mirror of
https://github.com/bitburner-official/bitburner-src.git
synced 2024-11-10 01:33:54 +01:00
Added Player, Server, Terminal, and engine javascript files. Implemented basic terminal UI. Implemented main menu tabs (only added Character and Terminal for now
This commit is contained in:
parent
d7a00af2b6
commit
7c03b274d7
@ -4,28 +4,54 @@
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margin: 0;
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padding: 0;
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font-size: 16px;
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font-family: Calibri, Arial, Helvetica;
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font-family: 'Lucida Console', 'Lucida Sans Unicode', 'Fira Mono', 'Consolas', 'Times New Roman';
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background-color: #252527;
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background-color: black;
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}
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/* A border around the main container for the game */
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#container {
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width: 800px;
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height: 600px;
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border: 1px solid black;
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p {
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color: #66ff33;
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}
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/* Progress bar */
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#idleprogress {
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width: 100%;
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height: 16px;
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background-color: #444
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.mainmenu {
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list-style-type: none;
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margin: 0;
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padding: 0;
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width: 10%;
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position: fixed;
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height: 100%;
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overflow: auto;
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border: 0;
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border-bottom: 1px solid #000000;
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border-radius: 0;
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background-color: #333;
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}
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#progressvalue {
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/* Start at 0% */
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width: 0%;
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height: 16px;
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background-color: #A1D490;
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.mainmenu>li a {
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display: block;
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color: #e6e6e6;
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background-color: #333;
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padding: 16px;
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text-decoration: none;
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}
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.mainmenu>li a.active {
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background-color: #4CAF50;
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color: white;
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}
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.mainmenu>li a:hover:not(.active) {
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background-color: #555;
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color: white;
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}
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#character-container {
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position: fixed;
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padding-top: 10px;
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padding-left: 10px;
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margin-left: 10%;
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width: 99%;
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}
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/* Style all the buttons */
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@ -48,13 +74,6 @@ input[type=button]:hover {
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h1 {
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padding: 8px;
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}
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#hackingskill {
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font-size: 24px;
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color: green;
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}
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#hackbutton {
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margin-left: 8px;
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}
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/** add the same margin to the save button **/
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#save {
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32
css/terminal.css
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32
css/terminal.css
Normal file
@ -0,0 +1,32 @@
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#terminal-container {
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position: fixed;
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margin-left: 10%;
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width: 99%;
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}
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#terminal {
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padding-top: 10px;
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padding-left: 10px;
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height: auto;
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font-size: 16px;
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}
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#terminal-input {
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background-color: black;
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color: #66ff33;
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transition: height 1s;
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}
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.terminal-input {
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display: table-cell;
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padding: 0px !important;
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margin: 0px !important;
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border: 0px;
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background-color: black;
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font-size: 16px;
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outline: none;
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color: #66ff33;
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}
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177
engine.js
177
engine.js
@ -1,177 +0,0 @@
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var Engine = {
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//Clickable objects
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Clickables: {
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hackButton: null,
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//Load, save, and delete
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saveButton: null,
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loadButton: null,
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deleteButton: null
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},
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//Display objects
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Display: {
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//Progress bar
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progress: null,
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//Display for status text (such as "Saved" or "Loaded")
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statusText: null,
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hackingSkill: null,
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},
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//Player objects
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Player: {
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hackingSkill: 0,
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money: 0,
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strength: 0,
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defense: 0,
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agility: 0,
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dexterity: 0,
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},
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//Time variables (milliseconds unix epoch time)
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_timeThen: new Date().getTime(),
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_timeNow: new Date().getTime(),
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_ticks: 0, //Total ticks
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_idleSpeed: 200, //Speed (in ms) at which the main loop is updated
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//Display a status update text
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_lastStatus: null,
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displayStatusText: function(text) {
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Engine.Display.statusText.innerHTML = text;
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clearTimeout(Engine._lastStatus);
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//Wipe status message after 3 seconds
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Engine._lastStatus = setTimeout(function() {
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Engine.Display.statusText.innerHTML = "";
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}, 3000);
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},
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//Save function
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saveFile: function() {
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var tempSaveFile = JSON.stringify(Engine.Player);
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window.localStorage.setItem("netburnerSave", tempSaveFile);
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Engine.displayStatusText("Saved!");
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},
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//Load saved game function
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loadSave: function() {
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//Check to see if file exists
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if (!window.localStorage.getItem("netburnerSave")) {
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Engine.displayStatusText("No save file present for load!");
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} else {
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var tempSaveFile = window.localStorage.getItem("netburnerSave");
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Engine.Player = JSON.parse(tempSaveFile);
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Engine.displayStatusText("Loaded successfully!");
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}
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},
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deleteSave: function() {
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if (!window.localStorage.getItem("netburnerSave")) {
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Engine.displayStatusText("No save file present for deletion");
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} else {
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window.localStorage.removeItem("netburnerSave");
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Engine.displayStatusText("Deleted successfully!");
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}
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},
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/* Main Event Loop */
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idleTimer: function() {
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//Get time difference
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Engine._timeNow = new Date().getTime();
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var timeDifference = Engine._timeNow - Engine._timeThen - Engine._ticks;
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while (timeDifference >= Engine._idleSpeed) {
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Engine.Display.hackingSkill.innerHTML = Engine.Player.hackingSkill;
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//Update timeDifference based on the idle speed
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timeDifference -= Engine._idleSpeed;
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//Update the total tick counter
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Engine._ticks += Engine._idleSpeed;
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}
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var idleTime = Engine._idleSpeed - timeDifference;
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// - The $ means, "Start jQuery function"
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// - The ("#progressvalue") tells jQuery to target that CSS element.
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// - Next is .animate({ which means - start an animation.
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// - The width: "100%" line tells jQuery what to animate.
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// - the idleTime is how long the animation should run for.
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// - the function() { starts AFTER the animation is finished.
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// - $(this).css("width","0%"); resets the width of the element to zero.
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$("#progressvalue").animate({
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width: "100%"
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}, idleTime, function() {
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$(this).css("width","0%");
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});
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// Once that entire "while loop" has run, we call the IdleTimer
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// function again, but this time with a timeout (delay) of
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// _idleSpeed minus timeDifference
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setTimeout(Engine.idleTimer, idleTime);
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},
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/* Initialization */
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init: function() {
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//Progress button
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Engine.Display.Progress = document.getElementById("progressvalue");
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//Hacking button
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Engine.Clickables.hackButton = document.getElementById("hackbutton");
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//Event Listener for hacking button
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Engine.Clickables.hackButton.addEventListener("click", function() {
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++Engine.Player.hackingSkill;
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//Returns false so that once the code runs, the button won't try to do
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//anything else
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return false;
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});
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//Hacking Skill Display
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Engine.Display.hackingSkill = document.getElementById("hackingskill");
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//Status display
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Engine.Display.statusText = document.getElementById("status");
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//Load, save, and delete buttons
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Engine.Clickables.saveButton = document.getElementById("save");
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Engine.Clickables.saveButton.addEventListener("click", function() {
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Engine.saveFile();
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return false;
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});
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Engine.Clickables.loadButton = document.getElementById("load");
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Engine.Clickables.loadButton.addEventListener("click", function() {
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Engine.loadSave();
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return false;
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});
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Engine.Clickables.deleteButton = document.getElementById("delete");
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Engine.Clickables.deleteButton.addEventListener("click", function() {
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Engine.deleteSave();
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return false;
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});
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//Run main loop
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Engine.idleTimer();
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}
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};
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window.onload = function() {
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Engine.init();
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};
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65
index.html
65
index.html
@ -3,34 +3,59 @@
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<head>
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<meta charset="utf-8">
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<title>Netburner</title>
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<link rel="stylesheet" type="text/css" href="styles.css" />
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<link rel="stylesheet" type="text/css" href="css/styles.css" />
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<link rel="stylesheet" type="text/css" href="css/terminal.css" />
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</head>
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<body>
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<div id="container">
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<!-- Progress Bar -->
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<div id="idleprogress">
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<!-- Another div to change the width of it without affecting the idleprogress container -->
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<div id="progressvalue"></div>
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</div>
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<div id="mainmenu-container">
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<!-- Main menu -->
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<ul class="mainmenu">
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<li class="terminal-tab">
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<a href="#" id="terminal-menu-link"> Terminal </a>
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</li>
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<h1>Hacking Skill: <span id="hackingskill">0</span></h1>
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<input type="button" id="hackbutton" value="Hack Button" />
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<li class="character-tab">
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<a href="#" id="character-menu-link"> Character </a>
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</li>
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<!-- Buttons for save, load and delete -->
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<br /><br />
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<input type="button" id="save" value="Save" />
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<input type="button" id="load" value="Load" />
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<input type="button" id="delete" value="Delete" />
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<!-- Status text area -->
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<br /><br />
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<div id="status"></div>
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<li class="gym-tab">
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<a href=#Gym> Gym </a>
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</li>
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</ul>
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</div>
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<div id="terminal-container">
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<!-- Terminal -->
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<table id="terminal">
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<tr id="terminal-input">
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<td>$ <input type="text" class="terminal-input"/></td>
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</tr>
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</table> <!-- End terminal -->
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</div> <!-- End terminal-container -->
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<div id="character-container">
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<p id="character-info"> </p>
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</div> <!-- End terminal-container -->
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<!-- We'll add in the jQuery library here - direct from
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the Google CDN (Content Delivery Network). -->
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<script src="https://ajax.googleapis.com/ajax/libs/jquery/1.11.3/jquery.min.js"></script>
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<script src="https://ajax.googleapis.com/ajax/libs/jquery/3.1.1/jquery.min.js"></script>
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<script src="engine.js"></script>
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<!-- Always keep the terminal in focus -->
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<script type="text/javascript">
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$(document).ready(function() {
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$('.terminal-input').focus();
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});
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$(document).keydown(function() {
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$('.terminal-input').focus();
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})
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</script>
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<script src="src/Terminal.js"></script>
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<script src="src/Player.js"></script>
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<script src="src/Server.js"></script>
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<script src="src/engine.js"></script>
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</body>
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</html>
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@ -1,6 +1,6 @@
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//Netburner Player class
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netburner.Player = {
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var Player = {
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//Skills and stats
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hacking_skill: 1,
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strength: 1,
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@ -40,8 +40,8 @@ netburner.Player = {
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lifetime_money: 0,
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//Servers
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discoveredServers = [],
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purchasedServers = [],
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//discoveredServers = [],
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//purchasedServers = [],
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//Achievements and achievement progress
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@ -1,6 +1,6 @@
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//Netburner Server class
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// Parent class for a Server object. PlayerServer and NPCServer inherit from this
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netburner.Server = {
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var Server = {
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//Connection information
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ip: "0.0.0.0",
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isOnline: false,
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@ -11,7 +11,7 @@ netburner.Server = {
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max_ram: 1, //GB
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ram_used: 0,
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scripts = [];
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//scripts = [],
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//Manual hack state information
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is_hacking: false,
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30
src/Terminal.js
Normal file
30
src/Terminal.js
Normal file
@ -0,0 +1,30 @@
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//Terminal
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var post = function(input) {
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$("#terminal-input").before('<tr class="posted"><td style="color: #66ff33;">' + input + '</td></tr>');
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window.scrollTo(0, document.body.scrollHeight);
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}
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//command is checked on enter key press
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$(document).keyup(function(event) {
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if (event.keyCode == 13) {
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var command = $('input[class=terminal-input]').val();
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if (command.length > 0) {
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post("> " + command);
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$('input[class=terminal-input]').val("");
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//Execute command function here
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}
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}
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});
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var executeCommand = function(command) {
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var commandArray = command.split();
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if (commandArray.length == 0) {
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return;
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}
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switch (commandArray[0]) {
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case
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}
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}
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215
src/engine.js
Normal file
215
src/engine.js
Normal file
@ -0,0 +1,215 @@
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var Engine = {
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//Clickable objects
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Clickables: {
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hackButton: null,
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//Load, save, and delete
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saveButton: null,
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loadButton: null,
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deleteButton: null,
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//Main menu buttons
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terminalMainMenuButton: null,
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characterMainMenuButton: null,
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},
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//Display objects
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Display: {
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//Progress bar
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progress: null,
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//Display for status text (such as "Saved" or "Loaded")
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statusText: null,
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hacking_skill: null,
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//Main menu content
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terminalContent: null,
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characterContent: null,
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//Character info
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characterInfo: null,
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},
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//Time variables (milliseconds unix epoch time)
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_timeThen: new Date().getTime(),
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_timeNow: new Date().getTime(),
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_ticks: 0, //Total ticks
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_idleSpeed: 200, //Speed (in ms) at which the main loop is updated
|
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//Display a status update text
|
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_lastStatus: null,
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displayStatusText: function(text) {
|
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Engine.Display.statusText.innerHTML = text;
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clearTimeout(Engine._lastStatus);
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//Wipe status message after 3 seconds
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Engine._lastStatus = setTimeout(function() {
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Engine.Display.statusText.innerHTML = "";
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}, 3000);
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},
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//Save function
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saveFile: function() {
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var tempSaveFile = JSON.stringify(Player);
|
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window.localStorage.setItem("netburnerSave", tempSaveFile);
|
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Engine.displayStatusText("Saved!");
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},
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//Load saved game function
|
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loadSave: function() {
|
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//Check to see if file exists
|
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if (!window.localStorage.getItem("netburnerSave")) {
|
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Engine.displayStatusText("No save file present for load!");
|
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} else {
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var tempSaveFile = window.localStorage.getItem("netburnerSave");
|
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Player = JSON.parse(tempSaveFile);
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Engine.displayStatusText("Loaded successfully!");
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}
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},
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//Delete saved game function
|
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deleteSave: function() {
|
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if (!window.localStorage.getItem("netburnerSave")) {
|
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Engine.displayStatusText("No save file present for deletion");
|
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} else {
|
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window.localStorage.removeItem("netburnerSave");
|
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Engine.displayStatusText("Deleted successfully!");
|
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}
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},
|
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/* Load content when a main menu button is clicked */
|
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loadTerminalContent: function() {
|
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Engine.hideAllContent();
|
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Engine.Display.terminalContent.style.visibility = "visible";
|
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},
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loadCharacterContent: function() {
|
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Engine.hideAllContent();
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Engine.Display.characterContent.style.visibility = "visible";
|
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Engine.displayCharacterInfo();
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},
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//Helper function that hides all content
|
||||
hideAllContent: function() {
|
||||
Engine.Display.terminalContent.style.visibility = "hidden";
|
||||
Engine.Display.characterContent.style.visibility = "hidden";
|
||||
},
|
||||
|
||||
/* Display character info */
|
||||
displayCharacterInfo: function() {
|
||||
Engine.Display.characterInfo.innerHTML = 'Money: $' + Player.money + '<br><br>' +
|
||||
'Hacking Level: ' + Player.hacking_skill + '<br><br>' +
|
||||
'Strength: ' + Player.strength + '<br><br>' +
|
||||
'Defense: ' + Player.defense + '<br><br>' +
|
||||
'Dexterity: ' + Player.dexterity + '<br><br>' +
|
||||
'Agility: ' + Player.agility + '<br><br>';
|
||||
},
|
||||
|
||||
/* Main Event Loop */
|
||||
idleTimer: function() {
|
||||
//Get time difference
|
||||
Engine._timeNow = new Date().getTime();
|
||||
var timeDifference = Engine._timeNow - Engine._timeThen - Engine._ticks;
|
||||
|
||||
while (timeDifference >= Engine._idleSpeed) {
|
||||
//Engine.Display.hacking_skill.innerHTML = Player.hacking_skill;
|
||||
|
||||
//Update timeDifference based on the idle speed
|
||||
timeDifference -= Engine._idleSpeed;
|
||||
|
||||
//Update the total tick counter
|
||||
Engine._ticks += Engine._idleSpeed;
|
||||
}
|
||||
|
||||
var idleTime = Engine._idleSpeed - timeDifference;
|
||||
|
||||
|
||||
// Once that entire "while loop" has run, we call the IdleTimer
|
||||
// function again, but this time with a timeout (delay) of
|
||||
// _idleSpeed minus timeDifference
|
||||
setTimeout(Engine.idleTimer, idleTime);
|
||||
|
||||
},
|
||||
|
||||
/* Initialization */
|
||||
init: function() {
|
||||
//Hacking button
|
||||
//Engine.Clickables.hackButton = document.getElementById("hackbutton");
|
||||
|
||||
//Event Listener for hacking button
|
||||
//Engine.Clickables.hackButton.addEventListener("click", function() {
|
||||
// ++Player.hacking_skill;
|
||||
|
||||
//Returns false so that once the code runs, the button won't try to do
|
||||
//anything else
|
||||
// return false;
|
||||
//});
|
||||
|
||||
//Hacking Skill Display
|
||||
//Engine.Display.hacking_skill = document.getElementById("hackingskill");
|
||||
|
||||
//Status display
|
||||
//Engine.Display.statusText = document.getElementById("status");
|
||||
|
||||
//Load, save, and delete buttons
|
||||
//Engine.Clickables.saveButton = document.getElementById("save");
|
||||
//Engine.Clickables.saveButton.addEventListener("click", function() {
|
||||
// Engine.saveFile();
|
||||
// return false;
|
||||
//});
|
||||
|
||||
//Engine.Clickables.loadButton = document.getElementById("load");
|
||||
//Engine.Clickables.loadButton.addEventListener("click", function() {
|
||||
// Engine.loadSave();
|
||||
// return false;
|
||||
//});
|
||||
|
||||
//Engine.Clickables.deleteButton = document.getElementById("delete");
|
||||
//Engine.Clickables.deleteButton.addEventListener("click", function() {
|
||||
// Engine.deleteSave();
|
||||
// return false;
|
||||
//});
|
||||
|
||||
//Main menu buttons and content
|
||||
Engine.Clickables.terminalMainMenuButton = document.getElementById("terminal-menu-link");
|
||||
Engine.Clickables.terminalMainMenuButton.addEventListener("click", function() {
|
||||
Engine.loadTerminalContent();
|
||||
return false;
|
||||
});
|
||||
|
||||
Engine.Clickables.characterMainMenuButton = document.getElementById("character-menu-link");
|
||||
Engine.Clickables.characterMainMenuButton.addEventListener("click", function() {
|
||||
Engine.loadCharacterContent();
|
||||
return false;
|
||||
});
|
||||
|
||||
Engine.Display.terminalContent = document.getElementById("terminal-container");
|
||||
Engine.Display.characterContent = document.getElementById("character-container");
|
||||
Engine.Display.characterContent.style.visibility = "hidden";
|
||||
|
||||
//Character info
|
||||
Engine.Display.characterInfo = document.getElementById("character-info");
|
||||
Engine.displayCharacterInfo();
|
||||
|
||||
//Message at the top of terminal
|
||||
post("Netburner v1.0");
|
||||
|
||||
//Run main loop
|
||||
Engine.idleTimer();
|
||||
}
|
||||
};
|
||||
|
||||
window.onload = function() {
|
||||
Engine.init();
|
||||
};
|
||||
|
||||
|
||||
|
||||
|
||||
|
Loading…
Reference in New Issue
Block a user