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{"object":{"_c":{"type":"AnaniasGame","uid":158},"version":"1.22","player":{"type":"Player","uid":90}},"references":{"x158":{"_c":{"type":"AnaniasGame","uid":158},"version":"1.22","player":{"type":"Player","uid":90}},"x90":{"level":1,"hitPoints":{"type":"Stat","uid":88},"attack":{"type":"Stat","uid":89},"items":[{"type":"Item","uid":91},{"type":"Item","uid":94},{"type":"Item","uid":95}],"x":4,"y":3,"currentWeapon":{"type":"Item","uid":91},"currentArmor":{"type":"Item","uid":94},"carryCapacity":8,"knows":{"_c":{"isCircularSafe":true},"checkInventory":true},"isFriendly":true,"_c":{"type":"Player","uid":90},"facingLeft":true,"pet":{"type":"Enemy","uid":97},"dungeonLevel":{"type":"Level","uid":99},"currentRoom":{"type":"Room","uid":126},"itemAction":"USE"},"x88":{"max":40,"current":40,"_c":{"type":"Stat","uid":88}},"x89":{"max":3,"current":3,"_c":{"type":"Stat","uid":89}},"x91":{"code":"Quarterstaff","spriteIndex":384,"paperdollIndex":48,"name":"Quarterstaff","description":"Quarterstaff","onUse":"wield","_c":{"ty |
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circular.registerClass('Player', Player, { | |
transients: { | |
gameController: true, | |
sprite: true | |
}, | |
reviver: function(object, reviverData){ | |
object.gameController = reviverData.gameController; | |
var gameController = object.gameController; | |
for (var i = 0; i < object.items.length; i++){ | |
var item = object.items[i]; |
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* Add about 77 new weapon types | |
* New reloading mechanics for bows (Can only load one arrow at a time, quick reloading by passing turn). Also applies for crossbows and slings. | |
* Add Dagger, Whip, Scythe, Sling, Crossbow weapon types | |
* Prevent wand and liquid ammo from being parried | |
* Change starting equipment for Hunter (bow and sword) | |
* Add item modifiers (Fire and Smite Undead) | |
* Make most classes start with a befriend monster spell | |
* Give evolve potion on level 5 | |
* Allow throwing pebbles | |
* Change number of enemies per level (independent of depth) |
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/** | |
* Pick the closest portal. If advancing to it puts you in danger, pick the less dangerous portal instead. If it's the same, or it | |
* still endangers you, there's no escape portal | |
*/ | |
Enemy.prototype.getEscapePortal = function(){ | |
console.log('getEscapePortal'); | |
var portal = this.getClosestPortal(); | |
if (!portal){ | |
console.log('no closest portal'); |
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/* globals TweenMax, Quad, Back, Elastic */ | |
/* | |
* Original implementation: https://codepen.io/wiledal/pen/ZYoNEa?editors=0010 | |
* Requires GreenSockss GSAP 2.0.1 | |
* Works with PixiJS 4.7.3 | |
*/ | |
export default class ScrollContainer { | |
constructor(x, y, width, height, itemHeight) { |
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var LIGHT_COLOR = { r: 255, g: 128, b: 128 }; | |
var LIGHT_INTENSITY = 0.7; | |
var MAX_DIST = 8; | |
// Helper function that calculates a distance | |
function distance(x1, y1, x2, y2) { | |
return Math.sqrt((x2-x1)*(x2-x1) + (y2-y1)*(y2-y1)); | |
} | |
// Helper function that does blending between two values |