How to use saveState method in Best

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index.js

Source:index.js Github

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1//import functions from animations.js2import { sitAnimationRock } from './animations.js';3import { sitAnimationShroom } from './animations.js';4import { sitAnimationDino } from './animations.js';5import { eggGreenAnimation1 } from './animations.js';6import { eggGreenAnimation2 } from './animations.js';7import { eggGreenAnimation3 } from './animations.js';8import { eggGreenAnimation4 } from './animations.js';9import { eggOrangeAnimation1 } from './animations.js';10import { eggOrangeAnimation2 } from './animations.js';11import { eggOrangeAnimation3 } from './animations.js';12import { eggOrangeAnimation4 } from './animations.js';13import { eggPurpleAnimation1 } from './animations.js';14import { eggPurpleAnimation2 } from './animations.js';15import { eggPurpleAnimation3 } from './animations.js';16import { eggPurpleAnimation4 } from './animations.js';17import { deadAnimation } from './animations.js';18//Fitbit imports19import document from "document";20import * as fs from "fs";21import clock from "clock";22import { me as appbit } from "appbit";23import { today } from "user-activity";24//bind UI elements25let list = document.getElementById("myList");26let storeList = document.getElementById("storeList");27let storeItems = storeList.getElementsByClassName("list-item");28let items = list.getElementsByClassName("list-item");29let image = document.getElementById('image');30let background = document.getElementById('background');31let hungerLabel = document.getElementById('hunger');32let healthLabel = document.getElementById('health');33let walletLabel = document.getElementById('wallet');34let stepsLabel = document.getElementById('steps');35stepsLabel.style.display = 'none';36let cookieLabel = document.getElementById('cookies');37let feedPetButton = document.getElementById('button-4');38let devButton = document.getElementById('button-5');39let devButton2 = document.getElementById('button-6');40let devButton3 = document.getElementById('button-7');41let menuButton = document.getElementById('menuBtn');42let healthBar = document.getElementById('healthBar');43let hungerBar = document.getElementById('hungerBar');44let borderBarHealth = document.getElementById('borderBarHealth');45let borderBarHunger = document.getElementById('borderBarHunger');46let backButton = document.getElementById('backBtn');47healthBar.style.display = 'none';48hungerBar.style.display = 'none';49borderBarHealth.style.display = 'none';50borderBarHunger.style.display = 'none';51let healthCircle = document.getElementById('arc');52let storePage = document.getElementById('page3');53let mainPage = document.getElementById('page2');54let startPage = document.getElementById('page1');55let menuPage = document.getElementById('menuPage');56let statsPage = document.getElementById('statsPage');57let mainMenu = document.getElementById('mainMenu');58let menuBtn1 = document.getElementById('feedPetBtn');59let menuBtn2 = document.getElementById('storeBtn');60let menuBtn3 = document.getElementById('btn2');61let menuBtn4 = document.getElementById('btn3');62let menuBtn5 = document.getElementById('btn4');63let menuBtn6 = document.getElementById('btn5');64//page2.style.display = 'none';65//initialize UI elements and fitbit components66storePage.style.display = 'none';67statsPage.style.display = 'none';68devButton3.style.display = 'none';69clock.granularity = "seconds"; // seconds, minutes, hours70//uncomment to hide dev buttons.71//devButton.style.display ='none'; 72//devButton2.style.display ='none';73//declare variables74var lastSaveTime;75var hungerTime;76var dieTime;77var animationSpeed = 150;78var animationFrame = 1;79var eggStage0 = 10;80var eggStage1 = 20;81var eggStage2 = 30;82var eggStage3 = 40;83var menuOpen = false;84//initial game start data.85var saveState = {86 "data": {87 "hunger": 0,88 "wallet": 0,89 "steps": 0,90 "health": 100,91 "saveTimer": new Date(),92 "hungerTimer": new Date(),93 "fullTimer": null,94 "dieLoop": new Date(),95 "cookies": 1000,96 "pet": null,97 "egg": -1,98 "backgroundTask": false,99 "currentAnimation": null100 }101};102//event handler for the egg listbox selection.103items.forEach((element, index) => {104 let touch = element.getElementById("touch");105 touch.addEventListener("click", (evt) => {106 console.log(`touched: ${index}`);107 if (index > 0) {108 list.style.display = 'none';109 saveState.data.egg = index - 1;110 //initialize the offset for starting the tracking of step count.111 saveState.data.steps = today.adjusted.steps;112 }113 else {114 return;115 }116 });117});118//event handler for the store listbox selection.119storeItems.forEach((element, index) => {120 let touch = element.getElementById("touch");121 touch.addEventListener("click", (evt) => {122 console.log(`touched: ${index}`);123 });124});125//check if there is saved data.126if (fs.existsSync("/private/data/save.txt")) {127 //load any saved data to variables.128 saveState = fs.readFileSync("save.txt", "json");129 console.log("time since last save " + checkDate(new Date(saveState.data.saveTimer)) * -1 + " Min");130}131//if there is no saved data. We must start a new game.132else {133 console.log("no saved data found. creating new game.")134 fs.writeFileSync("save.txt", saveState, "json");135}136// Disable app timeout137if (appbit.appTimeoutEnabled) {138 console.log("Timeout is enabled");139}140appbit.appTimeoutEnabled = false; // Disable timeout141//animate the pet.142setInterval(swapImageAnimator, animationSpeed);143//event listeners144//open and close the storePage145menuButton.addEventListener("click", (evt) => {146 menuButton.style.display = 'none';147 menuOpen = true;148 //background.style.display = 'none';149 mainPage.style.display = 'none';150 menuPage.style.display = 'inline';151})152//back button inside the menu page.153backButton.addEventListener("click", (evt) => {154 if (mainMenu.style.display == 'inline') {155 menuOpen = false;156 menuPage.style.display = 'none';157 //background.style.display = 'inline';158 mainPage.style.display = 'inline';159 menuButton.style.display = 'inline';160 }161 162 else {163 164 }165})166//button event.167feedPetButton.addEventListener("click", (evt) => {168 console.log("Feed Pet.");169 if (saveState.data.cookies > 0 && saveState.data.hunger > 0) {170 saveState.data.cookies -= 1;171 saveState.data.hunger -= 10;172 if (saveState.data.hunger < 0) {173 saveState.data.hunger = 0;174 }175 }176 else {177 console.log("out of cookies...")178 }179})180devButton.addEventListener("click", (evt) => {181 saveState.data.hunger = 100;182 //saveState.data.health = 0;183})184//create new Game.185devButton3.addEventListener("click", (evt) => {186 saveState = {187 "data": {188 "hunger": 0,189 "wallet": 0,190 "steps": 0,191 "health": 100,192 "saveTimer": new Date(),193 "hungerTimer": new Date(),194 "fullTimer": null,195 "dieLoop": new Date(),196 "cookies": 1000,197 "pet": null,198 "egg": -1,199 "backgroundTask": false,200 "currentAnimation": null201 }202 };203 console.log("creating new game.")204 fs.writeFileSync("save.txt", saveState, "json");205 list.style.display = 'inline';206 image.style.display = 'none';207 devButton3.style.display = 'none';208})209devButton2.addEventListener("click", (evt) => {210 saveState.data.cookies += 100;211 saveState.data.hunger = 0;212 saveState.data.health = 100;213})214//happens when the clock ticks every second.215clock.addEventListener("tick", (evt) => {216 console.log("steps: " + saveState.data.steps);217 console.log("wallet: " + saveState.data.wallet);218 // TODO: COMPARTMENTALIZE THE GAME LOGIC219 // check if user has not selected an egg.220 if (saveState.data.egg == -1) {221 mainPage.style.display = 'none';222 startPage.style.display = 'inline';223 storePage.style.display = 'none';224 menuButton.style.display = 'none';225 return;226 }227 //if the pet is dead display dead animation.228 if (saveState.data.health <= 0) {229 animationFrame = 1;230 saveState.data.currentAnimation = 'dead';231 feedPetButton.style.display = "none";232 healthLabel.style.display = 'none';233 cookieLabel.style.display = 'none';234 hungerLabel.style.display = 'none';235 walletLabel.style.display = 'none';236 devButton3.style.display = 'inline';237 return;238 }239 //if we reach this point the game is in progress as either an egg or creature.240 if (!menuOpen) {241 //hide the start page and show the main Page.242 mainPage.style.display = 'inline';243 startPage.style.display = 'none';244 }245 //EGG LOGIC ---------------------------------------------------246 if (saveState.data.egg == 0) {247 background.style.display = 'inline';248 feedPetButton.style.display = 'none';249 walletLabel.style.display = 'inline';250 saveState.data.currentAnimation = 'egg0';251 if (saveState.data.wallet >= eggStage0)252 saveState.data.egg = 0.1;253 }254 else if (saveState.data.egg == 1) {255 background.style.display = 'inline';256 feedPetButton.style.display = 'none';257 walletLabel.style.display = 'inline';258 saveState.data.currentAnimation = 'egg1';259 if (saveState.data.wallet >= eggStage0)260 saveState.data.egg = 1.1;261 }262 else if (saveState.data.egg == 2) {263 background.style.display = 'inline';264 feedPetButton.style.display = 'none';265 walletLabel.style.display = 'inline';266 saveState.data.currentAnimation = 'egg2';267 if (saveState.data.wallet >= eggStage0)268 saveState.data.egg = 2.1;269 }270 else if (saveState.data.egg == 0.1) {271 saveState.data.currentAnimation = 'egg0.1';272 if (saveState.data.wallet >= eggStage1)273 saveState.data.egg = 0.2;274 }275 else if (saveState.data.egg == 1.1) {276 saveState.data.currentAnimation = 'egg1.1';277 if (saveState.data.wallet >= eggStage1)278 saveState.data.egg = 1.2;279 }280 else if (saveState.data.egg == 2.1) {281 saveState.data.currentAnimation = 'egg2.1';282 if (saveState.data.wallet >= eggStage1)283 saveState.data.egg = 2.2;284 }285 else if (saveState.data.egg == 0.2) {286 saveState.data.currentAnimation = 'egg0.2';287 if (saveState.data.wallet >= eggStage2)288 saveState.data.egg = 0.3;289 }290 else if (saveState.data.egg == 1.2) {291 saveState.data.currentAnimation = 'egg1.2';292 if (saveState.data.wallet >= eggStage2)293 saveState.data.egg = 1.3;294 }295 else if (saveState.data.egg == 2.2) {296 saveState.data.currentAnimation = 'egg2.2';297 if (saveState.data.wallet >= eggStage2)298 saveState.data.egg = 2.3;299 }300 else if (saveState.data.egg == 0.3) {301 saveState.data.currentAnimation = 'egg0.3';302 if (saveState.data.wallet >= eggStage3) {303 saveState.data.egg = null;304 saveState.data.currentAnimation = 'sit';305 saveState.data.wallet = 0;306 saveState.data.currentPet = 'dino';307 }308 }309 else if (saveState.data.egg == 1.3) {310 saveState.data.currentAnimation = 'egg1.3';311 if (saveState.data.wallet >= eggStage3) {312 saveState.data.egg = null;313 saveState.data.currentAnimation = 'sit';314 saveState.data.currentPet = 'rock';315 saveState.data.wallet = 0;316 }317 }318 else if (saveState.data.egg == 2.3) {319 saveState.data.currentAnimation = 'egg2.3';320 if (saveState.data.wallet >= eggStage3) {321 saveState.data.egg = null;322 saveState.data.currentAnimation = 'sit';323 saveState.data.currentPet = 'shroom';324 saveState.data.wallet = 0;325 }326 }327 //EGG LOGIC END ---------------------------------------------------328 else {329 if (!menuOpen) {330 menuButton.style.display = 'inline';331 healthBar.style.display = 'inline';332 hungerBar.style.display = 'inline';333 borderBarHealth.style.display = 'inline';334 borderBarHunger.style.display = 'inline';335 cookieLabel.style.display = 'block';336 feedPetButton.style.display = 'inline';337 hungerLabel.text = "Hunger:";338 healthLabel.text = "Health:";339 walletLabel.text = "Wallet:" + saveState.data.wallet;340 cookieLabel.text = "Cookies:" + saveState.data.cookies;341 }342 // represents how many minutes have passed since the last save.343 lastSaveTime = checkDate(new Date(saveState.data.saveTimer)) * -1;344 hungerTime = checkDate(new Date(saveState.data.hungerTimer)) * -1;345 dieTime = checkDate(new Date(saveState.data.dieLoop)) * -1;346 //if pet is not hungry rest dieLoop to zero.347 if (saveState.data.hunger > 0) {348 saveState.data.dieLoop = 0;349 }350 //hunger is 0, pet is full -> health goes up351 if (saveState.data.hunger == 0) {352 if (lastSaveTime >= 1 && saveState.data.health < 100) {353 saveState.data.health += 1;354 //update the current save state time.355 saveState.data.saveTimer = new Date();356 //update current save state.357 fs.writeFileSync("save.txt", saveState, "json");358 }359 }360 //hunger logic-----------------------------------------------361 if (hungerTime >= 100 && saveState.data.hunger < 100) {362 if (saveState.data.hunger > 100) {363 saveState.data.hunger = 100;364 } else {365 saveState.data.hunger += 100;366 }367 //update the current save state time.368 saveState.data.hungerTimer = new Date();369 }370 if (hungerTime >= 95 && saveState.data.hunger < 100) {371 if (saveState.data.hunger > 100) {372 saveState.data.hunger = 100;373 } else {374 saveState.data.hunger += 95;375 }376 //update the current save state time.377 saveState.data.hungerTimer = new Date();378 }379 if (hungerTime >= 90 && saveState.data.hunger < 100) {380 if (saveState.data.hunger > 100) {381 saveState.data.hunger = 100;382 } else {383 saveState.data.hunger += 90;384 }385 //update the current save state time.386 saveState.data.hungerTimer = new Date();387 }388 if (hungerTime >= 85 && saveState.data.hunger < 100) {389 if (saveState.data.hunger > 100) {390 saveState.data.hunger = 100;391 } else {392 saveState.data.hunger += 85;393 }394 //update the current save state time.395 saveState.data.hungerTimer = new Date();396 }397 if (hungerTime >= 80 && saveState.data.hunger < 100) {398 if (saveState.data.hunger > 100) {399 saveState.data.hunger = 100;400 } else {401 saveState.data.hunger += 80;402 }403 //update the current save state time.404 saveState.data.hungerTimer = new Date();405 }406 if (hungerTime >= 75 && saveState.data.hunger < 100) {407 if (saveState.data.hunger > 100) {408 saveState.data.hunger = 100;409 } else {410 saveState.data.hunger += 75;411 }412 //update the current save state time.413 saveState.data.hungerTimer = new Date();414 }415 if (hungerTime >= 70 && saveState.data.hunger < 100) {416 if (saveState.data.hunger > 100) {417 saveState.data.hunger = 100;418 } else {419 saveState.data.hunger += 70;420 }421 //update the current save state time.422 saveState.data.hungerTimer = new Date();423 }424 if (hungerTime >= 65 && saveState.data.hunger < 100) {425 if (saveState.data.hunger > 100) {426 saveState.data.hunger = 100;427 } else {428 saveState.data.hunger += 65;429 }430 //update the current save state time.431 saveState.data.hungerTimer = new Date();432 }433 if (hungerTime >= 60 && saveState.data.hunger < 100) {434 if (saveState.data.hunger > 100) {435 saveState.data.hunger = 100;436 } else {437 saveState.data.hunger += 60;438 }439 //update the current save state time.440 saveState.data.hungerTimer = new Date();441 }442 if (hungerTime >= 55 && saveState.data.hunger < 100) {443 if (saveState.data.hunger > 100) {444 saveState.data.hunger = 100;445 } else {446 saveState.data.hunger += 55;447 }448 //update the current save state time.449 saveState.data.hungerTimer = new Date();450 }451 if (hungerTime >= 50 && saveState.data.hunger < 100) {452 if (saveState.data.hunger > 100) {453 saveState.data.hunger = 100;454 } else {455 saveState.data.hunger += 50;456 }457 //update the current save state time.458 saveState.data.hungerTimer = new Date();459 }460 if (hungerTime >= 45 && saveState.data.hunger < 100) {461 if (saveState.data.hunger > 100) {462 saveState.data.hunger = 100;463 } else {464 saveState.data.hunger += 45;465 }466 //update the current save state time.467 saveState.data.hungerTimer = new Date();468 }469 if (hungerTime >= 40 && saveState.data.hunger < 100) {470 if (saveState.data.hunger > 100) {471 saveState.data.hunger = 100;472 } else {473 saveState.data.hunger += 40;474 }475 //update the current save state time.476 saveState.data.hungerTimer = new Date();477 }478 if (hungerTime >= 35 && saveState.data.hunger < 100) {479 if (saveState.data.hunger > 100) {480 saveState.data.hunger = 100;481 } else {482 saveState.data.hunger += 35;483 }484 //update the current save state time.485 saveState.data.hungerTimer = new Date();486 }487 if (hungerTime >= 30 && saveState.data.hunger < 100) {488 if (saveState.data.hunger > 100) {489 saveState.data.hunger = 100;490 } else {491 saveState.data.hunger += 30;492 }493 //update the current save state time.494 saveState.data.hungerTimer = new Date();495 }496 if (hungerTime >= 25 && saveState.data.hunger < 100) {497 if (saveState.data.hunger > 100) {498 saveState.data.hunger = 100;499 } else {500 saveState.data.hunger += 25;501 }502 //update the current save state time.503 saveState.data.hungerTimer = new Date();504 }505 if (hungerTime >= 20 && saveState.data.hunger < 100) {506 if (saveState.data.hunger > 100) {507 saveState.data.hunger = 100;508 } else {509 saveState.data.hunger += 20;510 }511 //update the current save state time.512 saveState.data.hungerTimer = new Date();513 }514 if (hungerTime >= 15 && saveState.data.hunger < 100) {515 if (saveState.data.hunger > 100) {516 saveState.data.hunger = 100;517 } else {518 saveState.data.hunger += 15;519 }520 //update the current save state time.521 saveState.data.hungerTimer = new Date();522 }523 if (hungerTime >= 10 && saveState.data.hunger < 100) {524 if (saveState.data.hunger > 100) {525 saveState.data.hunger = 100;526 } else {527 saveState.data.hunger += 10;528 }529 //update the current save state time.530 saveState.data.hungerTimer = new Date();531 }532 if (hungerTime >= 5 && saveState.data.hunger < 100) {533 if (saveState.data.hunger > 100) {534 saveState.data.hunger = 100;535 } else {536 saveState.data.hunger += 5;537 }538 //update the current save state time.539 saveState.data.hungerTimer = new Date();540 }541 //every 30 min the pet gains 1 hunger (becomes hungrier)542 if (hungerTime >= 1 && saveState.data.hunger < 100) {543 if (saveState.data.hunger > 100) {544 saveState.data.hunger = 100;545 } else {546 saveState.data.hunger += 1;547 }548 //update the current save state time.549 saveState.data.hungerTimer = new Date();550 }551 //if pet runs out of hunger health drops every min552 if (saveState.data.hunger == 100 && dieTime >= 1) {553 saveState.data.health -= 1;554 //update the current save state time.555 saveState.data.dieLoop = new Date();556 }557 }558 updateUI();559 //console.log("time since last hunger added " + hungerTime + " Min");560});561function updateUI() {562 healthBar.width = saveState.data.health;563 hungerBar.width = saveState.data.hunger;564 //healthCircle.groupTransform.angle += 0.28;565 checkSteps();566 walletLabel.text = "wallet: " + saveState.data.wallet;567 stepsLabel.text = "steps: " + saveState.data.steps;568}569//check how many steps the user has taken.570function checkSteps() {571 if (appbit.permissions.granted("access_activity")) {572 //update the user's wallet with steps.573 var stepDif = today.adjusted.steps - saveState.data.steps;574 saveState.data.wallet += stepDif;575 saveState.data.steps = today.adjusted.steps;576 }577}578function checkDate(date) {579 var today = new Date();580 var lastDate = date;581 var diffMs = (lastDate - today); // milliseconds between now & last date.582 var diffMins = Math.round(((diffMs % 86400000) % 3600000) / 60000); // minutes583 //var diffHrs = Math.floor((diffMs % 86400000) / 3600000); // hours584 return diffMins;585}586function swapImageAnimator() {587 if (menuOpen) {588 return;589 }590 switch (saveState.data.currentAnimation) {591 case 'egg2':592 animationFrame = eggPurpleAnimation1(image, animationFrame);593 break;594 case 'egg2.1':595 animationFrame = eggPurpleAnimation2(image, animationFrame);596 break;597 case 'egg2.2':598 animationFrame = eggPurpleAnimation3(image, animationFrame);599 break;600 case 'egg2.3':601 animationFrame = eggPurpleAnimation4(image, animationFrame);602 break;603 case 'egg1':604 animationFrame = eggOrangeAnimation1(image, animationFrame);605 break;606 case 'egg1.1':607 animationFrame = eggOrangeAnimation2(image, animationFrame);608 break;609 case 'egg1.2':610 animationFrame = eggOrangeAnimation3(image, animationFrame);611 break;612 case 'egg1.3':613 animationFrame = eggOrangeAnimation4(image, animationFrame);614 break;615 case 'egg0':616 animationFrame = eggGreenAnimation1(image, animationFrame);617 break;618 case 'egg0.1':619 animationFrame = eggGreenAnimation2(image, animationFrame);620 break;621 case 'egg0.2':622 animationFrame = eggGreenAnimation3(image, animationFrame);623 break;624 case 'egg0.3':625 animationFrame = eggGreenAnimation4(image, animationFrame);626 break;627 case 'sit':628 if (saveState.data.currentPet == 'shroom')629 animationFrame = sitAnimationShroom(image, animationFrame);630 if (saveState.data.currentPet == 'rock')631 animationFrame = sitAnimationRock(image, animationFrame);632 if (saveState.data.currentPet == 'dino')633 animationFrame = sitAnimationDino(image, animationFrame);634 break;635 case 'sleep':636 //sleepAnimation();637 break;638 case 'eat':639 //eatAnimation();640 break;641 case 'dead':642 animationFrame = deadAnimation(image, animationFrame);643 break;644 }645}646//user is closing the app.647appbit.onunload = () => {648 console.log("App data is being saved");649 saveState.data.saveTimer = new Date();650 //update current save state.651 fs.writeFileSync("save.txt", saveState, "json");...

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player.js

Source:player.js Github

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1import Data from './data.js';2import Game from './game.js';3import SaveState from './save-state.js';4import Menu from './menu.js';5import CombatMenu from './menus/Combat.js';6import StatusMenu from './menus/Status.js';7import TextDisplayMenu from './menus/TextDisplay.js';8import combat from './combat.js';9import config from './config.js';10import map from './map.js';11import script from './script.js';12const stairTiles = [13 Data.mapTiles.STAIRS_UP,14 Data.mapTiles.STAIRS_DOWN,15 Data.mapTiles.STAIRS_DOWN_GRASS,16];17export default {18 isMoving: false,19 // Map collision tiles20 collisionTiles: [1, 2, 5, 9, 10, 11, 17, 23, 24, 25, 26, 27, 28, 29, 30, 31, 32, 33, 34, 35],21 // Last direction the character was facing22 facingDirection: '',23 // Screen position24 x: 0,25 y: 0,26 // Tile number at player's location - see map.js for tile definitions27 currentTile: 0,28 // movement speed - frames per step (60 / movement = number of tiles moved per second)29 steps: 0,30 visibility: 0,31 radiant_in_effect: false,32 radiant_step_counter: 0,33 status: '',34 spell_blocked: false,35 render() {36 switch (this.facingDirection) {37 case "left":38 if (SaveState.carryingPrincess) {39 this.animatePlayer(66, 67);40 } else if (!this.hasWeapon() && !this.hasShield()) {41 this.animatePlayer(2, 3);42 } else if (this.hasWeapon() && !this.hasShield()) {43 this.animatePlayer(18, 19);44 } else if (!this.hasWeapon() && this.hasShield()) {45 this.animatePlayer(34, 35);46 } else {47 this.animatePlayer(50, 51);48 }49 break;50 case "right":51 if (SaveState.carryingPrincess) {52 this.animatePlayer(70, 71);53 } else if (!this.hasWeapon() && !this.hasShield()) {54 this.animatePlayer(6, 7);55 } else if (SaveState.player.weapon !== "none" && !this.hasShield()) {56 this.animatePlayer(22, 23);57 } else if (!this.hasWeapon() && this.hasShield()) {58 this.animatePlayer(38, 39);59 } else {60 this.animatePlayer(54, 55);61 }62 break;63 case "up":64 if (SaveState.carryingPrincess) {65 this.animatePlayer(68, 69);66 } else if (!this.hasWeapon() && !this.hasShield()) {67 this.animatePlayer(4, 5);68 } else if (SaveState.player.weapon !== "none" && !this.hasShield()) {69 this.animatePlayer(20, 21);70 } else if (!this.hasWeapon() && this.hasShield()) {71 this.animatePlayer(36, 37);72 } else {73 this.animatePlayer(52, 53);74 }75 break;76 case "down":77 default:78 if (SaveState.carryingPrincess) {79 this.animatePlayer(64, 65);80 } else if (!this.hasWeapon() && !this.hasShield()) {81 this.animatePlayer(0, 1);82 } else if (SaveState.player.weapon !== "none" && !this.hasShield()) {83 this.animatePlayer(16, 17);84 } else if (!this.hasWeapon() && this.hasShield()) {85 this.animatePlayer(32, 33);86 } else {87 this.animatePlayer(48, 49);88 }89 break;90 }91 },92 hasWeapon() {93 return SaveState.player.weapon !== 'none';94 },95 hasShield() {96 return SaveState.player.shield !== 'none';97 },98 animatePlayer(frame1, frame2) {99 const drawFrame = (Game.frameInRange(0, 14) || Game.frameInRange(30, 44)) ? frame1 : frame2;100 Game.drawCharacter(drawFrame, config.offsetX * config.tileWidth, config.offsetY * config.tileHeight);101 },102 // Map positioning103 // -------------------------------------------------------------------104 setPosition(map_name) {105 var map = Data.maps[map_name];106 this.steps = 0;107 this.setXY(map.player_start[0], map.player_start[1]);108 },109 setXY(x, y) {110 this.x = x;111 this.y = y;112 },113 // Movement and collision114 // -------------------------------------------------------------------115 move(direction) {116 let x = this.x;117 let y = this.y;118 let prev_steps = this.steps;119 this.setCurrentTile();120 map.setZone();121 this.facingDirection = direction;122 this.render();123 if (this.canMove()) {124 switch (direction) {125 case 'left':126 if (!this.willCollide(x - 1, y)) {127 this.x--;128 this.steps++;129 }130 break;131 case 'right':132 if (!this.willCollide(x + 1, y)) {133 this.x++;134 this.steps++;135 }136 break;137 case 'up':138 if (!this.willCollide(x, y - 1)) {139 this.y--;140 this.steps++;141 }142 break;143 case 'down':144 if (!this.willCollide(x, y + 1)) {145 this.y++;146 this.steps++;147 }148 break;149 }150 }151 if (this.steps > prev_steps && combat.triggerRandomEncounter()) {152 Game.states.push(new CombatMenu());153 Game.resetKeys();154 }155 },156 canMove() {157 return Game.frameNumber % config.movementSpeed == 0;158 },159 setCurrentTile() {160 this.currentTile = map.map_ptr.layout[this.x + (this.y * map.map_ptr.width)] - 1;161 },162 willCollide(x, y) {163 var next_tile = this.tileIndex(x, y);164 if (this.collisionTiles.indexOf(next_tile) > -1 || map.getNpcAt(x, y) !== null) {165 return true;166 }167 return false;168 },169 tileIndex(x, y) {170 return map.map_ptr.layout[x + (y * map.map_ptr.width)] - 1;171 },172 // Set stats173 // -------------------------------------------------------------------174 load_player: function() {175 this.set_level();176 this.set_max_hp();177 this.set_max_mp();178 this.set_strength();179 this.set_agility();180 this.set_attack_power();181 this.set_defense_power();182 this.set_spells();183 },184 set_level: function() {185 let i;186 for (i = 0; i < Data.levels.length; i++) {187 let level = Data.levels[i];188 if (SaveState.player.experience < level.required_exp) {189 break;190 }191 if (level.spells_learned) {192 level.spells_learned.forEach(spellId => {193 SaveState.player.spells[spellId] = Data.spells[spellId];194 });195 }196 }197 SaveState.player.level = i;198 },199 set_max_hp: function() {200 SaveState.player.maxHp = Data.levels[SaveState.player.level - 1].max_hp;201 },202 set_max_mp: function() {203 SaveState.player.maxMp = Data.levels[SaveState.player.level - 1].max_mp;204 },205 set_strength: function() {206 SaveState.player.strength = Data.levels[SaveState.player.level - 1].strength;207 },208 set_agility: function() {209 SaveState.player.agility = Data.levels[SaveState.player.level - 1].agility;210 },211 set_attack_power: function() {212 SaveState.player.attackPower = SaveState.player.strength + Data.weapons[SaveState.player.weapon].attack;213 },214 set_defense_power: function() {215 SaveState.player.defensePower = Math.floor(SaveState.player.agility / 2) +216 Data.armors[SaveState.player.armor].defense +217 Data.shields[SaveState.player.shield].defense;218 },219 set_spells: function() {220 var self = this;221 Object.keys(SaveState.player.spells).forEach(function (spellId) {222 let spell = SaveState.player.spells[spellId];223 });224 },225 // Item management226 // -------------------------------------------------------------------227 door() {228 let door = null;229 switch (this.facingDirection) {230 case 'left': door = map.getDoorAt(this.x - 1, this.y); break;231 case 'right': door = map.getDoorAt(this.x + 1, this.y); break;232 case 'up': door = map.getDoorAt(this.x, this.y - 1); break;233 case 'down': door = map.getDoorAt(this.x, this.y + 1); break;234 }235 if (door !== null) {236 //TODO: check for (and use) keys!237 SaveState.doorsOpened.push(door.id);238 map.refreshMap();239 }240 },241 stairs() {242 if (stairTiles.includes(this.currentTile)) {243 }244 },245 talk() {246 const x = this.x;247 const y = this.y;248 let character = null;249 let offsetX = 0;250 let offsetY = 0;251 switch (this.facingDirection) {252 case 'left': offsetX = -1; if (this.tileIndex(x - 1, y) == 2) { offsetX = -2; } break;253 case 'right': offsetX = 1; if (this.tileIndex(x + 1, y) == 2) { offsetX = 2; } break;254 case 'up': offsetY = -1; if (this.tileIndex(x, y - 1) == 2) { offsetY = -2; } break;255 case 'down': offsetY = 1; if (this.tileIndex(x, y + 1) == 2) { offsetY = 2; } break;256 }257 character = map.getNpcAt(x + offsetX, y + offsetY);258 Game.states.pop();259 Game.states.push(new TextDisplayMenu());260 if (character && typeof character.talk === 'function') {261 character.talk(script);262 } else {263 Game.displayText(Data.text.menu.talk_none);264 }265 },266 displayStatusMenu() {267 Game.states.push(new StatusMenu());268 },269 displayFieldSpells() {270 Menu.open('spells', this);271 },272 displayItemsMenu() {273 },274 search() {275 },276 take() {277 },278 add_item: function(item) {279 SaveState.player.inventory.push(item);280 },281 remove_item: function(item) {282 },283 // Non-static stat changes (combat or shop related)284 // -------------------------------------------------------------------285 gain_hp: function(amount) {286 SaveState.player.currentHp += amount;287 if (SaveState.player.currentHp > SaveState.player.maxHp) {288 SaveState.player.currentHp = SaveState.player.maxHp;289 }290 },291 lose_hp: function(amount) {292 SaveState.player.currentHp -= amount;293 if (SaveState.player.currentHp < 0) {294 SaveState.player.currentHp = 0;295 }296 },297 gain_mp: function(amount) {298 SaveState.player.currentMp += amount;299 if (SaveState.player.currentMp > SaveState.player.maxMp) {300 SaveState.player.currentMp = SaveState.player.maxMp;301 }302 },303 lose_mp: function(amount) {304 SaveState.player.currentMp -= amount;305 if ( SaveState.player.currentMp < 0) {306 SaveState.player.currentMp = 0;307 }308 },309 add_experience: function(amount) {310 SaveState.player.experience += amount;311 if (SaveState.player.experience >= 65535) {312 SaveState.player.experience = 65535;313 }314 },315 add_gold: function(amount) {316 SaveState.player.gold += amount;317 if (SaveState.player.gold > 99999) {318 SaveState.player.gold = 99999;319 }320 },321 remove_gold: function(amount) {322 SaveState.player.gold -= amount;323 if (SaveState.player.gold < 0) {324 SaveState.player.gold = 0;325 }326 },327 castSpell(spell) {328 // TODO - handle not enough MP329 if (SaveState.player.currentMp >= spell.cost) {330 spell.effect();331 }332 },...

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monster.js

Source:monster.js Github

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1// Mandatory arguments2// id3// name4// abilities5//6// Form of stats in saveState: {bond: value, resilience: value, intellect: value, power: value}7var Monster = function(saveState){8 this.name = saveState.name;9 this.primaryTemplateId = saveState.primaryTemplateId;10 this.primaryTemplate = monsterTemplates[this.primaryTemplateId];11 this.secondaryTemplateId = eqOr(saveState.secondaryTemplateId, null);12 if(this.secondaryTemplateId){13 this.secondaryTemplate = monsterTemplates[this.secondaryTemplateId];14 }else{15 this.secondaryTemplate = null;16 }17 // Status18 this.destroyed = eqOr(saveState.destroyed, false);19 20 // Actions21 this.actionRunningDuration = (saveState.actionRunningDuration !== undefined) ? saveState.actionRunningDuration : 0;22 this.actionRunning = (saveState.actionRunning !== undefined) ? saveState.actionRunning : null;23 this.id = saveState.id;24 this.actionsElementId = this.id + '-action-family';25 this.profileElementId = this.id + '-monster-profile';26 this.actionsAreBusy = (saveState.actionsAreBusy !== undefined) ? saveState.actionsAreBusy : false;27 this.unlockedActions = eqOr(saveState.unlockedActions, this.primaryTemplate.actions);28 this.lockedActions = (saveState.lockedActions !== undefined) ? saveState.lockedActions : [];29 30 // Abilities31 this.abilitiesAreUnlocked = (saveState.abilitiesAreUnlocked !== undefined) ? saveState.abilitiesAreUnlocked : false;32 this.abilitiesAreTraining = (saveState.abilitiesAreTraining !== undefined) ? saveState.abilitiesAreTraining : false;33 this.abilityTraining = (saveState.abilityTraining !== undefined) ? saveState.abilityTraining : null;34 this.abilityTrainingDuration = (saveState.abilityTrainingDuration !== undefined) ? saveState.abilityTrainingDuration : 0;35 this.unlockedAbilities = (saveState.unlockedAbilities !== undefined) ? saveState.unlockedAbilities : [];36 this.lockedAbilities = eqOr(saveState.lockedAbilities, this.primaryTemplate.abilities);37 this.activeAbilities = (saveState.activeAbilities !== undefined) ? saveState.activeAbilities : [];38 this.trainedAbilities = (saveState.trainedAbilities !== undefined) ? saveState.trainedAbilities : [];39 40 // Stats41 this.unlockedStats = (saveState.unlockedStats !== undefined) ? saveState.unlockedStats : [42 'bond'43 ];44 this.lockedStats = (saveState.lockedStats !== undefined) ? saveState.lockedStats : [45 'resilience',46 'intellect',47 'power'48 ];49 if(saveState.stats){50 this.stats = {51 bond: new BondStat(this, saveState.stats.bond),52 resilience: new ResilienceStat(this, saveState.stats.resilience),53 intellect: new IntellectStat(this, saveState.stats.intellect),54 power: new PowerStat(this, saveState.stats.power),55 };56 }else{57 this.stats = {58 bond: new BondStat(this, 0),59 resilience: new ResilienceStat(this, 1),60 intellect: new IntellectStat(this, 1),61 power: new PowerStat(this, 1),62 };63 }64};65Monster.prototype.toSaveState = function(){66 var thing = {67 name: this.name,68 id: this.id,69 destroyed: this.destroyed,70 primaryTemplateId: this.primaryTemplateId, 71 secondaryTemplateId: this.secondaryTemplateId,72 73 // Actions74 actionRunningDuration: this.actionRunningDuration,75 actionRunning: this.actionRunning,76 profileElementId: this.profileElementId,77 actionsAreBusy: this.actionsAreBusy,78 unlockedActions: this.unlockedActions,79 lockedActions: this.lockedActions,80 81 // Abilities82 abilitiesAreUnlocked: this.abilitiesAreUnlocked,83 abilitiesAreTraining: this.abilitiesAreTraining,84 abilityTraining: this.abilityTraining,85 abilityTrainingDuration: this.abilityTrainingDuration,86 unlockedAbilities: this.unlockedAbilities,87 lockedAbilities: this.lockedAbilities,88 activeAbilities: this.activeAbilities,89 trainedAbilities: this.trainedAbilities,90 91 // Stats92 unlockedStats: this.unlockedStats,93 lockedStats: this.lockedStats,94 stats: {95 bond: this.stats.bond.level,96 resilience: this.stats.resilience.level,97 intellect: this.stats.intellect.level,98 power: this.stats.power.level99 }100 }101 return thing;102}103Monster.prototype.isAlive = function(){104 return !this.destroyed;105};106Monster.prototype.maxActiveAbilities = function(){107 return this.stats.intellect.level;108};109Monster.prototype.totalLevels = function(){110 var total = 0;111 $.each(this.stats, function(key, monsterStat){112 total += monsterStat.level;113 });114 return total;115}116Monster.prototype.setup = function(){117 var that = this;118 var actionsElement = $("#action-family-template").clone();119 actionsElement.attr('id', this.actionsElementId);120 actionsElement.find('.monster-name').text(this.name);121 $("#action-view").append(actionsElement);122 123 var profileElement = $("#monster-profile-template").clone();124 profileElement.attr('id', this.profileElementId);125 profileElement.find('.monster-name').text(this.name);126 $("#monster-view").append(profileElement);127 128 // Setup stats129 this.unlockedStats.forEach(function(id){130 that.stats[id].setup()131 });132 133 // Setup abilities134 this.unlockedAbilities.forEach(function(id){135 abilities[id].setup(that);136 });137 138 if(this.abilitiesAreUnlocked){139 $("#abilities").show();140 }else{141 $("#abilities").hide();142 }143 144 this.unlockedActions.forEach(function(id){145 var action = actions[id];146 action.setup(that);147 });148}149Monster.prototype.updateAbilities = function(){150 var that = this;151 $('#'+this.profileElementId+' .currently-active-abilities').text(this.activeAbilities.length);152 $('#'+this.profileElementId+' .max-active-abilities').text(this.maxActiveAbilities());153 this.lockedAbilities.forEach(function(id){154 var ability = abilities[id];155 if(ability.unlockedConditionsMet(that)){156 ability.unlock(that);157 }158 });159 this.unlockedAbilities.forEach(function(id){160 var ability = abilities[id];161 ability.update(that);162 });163}164Monster.prototype.update = function(){165 if(!this.abilitiesAreUnlocked){166 if(this.unlockedAbilities.length > 0){167 this.abilitiesAreUnlocked = true;168 $("#abilities").show();169 }170 }171 this.updateAbilities();172 173 var displayName = this.name;174 if(this.destroyed){175 var displayName = this.name + " (Destroyed)";176 }177 var actionsNameElement = $("#"+this.actionsElementId+" .monster-name");178 if(actionsNameElement.text() != displayName){179 actionsNameElement .text(displayName);180 }181 var profileNameElement = $("#"+this.profileElementId+" .monster-name");182 if(profileNameElement.text() != displayName){183 profileNameElement.text(displayName);184 }185 186 var displayType = this.primaryTemplate.name+'(' +this.primaryTemplate.type+')';187 if(this.secondaryTemplate){188 displayType += "/"+this.secondaryTemplate.name+'(' +this.secondaryTemplate.type+')';189 }190 var profileTypeElement = $("#"+this.profileElementId+" .monster-type");191 if(profileTypeElement.text() != displayType){192 profileTypeElement.text(displayType);193 }194}195Monster.prototype.kill = function(){196 this.destroyed = true;197 addLog('red', this.name + ' was destroyed!');198 if(null != this.abilityTraining){199 abilities[this.abilityTraining].cancelTraining(this);200 }201 if(null != this.actionRunning){202 actions[this.actionRunning].cancel(this);203 };204}205Monster.prototype.consume = function(enemy){206 var that = this;207 if('minion' == enemy.type){208 this.gainSpirit(40, 10);209 }else if('boss' == enemy.type){210 this.gainSpirit(100, 20);211 // Do nothing more if we already have a secondary template, or the new one is the same as our primary template212 if(this.secondaryTemplate){return;}213 if(this.primaryTemplateId == enemy.monsterTemplateId){return;}214 // Otherwise, gain a secondary template215 this.secondaryTemplateId = enemy.monsterTemplateId;216 this.secondaryTemplate = monsterTemplates[this.secondaryTemplateId];217 this.secondaryTemplate.abilities.forEach(function(ability){218 if(!that.lockedAbilities.includes(ability) && !that.unlockedAbilities.includes(ability)){219 that.lockedAbilities.push(ability);220 }221 });222 addLog("green", this.name+" gained additional monster type "+this.secondaryTemplate.name);223 }224}225Monster.prototype.gainSpirit = function(value, special_value=0){226 if(abilities.sharedHealing.isActive(this) && state.character.diminished > 0){227 var amountToSiphon = this.stats.power.level;228 if(amountToSiphon > value){229 amountToSiphon = value;230 }231 if(amountToSiphon > state.character.diminished){232 amountToSiphon = state.character.diminished;233 }234 state.character.diminished -= amountToSiphon;235 addLog('red', "Orphan healed "+amountToSiphon+" points of damage.");236 if(state.character.diminished <= 0){237 addLog('red', "Orphan fully healed.");238 }239 value = value - amountToSiphon;240 }241 state.resources.spirit.change(value);242 specialResourceId = state.getCurrentRegion().specialResourceId243 if(null != specialResourceId){244 state.resources[specialResourceId].change(special_value);245 }...

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state.js

Source:state.js Github

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1var state = {}23var State = function(saveState){4 var that = this;5 this.currentTime = (saveState.currentTime !== undefined) ? saveState.currentTime : null;6 this.lastTime = (saveState.lastTime !== undefined) ? saveState.lastTime : null;7 this.timeSinceLastUpdate = (saveState.timeSinceLastUpdate !== undefined) ? saveState.timeSinceLastUpdate : null;8 this.ambushClock = eqOr(saveState.ambushClock, getAmbushClock());9 this.selectedTab = (saveState.selectedTab !== undefined) ? saveState.selectedTab : 'action';10 this.mode = eqOr(saveState.mode, 'standard'); // Valid: 'standard', 'battle' 11 12 // Simple Trackers13 this.log = (saveState.log !== undefined) ? saveState.log : [];14 this.unlockedResources = (saveState.unlockedResources !== undefined) ? saveState.unlockedResources : [];15 this.currentRegion = (saveState.currentRegion !== undefined) ? saveState.currentRegion : null;16 this.unlockedRegions = (saveState.unlockedRegions !== undefined) ? saveState.unlockedRegions : [];17 this.lockedRegions = (saveState.lockedRegions !== undefined) ? saveState.lockedRegions : [];18 19 // Game Progress20 this.tabsAreUnlocked = (saveState.tabsAreUnlocked !== undefined) ? saveState.tabsAreUnlocked : false;21 this.orphanIsUnlocked = (saveState.orphanIsUnlocked !== undefined) ? saveState.orphanIsUnlocked : false;22 this.regionsAreUnlocked = (saveState.regionsAreUnlocked !== undefined) ? saveState.regionsAreUnlocked : false;23 24 // Complex Trackers25 26 this.monsters = [];27 saveState.monsters.forEach(function(monsterState){28 that.monsters.push(new Monster(monsterState));29 });30 31 this.regions = {};32 regionDefinitions.forEach(function(definition){33 that.regions[definition.id] = new Region(definition);34 });35 if(saveState.regions){36 saveState.regions.forEach(function(regionState){37 that.regions[regionState.id].awareness = regionState.awareness;38 that.regions[regionState.id].traveling = regionState.traveling;39 that.regions[regionState.id].bossId = regionState.bossId;40 that.regions[regionState.id].minionId = regionState.minionId;41 });42 }4344 this.resources = {};45 resourceDefinitions.forEach(function(definition){46 that.resources[definition.id] = new Resource(definition.id, definition.name);47 });48 if(saveState.resources){49 saveState.resources.forEach(function(resourceState){50 that.resources[resourceState.id].value = resourceState.value;51 });52 }53 54 this.character = new Character(saveState.character);55 56 57 if('battle' == this.mode){58 this.battle = new Battle(saveState.battle);59 }else{60 this.battle = null;61 }62};6364State.prototype.toSaveState = function(){65 var that = this;66 thing = {67 currentTime: this.currentTime,68 lastTime: this.lastTime,69 timeSinceLastUpdate: this.timeSinceLastUpdate,70 ambushClock: this.ambushClock,71 selectedTab: this.selectedTab,72 mode: this.mode,73 log: this.log,74 unlockedResources: this.unlockedResources,75 currentRegion: this.currentRegion,76 unlockedRegions: this.unlockedRegions,77 lockedRegions: this.lockedRegions,78 tabsAreUnlocked: this.tabsAreUnlocked,79 orphanIsUnlocked: this.orphanIsUnlocked,80 regionsAreUnlocked: this.regionsAreUnlocked81 }82 if('battle' == this.mode){83 thing.battle = this.battle.toSaveState();84 }85 86 thing.monsters = [];87 this.monsters.forEach(function(monster){88 thing.monsters.push(monster.toSaveState());89 });90 91 thing.regions = [];92 regionDefinitions.forEach(function(definition){93 region = that.regions[definition.id];94 thing.regions.push(region.toSaveState());95 });96 97 thing.resources = [];98 resourceDefinitions.forEach(function(resource){99 thing.resources.push({id: resource.id, value: that.resources[resource.id].value}); 100 });101 102 thing.character = state.character.toSaveState();103 return thing;104}105106State.prototype.getCurrentRegion = function(){107 return this.regions[this.currentRegion];108}109110State.prototype.getTeammate = function(id){111 if('character' == id){112 return this.character;113 }else{114 return this.monsters.find(function(monster){ return monster.id == id });115 }116}117118State.prototype.addTeammate = function(templateId){119 var monster = {};120 monster.id = 'monster-' + (this.monsters.length+1);121 monster.name = "Captured Monster";122 monster.primaryTemplateId = templateId;123 monster = new Monster(monster);124 this.monsters.push(monster);125 monster.setup();126}127128129var newGameState = function(){130 var lockedRegions = []131 regionDefinitions.forEach(function(regionDefinition){132 lockedRegions.push(regionDefinition.id);133 });134 var currentRegion = "blackenedWasteland";135 136 // Create all monsters137 var monsters = [138 {139 id: 'monster-1',140 name: "Monster One",141 primaryTemplateId: 'genericMonster'142 }143 ]144 145 var character = {146 name: "Wayward Orphan"147 }148 149 150 return new State({151 lockedRegions: lockedRegions,152 currentRegion: currentRegion,153 monsters: monsters,154 character: character155 }); ...

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video_bumper_spec.js

Source:video_bumper_spec.js Github

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1(function (WAIT_TIMEOUT) {2 'use strict';3 describe('VideoBumper', function () {4 var state, oldOTBD, waitForPlaying;5 waitForPlaying = function (state) {6 waitsFor(function () {7 return state.el.hasClass('is-playing');8 }, 'Player is not playing.', WAIT_TIMEOUT);9 };10 beforeEach(function () {11 oldOTBD = window.onTouchBasedDevice;12 window.onTouchBasedDevice = jasmine13 .createSpy('onTouchBasedDevice').andReturn(null);14 state = jasmine.initializePlayer('video_with_bumper.html');15 $('.poster .btn-play').click();16 jasmine.Clock.useMock();17 });18 afterEach(function () {19 $('source').remove();20 state.storage.clear();21 if (state.bumperState && state.bumperState.videoPlayer) {22 state.bumperState.videoPlayer.destroy();23 }24 if (state.videoPlayer) {25 state.videoPlayer.destroy();26 }27 window.onTouchBasedDevice = oldOTBD;28 });29 it('can render the bumper video', function () {30 expect($('.is-bumper')).toExist();31 });32 it('can show the main video on error', function () {33 state.el.trigger('error');34 jasmine.Clock.tick(20);35 expect($('.is-bumper')).not.toExist();36 waitForPlaying(state);37 });38 it('can show the main video once bumper ends', function () {39 state.el.trigger('ended');40 jasmine.Clock.tick(20);41 expect($('.is-bumper')).not.toExist();42 waitForPlaying(state);43 });44 it('can show the main video on skip', function () {45 state.bumperState.videoBumper.skip();46 jasmine.Clock.tick(20);47 expect($('.is-bumper')).not.toExist();48 waitForPlaying(state);49 });50 it('can stop the bumper video playing if it is too long', function () {51 state.el.trigger('timeupdate', [state.bumperState.videoBumper.maxBumperDuration + 1]);52 jasmine.Clock.tick(20);53 expect($('.is-bumper')).not.toExist();54 waitForPlaying(state);55 });56 it('can save appropriate states correctly on ended', function () {57 var saveState = jasmine.createSpy('saveState');58 state.bumperState.videoSaveStatePlugin.saveState = saveState;59 state.el.trigger('ended');60 jasmine.Clock.tick(20);61 expect(saveState).toHaveBeenCalledWith(true, {62 bumper_last_view_date: true});63 });64 it('can save appropriate states correctly on skip', function () {65 var saveState = jasmine.createSpy('saveState');66 state.bumperState.videoSaveStatePlugin.saveState = saveState;67 state.bumperState.videoBumper.skip();68 expect(state.storage.getItem('isBumperShown')).toBeTruthy();69 jasmine.Clock.tick(20);70 expect(saveState).toHaveBeenCalledWith(true, {71 bumper_last_view_date: true});72 });73 it('can save appropriate states correctly on error', function () {74 var saveState = jasmine.createSpy('saveState');75 state.bumperState.videoSaveStatePlugin.saveState = saveState;76 state.el.trigger('error');77 expect(state.storage.getItem('isBumperShown')).toBeTruthy();78 jasmine.Clock.tick(20);79 expect(saveState).toHaveBeenCalledWith(true, {80 bumper_last_view_date: true});81 });82 it('can save appropriate states correctly on skip and do not show again', function () {83 var saveState = jasmine.createSpy('saveState');84 state.bumperState.videoSaveStatePlugin.saveState = saveState;85 state.bumperState.videoBumper.skipAndDoNotShowAgain();86 expect(state.storage.getItem('isBumperShown')).toBeTruthy();87 jasmine.Clock.tick(20);88 expect(saveState).toHaveBeenCalledWith(true, {89 bumper_last_view_date: true, bumper_do_not_show_again: true});90 });91 it('can destroy itself', function () {92 state.bumperState.videoBumper.destroy();93 expect(state.videoBumper).toBeUndefined();94 });95 });...

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AppStateProvider.jsx

Source:AppStateProvider.jsx Github

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1import React, { createContext, useReducer } from 'react';2import doneeInfo from '../resources/DoneeData/donee-info';3export const AppContext = createContext();4const initialState = {5 isLoggedIn: false,6 userId: null,7 userEmail: null,8 Token: null,9 donees: doneeInfo,10 applicationForm: {11 dob: '',12 userId: '',13 firstName: '',14 lastName: '',15 homeAddress: '',16 country: '',17 itemNeeded: '',18 reasonForApplication: '',19 imageLink: '',20 letterOfRecommendationLink: '',21 nationalIdLink: '',22 orgName: '',23 orgWebsite: '',24 orgContact: '',25 signature: '',26 phoneNumber: '',27 gender: '',28 eduLevel: '',29 },30 completedTabs: [],31 userOTP: 0,32};33function reducer(state, action) {34 let saveState = { ...state };35 if (action.type === 'REGISTER') {36 saveState.isLoggedIn = false;37 saveState.userName = action.payload.username;38 saveState.userId = action.payload.userId;39 saveState.userEmail = action.payload.userEmail;40 saveState.userRole = action.payload.userRole;41 }42 if (action.type === 'SAVE_OTP') {43 saveState.userOTP = action.payload.userOTP;44 }45 if (action.type === 'SAVE_EMAIL') {46 saveState.userEmail = action.payload.userEmail;47 }48 if (action.type === 'LOGIN') {49 saveState.isLoggedIn = true;50 saveState.userId = action.payload.userId;51 saveState.userEmail = action.payload.userEmail;52 saveState.Token = action.payload.Token;53 }54 if (action.type === 'UPDATE_EMAIL') {55 saveState.userEmail = action.payload.userEmail;56 }57 if (action.type === 'LOGOUT') {58 saveState.isLoggedIn = false;59 saveState.userId = null;60 saveState.userEmail = null;61 saveState.token = null;62 }63 if (action.type === 'DONEE_APPLICATION') {64 saveState.isLoggedIn = true;65 saveState.donees = [...saveState.donees, action.payload.donee];66 }67 if (action.type === 'DONOR_APPLICATION') {68 saveState.isLoggedIn = true;69 saveState.donors = action.payload.donor;70 }71 if (action.type === 'SELECT_IMAGE') {72 saveState.imageSelectedPass = action.payload.imageSelectedPass;73 }74 if (action.type === 'SELECT_LETTER') {75 saveState.imageSelectedLetter = action.payload.imageSelectedLetter;76 }77 if (action.type === 'SELECT_ID') {78 saveState.imageSelectedID = action.payload.imageSelectedID;79 }80 if (action.type === 'SAVE_IMAGES') {81 saveState.imageUploadPass = action.payload.imageUploadedPass;82 saveState.imageUploadLetter = action.payload.imageUploadedLetter;83 saveState.imageUploadID = action.payload.imageUploadedID;84 }85 if (action.type === 'UPDATE_APPLICATION_FORM')86 saveState.applicationForm = { ...saveState.applicationForm, ...action.payload }87 if (action.type === 'SET_ACTIVE_TAB')88 saveState.setActiveTab = action.payload;89 if (action.type === 'ADD_COMPLETED_STEP')90 saveState.completedTabs = [...saveState.completedTabs, action.payload];91 // if (action.type === 'UPDATE_DONEELIST')92 // saveState.isLoggedIn = false;93 // saveState.donees = [action.payload, ...saveState.donees];94 return saveState;95}96function AppStateProvider({ children }) {97 const [appstate, dispatch] = useReducer(reducer, initialState);98 const contextObject = {99 state: appstate,100 dispatch: dispatch,101 };102 return (103 <AppContext.Provider value={contextObject}>104 {children}105 </AppContext.Provider>106 );107}...

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AppStates.jsx

Source:AppStates.jsx Github

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1import { createContext,useReducer} from 'react';2export const AppContext = createContext();3const initialState = {4 isLoggedIn: false,5 userId: null,6 userEmail: null,7 userTasks:[],8 title:"",9 description:"",10 isEditing:false,11 currentlyEditing:"",12 13};14function reducer (state, action) {15 let saveState = {...state};16 // set the name on our state copy to action17 saveState.action = action;18 if (action.type === 'ADD_TASK') {19 if(saveState.isEditing){20 saveState.userTasks = saveState.userTasks.map(21 todo=> {22 if(todo.id === saveState.currentlyEditing){ 23 todo.title = saveState.title;24 todo.description = saveState.description;25 }26 return todo;27 }28 );29 }30 else {31 return {32 ...state,33 userTasks:[action.payload, ...state.userTasks],34 };35 //saveState.userTasks.push(action.payload);36 }37 38 // return {39 // ...state,40 // userTasks:[action.payload, ...state.userTasks],41 // };42 }43 if (action.type === 'SET_TASK') {44 //saveState.userTasks = action.payload;45 return {46 ...state,47 userTasks: action.payload,48 };49 }50 if (action.type === 'REGISTER') {51 52 saveState.isLoggedIn=false;53 saveState.userEmail=action.payload.userEmail;54 saveState.userId=action.payload.userId;55 // return {56 // ...state,57 // isLoggedIn:false,58 // ...action.payload,59 // };60 }61 if (action.type === 'LOGIN') {62 saveState.isLoggedIn=true;63 saveState.userEmail=action.payload.userEmail;64 saveState.userId=action.payload.userId;65 }66 // return {67 // ...state,68 // isLoggedIn:true,69 // ...action.payload,70 // };71 // }72 if (action.type === 'LOGOUT') {73 saveState.isLoggedIn = false;74 saveState.userEmail=null;75 saveState.userId=null;76 // return {77 // // // ...state,78 // // isLoggedIn: false,79 // // userEmail: null,80 // // userId: null,81 // };82 }83 if (action.type === 'DELETE') {84 saveState.userTasks = saveState.userTasks.filter(todo => todo.id!== action.payload.id);85 }86 87 if (action.type === 'EDIT') {88 saveState.title = action.payload.title;89 saveState.description = action.payload.description;90 saveState.isEditing = true;91 saveState.currentlyEditing =action.payload.id;92 }93 if (action.type === 'UPDATE_TITLE'){94 saveState.title = action.payload;95 }96 97 if (action.type === 'UPDATE_DESC'){98 saveState.description = action.payload;99 }100 101 if (action.type === 'RESET_INPUTS'){102 saveState.title="";103 saveState.description="";104 }105 106 return saveState;107 }108 109export default function AppStates({children }) {110 const [appstate, dispatch] = useReducer(reducer, initialState);111 112 const ContextObject ={113 state: appstate,114 dispatch: dispatch,115 };116 117 118 return (119 <AppContext.Provider value={ContextObject}>120 {children}121 </AppContext.Provider>122 );...

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stateprovider.jsx

Source:stateprovider.jsx Github

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1import { useEffect } from 'react';2import { createContext, useReducer } from 'react';3import mentorData from '../store/mentor-data';4export const AppContext = createContext();5const initialState = {6 isLoggedIn: false,7 userId: null,8 userEmail: null,9 mentors: mentorData,10};11function reducer(state, action) {12 let saveState = { ...state };13 if (action.type === 'REGISTER') {14 saveState.isLoggedIn = false;15 saveState.userEmail = action.payload.userEmail;16 saveState.userId = action.payload.userId;17 }18 if (action.type === 'SELECT_IMAGE') {19 saveState.imageSelected = action.payload.imageSelected;20 }21 if (action.type === 'SAVE_IMAGE') {22 saveState.imageUploaded = action.payload.imageUploaded;23 }24 if (action.type === 'REGISTER_MENTOR') {25 saveState.isLoggedIn = false;26 saveState.mentors = [action.payload.mentorUser, ...saveState.mentors];27 //saveState.mentorUser = action.payload.mentorUser;28 //saveState.mentors.unshift(action.payload.mentorUser)29 }30 if (action.type === 'UPDATE_MENTORLIST') {31 saveState.isLoggedIn = false;32 saveState.mentors = [...action.payload, ...saveState.mentors];33 }34 if (action.type === 'LOGIN') {35 saveState.isLoggedIn = true;36 saveState.userEmail = action.payload.userEmail;37 saveState.userId = action.payload.userId;38 }39 if (action.type === 'LOGOUT') {40 saveState.isLoggedIn = false;41 saveState.userEmail = null;42 saveState.userId = null;43 }44 return saveState;45}46export default function AppStates({ children }) {47 const [appstate, dispatch] = useReducer(reducer, initialState);48 const ContextObject = {49 state: appstate,50 dispatch: dispatch,51 };52 useEffect(() => {53 let storage = localStorage.getItem('mentor-list');54 let mentorListInStorage = storage ? JSON.parse(storage) : [];55 dispatch({56 type: 'UPDATE_MENTORLIST',57 payload: mentorListInStorage58 })59 }, [])60 return (61 <AppContext.Provider value={ContextObject}>62 {children}63 </AppContext.Provider>64 );...

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Using AI Code Generation

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1var BestGameEver = require('./BestGameEver');2var game = new BestGameEver();3game.saveState();4var BestGameEver = require('./BestGameEver');5var game = new BestGameEver();6game.loadState();7var BestGameEver = require('./BestGameEver');8var game = new BestGameEver();9game.saveState();10var BestGameEver = require('./BestGameEver');11var game = new BestGameEver();12game.loadState();13var BestGameEver = require('./BestGameEver');14var game = new BestGameEver();15game.saveState();16var BestGameEver = require('./BestGameEver');17var game = new BestGameEver();18game.loadState();19var BestGameEver = require('./BestGameEver');20var game = new BestGameEver();21game.saveState();22var BestGameEver = require('./BestGameEver');23var game = new BestGameEver();24game.loadState();25var BestGameEver = require('./BestGameEver');26var game = new BestGameEver();27game.saveState();28var BestGameEver = require('./BestGameEver');29var game = new BestGameEver();30game.loadState();

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Using AI Code Generation

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1var BestTimeToBuyAndSellStock = require('./BestTimeToBuyAndSellStock');2var stock = new BestTimeToBuyAndSellStock();3var stockPrices = [7, 1, 5, 3, 6, 4];4var maxProfit = stock.maxProfit(stockPrices);5console.log("Maximum Profit: " + maxProfit);6var saveState = stock.saveState();7console.log("Save State: " + saveState);8var stockPrices2 = [7, 6, 4, 3, 1];9var maxProfit2 = stock.maxProfit(stockPrices2);10console.log("Maximum Profit: " + maxProfit2);11var saveState2 = stock.saveState();12console.log("Save State: " + saveState2);13var stockPrices3 = [1, 2];14var maxProfit3 = stock.maxProfit(stockPrices3);15console.log("Maximum Profit: " + maxProfit3);16var saveState3 = stock.saveState();17console.log("Save State: " + saveState3);18var stockPrices4 = [2, 4, 1];19var maxProfit4 = stock.maxProfit(stockPrices4);20console.log("Maximum Profit: " + maxProfit4);21var saveState4 = stock.saveState();22console.log("Save State: " + saveState4);23var stockPrices5 = [7, 6, 4, 3, 1];24var maxProfit5 = stock.maxProfit(stockPrices5);25console.log("Maximum Profit: " + maxProfit5);26var saveState5 = stock.saveState();27console.log("Save State: " + saveState5);28var stockPrices6 = [1, 2];29var maxProfit6 = stock.maxProfit(stockPrices6);30console.log("Maximum Profit: " + maxProfit6);31var saveState6 = stock.saveState();32console.log("Save State: " + saveState6);33var stockPrices7 = [2, 4, 1];34var maxProfit7 = stock.maxProfit(stockPrices7);35console.log("Maximum Profit: " + maxProfit7);36var saveState7 = stock.saveState();37console.log("Save State: " + saveState7);38var stockPrices8 = [2, 1, 2, 1, 0, 1, 2];39var maxProfit8 = stock.maxProfit(stockPrices8);

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Using AI Code Generation

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1var BestTime = require('./BestTime.js');2var b = new BestTime();3b.saveState(1, 1, 1);4b.saveState(2, 2, 2);5b.saveState(3, 3, 3);6b.saveState(4, 4, 4);7b.saveState(5, 5, 5);8b.saveState(6, 6, 6);9b.saveState(7, 7, 7);10b.saveState(8, 8, 8);11b.saveState(9, 9, 9);12b.saveState(10, 10, 10);13b.saveState(11, 11, 11);14b.saveState(12, 12, 12);15b.saveState(13, 13, 13);16b.saveState(14, 14, 14);17b.saveState(15, 15, 15);18b.saveState(16, 16, 16);19b.saveState(17, 17, 17);20b.saveState(18, 18, 18);21b.saveState(19, 19, 19);22b.saveState(20, 20, 20);23b.saveState(21, 21, 21);24b.saveState(22, 22, 22);25b.saveState(23, 23, 23);26b.saveState(24, 24, 24);27b.saveState(25, 25, 25);28b.saveState(26, 26, 26);29b.saveState(27, 27, 27);30b.saveState(28, 28, 28);31b.saveState(29, 29, 29);32b.saveState(30, 30, 30);33b.saveState(31, 31, 31);34b.saveState(32, 32, 32);35b.saveState(33, 33, 33);36b.saveState(34, 34, 34);37b.saveState(35, 35, 35);38b.saveState(36, 36, 36);39b.saveState(37, 37, 37);40b.saveState(38, 38, 38);41b.saveState(39, 39, 39);42b.saveState(40, 40, 40);

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Using AI Code Generation

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1var BestRoute = require('./BestRoute.js');2var br = new BestRoute();3var fs = require('fs');4var path = require('path');5var file = fs.readFileSync(path.join(__dirname, 'test4.txt'), 'utf8');6var fileSplit = file.split('\n');7var firstLine = fileSplit[0].split(' ');8var numCities = parseInt(firstLine[0]);9var numRoutes = parseInt(firstLine[1]);10var numQueries = parseInt(firstLine[2]);11var cities = fileSplit.slice(1,numCities+1);12var routes = fileSplit.slice(numCities+1,numCities+numRoutes+1);13var queries = fileSplit.slice(numCities+numRoutes+1,numCities+numRoutes+numQueries+1);14for(var i = 0; i < cities.length; i++){15 br.addCity(cities[i]);16}17for(var i = 0; i < routes.length; i++){18 var route = routes[i].split(' ');19 br.addRoute(route[0], route[1], parseInt(route[2]));20}21for(var i = 0; i < queries.length; i++){22 var query = queries[i].split(' ');23 console.log(br.bestRoute(query[0], query[1]));24}25br.saveState();

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Using AI Code Generation

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1var BestOf = require('./bestof.js');2var bestOf = new BestOf();3bestOf.add('JavaScript');4bestOf.add('Node.js');5bestOf.add('npm');6bestOf.add('Express');7bestOf.add('MongoDB');8bestOf.saveState('bestof.json');

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