 | 16 | 17 | 18 |
19 | 53 | 54 |
55 | 56 | 57 |
58 |
59 |
60 | 61 | 62 | 63 |
64 | 65 |
66 | 67 | 68 | 69 |

Modules

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 | Copyright © 2014 154 | 155 |
156 | 157 | 158 | Documentation generated by JSDoc 3.3.3 159 | on 2015-11-10T21:00:46-05:00 160 | 161 |
162 |
163 | 164 |
165 |
166 | 167 |
168 | 169 | 170 | 171 | 172 | 173 | 226 | 227 | 228 | 229 | 230 | 231 | 232 | 233 | 234 | 235 | 236 | 237 | -------------------------------------------------------------------------------- /out/scripts/bootstrap-dropdown.js: -------------------------------------------------------------------------------- 1 | /* ============================================================ 2 | * bootstrap-dropdown.js v2.3.2 3 | * http://getbootstrap.com/2.3.2/javascript.html#dropdowns 4 | * ============================================================ 5 | * Copyright 2013 Twitter, Inc. 6 | * 7 | * Licensed under the Apache License, Version 2.0 (the "License"); 8 | * you may not use this file except in compliance with the License. 9 | * You may obtain a copy of the License at 10 | * 11 | * http://www.apache.org/licenses/LICENSE-2.0 12 | * 13 | * Unless required by applicable law or agreed to in writing, software 14 | * distributed under the License is distributed on an "AS IS" BASIS, 15 | * WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied. 16 | * See the License for the specific language governing permissions and 17 | * limitations under the License. 18 | * ============================================================ */ 19 | 20 | 21 | !function ($) { 22 | 23 | "use strict"; // jshint ;_; 24 | 25 | 26 | /* DROPDOWN CLASS DEFINITION 27 | * ========================= */ 28 | 29 | var toggle = '[data-toggle=dropdown]' 30 | , Dropdown = function (element) { 31 | var $el = $(element).on('click.dropdown.data-api', this.toggle) 32 | $('html').on('click.dropdown.data-api', function () { 33 | $el.parent().removeClass('open') 34 | }) 35 | } 36 | 37 | Dropdown.prototype = { 38 | 39 | constructor: Dropdown 40 | 41 | , toggle: function (e) { 42 | var $this = $(this) 43 | , $parent 44 | , isActive 45 | 46 | if ($this.is('.disabled, :disabled')) return 47 | 48 | $parent = getParent($this) 49 | 50 | isActive = $parent.hasClass('open') 51 | 52 | clearMenus() 53 | 54 | if (!isActive) { 55 | if ('ontouchstart' in document.documentElement) { 56 | // if mobile we we use a backdrop because click events don't delegate 57 | $('