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player.js
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player.js
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var Character = require('./character');
var ToolChest = require('./items');
var CELL_CHANGE_EVT = 'check_cell_for_magic';
var Player = module.exports = function(map) {
var player = new Character({
map: map,
id: 'player',
visibility: Settings.visibilityPlayer,
speciesResponses: {
'magic': function() {
player.ouch();
}
},
trailingRuts: {
'footsteps': 1
}
});
// ugh, TODO clean this up
//player.sprite.scaleTo(game.cellDims).place(game.html.characters);
player.moveTo(Settings.playerStart);
// start some grass where the player is
map.diamondClump(player.coords, map.species.grass)
// Starting inventory
initInventory(player, {
neutralizer: 1,
bomb: 4,
camera: 8,
detector: 4
})
player.inventory.rendersTo(document.getElementById('game-inventory'));
// Override visibility to count the cells viewable via camera
player.isCoordsVisible = function(coords) {
var selfVisible = this.__proto__.isCoordsVisible.call(this, coords);
if (selfVisible) return true;
if (game.map.items.camera) {
for (var item_id in game.map.items.camera) {
var item_coords = game.map.items.camera[item_id];
var item = game.map.getCell(item_coords).getItem(item_id);
if (item.isCoordsVisible(coords)) return true;
}
}
return false;
}
return player;
}
function initInventory(player, inventoryCounts) {
for (var itemType in inventoryCounts) {
for (var i = 0; i < inventoryCounts[itemType]; i++) {
player.gets(ToolChest.make(itemType));
}
}
}