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ui.js
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var loadstart,
// Security fixes
isLocal,
// References
elemGame,
game,
body,
elemSelect;
function start() {
// Don't double start
if(window.loadstart) return;
window.loadstart = true;
// Know whether this is being run locally
setLocalStatus();
// Quick UI references
setReferences();
// Map selection
setMapSelector();
// Level editor
setLevelEditor();
// Options
setOptions();
// Key Mapping Menu
setKeyMappingMenu();
// Make lots of friends
setCheats();
}
function setLocalStatus() {
window.isLocal = window.location.origin == "file://";
}
function setReferences() {
// Set the game references (elemGame is not the same as the content window)
window.elemGame = document.getElementById("game");
window.game = window.elemGame.contentWindow;
// Local games may not allow contentWindow shenanigans
if(!isLocal)
window.game.parentwindow = window;
window.body = document.body;
window.elemSelect = document.getElementById("in_mapselect");
}
function setMapSelector(timed) {
// If this isn't ready and hasn't tried before, try it again
if(!window.elemSelect && !timed)
setTimeout(function() {
setMapSelector(true);
}, 350);
// Get HTML each of the 32 levels' blocks in order
var innerHTML = "",
i, j;
for(i = 1; i <= 8; ++i)
for(j = 1; j <= 4; ++j)
innerHTML += createAdderMap(i, j);
// Add that HTML to #in_mapselect, along with a big one for random maps
elemSelect.innerHTML += innerHTML + createAdderBigMap("Map Generator!", "setGameMapRandom");
// If this isn't local, actually responding to the game loading maps is doable
// See load.js
if(!isLocal) {
// This will allow for onMapLoad
game.parentwindow = window;
// If the game already has a map, set the class to be loaded
var elem;
for(i = 1; i <= 8; ++i)
for(j = 1; j <= 4; ++j) {
if(game["World" + i + String(j)] && (elem = document.getElementById("maprect" + i + "," + j)))
elem.className = "maprect";
}
}
}
function createAdderMap(i, j) {
var adder = "";
adder += "<div class='maprectout'>";
adder += "<div id='maprect" + i + "," + j;
adder += "' class='maprect" + (isLocal ? "" : " off") + "' onclick='setGameMap(" + i + "," + j + ")'>";
adder += i + "-" + j;
adder += "</div></div>";
return adder;
}
function createAdderBigMap(name, onclick, giant) {
var adder = "";
adder += "<div class='maprectout'>";
adder += "<div class='maprect big " + (giant ? "giant" : "" ) + "' onclick='" + onclick + "()'>";
adder += name;
adder += "</div></div>";
return adder;
}
function setGameMap(one, two) {
// If it hasn't been loaded yet, don't do anything
if(document.getElementById("maprect" + one + "," + two).className != "maprect")
return;
// Otherwise go to the map
game.postMessage({
type: "setMap",
map: [one, two]
}, "*");
game.focus();
}
// See load.js
function onMapLoad(one, two) {
var elem = document.getElementById("maprect" + one + "," + two);
if(elem)
elem.className = "maprect";
}
function setGameMapRandom() {
game.postMessage({
type: "setMap",
map: ["Random", "Overworld"]
}, "*");
game.focus();
}
function setLevelEditor() {
var out = document.getElementById("in_editor"),
blurb = "Why use Nintendo's?<br />";
button = createAdderBigMap("Make your<br />own levels!", "startEditor", true);
out.innerHTML += blurb + button + "<br />You can save these as text files when you're done.";
}
function startEditor() {
game.postMessage({
type: "startEditor"
}, "*");
game.focus();
}
// Fills the options menu with a bunch of divs, each of which have an onclick of toggleGame('XYZ')
function setOptions() {
var out = document.getElementById("in_options"),
options = [
"Mute",
"Luigi",
"FastFWD"
],
innerHTML = "",
option, i;
for(i in options) {
option = options[i];
innerHTML += "<div class='maprectout' onclick='toggleGame(\"" + option + "\")'><div class='maprect big larger'>Toggle " + option + "</div></div>";
innerHTML += "<br />";
}
out.innerHTML += innerHTML + "<br />More coming soon!";
}
// Fills the keys mapping menu with div and input to change the keys
function setKeyMappingMenu() {
var out = document.getElementById("in_keymapping"),
keys = [
"Up",
"Down",
"Left",
"Right",
"Sprint",
"Pause",
"Mute"
],
innerHTML = "", key, low, i;
for(i in keys){
key = keys[i];
low = key.toLowerCase();
innerHTML += "<div class='maprectout'><div class='maprect big larger'>" + key + "<input onkeydown='setKey(event)' type='texte' id='" + low + "' readonly></input></div></div>";
innerHTML += "<br />";
}
innerHTML += "<br />";
out.innerHTML += innerHTML;
}
function setKey(event) {
game.postMessage({
type: "setKey",
action: event.target.id,
keyCode: event.keyCode
}, "*");
//show the keyCode used in the UI
event.target.value = event.keyCode;
}
// toggleGame('XYZ') sends a message to the game to toggle XYZ
function toggleGame(me) {
game.postMessage({
type: "toggleOption",
option: me
}, "*");
}
function setCheats() {
var i;
console.log("Hi, thanks for playing Full Screen Mario! I see you're using the console.");
console.log("There's not really any way to stop you from messing around so if you'd like to know the common cheats, enter \"displayCheats()\" here.");
console.log("If you'd like, go ahead and look around the source code. There are a few surprises you might have fun with... ;)");
console.log("http://www.github.com/DiogenesTheCynic/FullScreenMario");
window.cheats = {
Change_Map: "game.setMap([#,#] or #,#);",
Change_Map_Location: "game.shiftToLocation(#);",
Fast_Forward: "game.fastforward(amount; 1 by default);",
Life: "game.gainLife(# amount or Infinity)",
Low_Gravity: "game.player.gravity = game.gravity /= 2;",
Lulz: "game.lulz();",
Random_Map: "game.setMapRandom();",
Shroom: "game.playerShroom(game.player)",
Star_Power: "game.playerStar(game.player)",
Unlimited_Time: "game.data.time.amount = Infinity;",
}
cheatsize = 0;
for(var i in cheats)
cheatsize = Math.max(cheatsize, i.length);
}
function displayCheats() {
console.log("These are stored in the global 'cheats' object, by the way.");
for(i in cheats)
printCheat(i, cheats[i]);
return "Have fun!";
}
function printCheat(name, text) {
for (i = cheatsize - name.length; i > 0; --i)
name += ".";
console.log(name.replace("_", " ") + "...... " + text);
}