bondage-college-mirr/Drawing.js
2018-01-06 01:50:20 +00:00

402 lines
No EOL
15 KiB
JavaScript

// A bank of all the chached images
var CacheImage = {};
// Returns the image file or build it from the source
function DrawGetImage(Source) {
// Search in the cache to find the image
if (!CacheImage[Source]) {
var img = new Image;
img.src = Source;
CacheImage[Source] = img;
}
// returns the final image
return CacheImage[Source];
}
// Draw a zoomed image from a source to the canvas
function DrawImageZoom(ctx, Source, SX, SY, SWidth, SHeight, X, Y, Width, Height) {
ctx.drawImage(DrawGetImage(Source), SX, SY, Math.round(SWidth), Math.round(SHeight), X, Y, Width, Height);
}
// Draw an image from a source to the canvas
function DrawImage(ctx, Source, X, Y) {
ctx.drawImage(DrawGetImage(Source), X, Y);
}
// Draw an image from a file to the canvas, without using the cache system
function DrawImageNoCache(ctx, Source, X, Y) {
// The image is created dynamically every time
var img = new Image;
img.src = Source;
ctx.drawImage(img, X, Y);
}
// Draw a text in the canvas
function DrawText(ctx, Text, X, Y, Color) {
// Replace the COMMON_PLAYERNAME keyword with the player name
Text = Text.replace("COMMON_PLAYERNAME", Common_PlayerName);
// Font is fixed for now, color can be set
ctx.font = "24px Arial";
ctx.fillStyle = Color;
ctx.textAlign = "center";
ctx.textBaseline = "middle";
// Split the text if there's a |
if (Text.indexOf("|") == -1)
ctx.fillText(Text, X, Y);
else {
ctx.fillText(Text.substring(0, Text.indexOf("|")), X, Y - 19);
ctx.fillText(Text.substring(Text.indexOf("|") + 1, 1000), X, Y + 19);
}
}
// Draw a button
function DrawButton(ctx, Left, Top, Width, Height, Label) {
// Draw the button rectangle
ctx.beginPath();
ctx.rect(Left, Top, Width, Height);
ctx.fillStyle = 'white';
ctx.fillRect(Left, Top, Width, Height);
ctx.fill();
ctx.lineWidth = '2';
ctx.strokeStyle = 'black';
ctx.stroke();
ctx.closePath();
// Draw the text
DrawText(ctx, Label, Left + Width / 2, Top + Height / 2, "black");
}
// Draw a basic rectangle
function DrawRect(ctx, Left, Top, Width, Height, Color) {
ctx.beginPath();
ctx.rect(Left, Top, Width, Height);
ctx.fillStyle = Color;
ctx.fillRect(Left, Top, Width, Height);
ctx.fill();
ctx.closePath();
}
// Draw a basic circle
function DrawCircle(ctx, CenterX, CenterY, Radius, LineWidth, LineColor) {
ctx.beginPath();
ctx.arc(CenterX, CenterY, Radius, 0, 2 * Math.PI, false);
ctx.lineWidth = LineWidth;
ctx.strokeStyle = LineColor;
ctx.stroke();
}
// Draw --- if zero, +value in green if positive, -value in red if negative
function DrawPosNegValue(ctx, Value, X, Y) {
if (Value == 0) DrawText(ctx, "---", X, Y, "black");
if (Value > 0) DrawText(ctx, "+" + Value.toString(), X, Y, "#00BB00");
if (Value < 0) DrawText(ctx, Value.toString(), X, Y, "#BB0000");
}
// Draw the current actor stats toward the player
function DrawActorStats(ctx, Left, Top) {
// Draw the actor name and icon
DrawText(ctx, CurrentActor, Left - 200, Top + 17, "black");
DrawImage(ctx, "Icons/Heart.png", Left - 110, Top);
DrawImage(ctx, "Icons/Submission.png", Left - 10, Top);
DrawImage(ctx, "Icons/Orgasm.png", Left + 90, Top);
DrawImage(ctx, "Icons/Bondage.png", Left + 190, Top);
DrawPosNegValue(ctx, ActorGetValue(ActorLove), Left - 50, Top + 17);
DrawPosNegValue(ctx, ActorGetValue(ActorSubmission), Left + 50, Top + 17);
DrawText(ctx, ActorGetValue(ActorOrgasmCount).toString(), Left + 150, Top + 17, "black");
DrawText(ctx, ActorGetValue(ActorBondageCount).toString(), Left + 250, Top + 17, "black");
}
// Draw the intro box
function DrawIntro(ctx, Intro, CurrentStagePosition, LoveLevel, SubLevel) {
// Draw the top box and stats
DrawRect(ctx, 0, 0, 599, 150, "White");
if (CurrentActor != "") {
DrawRect(ctx, 30, 60, 539, 1, "Black");
DrawActorStats(ctx, 300, 15);
}
// Find the correct intro text
var ShowText = "";
if (OverridenIntroText != "")
ShowText = OverridenIntroText
else
for (var I = 0; I < Intro.length; I++)
if (Intro[I][IntroStage] == CurrentStagePosition)
if (ActorInteractionAvailable(Intro[I][IntroLoveReq], Intro[I][IntroSubReq], Intro[I][IntroVarReq], Intro[I][IntroText], true))
ShowText = Intro[I][IntroText];
// Draw the intro
if (CurrentActor != "") DrawText(ctx, ShowText, 300, 105, "black");
else DrawText(ctx, ShowText, 300, 75, "black");
}
// Draw a selectable option on the screen
function DrawOption(ctx, OptionText, Left, Top) {
// Draw the rectangle and text
if (OptionText.substr(0, 1) == "@") OptionText = OptionText.substr(1);
DrawRect(ctx, Left, Top, 299, 89, "White");
if ((MouseX >= Left) && (MouseX <= Left + 299) && (MouseY >= Top) && (MouseY <= Top + 89) && !IsMobile) DrawText(ctx, OptionText, Left + 150, Top + 45, "#00BB00");
else DrawText(ctx, OptionText, Left + 150, Top + 45, "#BB0000");
}
// Draw all the possible interactions
function DrawInteraction(ctx, Stage, CurrentStagePosition, LoveLevel, SubLevel) {
// Find all the correct interactions for the current stage
var Pos = 0;
for (var S = 0; S < Stage.length; S++)
if (Stage[S][StageNumber] == CurrentStagePosition)
if (ActorInteractionAvailable(Stage[S][StageLoveReq], Stage[S][StageSubReq], Stage[S][StageVarReq], Stage[S][StageInteractionText], false)) {
// Draw the box and interaction
DrawOption(ctx, Stage[S][StageInteractionText], (Pos % 2) * 300, 151 + (Math.round((Pos - 1) / 2) * 90));
Pos = Pos + 1;
}
}
// Find the current image file
function FindImage(Intro, CurrentStagePosition) {
// The image file is a column in the intro CSV file
var ImageName = "";
if (OverridenIntroImage != "")
ImageName = OverridenIntroImage;
else
for (var I = 0; I < Intro.length; I++)
if (Intro[I][IntroStage] == CurrentStagePosition)
if (ActorInteractionAvailable(Intro[I][IntroLoveReq], Intro[I][IntroSubReq], Intro[I][IntroVarReq], Intro[I][IntroText], true))
ImageName = Intro[I][IntroImage];
return ImageName;
}
// Build the full character / object interaction screen
function BuildInteraction(CurrentStagePosition) {
// Make sure the CSV files for interactions are loaded
if ((CurrentIntro != null) && (CurrentStage != null)) {
// Paints the background depending on the current stage
var ctx = document.getElementById("MainCanvas").getContext("2d");
DrawImage(ctx, CurrentChapter + "/" + CurrentScreen + "/" + FindImage(CurrentIntro, CurrentStagePosition), 600, 0);
DrawRect(ctx, 0, 0, 600, 600, "Black");
// Build all the options for interaction
DrawIntro(ctx, CurrentIntro, CurrentStagePosition, 0, 0);
DrawInteraction(ctx, CurrentStage, CurrentStagePosition, 0, 0);
}
}
// Get the player image file name
function GetPlayerIconImage() {
// The file name changes if the player is gagged or blinks at specified intervals
var Image = "Player";
var seconds = new Date().getTime();
if (PlayerHasLockedInventory("BallGag") == true) Image = Image + "_BallGag";
if (PlayerHasLockedInventory("TapeGag") == true) Image = Image + "_TapeGag";
if (PlayerHasLockedInventory("ClothGag") == true) Image = Image + "_ClothGag";
if (PlayerHasLockedInventory("DoubleOpenGag") == true) Image = Image + "_DoubleOpenGag";
if (PlayerHasLockedInventory("Blindfold") == true) Image = Image + "_Blindfold";
if (Math.round(seconds / 500) % 15 == 0) Image = Image + "_Blink";
return Image;
}
// Draw all the inventory icons
function DrawInventory(ctx) {
// Draw the player icon
if (((MouseX >= 1) && (MouseX <= 74) && (MouseY >= 601) && (MouseY <= 674)) || (IsMobile))
DrawImage(ctx, "Icons/" + GetPlayerIconImage() + "_Active.png", 0, 601);
else
DrawImage(ctx, "Icons/" + GetPlayerIconImage() + "_Inactive.png", 0, 601);
// Scroll in the full inventory to draw the icons and quantity, draw a padlock over the item if it's locked
var Pos = 1;
for (var I = 0; I < PlayerInventory.length; I++) {
var ImgState = "Inactive";
if (((MouseX >= 1 + Pos * 75) && (MouseX <= 74 + Pos * 75) && (MouseY >= 601) && (MouseY <= 674)) || (IsMobile)) ImgState = "Active";
DrawImage(ctx, "Icons/" + PlayerInventory[I][PlayerInventoryName] + "_" + ImgState + ".png", 1 + Pos * 75, 601);
DrawText(ctx, PlayerInventory[I][PlayerInventoryQuantity].toString(), Pos * 75 + 64, 661, "#000000");
if (PlayerHasLockedInventory(PlayerInventory[I][PlayerInventoryName]))
DrawImage(ctx, "Icons/Lock_" + ImgState + ".png", Pos * 75, 600)
Pos = Pos + 1;
};
// Scroll in the locked inventory also to find items that were not loaded
for (var I = 0; I < PlayerLockedInventory.length; I++)
if (!PlayerHasInventory(PlayerLockedInventory[I])) {
if (((MouseX >= 1 + Pos * 75) && (MouseX <= 74 + Pos * 75) && (MouseY >= 601) && (MouseY <= 674)) || (IsMobile)) {
DrawImage(ctx, "Icons/" + PlayerLockedInventory[I] + "_Active.png", 1 + Pos * 75, 601);
DrawImage(ctx, "Icons/Lock_Active.png", Pos * 75, 600);
}
else {
DrawImage(ctx, "Icons/" + PlayerLockedInventory[I] + "_Inactive.png", 1 + Pos * 75, 601);
DrawImage(ctx, "Icons/Lock_Inactive.png", Pos * 75, 600);
}
Pos = Pos + 1;
};
}
// Build the bottom bar menu
function BuildBottomBar() {
// Paints the background depending on the current stage
var ctx = document.getElementById("MainCanvas").getContext("2d");
DrawRect(ctx, 0, 600, 1200, 1, "black");
DrawRect(ctx, 0, 601, 1200, 74, "white");
DrawRect(ctx, 975, 600, 1, 675, "black");
DrawInventory(ctx);
// Draw the leave icon and clock
if (LeaveIcon != "") {
DrawImage(ctx, "Icons/Clock.png", 985, 621);
DrawText(ctx, msToTime(CurrentTime), 1073, 637, "black");
if (((MouseX >= 1125) && (MouseX <= 1200) && (MouseY >= 600) && (MouseY <= 675)) || (IsMobile)) DrawImage(ctx, "Icons/" + LeaveIcon + "_Active.png", 1125, 600);
else DrawImage(ctx, "Icons/" + LeaveIcon + "_Inactive.png", 1125, 600);
} else {
DrawImage(ctx, "Icons/Clock.png", 1010, 621);
DrawText(ctx, msToTime(CurrentTime), 1110, 637, "black");
}
}
// Returns the name of the image file to use to draw the player
function DrawGetPlayerImageName(IncludePose) {
// Get the first part of the image
var ImageCloth = "Clothed";
if (Common_PlayerUnderwear) ImageCloth = "Underwear";
if (Common_PlayerNaked) ImageCloth = "Naked";
if ((Common_PlayerUnderwear || Common_PlayerNaked) && PlayerHasLockedInventory("ChastityBelt")) ImageCloth = "ChastityBelt";
if (Common_PlayerCostume != "") ImageCloth = Common_PlayerCostume
// Second part is the type of bondage
var ImageBondage = "_NoBondage";
if (PlayerHasLockedInventory("Cuffs") == true) ImageBondage = "_Cuffs";
if (PlayerHasLockedInventory("Rope") == true) ImageBondage = "_Rope";
// Third part is the collar, which only shows for certain clothes
var ImageCollar = "";
if ((ImageCloth == "Underwear") || (ImageCloth == "Naked") || (ImageCloth == "ChastityBelt") || (ImageCloth == "Damsel")) {
if (PlayerHasLockedInventory("Collar")) ImageCollar = "_Collar";
else ImageCollar = "_NoCollar";
}
// Fourth part is the gag
var ImageGag = "_NoGag";
if (PlayerHasLockedInventory("BallGag") == true) ImageGag = "_BallGag";
if (PlayerHasLockedInventory("TapeGag") == true) ImageGag = "_TapeGag";
if (PlayerHasLockedInventory("ClothGag") == true) ImageGag = "_ClothGag";
if (PlayerHasLockedInventory("DoubleOpenGag") == true) ImageGag = "_DoubleOpenGag";
// Fifth part is the blindfold
var ImageBlindfold = "";
if (PlayerHasLockedInventory("Blindfold") == true) ImageBlindfold = "_Blindfold";
// Sixth part is the pose
var ImagePose = "";
if ((Common_PlayerPose != "") && IncludePose) ImagePose = "_" + Common_PlayerPose;
// Return the constructed name
return ImageCloth + ImageBondage + ImageCollar + ImageGag + ImageBlindfold + ImagePose;
}
// Draw the regular player image (600x600) (can zoom if an X and Y are provided)
function DrawPlayerImage(X, Y) {
var ctx = document.getElementById("MainCanvas").getContext("2d");
if ((X == 0) && (Y == 0)) DrawImage(ctx, "C999_Common/Player/" + DrawGetPlayerImageName(false) + ".jpg", 600, 0);
else DrawImageZoom(ctx, "C999_Common/Player/" + DrawGetPlayerImageName(false) + ".jpg", X, Y, 600, 600, 600, 0, 1200, 1200);
}
// Draw the transparent player image (600x900) with a zoom if required
function DrawTransparentPlayerImage(X, Y, Zoom) {
var ctx = document.getElementById("MainCanvas").getContext("2d");
DrawImageZoom(ctx, "Actors/Player/" + DrawGetPlayerImageName(true) + ".png", 0, 0, 600, 900, X, Y, 600 * Zoom, 900 * Zoom);
}
// Draw the transparent actor over the current background
function DrawActor(ActorToDraw, X, Y, Zoom) {
// Validate first if we must draw the transparent player image
if (ActorToDraw == "Player") {
DrawTransparentPlayerImage(X, Y, Zoom);
} else {
// First, we retrieve the current clothes
var ImageCloth = ActorSpecificGetValue(ActorToDraw, ActorCloth);
if (ImageCloth == "") ImageCloth = "Clothed";
if (((ImageCloth == "Underwear") || (ImageCloth == "Naked")) && ActorSpecificHasInventory(ActorToDraw, "ChastityBelt")) ImageCloth = "ChastityBelt";
// Second part is the type of bondage
var ImageBondage = "_NoBondage";
if (ActorSpecificHasInventory(ActorToDraw, "Cuffs")) ImageBondage = "_Cuffs";
if (ActorSpecificHasInventory(ActorToDraw, "Rope")) ImageBondage = "_Rope";
if (ActorSpecificHasInventory(ActorToDraw, "TwoRopes")) ImageBondage = "_TwoRopes";
// Third part is the collar, which only shows for certain clothes
var ImageCollar = "";
if ((ImageCloth == "Underwear") || (ImageCloth == "Naked") || (ImageCloth == "ChastityBelt") || (ImageCloth == "Damsel")) {
if (ActorSpecificHasInventory(ActorToDraw, "Collar")) ImageCollar = "_Collar";
}
// Fourth part is the gag
var ImageGag = "_NoGag";
if (ActorSpecificHasInventory(ActorToDraw, "BallGag")) ImageGag = "_BallGag";
if (ActorSpecificHasInventory(ActorToDraw, "TapeGag")) ImageGag = "_TapeGag";
if (ActorSpecificHasInventory(ActorToDraw, "ClothGag")) ImageGag = "_ClothGag";
// Fifth part is the blindfold
var ImageBlindfold = "";
if (ActorSpecificHasInventory(ActorToDraw, "Blindfold")) ImageBlindfold = "_Blindfold";
// Fourth part is the pose
var ImagePose = "";
if (ActorSpecificGetValue(ActorToDraw, ActorPose) != "") ImagePose = "_" + ActorSpecificGetValue(ActorToDraw, ActorPose);
// Draw the full image from all parts
var ctx = document.getElementById("MainCanvas").getContext("2d");
DrawImageZoom(ctx, "Actors/" + ActorToDraw + "/" + ImageCloth + ImageBondage + ImageCollar + ImageGag + ImageBlindfold + ImagePose + ".png", 0, 0, 600 / Zoom, 900 / Zoom, X, Y, 600, 900);
}
}
// Draw the current interaction actor (if there's no actor, we draw the player)
function DrawInteractionActor() {
if (CurrentActor == "") {
DrawTransparentPlayerImage(600, 0, 1);
} else {
if (ActorHasInventory("TwoRopes")) DrawActor(CurrentActor, 600, -250, 1);
else DrawActor(CurrentActor, 600, 0, 1);
}
}
// Draw a ramdom image of the player as transition from chapter to chapter
function DrawPlayerTransition(ctx) {
var ImgRnd = (Math.round(new Date().getTime() / 5000) % 5) + 1;
DrawImage(ctx, "Actors/PlayerTransition/Player0" + ImgRnd.toString() + ".png", 900, 0);
}