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gameGui.js
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///--- Class GameGui ---///
function GameGui(gameObject)
{
this.game = gameObject;
this.width = 320;
this.height = 40;
this.guiCanvas = document.createElement('canvas');
this.guiCanvas.width = this.width;
this.guiCanvas.height = this.height;
this.guiContext = this.guiCanvas.getContext("2d");
this.panelImg = null;
this.letters = null;
this.skillPos = new Array();
this.POS_INDEX_RELESERATE_MIN = 0;
this.POS_INDEX_RELESERATE = 1;
this.selectedPos = 2;
var self = this;
this.load = function()
{
var mainFile = self.game.mainFileProvider;
var fr2 = mainFile.getPart(2);
var fr6 = mainFile.getPart(6);
var panel = new ImageSet(self.game.palette.data);
panel.loadFromFile(fr6, 4, 320, 40, 1);
self.panelImg = self.guiContext.createImageData(self.width, self.height);
panel.copyTo(self.panelImg, 0, 0, 0, 200); //- don't use the MaskIndex so set it > 16
//----------
//- read number letters
fr2.setOffset(0x1900);
this.letters = new ImageSet(self.game.palette.data);
this.letters.loadFromFile(fr2, 1, 8, 8, 20, 2);
var SKILL = self.game.SKILL;
self.skillPos.push({skill:null, pos:0});
self.skillPos.push({skill:null, pos:0});
self.skillPos.push({skill:SKILL.CLIMBER, pos:0});
self.skillPos.push({skill:SKILL.FLOATER, pos:0});
self.skillPos.push({skill:SKILL.BOMBER, pos:0});
self.skillPos.push({skill:SKILL.BLOCKER, pos:0});
self.skillPos.push({skill:SKILL.BUILDER, pos:0});
self.skillPos.push({skill:SKILL.BASHER, pos:0});
self.skillPos.push({skill:SKILL.MINER, pos:0});
self.skillPos.push({skill:SKILL.DIGGER, pos:0});
self.skillPos.push({skill:null, pos:0});
self.skillPos.push({skill:null, pos:0});
for (var i = 0; i < self.skillPos.length; i++)
{
self.skillPos[i].pos = 16 * i;
}
}
this.getGui = function()
{
this.guiContext.putImageData(self.panelImg, 0, 0);
var skills = self.game.skills;
var SKILL = self.game.SKILL;
for (var i = 0; i < self.skillPos.length; i++)
{
if (self.skillPos[i].skill != null) self.printSkill(i);
}
self.printNumber(self.game.releaseRateMin, self.skillPos[self.POS_INDEX_RELESERATE_MIN].pos);
self.printNumber(self.game.releaseRate , self.skillPos[self.POS_INDEX_RELESERATE].pos);
var posX = self.skillPos[self.selectedPos].pos;
self.guiContext.beginPath();
self.guiContext.strokeStyle = "white";
self.guiContext.lineWidth = "1";
self.guiContext.rect(posX + 1.5, 16.5, 14, 23);
self.guiContext.stroke();
return self.guiCanvas;
}
this.printSkill = function(skillIndex)
{
var selectedSkill = self.skillPos[skillIndex].skill;
var value = self.game.levelHandler.skills[selectedSkill.value];
var x = self.skillPos[skillIndex].pos;
this.printNumber(value, x);
}
this.printNumber = function(value, x)
{
var letterImg = self.guiContext.createImageData(8, 8);
if (value > 0)
{
self.letters.copyTo(letterImg, Math.floor(value % 10) * 2 + 0, 0, 0, 200);
}
if (Math.floor(value / 10) > 0)
{
self.letters.copyTo(letterImg, Math.floor(value / 10) * 2 + 1, 0, 0, 0);
}
self.guiContext.putImageData(letterImg, x + 4, 17);
}
this.onClick = function(x, y)
{
if (y > 16)
{
//- click on the skills panel
var pos = Math.floor(x / 16);
switch (pos)
{
case 0:
self.game.decReleaseRate();
return true;
case 1:
self.game.incReleaseRate();
return true;
case 10:
self.game.switchBreak();
return;
case 11:
return;
}
if ((pos > 1) && (pos < 10))
{
self.selectedPos = pos;
}
}
else
{
//- click on the text above the panel
}
return false;
}
this.removeLemming = function(usedExit)
{
if (usedExit)
{
self.game.savedCount++;
}
else
{
self.game.diedCount++;
}
if (self.game.releaseCount <= 0)
{
if (self.game.releasedCount <= self.game.savedCount + self.game.diedCount)
{
//- no more Lemmings left
self.game.isGameOver = true;
}
}
}
this.onClickLemming = function(lemmingIndex)
{
var lem = self.game.lemmings[lemmingIndex];
var selectedSkill = self.skillPos[self.selectedPos].skill;
if (selectedSkill == null) return;
var SKILL = self.game.SKILL;
switch (selectedSkill)
{
case SKILL.CLIMBER:
if (!lem.canClimb) lem.canClimb = true;
break;
case SKILL.FLOATER:
if (!lem.hasUmbrella) lem.hasUmbrella = true;
break;
case SKILL.BOMBER:
lem.changeState(lem.STATE.BOMBING);
break;
case SKILL.BLOCKER:
lem.changeState(lem.STATE.BLOCKING );
break;
case SKILL.BUILDER:
lem.changeState(lem.STATE.BUILDING);
break;
case SKILL.BASHER:
lem.changeState(lem.STATE.BASHING);
break;
case SKILL.MINER:
lem.changeState(lem.STATE.MINING);
break;
case SKILL.DIGGER:
lem.changeState(lem.STATE.DIGGING);
break;
}
}
}