Module: GamesAndRpgParadise::GUI::GamebookModule
Overview
GamesAndRpgParadise::GUI::GamebookModule
Constant Summary
collapse
- REGEX_FOR_FINDING_THE_NAME_OF_AN_OPPONENT =
#
REGEX_FOR_FINDING_THE_NAME_OF_AN_OPPONENT
This regex only works for the lone-wolf gamebook series.
#
/ (.+):
\s*COMBAT SKILL/
- DIRECTORY_FOR_THE_GAMEBOOKS =
#
DIRECTORY_FOR_THE_GAMEBOOKS
#
::GamesAndRpgParadise.directory_to_the_gamebooks?
- FILE_CIRCLE_OF_FIRE_COMPLETED =
#
FILE_CIRCLE_OF_FIRE_COMPLETED
#
GamesAndRpgParadise.project_base_directory?+
'images/gamebooks/misc/lone_wolf/'+
'circle_of_fire_completed.png'
- FILE_CIRCLE_OF_FIRE =
GamesAndRpgParadise.project_base_directory?+
'images/gamebooks/misc/lone_wolf/'+
'circle_of_fire.png'
- FILE_CIRCLE_OF_SOLARIS =
#
FILE_CIRCLE_OF_SOLARIS
#
GamesAndRpgParadise.project_base_directory?+
'images/gamebooks/misc/lone_wolf/'+
'circle_of_solaris.png'
- FILE_CIRCLE_OF_SPIRIT_COMPLETED =
#
FILE_CIRCLE_OF_SPIRIT_COMPLETED
#
GamesAndRpgParadise.project_base_directory?+
'images/gamebooks/misc/lone_wolf/'+
'circle_of_spirit_completed.png'
- FILE_CIRCLE_OF_SPIRIT =
#
FILE_CIRCLE_OF_SPIRIT
#
GamesAndRpgParadise.project_base_directory?+
'images/gamebooks/misc/lone_wolf/'+
'circle_of_spirit.png'
- FILE_CIRCLE_OF_SOLARIS_COMPLETED =
#
FILE_CIRCLE_OF_SOLARIS_COMPLETED
#
GamesAndRpgParadise.project_base_directory?+
'images/gamebooks/misc/lone_wolf/'+
'circle_of_solaris_completed.png'
- FILE_CIRCLE_OF_LIGHT_COMPLETED =
#
FILE_CIRCLE_OF_LIGHT_COMPLETED
#
GamesAndRpgParadise.project_base_directory?+
'images/gamebooks/misc/lone_wolf/'+
'circle_of_light_completed.png'
- FILE_CIRCLE_OF_LIGHT =
GamesAndRpgParadise.project_base_directory?+
'images/gamebooks/misc/lone_wolf/'+
'circle_of_light.png'
- USE_THIS_GAMEBOOK =
#
USE_THIS_GAMEBOOK
Designate which gamebook is to be loaded here by default.
#
DIRECTORY_FOR_THE_GAMEBOOKS+'13_stern_der_schmuggler/config.yml'
- FILE_RED_SIX_SIDED_DIE =
#
FILE_RED_SIX_SIDED_DIE
#
"#{GamesAndRpgParadise.project_base_directory?}images/misc/red_six_sided_die.png"
- PATH_TO_THE_PLUS_SYMBOL_IMAGE =
#
PATH_TO_THE_PLUS_SYMBOL_IMAGE
#
"#{::Gtk.project_base_directory?}images/misc/plus_symbol.png"
- PATH_TO_THE_MINUS_SYMBOL_IMAGE =
#
PATH_TO_THE_MINUS_SYMBOL_IMAGE
#
"#{::Gtk.project_base_directory?}images/misc/minus_symbol.png"
- PATH_TO_THE_DIE_IMAGE =
#
PATH_TO_THE_DIE_IMAGE
#
"#{::GamesAndRpgParadise.project_base_dir?}"\
"images/die.png"
- FILE_RAUMSCHIFF_IMAGE =
#
FILE_RAUMSCHIFF_IMAGE
#
"#{::GamesAndRpgParadise.project_base_dir?}"\
"images/gamebooks/RAUMSCHIFF.png"
- HINT_FOR_THE_BUTTON_WITH_THE_LEFT_ARROW_IMAGE =
"This button can be used to return to the last page, "\
"prior to the current one. It is a \"back\" button, sort of.\n\n"\
"In order for this to work, you need to have used a page already."
- HASH_DESIGNATED_KEY_COMBINATIONS =
#
HASH_DESIGNATED_KEY_COMBINATIONS
Add useful key-combinations to the following Hash.
#
{
'alt+1': 'button_number(1)',
'alt+2': 'button_number(2)',
'alt+3': 'button_number(3)',
'alt+4': 'button_number(4)',
'alt+5': 'button_number(5)',
'alt+6': 'button_number(6)',
'alt+7': 'button_number(7)',
'strg+s': 'do_save_the_character'
}
- USE_THESE_CSS_RULES =
'
#scrolled_window_containing_the_special_image slider {
/* Size of the slider */
min-width: 18px;
min-height: 14px;
border-radius: 8px;
/* Padding around the slider */
border: 4px solid darkgreen;
}
#scrolled_window_containing_the_special_image trough {
background-color: transparent;
background-repeat: no-repeat;
background-position: center;
}
#padded_min_height paned separator {
min-height: 30px;
}
#scrolled_window_containing_the_buttons_on_the_bottom_right_side {
/* Size of the slider */
min-width: 18px;
min-height: 14px;
border-radius: 8px;
/* Padding around the slider */
border: 0px solid springgreen;
}
#scrolled_window_containing_the_buttons_on_the_bottom_right_side {
background-color: transparent;
background-repeat: no-repeat;
background-position: center;
}
'
- TITLE =
'Gamebook'
- WIDTH =
'70% or minimum 480px'
- HEIGHT =
'50% or minimum 450px'
- LARGE_FONT =
:dejavu_condensed_17
- USE_THIS_FONT =
:dejavu_condensed_15
- SMALLER_FONT =
:dejavu_condensed_13
- SMALLEST_FONT =
:dejavu_condensed_11
- USE_N_CLICKABLE_BUTTONS =
6
CommonExtensions::CONTROL_C_CODE, CommonExtensions::N
Instance Method Summary
collapse
-
#actionsheet_label? ⇒ Boolean
# === actionsheet_label? ========================================================================= #.
-
#add_default_number_of_selbstlenkraketen ⇒ Object
(also: #consider_adding_the_default_number_of_selbstlenkraketen)
# === add_default_number_of_selbstlenkraketen ========================================================================= #.
-
#add_n_meals(i = 1) ⇒ Object
# === add_n_meals ========================================================================= #.
-
#add_to_the_path_traversal_history(this_id) ⇒ Object
# === add_to_the_path_traversal_history ========================================================================= #.
-
#append_to_the_equipment_buffer(i) ⇒ Object
(also: #add_to_equipment)
# === append_to_the_equipment_buffer.
-
#append_to_the_main_buffer(i) ⇒ Object
# === append_to_the_main_buffer ========================================================================= #.
-
#array_path_traversal_history? ⇒ Boolean
(also: #history?)
# === array_path_traversal_history? ========================================================================= #.
-
#autoload_the_default_character ⇒ Object
# === autoload_the_default_character ========================================================================= #.
-
#automatically_pick_up_items? ⇒ Boolean
# === automatically_pick_up_items? ========================================================================= #.
-
#available_kai_disciplines? ⇒ Boolean
# === available_kai_disciplines? ========================================================================= #.
-
#border_size? ⇒ Boolean
# === border_size? ========================================================================= #.
-
#buffer_containing_the_kai_disciplines? ⇒ Boolean
# === buffer_containing_the_kai_disciplines? ========================================================================= #.
-
#buffer_holding_the_gamepage_content? ⇒ Boolean
(also: #buffer_holding_the_gamepage_content, #main_buffer?)
# === buffer_holding_the_gamepage_content? ========================================================================= #.
-
#button_number(i = 1) ⇒ Object
-
#clear_the_history(history = array_path_traversal_history? ) ⇒ Object
# === clear_the_history ========================================================================= #.
-
#clear_the_main_page ⇒ Object
# === clear_the_main_page ========================================================================= #.
-
#combat_ratio(i = current_CS?.to_i - enemy_CS?.to_i) ⇒ Object
# === combat_ratio ========================================================================= #.
-
#comments? ⇒ Boolean
-
#connect_skeleton ⇒ Object
# === connect_skeleton (connect tag) ========================================================================= #.
-
#consider_adding_all_relevant_information_from_the_character ⇒ Object
-
#consider_loading_the_config_yml_file ⇒ Object
# === consider_loading_the_config_yml_file.
-
#consider_readjusting_the_gold_entry ⇒ Object
# === consider_readjusting_the_gold_entry ========================================================================= #.
-
#consider_renaming_the_entries_and_do_more_after_loading_the_gamebook_dataset ⇒ Object
# === consider_renaming_the_entries_and_do_more_after_loading_the_gamebook_dataset ========================================================================= #.
-
#content_of?(this_page) ⇒ Boolean
# === content_of? ========================================================================= #.
-
#context_menu? ⇒ Boolean
-
#continue_with_this_gamebook(i) ⇒ Object
# === continue_with_this_gamebook ========================================================================= #.
-
#cover_image_URL? ⇒ Boolean
# === cover_image_URL?.
-
#create_ausrüstung_und_waffen_label ⇒ Object
# === create_ausrüstung_und_waffen_label ========================================================================= #.
-
#create_ausrüstung_und_waffen_widget ⇒ Object
-
#create_button_box ⇒ Object
-
#create_entry_for_the_dice ⇒ Object
# === create_entry_for_the_dice ========================================================================= #.
-
#create_entry_for_the_die_roll_result ⇒ Object
# === create_entry_for_the_die_roll_result ========================================================================= #.
-
#create_entry_max_endurance ⇒ Object
# === create_entry_max_endurance ========================================================================= #.
-
#create_everything_pertaining_to_the_main_buffer ⇒ Object
# === create_everything_pertaining_to_the_main_buffer.
-
#create_skeleton ⇒ Object
# === create_skeleton (create tag, skeleton tag) ========================================================================= #.
-
#create_spinbutton_for_geld ⇒ Object
-
#create_stärke_label ⇒ Object
# === create_stärke_label ========================================================================= #.
-
#create_text_containing_the_gewandheitspunkte_label ⇒ Object
# === create_text_containing_the_gewandheitspunkte_label ========================================================================= #.
-
#create_text_keeping_the_gamebook_title ⇒ Object
# === create_text_keeping_the_gamebook_title ========================================================================= #.
-
#create_the_context_menu ⇒ Object
-
#create_the_default_gamebooks_character ⇒ Object
# === create_the_default_gamebooks_character.
-
#create_the_entries ⇒ Object
# === create_the_entries (entries tag, entry tag) ========================================================================= #.
-
#create_the_entry_containing_the_number_of_the_subsection ⇒ Object
# === create_the_entry_containing_the_number_of_the_subsection.
-
#create_the_equipment_widget ⇒ Object
-
#create_the_left_frame ⇒ Object
# === create_the_left_frame ========================================================================= #.
-
#create_the_main_image ⇒ Object
# === create_the_main_image ========================================================================= #.
-
#create_the_main_text_buffer ⇒ Object
# === create_the_main_text_buffer ========================================================================= #.
-
#create_the_main_text_buffer_and_then_create_the_main_text_view ⇒ Object
# === create_the_main_text_buffer_and_then_create_the_main_text_view ========================================================================= #.
-
#create_the_main_text_view(use_this_buffer = @buffer_holding_the_gamepage_content) ⇒ Object
(also: #create_the_text_view)
# === create_the_text_view.
-
#create_the_right_frame ⇒ Object
# === create_the_right_frame.
-
#create_the_sourceview_containing_the_content_of_the_gamebook_entry ⇒ Object
(also: #create_the_scrolled_window)
# === create_the_sourceview_containing_the_content_of_the_gamebook_entry.
-
#create_the_special_image ⇒ Object
# === create_the_special_image ========================================================================= #.
-
#create_the_stärke_entry ⇒ Object
# === create_the_stärke_entry ========================================================================= #.
-
#create_the_text_containing_the_money_label ⇒ Object
# === create_the_text_containing_the_money_label ========================================================================= #.
-
#create_the_weapons_widget ⇒ Object
-
#create_the_widget_switcher(height = height? ) ⇒ Object
-
#create_widget_for_glück_entry ⇒ Object
# === create_widget_for_glück_entry ========================================================================= #.
-
#current_combat_skill_value? ⇒ Boolean
(also: #current_CS?)
# === current_combat_skill_value? ========================================================================= #.
-
#current_endurance_from_the_widget? ⇒ Boolean
(also: #current_endurance?)
-
#current_endurance_of_the_opponent? ⇒ Boolean
(also: #current_endurance_of_the_enemy?)
# === current_endurance_of_the_opponent? ========================================================================= #.
-
#current_glück_value? ⇒ Boolean
# === current_glück_value? ========================================================================= #.
-
#current_page? ⇒ Boolean
# === current_page? ========================================================================= #.
-
#current_stärke? ⇒ Boolean
# === current_stärke? ========================================================================= #.
-
#dataset_for_the_gamebook? ⇒ Boolean
(also: #main_dataset?)
# === dataset_for_the_gamebook? ========================================================================= #.
-
#dataset_has_this_page?(this_page) ⇒ Boolean
# === dataset_has_this_page? ========================================================================= #.
-
#deduct(how_much, which_attribute) ⇒ Object
# === deduct (deduct tag).
-
#deduct_n_endurance_points(i) ⇒ Object
# === deduct_n_endurance_points ========================================================================= #.
-
#deduct_one_point_from_luck ⇒ Object
# === deduct_one_point_from_luck ========================================================================= #.
-
#die_icon? ⇒ Boolean
# === die_icon? ========================================================================= #.
-
#disable_this_button(i = 0) ⇒ Object
-
#do_clear_the_main_text_buffer(buffer = :try_to_use_the_buffer_holding_the_gamepage_content) ⇒ Object
# === do_clear_the_main_text_buffer ========================================================================= #.
-
#do_debug ⇒ Object
# === do_debug ========================================================================= #.
-
#do_focus_on_the_text_view ⇒ Object
# === do_focus_on_the_text_view ========================================================================= #.
-
#do_handle_the_on_click_action_for_the_main_event_box ⇒ Object
(also: #roll_the_main_die, #roll_the_dice)
# === do_handle_the_on_click_action_for_the_main_event_box.
-
#do_open_the_current_yaml_file_in_the_editor ⇒ Object
# === do_open_the_current_yaml_file_in_the_editor ========================================================================= #.
-
#do_pop_up_the_create_new_character_widget ⇒ Object
-
#do_popup_game_over_message(over_that_widget = scrolled_window?, , use_this_as_game_over_text = " <b>Das Abenteuer ist zu Ende</b>.\n\n "\ "Starte das Spielbuch von vorne, es sei denn es wurde erfolgreich "\ "beendet.\n"\ "Hierzu drücke auf das Bild ganz links oben.\n") ⇒ Object
(also: #the_game_is_over)
-
#do_save_the_character ⇒ Object
(also: #save, #save_the_character)
# === do_save_the_character (save tag).
-
#do_show_info_how_to_use_this_widget ⇒ Object
-
#does_the_main_sourceview_exist? ⇒ Boolean
# === does_the_main_sourceview_exist? ========================================================================= #.
-
#does_this_gamebook_use_a_cover_image? ⇒ Boolean
# === does_this_gamebook_use_a_cover_image?.
-
#empty_the_label_containing_the_name_of_the_opponent ⇒ Object
# === empty_the_label_containing_the_name_of_the_opponent ========================================================================= #.
-
#enemy_CS? ⇒ Boolean
# === enemy_CS? ========================================================================= #.
-
#entry_current_combat_skill? ⇒ Boolean
(also: #entry_combat_skill2?)
# === entry_current_combat_skill? ========================================================================= #.
-
#entry_for_the_dice? ⇒ Boolean
# === entry_for_the_dice? ========================================================================= #.
-
#entry_gewandheitspunkte? ⇒ Boolean
(also: #entry_initial_combat_skill?, #entry_combat_skill1?)
# === entry_gewandheitspunkte? ========================================================================= #.
-
#entry_stärke? ⇒ Boolean
(also: #current_endurance_entry?, #entry_endurance?, #endurance_entry?)
# === entry_stärke? ========================================================================= #.
-
#equipment_buffer_content? ⇒ Boolean
# === equipment_buffer_content? ========================================================================= #.
-
#exits_from?(page_number = 1) ⇒ Boolean
# === exits_from? (exits tag).
-
#fantasy_lone_wolf? ⇒ Boolean
(also: #lone_wolf?, #is_lone_wolf?, #is_part_of_the_lone_wolf_series?, #is_lone_wolf_series?, #is_on_lone_wolf?, #is_a_lone_wolf_series?, #lone_wolf_series?, #is_lonewolf_series?)
# === fantasy_lone_wolf?.
-
#fantasy_widget? ⇒ Boolean
(also: #is_fantasy_theme?)
-
#focus_on_the_first_tab ⇒ Object
# === focus_on_the_first_tab ========================================================================= #.
-
#gamebook_title?(i = path_to_the_file_config_yml? ) ⇒ Boolean
# === gamebook_title? ========================================================================= #.
-
#handle_CSS ⇒ Object
(also: #setup_css)
# === handle_CSS (css tag).
-
#handle_game_book_specific_hooks_next ⇒ Object
# === handle_game_book_specific_hooks_next (startup tag).
-
#handle_the_situation_caused_bei_Versuch_dein_Glück ⇒ Object
# === handle_the_situation_caused_bei_Versuch_dein_Glück ========================================================================= #.
-
#hide_all_buttons ⇒ Object
-
#indicate_to_the_user_that_the_lower_entry_is_important ⇒ Object
# === indicate_to_the_user_that_the_lower_entry_is_important ========================================================================= #.
-
#initialize_a_new_lone_wolf_character ⇒ Object
(also: #initialize_the_character)
# === initialize_a_new_lone_wolf_character ========================================================================= #.
-
#is_DSA_widget? ⇒ Boolean
(also: #is_a_DSA_widget?, #uses_DSA3?)
-
#is_grey_star_the_wizard? ⇒ Boolean
(also: #is_grey_star?)
# === is_grey_star_the_wizard? ========================================================================= #.
-
#is_the_game_over? ⇒ Boolean
# === is_the_game_over? ========================================================================= #.
-
#largest_font? ⇒ Boolean
(also: #larger_font?)
# === largest_font? ========================================================================= #.
-
#let_the_entry_containing_the_number_of_the_subsection_respond_to_enter_events ⇒ Object
# === let_the_entry_containing_the_number_of_the_subsection_respond_to_enter_events ========================================================================= #.
-
#load_the_dataset_for_the_gamebook(name_of_the_gamebook = :try_to_infer) ⇒ Object
(also: #load_the_dataset_from_the_yaml_file)
# === load_the_dataset_for_the_gamebook (load tag) ========================================================================= #.
-
#main_buffer_exists? ⇒ Boolean
# === main_buffer_exists? ========================================================================= #.
-
#main_entry? ⇒ Boolean
(also: #page_id?)
# === main_entry? (main entry tag, main tag).
-
#max_endurance? ⇒ Boolean
# === max_endurance? ========================================================================= #.
-
#max_id? ⇒ Boolean
# === max_id?.
-
#max_stärke? ⇒ Boolean
# === max_stärke? ========================================================================= #.
-
#menu(i = commandline_arguments? ) ⇒ Object
-
#n_alether_potions? ⇒ Boolean
# === n_alether_potions? ========================================================================= #.
-
#n_arrows? ⇒ Boolean
# === n_arrows?.
-
#n_gold? ⇒ Boolean
# === n_gold? ========================================================================= #.
-
#n_laumspur_potions? ⇒ Boolean
(also: #n_laumspur?)
# === n_laumspur_potions? ========================================================================= #.
-
#n_meals? ⇒ Boolean
# === n_meals?.
-
#n_quivers? ⇒ Boolean
# === n_quivers? ========================================================================= #.
-
#name_of_the_gamebook? ⇒ Boolean
# === name_of_the_gamebook?.
-
#obtain_entry(this_id) ⇒ Object
# === obtain_entry (obtain tag, raw tag).
-
#obtain_this_page_number(page_number = 1) ⇒ Object
(also: #load_dataset_for_this_page)
# === obtain_this_page_number ========================================================================= #.
-
#opponent_endurance_entry? ⇒ Boolean
(also: #enemy_endurance_entry?)
# === opponent_endurance_entry? ========================================================================= #.
-
#padding? ⇒ Boolean
# === padding? ========================================================================= #.
-
#parse_the_current_page_to_determine_the_enemy(content) ⇒ Object
# === parse_the_current_page_to_determine_the_enemy (parse tag).
-
#path_to_the_file_config_yml? ⇒ Boolean
(also: #path_to_the_file_config_yml, #path_to_the_file_config?)
# === path_to_the_file_config_yml? ========================================================================= #.
-
#pick_another_font ⇒ Object
# === pick_another_font ========================================================================= #.
-
#project_base_directory? ⇒ Boolean
# === project_base_directory? ========================================================================= #.
-
#reset_the_game_state_to_the_default(use_this_as_the_starting_page = 1) ⇒ Object
(also: #do_start_a_new_game)
# === reset_the_game_state_to_the_default ========================================================================= #.
-
#reset_the_shared_module ⇒ Object
# === reset_the_shared_module ========================================================================= #.
-
#return_actionsheet_widget ⇒ Object
-
#return_admin_panel ⇒ Object
# === return_admin_panel (admin tag) ========================================================================= #.
-
#return_ausrüstung_und_waffen_widget ⇒ Object
-
#return_create_new_character_widget ⇒ Object
-
#return_event_box_for_the_circle_of_fire ⇒ Object
# === return_event_box_for_the_circle_of_fire ========================================================================= #.
-
#return_event_box_for_the_circle_of_light ⇒ Object
# === return_event_box_for_the_circle_of_light ========================================================================= #.
-
#return_event_box_for_the_circle_of_solaris ⇒ Object
# === return_event_box_for_the_circle_of_solaris ========================================================================= #.
-
#return_event_box_for_the_circle_of_spirit ⇒ Object
# === return_event_box_for_the_circle_of_spirit ========================================================================= #.
-
#return_event_box_for_the_die_image ⇒ Object
# === return_event_box_for_the_die_image.
-
#return_geld_widget ⇒ Object
-
#return_grid_containing_GE_ST_and_GL ⇒ Object
# === return_grid_containing_GE_ST_and_GL.
-
#return_image_to_the_six_sided_die(use_this_die = '1W10', associate_it_with_this_entry = :entry_combat_skill) ⇒ Object
# === return_image_to_the_six_sided_die.
-
#return_kai_disciplines_widget_for_the_one_lone_wolf_series(available_kai_disciplines = available_kai_disciplines? ) ⇒ Object
-
#return_left_aligned_bold_text(i = 'KK:') ⇒ Object
# === return_left_aligned_bold_text ========================================================================= #.
-
#return_left_arrow_widget ⇒ Object
-
#return_main_button ⇒ Object
# === return_main_button.
-
#return_max_allowed_id_string ⇒ Object
# === return_max_allowed_id_string ========================================================================= #.
-
#return_n_alether_potions ⇒ Object
# === return_n_alether_potions ========================================================================= #.
-
#return_n_arrows_widget ⇒ Object
-
#return_n_laumspur_tränke ⇒ Object
# === return_n_laumspur_tränke.
-
#return_n_meals ⇒ Object
# === return_n_meals (meals tag).
-
#return_n_quivers_widget ⇒ Object
-
#return_notes_widget ⇒ Object
-
#return_proper_tooltip_for_the_combo_box_containing_all_kai_disciplines(widget, keybord_tip, tooltip) ⇒ Object
-
#return_quivers_and_arrows_widget ⇒ Object
-
#return_raumschiff_widget ⇒ Object
-
#return_scrolled_window_containing_the_special_image ⇒ Object
-
#return_the_button_box ⇒ Object
(also: #return_button_box)
-
#return_the_event_box_containing_the_new_game_icon ⇒ Object
# === return_the_event_box_containing_the_new_game_icon.
-
#return_the_event_box_for_the_special_image ⇒ Object
# === return_the_event_box_for_the_special_image ========================================================================= #.
-
#return_the_left_side_widget ⇒ Object
(also: #return_left_widget, #return_the_widget_on_the_left_side, #left_side?)
-
#return_the_outer_frame ⇒ Object
(also: #return_the_default_widget_on_the_right_side, #return_the_right_side_widget, #right_frame?, #right_side?)
# === return_the_outer_frame (right tag).
-
#return_the_widget_containing_information_about_the_enemy ⇒ Object
-
#return_the_widget_switcher ⇒ Object
-
#return_widget_containing_the_available_gamebooks ⇒ Object
-
#return_widget_containing_usage_information ⇒ Object
-
#return_widget_for_gewandheitspunkte_entry ⇒ Object
# === return_widget_for_gewandheitspunkte_entry.
-
#return_widget_for_gewandheitspunkte_text ⇒ Object
# === return_widget_for_gewandheitspunkte_text ========================================================================= #.
-
#return_widget_for_glück_entry ⇒ Object
# === return_widget_for_glück_entry ========================================================================= #.
-
#return_widget_for_glück_text ⇒ Object
# === return_widget_for_glück_text ========================================================================= #.
-
#return_widget_for_stärke_entry ⇒ Object
# === return_widget_for_stärke_entry.
-
#return_widget_for_stärke_text ⇒ Object
# === return_widget_for_stärke_text ========================================================================= #.
-
#return_widget_for_stärkepillen_entry ⇒ Object
# === return_widget_for_stärkepillen_entry ========================================================================= #.
-
#return_widget_for_stärkepillen_text ⇒ Object
# === return_widget_for_stärkepillen_text ========================================================================= #.
-
#return_widget_save_the_character ⇒ Object
-
#revert_the_CSS_rules_of_the_lower_entry_again ⇒ Object
# === revert_the_CSS_rules_of_the_lower_entry_again ========================================================================= #.
-
#roll_n_die(i = 2) ⇒ Object
# === roll_n_die.
-
#roll_the_die(i = '1D10') ⇒ Object
(also: #roll_complex_die)
# === roll_the_die ========================================================================= #.
-
#science_fiction_theme? ⇒ Boolean
(also: #science_fiction_widget?, #use_science_fiction_widget?)
# === science_fiction_theme? ========================================================================= #.
-
#scrolled_window_for_the_equipment_buffer? ⇒ Boolean
(also: #main_view?, #equipment_widget?)
-
#set_combat_skill_entry(i) ⇒ Object
(also: #set_combat_skill)
# === set_combat_skill_entry ========================================================================= #.
-
#set_current_combat_skill_entry(i) ⇒ Object
(also: #set_current_combat_skill)
# === set_current_combat_skill_entry ========================================================================= #.
-
#set_current_endurance(i, &block) ⇒ Object
(also: #set_endurance, #set_endurance_skill_entry)
# === set_current_endurance ========================================================================= #.
-
#set_current_endurance_of_the_enemy(i) ⇒ Object
# === set_current_endurance_of_the_enemy ========================================================================= #.
-
#set_current_stärke(i) ⇒ Object
(also: #set_current_stärkepunkte)
# === set_current_stärke ========================================================================= #.
-
#set_entry_containing_the_die(i = '2W6') ⇒ Object
(also: #set_entry_for_n_die)
# === set_entry_containing_the_die ========================================================================= #.
-
#set_equipment_buffer(i) ⇒ Object
# === set_equipment_buffer ========================================================================= #.
-
#set_kai_disciplines(i) ⇒ Object
# === set_kai_disciplines ========================================================================= #.
-
#set_main_buffer_content(i) ⇒ Object
(also: #set_buffer)
# === set_main_buffer_content (hooks tag) ========================================================================= #.
-
#set_main_entry_to(i) ⇒ Object
# === set_main_entry_to ========================================================================= #.
-
#set_max_gold(i) ⇒ Object
# === set_max_gold ========================================================================= #.
-
#set_max_id(i) ⇒ Object
# === set_max_id ========================================================================= #.
-
#set_max_stärke(i) ⇒ Object
# === set_max_stärke ========================================================================= #.
-
#set_maximal_endurance(i = @character.max_endurance?) ⇒ Object
# === set_maximal_endurance ========================================================================= #.
-
#set_n_arrows(i) ⇒ Object
# === set_n_arrows ========================================================================= #.
-
#set_n_gold(i) ⇒ Object
(also: #set_n_gold_coins, #n_gold=)
# === set_n_gold ========================================================================= #.
-
#set_n_meals(i) ⇒ Object
# === set_n_meals ========================================================================= #.
-
#set_n_quivers(i) ⇒ Object
# === set_n_quivers ========================================================================= #.
-
#set_path_to_the_file_config_yml(i, try_to_find_a_config_yaml_file = false) ⇒ Object
(also: #set_path)
# === set_path_to_the_file_config_yml ========================================================================= #.
-
#set_rename_equipment_widget(i = ) ⇒ Object
-
#set_rename_gewandheit_entry_to(i = ) ⇒ Object
# === set_rename_gewandheit_entry_to ========================================================================= #.
-
#set_rename_gold_entry_to(i = ) ⇒ Object
(also: #consider_updating_the_text_containing_the_money_label)
# === set_rename_gold_entry_to ========================================================================= #.
-
#set_rename_stärke_entry_to(i) ⇒ Object
# === set_rename_stärke_entry_to ========================================================================= #.
-
#set_starting_page(i) ⇒ Object
# === set_starting_page ========================================================================= #.
-
#set_the_title_of_the_gamebook_onto_the_corresponding_widget(i) ⇒ Object
-
#set_the_value_for_stärke_on_the_proper_entry ⇒ Object
(also: #autoset_gtk_entry_stärke)
# === set_the_value_for_stärke_on_the_proper_entry ========================================================================= #.
-
#set_theme(i = :lone_wolf) ⇒ Object
# === set_theme ========================================================================= #.
-
#set_use_this_file(i) ⇒ Object
# === set_use_this_file ========================================================================= #.
-
#set_use_this_gamebook(i = :default_gamebook_to_use) ⇒ Object
# === set_use_this_gamebook ========================================================================= #.
-
#show_help ⇒ Object
# === show_help (help tag) ========================================================================= #.
-
#smaller_font? ⇒ Boolean
# === smaller_font? ========================================================================= #.
-
#smallest_font? ⇒ Boolean
# === smallest_font? ========================================================================= #.
-
#sourceview_containing_the_content_of_the_gamebook_entry? ⇒ Boolean
(also: #scrolled_window?, #the_primary_scrolled_window?, #main_widget?)
# === sourceview_containing_the_content_of_the_gamebook_entry? ========================================================================= #.
-
#spinbutton_for_geld? ⇒ Boolean
-
#switch_to_the_no_border_for_the_die_image(use_this_new_css_class = 'border_3px_dotted_black') ⇒ Object
# === switch_to_the_no_border_for_the_die_image ========================================================================= #.
-
#switch_to_the_red_border_for_the_die_image(remove_this_old_css_class = 'border_3px_dotted_black') ⇒ Object
# === switch_to_the_red_border_for_the_die_image ========================================================================= #.
-
#sync_the_fonts(use_this_font = @use_this_font, scrolled_window = scrolled_window? ) ⇒ Object
# === sync_the_fonts (fonts tag, font tag, sync tag) ========================================================================= #.
-
#text_containing_the_gewandheit_label? ⇒ Boolean
# === text_containing_the_gewandheit_label? ========================================================================= #.
-
#text_containing_the_money_label? ⇒ Boolean
# === text_containing_the_money_label? ========================================================================= #.
-
#text_containing_the_stärke_label? ⇒ Boolean
# === text_containing_the_stärke_label? ========================================================================= #.
-
#text_view_holding_the_gamepage_content? ⇒ Boolean
# === text_view_holding_the_gamepage_content? ========================================================================= #.
-
#the_button_was_clicked_for_this_subpage(use_this_id) ⇒ Object
# === the_button_was_clicked_for_this_subpage.
-
#the_character_dies ⇒ Object
# === the_character_dies ========================================================================= #.
-
#the_exits_of_this_page_number_must_be_determined_next(i = 0) ⇒ Object
(also: #determine_all_the_exits)
# === the_exits_of_this_page_number_must_be_determined_next (exits tag).
-
#the_game_is_now_over ⇒ Object
# === the_game_is_now_over ========================================================================= #.
-
#the_opponent_endurance_entry_is_now_black(i = opponent_endurance_entry? ) ⇒ Object
# === the_opponent_endurance_entry_is_now_black ========================================================================= #.
-
#the_opponent_endurance_entry_is_now_red(i = opponent_endurance_entry? ) ⇒ Object
# === the_opponent_endurance_entry_is_now_red ========================================================================= #.
-
#theme? ⇒ Boolean
# === theme? ========================================================================= #.
-
#try_to_regenerate_n_hp(i = 1) ⇒ Object
# === try_to_regenerate_n_hp ========================================================================= #.
-
#update_the_equipment_widget ⇒ Object
-
#update_the_gold_coins_widget ⇒ Object
-
#use_this_file? ⇒ Boolean
(also: #use_which_file?)
# === use_this_file? ========================================================================= #.
-
#use_which_font? ⇒ Boolean
# === use_which_font? ========================================================================= #.
-
#verbose_download_this_remote_image_into_that_assumed_local_path(image_to_use = @image_to_use, assumed_local_path) ⇒ Object
# === verbose_download_this_remote_image_into_that_assumed_local_path ========================================================================= #.
-
#visit_this_page(i = @starting_page) ⇒ Object
(also: #visit_this_subsection, #go_to_page)
# === visit_this_page ========================================================================= #.
-
#weapons_buffer? ⇒ Boolean
# === weapons_buffer? ========================================================================= #.
-
#widget_switcher? ⇒ Boolean
-
#yaml_file? ⇒ Boolean
# === yaml_file? ========================================================================= #.
available_gamebooks?, io_download, roll_this_die, use_gtk?, use_gtk?, wget, yaml_gamebooks_dir?
#commandline_arguments?, #filter_away_commandline_arguments, #first_argument?, #first_non_hyphened_argument?, #set_commandline_arguments
#cat, #cd, #cliner, #copy_file, #delete, #dirname_but_retains_the_trailing_slash, #disable_colours, #ensure_that_the_log_directory_exists, #esystem, #get_user_input, #infer_the_namespace, #is_on_roebe?, #log_dir?, #mkdir, #mkdir_then_cd_into_it, #mv, #namespace?, #opne, #opnn, #project_image_directory?, #project_yaml_directory?, #rds, #register_sigint, #remove_this_directory, #rename_file, #reset, #reset_the_internal_hash, #return_pwd, #return_today, #touch_file, #wrap, #write_what_into
Instance Method Details
#actionsheet_label? ⇒ Boolean
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# File 'lib/games_and_rpg_paradise/gui/shared_code/gamebook/gamebook_module.rb', line 1734
def actionsheet_label?
@actionsheet_label
end
|
#add_default_number_of_selbstlenkraketen ⇒ Object
Also known as:
consider_adding_the_default_number_of_selbstlenkraketen
#
add_default_number_of_selbstlenkraketen
#
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# File 'lib/games_and_rpg_paradise/gui/shared_code/gamebook/gamebook_module.rb', line 416
def add_default_number_of_selbstlenkraketen
if science_fiction_widget?
if @character
@character.append_to_the_equipment("Selbstlenkraketen: 2\n")
end
append_to_the_equipment_buffer("Selbstlenkraketen: 2\n")
end
end
|
#add_n_meals(i = 1) ⇒ Object
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# File 'lib/games_and_rpg_paradise/gui/shared_code/gamebook/gamebook_module.rb', line 2350
def add_n_meals(i = 1)
_ = n_meals? + i
set_n_meals(_.to_s)
end
|
#add_to_the_path_traversal_history(this_id) ⇒ Object
#
add_to_the_path_traversal_history
#
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# File 'lib/games_and_rpg_paradise/gui/shared_code/gamebook/gamebook_module.rb', line 615
def add_to_the_path_traversal_history(this_id)
this_id = this_id.to_i
@array_path_traversal_history << this_id
end
|
#append_to_the_equipment_buffer(i) ⇒ Object
Also known as:
add_to_equipment
#
append_to_the_equipment_buffer
This method can be used to append onto the equipment-buffer.
#
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# File 'lib/games_and_rpg_paradise/gui/shared_code/gamebook/gamebook_module.rb', line 355
def append_to_the_equipment_buffer(i)
if i.is_a? Symbol
i = "#{i}\n"
end
if i.is_a? Array
i = i.join("\n")
end
@equipment_buffer.append(i.to_s)
end
|
#append_to_the_main_buffer(i) ⇒ Object
#
append_to_the_main_buffer
#
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# File 'lib/games_and_rpg_paradise/gui/shared_code/gamebook/gamebook_module.rb', line 3864
def append_to_the_main_buffer(i)
i = i.to_s
buffer_holding_the_gamepage_content?.append(i)
end
|
#array_path_traversal_history? ⇒ Boolean
Also known as:
history?
#
array_path_traversal_history?
#
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# File 'lib/games_and_rpg_paradise/gui/shared_code/gamebook/gamebook_module.rb', line 472
def array_path_traversal_history?
@array_path_traversal_history
end
|
#autoload_the_default_character ⇒ Object
#
autoload_the_default_character
#
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# File 'lib/games_and_rpg_paradise/gui/shared_code/gamebook/gamebook_module.rb', line 2876
def autoload_the_default_character
initialize_a_new_lone_wolf_character
_ = @character if first_argument? and File.exist?(first_argument)
_.load_dataset_from_this_file(_)
end
set_current_endurance(_.endurance?.to_s)
set_n_gold(_.gold?)
set_kai_disciplines(
_.kai_disciplines?.join("\n")
)
set_combat_skill(_.combat_skill?.to_s)
set_equipment_buffer(
_.equipment?.join("\n")
)
@entry_for_laumspur_potions.set_text(
_.n_laumspur_potions?.to_s
)
end
|
#automatically_pick_up_items? ⇒ Boolean
#
automatically_pick_up_items?
#
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# File 'lib/games_and_rpg_paradise/gui/shared_code/gamebook/gamebook_module.rb', line 2619
def automatically_pick_up_items?
@check_box_auto_pick_up_items.is_active?
end
|
#available_kai_disciplines? ⇒ Boolean
#
available_kai_disciplines?
#
#border_size? ⇒ Boolean
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# File 'lib/games_and_rpg_paradise/gui/shared_code/gamebook/gamebook_module.rb', line 305
def border_size?
0
end
|
#buffer_containing_the_kai_disciplines? ⇒ Boolean
#
buffer_containing_the_kai_disciplines?
#
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# File 'lib/games_and_rpg_paradise/gui/shared_code/gamebook/gamebook_module.rb', line 739
def buffer_containing_the_kai_disciplines?
@text_view_for_the_kai_disciplines.text?
end
|
#buffer_holding_the_gamepage_content? ⇒ Boolean
Also known as:
buffer_holding_the_gamepage_content, main_buffer?
#
buffer_holding_the_gamepage_content?
#
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# File 'lib/games_and_rpg_paradise/gui/shared_code/gamebook/gamebook_module.rb', line 3872
def buffer_holding_the_gamepage_content?
@buffer_holding_the_gamepage_content
end
|
#
This method exists so that we can add some nifty keybindings.
#
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# File 'lib/games_and_rpg_paradise/gui/shared_code/gamebook/gamebook_module.rb', line 1446
def button_number(i = 1)
i = (i.to_s.to_i - 1)
button = @array_buttons[i]
if button and !is_the_game_over?
button.do_click_this_button
end
end
|
#clear_the_history(history = array_path_traversal_history?
) ⇒ Object
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# File 'lib/games_and_rpg_paradise/gui/shared_code/gamebook/gamebook_module.rb', line 2557
def clear_the_history(
history = array_path_traversal_history?
)
history.clear
end
|
#clear_the_main_page ⇒ Object
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# File 'lib/games_and_rpg_paradise/gui/shared_code/gamebook/gamebook_module.rb', line 465
def clear_the_main_page
text_view_holding_the_gamepage_content?.clear
end
|
#combat_ratio(i = current_CS?.to_i -
enemy_CS?.to_i) ⇒ Object
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# File 'lib/games_and_rpg_paradise/gui/shared_code/gamebook/gamebook_module.rb', line 2517
def combat_ratio(
i = current_CS?.to_i -
enemy_CS?.to_i
)
::GamesAndRpgParadise::Gamebook::LoneWolf.combat_ratio(i)
end
|
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# File 'lib/games_and_rpg_paradise/gui/shared_code/gamebook/gamebook_module.rb', line 2819
def
@notes_widget.text?.to_s
end
|
#connect_skeleton ⇒ Object
#
connect_skeleton (connect tag)
#
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# File 'lib/games_and_rpg_paradise/gui/shared_code/gamebook/gamebook_module.rb', line 4655
def connect_skeleton
abort_on_exception
left_side = return_the_left_side_widget
right_side = drag_via_left_to_right(
return_the_right_side_widget, return_the_widget_containing_information_about_the_enemy )
right_side.position = max_width?+300
draggable_widget = drag_via_left_to_right(left_side, right_side)
draggable_widget.position = 700
maximal(draggable_widget)
end
|
#
This method will assign all important values from @character, onto the GUI.
#
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# File 'lib/games_and_rpg_paradise/gui/shared_code/gamebook/gamebook_module.rb', line 4395
def consider_adding_all_relevant_information_from_the_character
_ = @character
if _
if _.respond_to? :current_endurance?
set_current_endurance(_.current_endurance?.to_s)
end
if _.respond_to? :maximal_endurance?
set_maximal_endurance(_.maximal_endurance?.to_s)
end
set_n_gold(_.gold?)
if _.respond_to?(:kai_disciplines?) and _.kai_disciplines?
set_kai_disciplines(
_.kai_disciplines?.join("\n") )
set_combat_skill(_.combat_skill?.to_s)
end
set_equipment_buffer(
_.equipment?.join("\n")
)
if _ and _.respond_to?(:comments?)
= _.
if and !.empty?
= .join("\n") if .is_a? Array
@notes_widget.set_text()
end
end
@entry_for_laumspur_potions.set_text(
_.n_laumspur_potions?.to_s
) if @entry_for_laumspur_potions
if is_lone_wolf_series?
set_n_meals(_.n_meals?)
end
if is_fantasy_theme?
set_n_arrows(_.n_arrows?) if _.respond_to?(:n_arrows?)
set_n_quivers(_.n_quivers?) if _.respond_to?(:n_quivers?)
end
if entry_current_combat_skill?
set_current_combat_skill(
_.current_combat_skill?.to_s
)
end
if @scrolled_window_for_the_weapons
@scrolled_window_for_the_weapons.set_text(
_.weapons?.map {|entry|
entry = entry.dup.rstrip
case entry
when 'Summersword'
entry << ' # +8 CS'
end
entry
}.join("\n")
)
end
if entry_initial_combat_skill? and _ and _.respond_to?(:initial_combat_skill?)
entry_initial_combat_skill?.set_text(_.initial_combat_skill?.to_s)
end
end
end
|
#consider_loading_the_config_yml_file ⇒ Object
#
consider_loading_the_config_yml_file
This method will handle loading the config.yml file. That way users can modify the gamebook at hand, to some extent.
#
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# File 'lib/games_and_rpg_paradise/gui/shared_code/gamebook/gamebook_module.rb', line 2840
def consider_loading_the_config_yml_file
_ = path_to_the_file_config_yml
if File.exist? _
set_use_this_file(_)
@config_dataset = YAML.load_file(_)
set_theme(@config_dataset[:theme])
if @theme.nil?
e 'A theme is currently mandatory. Please add a theme entry to '+
steelblue('config.yml')
exit
else unless is_lone_wolf_series?
create_the_default_gamebooks_character
end
end
set_starting_page(@config_dataset[:starting_page]) else
no_file_exists_at(_)
end
end
|
#consider_readjusting_the_gold_entry ⇒ Object
#
consider_readjusting_the_gold_entry
#
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# File 'lib/games_and_rpg_paradise/gui/shared_code/gamebook/gamebook_module.rb', line 2051
def consider_readjusting_the_gold_entry
if @config_dataset and @config_dataset.has_key? :gold_entry_value_is
set_n_gold(@config_dataset[:gold_entry_value_is])
if uses_DSA3?
@spinbutton_for_geld.set_increments(1, 1)
end
end
end
|
#consider_renaming_the_entries_and_do_more_after_loading_the_gamebook_dataset ⇒ Object
#
consider_renaming_the_entries_and_do_more_after_loading_the_gamebook_dataset
#
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# File 'lib/games_and_rpg_paradise/gui/shared_code/gamebook/gamebook_module.rb', line 2903
def consider_renaming_the_entries_and_do_more_after_loading_the_gamebook_dataset
return unless @config_dataset
if @config_dataset.has_key? :rename_gold_entry_to
set_rename_gold_entry_to(@config_dataset[:rename_gold_entry_to])
end
if @config_dataset.has_key? :rename_equipment_widget_to
set_rename_equipment_widget(@config_dataset[:rename_equipment_widget_to])
end
if @config_dataset.has_key? :rename_gewandheit_entry_to
set_rename_gewandheit_entry_to(
@config_dataset[:rename_gewandheit_entry_to]
)
end
if @config_dataset.has_key? :rename_stärke_entry_to
set_rename_stärke_entry_to(@config_dataset[:rename_stärke_entry_to])
end
if @config_dataset.has_key? :font_to_use
set_font_to_use(@config_dataset[:font_to_use].to_sym)
equipment_widget?.set_font(@config_dataset[:font_to_use].to_sym)
end
if @config_dataset.has_key? :default_die
_ = @config_dataset[:default_die].to_s
set_entry_containing_the_die(_)
end
@image_to_use = @config_dataset[:main_image]
assumed_local_path = GamesAndRpgParadise.temp_dir?+
File.basename(@image_to_use)
mkdir(File.dirname(assumed_local_path))
if @image_to_use.start_with?('http') and
!File.exist?(assumed_local_path)
cd(GamesAndRpgParadise.temp_dir?)
cd(File.dirname(assumed_local_path))
verbose_download_this_remote_image_into_that_assumed_local_path(@image_to_use, assumed_local_path)
raw_filename = File.absolute_path(assumed_local_path)
_ = raw_filename
else
_ = assumed_local_path
end
@image1.use_this_path = _
if widget_switcher?
widget_switcher?.widget1.use_this_path = _
end
consider_readjusting_the_gold_entry
end
|
#content_of?(this_page) ⇒ Boolean
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# File 'lib/games_and_rpg_paradise/gui/shared_code/gamebook/gamebook_module.rb', line 1179
def content_of?(this_page)
dataset = obtain_this_page_number(this_page)
return dataset['content'] end
|
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# File 'lib/games_and_rpg_paradise/gui/shared_code/gamebook/gamebook_module.rb', line 1362
def
@context_menu
end
|
#continue_with_this_gamebook(i) ⇒ Object
#
continue_with_this_gamebook
#
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# File 'lib/games_and_rpg_paradise/gui/shared_code/gamebook/gamebook_module.rb', line 2284
def continue_with_this_gamebook(i)
@character.heal if @character.respond_to?(:heal) reset_the_game_state_to_the_default(0) array_result = load_the_dataset_for_the_gamebook(i)
set_path_to_the_file_config_yml(array_result.last)
consider_renaming_the_entries_and_do_more_after_loading_the_gamebook_dataset
do_focus_on_the_text_view
handle_game_book_specific_hooks_next
set_the_title_of_the_gamebook_onto_the_corresponding_widget(
GamesAndRpgParadise::Gamebooks.infer_title_of_this_gamebook_from_the_file_path(
path_to_the_file_config_yml?
)
)
visit_this_page(@starting_page)
end
|
#cover_image_URL? ⇒ Boolean
#
cover_image_URL?
This method is only relevant if we have a remote cover-image. Since as of October 2022, having a remote cover-image is mandatory, even if it is only a decoy image.
#
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# File 'lib/games_and_rpg_paradise/gui/shared_code/gamebook/gamebook_module.rb', line 1304
def cover_image_URL?
@config_dataset[:main_image]
end
|
#create_ausrüstung_und_waffen_label ⇒ Object
#
create_ausrüstung_und_waffen_label
#
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# File 'lib/games_and_rpg_paradise/gui/shared_code/gamebook/gamebook_module.rb', line 1393
def create_ausrüstung_und_waffen_label
@text_ausrüstung_label = bold_text('Ausrüstung')
end
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# File 'lib/games_and_rpg_paradise/gui/shared_code/gamebook/gamebook_module.rb', line 1690
def create_ausrüstung_und_waffen_widget
vbox = create_vbox
path_to_the_backpack_image = "#{project_base_dir?}images/misc/Backpack.png"
use_this_image = image(path_to_the_backpack_image)
hint_to_use = 'The content below this image can be used to denote '\
'the equipment carried by the main actor.'
if is_a_lone_wolf_series?
hint_to_use = hint_to_use.dup
hint_to_use << "\n\nIn the lone wolf series one can not carry more "\
"than <b>eight</b> items in the backpack."
end
use_this_image.hint = hint_to_use
vbox.minimal(@weapons_widget)
hbox1 = create_hbox
hbox1.minimal(use_this_image, 8)
hbox1.minimal(@text_ausrüstung_label, 8)
vbox.minimal(hbox1)
vbox.minimal(@scrolled_window_for_the_equipment_buffer, 1)
@ausrüstung_und_waffen_widget = vbox
end
|
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# File 'lib/games_and_rpg_paradise/gui/shared_code/gamebook/gamebook_module.rb', line 1481
def create_button_box
@button_box = create_vbox
USE_N_CLICKABLE_BUTTONS.times {
@array_buttons << return_main_button
}
@array_buttons.each {|entry|
entry.clear_background
entry.set_border_width(1)
entry.css_class('overlay')
entry.pad8px
@button_box.minimal(entry, 2)
entry.hide
}
end
|
#create_entry_for_the_dice ⇒ Object
#
create_entry_for_the_dice
#
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# File 'lib/games_and_rpg_paradise/gui/shared_code/gamebook/gamebook_module.rb', line 915
def create_entry_for_the_dice
@entry_for_the_dice = create_entry
@entry_for_the_dice.bblack1
@entry_for_the_dice.pad2px
@entry_for_the_dice.center
@entry_for_the_dice.lightblue_background
@entry_for_the_dice.set_text('2W6')
@entry_for_the_dice.make_bold
@entry_for_the_dice.on_enter {
do_handle_the_on_click_action_for_the_main_event_box
}
@entry_for_the_dice.hint =
'This entry can be used to simulate the roll of some die. For '\
'example, 3W6 means to roll 3 six-sided die, so the range will '\
'be from 3 to 18. <b>2W6</b> means a range of 2-12 and so on.'
end
|
#create_entry_for_the_die_roll_result ⇒ Object
#
create_entry_for_the_die_roll_result
#
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# File 'lib/games_and_rpg_paradise/gui/shared_code/gamebook/gamebook_module.rb', line 1533
def create_entry_for_the_die_roll_result
@entry_result_of_the_die_roll = create_entry
@entry_result_of_the_die_roll.bblack1
@entry_result_of_the_die_roll.pad5px
@entry_result_of_the_die_roll.center
@entry_result_of_the_die_roll.lightblue_background
@entry_result_of_the_die_roll.set_text('')
@entry_result_of_the_die_roll.make_bold
@entry_result_of_the_die_roll.hint =
'This entry will show the result of the above die-roll. So, for '\
'instance, if you had used a range of <b>2W6</b>, then the possible '\
'range will be <b>from 2 to 12</b>.'
end
|
#create_entry_max_endurance ⇒ Object
#
create_entry_max_endurance
#
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# File 'lib/games_and_rpg_paradise/gui/shared_code/gamebook/gamebook_module.rb', line 3538
def create_entry_max_endurance
@entry_max_endurance = create_entry
@entry_max_endurance.center
@entry_max_endurance.width_height(115, 20)
@entry_max_endurance.bblack1
@entry_max_endurance.pad2px
@entry_max_endurance.set_font(SMALLEST_FONT)
@entry_max_endurance.very_light_yellow_background
@entry_max_endurance.make_bold
@entry_max_endurance.hint =
'This shows the <b>maximum endurance value</b>, with all '\
'modifiers in place.'
end
|
#create_everything_pertaining_to_the_main_buffer ⇒ Object
#
create_everything_pertaining_to_the_main_buffer
This method will ultimately create the main buffer.
#
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# File 'lib/games_and_rpg_paradise/gui/shared_code/gamebook/gamebook_module.rb', line 1722
def create_everything_pertaining_to_the_main_buffer
create_the_main_text_buffer_and_then_create_the_main_text_view
create_the_sourceview_containing_the_content_of_the_gamebook_entry
end
|
#create_skeleton ⇒ Object
#
create_skeleton (create tag, skeleton tag)
#
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# File 'lib/games_and_rpg_paradise/gui/shared_code/gamebook/gamebook_module.rb', line 3004
def create_skeleton
create_spinbutton_for_geld
create_widget_for_glück_entry
create_everything_pertaining_to_the_main_buffer
create_text_containing_the_gewandheitspunkte_label
create_text_keeping_the_gamebook_title create_the_equipment_widget
create_ausrüstung_und_waffen_label
create_stärke_label
create_the_text_containing_the_money_label
create_the_special_image
create_the_main_image create_spinbutton_for_geld create_button_box create_the_entries
create_the_widget_switcher create_the_weapons_widget create_ausrüstung_und_waffen_widget
create_the_left_frame
create_the_right_frame
end
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# File 'lib/games_and_rpg_paradise/gui/shared_code/gamebook/gamebook_module.rb', line 746
def create_spinbutton_for_geld
@spinbutton_for_geld = create_spinbutton(0, 50_000, 100)
@spinbutton_for_geld.set_value('5000')
@spinbutton_for_geld.center
@spinbutton_for_geld.bblack1
@spinbutton_for_geld.pad2px
@spinbutton_for_geld.make_bold
@spinbutton_for_geld.light_pink_background
@spinbutton_for_geld.hint =
"This entry field can be used to keep track of money, gold, "\
"\"Kopeken\", or however these are called in the respective "\
"gamebook.\n\nNote that if you ever run out of money, while "\
"having to pay something, the adventure will be over."
end
|
#create_stärke_label ⇒ Object
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# File 'lib/games_and_rpg_paradise/gui/shared_code/gamebook/gamebook_module.rb', line 1403
def create_stärke_label
text = left_aligned_text('Stärke:'.ljust(22))
text.set_font(SMALLEST_FONT)
text.make_bold
@text_containing_the_stärke_label = text
end
|
#create_text_containing_the_gewandheitspunkte_label ⇒ Object
#
create_text_containing_the_gewandheitspunkte_label
#
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# File 'lib/games_and_rpg_paradise/gui/shared_code/gamebook/gamebook_module.rb', line 1144
def create_text_containing_the_gewandheitspunkte_label
@text_containing_the_gewandheitspunkte_label = return_left_aligned_bold_text('Gewandheit:')
end
|
#create_text_keeping_the_gamebook_title ⇒ Object
#
create_text_keeping_the_gamebook_title
#
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# File 'lib/games_and_rpg_paradise/gui/shared_code/gamebook/gamebook_module.rb', line 2209
def create_text_keeping_the_gamebook_title
@text_keeping_the_gamebook_title = text(" #{gamebook_title?}.yml ")
@text_keeping_the_gamebook_title.use_this_font = LARGE_FONT
@text_keeping_the_gamebook_title.make_bold
@text_keeping_the_gamebook_title.width_height(400, 50)
@text_keeping_the_gamebook_title.make_selectable
return @text_keeping_the_gamebook_title
end
|
#
This is the context-menu which will appear on a right-mouse click event.
#
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# File 'lib/games_and_rpg_paradise/gui/shared_code/gamebook/gamebook_module.rb', line 1091
def
@context_menu = (self) {{
actions: {
'(1) Pick another font': :pick_another_font,
'(2) Roll the dice': :roll_the_dice
}
}}
@context_menu.make_bold
@context_menu.set_font(:hack_18)
end
|
#create_the_default_gamebooks_character ⇒ Object
#
create_the_default_gamebooks_character
This is the default, but it should NOT be called when the user plays a lone-wolf series gamebook.
#
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# File 'lib/games_and_rpg_paradise/gui/shared_code/gamebook/gamebook_module.rb', line 315
def create_the_default_gamebooks_character
@character = ::GamesAndRpgParadise::Gamebooks::Character.new(
{
max_stärke: 10,
current_stärke: 10
}
)
end
|
#create_the_entries ⇒ Object
#
create_the_entries (entries tag, entry tag)
#
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# File 'lib/games_and_rpg_paradise/gui/shared_code/gamebook/gamebook_module.rb', line 1505
def create_the_entries
create_entry_max_endurance
create_the_stärke_entry
create_the_entry_containing_the_number_of_the_subsection
create_entry_for_the_dice create_entry_for_the_die_roll_result
end
|
#create_the_entry_containing_the_number_of_the_subsection ⇒ Object
#
create_the_entry_containing_the_number_of_the_subsection
This should be moved into the module.
#
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# File 'lib/games_and_rpg_paradise/gui/shared_code/gamebook/gamebook_module.rb', line 1459
def create_the_entry_containing_the_number_of_the_subsection
@entry_containing_the_number_of_the_subsection = create_entry
@entry_containing_the_number_of_the_subsection.bblack4
@entry_containing_the_number_of_the_subsection.pad6px
@entry_containing_the_number_of_the_subsection.center
@entry_containing_the_number_of_the_subsection.light_green_background
@entry_containing_the_number_of_the_subsection.set_text('0')
@entry_containing_the_number_of_the_subsection.make_bold
@entry_containing_the_number_of_the_subsection.deselect
@entry_containing_the_number_of_the_subsection.hint =
'This entry can be used to indicate which "page" is the currently '\
'active page. For example, the number 5 would mean that we '\
'would start at the gamebook entry number 5.'
end
|
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# File 'lib/games_and_rpg_paradise/gui/shared_code/gamebook/gamebook_module.rb', line 1758
def create_the_equipment_widget
@equipment_buffer = create_text_buffer
text_view_for_the_equipment_buffer = create_text_view(@equipment_buffer)
text_view_for_the_equipment_buffer.pad2px
@scrolled_window_for_the_equipment_buffer = scrolled_window(text_view_for_the_equipment_buffer) { :no_scrolling }
@scrolled_window_for_the_equipment_buffer.bblack2
@scrolled_window_for_the_equipment_buffer.pad5px
@scrolled_window_for_the_equipment_buffer.width_height(42, 160)
@scrolled_window_for_the_equipment_buffer.set_use_this_font(smallest_font?)
return @scrolled_window_for_the_equipment_buffer
end
|
#create_the_left_frame ⇒ Object
#
create_the_left_frame
#
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# File 'lib/games_and_rpg_paradise/gui/shared_code/gamebook/gamebook_module.rb', line 4552
def create_the_left_frame
outer_vbox = create_vbox
outer_vbox.set_border_width(4)
text_for_the_control_panel = create_text('Control Panel')
text_for_the_control_panel.css_class('royalblue')
text_for_the_control_panel.set_use_this_font(largest_font?)
text_for_the_control_panel.make_bold
outer_vbox.minimal(text_for_the_control_panel)
outer_vbox.minimal(hspacer)
hbox_containing_the_entry_containing_the_number_of_the_subsection_as_well_as_the_left_arrow_widget = create_hbox
hbox_containing_the_entry_containing_the_number_of_the_subsection_as_well_as_the_left_arrow_widget.minimal(
return_the_event_box_containing_the_new_game_icon
)
hbox_containing_the_entry_containing_the_number_of_the_subsection_as_well_as_the_left_arrow_widget.maximal(
@entry_containing_the_number_of_the_subsection
)
hbox_containing_the_entry_containing_the_number_of_the_subsection_as_well_as_the_left_arrow_widget.minimal(
return_left_arrow_widget
)
outer_vbox.minimal(hbox_containing_the_entry_containing_the_number_of_the_subsection_as_well_as_the_left_arrow_widget)
outer_vbox.minimal(hspacer)
outer_vbox.minimal(return_grid_containing_GE_ST_and_GL, 1)
outer_vbox.minimal(hspacer)
if use_science_fiction_widget?
outer_vbox.minimal(return_raumschiff_widget, 1)
outer_vbox.minimal(hspacer)
end
outer_vbox.minimal(grid)
outer_vbox.minimal(hspacer)
hbox_for_the_die_image = create_hbox
hbox_for_the_die_image.minimal(entry_for_the_dice?, 2)
hbox_for_the_die_image.minimal(vspacer)
hbox_for_the_die_image.maximal(return_event_box_for_the_die_image)
hbox_for_the_die_image.minimal(vspacer)
hbox_for_the_die_image.minimal(@entry_result_of_the_die_roll, 2)
outer_vbox.minimal(hbox_for_the_die_image)
if is_lone_wolf?
widget1 = create_vbox
widget1.maximal(return_kai_disciplines_widget_for_the_one_lone_wolf_series)
widget1.minimal(hspacer)
small_hbox_containing_n_meals_and_n_laumspur_tränke_and_n_alether_potions = create_hbox
small_hbox_containing_n_meals_and_n_laumspur_tränke_and_n_alether_potions.maximal(return_n_meals, 4)
small_hbox_containing_n_meals_and_n_laumspur_tränke_and_n_alether_potions.maximal(return_n_laumspur_tränke, 4)
small_hbox_containing_n_meals_and_n_laumspur_tränke_and_n_alether_potions.maximal(return_n_alether_potions, 4)
widget2 = create_vbox
widget2.minimal(small_hbox_containing_n_meals_and_n_laumspur_tränke_and_n_alether_potions)
widget2.minimal(hspacer)
widget2.minimal(return_quivers_and_arrows_widget)
widget2.minimal(hspacer)
draggable = draggable_via_up_and_down_movement(
widget1, widget2 )
draggable.position = 180 outer_vbox.maximal(draggable)
end
outer_vbox.minimal(return_ausrüstung_und_waffen_widget)
outer_vbox.minimal(hspacer)
outer_vbox.minimal(return_geld_widget) outer_vbox.minimal(hspacer)
@left_frame = outer_vbox
end
|
#create_the_main_image ⇒ Object
#
create_the_main_image
#
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# File 'lib/games_and_rpg_paradise/gui/shared_code/gamebook/gamebook_module.rb', line 3834
def create_the_main_image
@image1 = create_image
end
|
#create_the_main_text_buffer ⇒ Object
#
create_the_main_text_buffer
#
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# File 'lib/games_and_rpg_paradise/gui/shared_code/gamebook/gamebook_module.rb', line 3880
def create_the_main_text_buffer
@buffer_holding_the_gamepage_content = create_text_buffer
end
|
#create_the_main_text_buffer_and_then_create_the_main_text_view ⇒ Object
#
create_the_main_text_buffer_and_then_create_the_main_text_view
#
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# File 'lib/games_and_rpg_paradise/gui/shared_code/gamebook/gamebook_module.rb', line 1555
def create_the_main_text_buffer_and_then_create_the_main_text_view
create_the_main_text_buffer create_the_main_text_view
end
|
#create_the_main_text_view(use_this_buffer = @buffer_holding_the_gamepage_content) ⇒ Object
Also known as:
create_the_text_view
#
create_the_text_view
This will create the text-view that will ultimately hold the main buffer for this widget.
#
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# File 'lib/games_and_rpg_paradise/gui/shared_code/gamebook/gamebook_module.rb', line 3895
def create_the_main_text_view(
use_this_buffer = @buffer_holding_the_gamepage_content
)
@text_view_holding_the_gamepage_content = create_text_view(
use_this_buffer
)
@text_view_holding_the_gamepage_content.css_class('custom_text_view')
@text_view_holding_the_gamepage_content.set_left_margin(10) @text_view_holding_the_gamepage_content.set_right_margin(10) @text_view_holding_the_gamepage_content.set_top_margin(4)
@text_view_holding_the_gamepage_content.set_bottom_margin(4)
end
|
#create_the_right_frame ⇒ Object
#
create_the_right_frame
This is the right frame that sits on top.
#
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# File 'lib/games_and_rpg_paradise/gui/shared_code/gamebook/gamebook_module.rb', line 3201
def create_the_right_frame
@notebook = create_notebook
@notebook.is_scrollable
hbox1 = create_hbox
hbox1.minimal(return_widget_containing_usage_information)
hbox1.minimal(return_create_new_character_widget)
hbox1.minimal(return_widget_save_the_character)
hbox1.minimal(@text_keeping_the_gamebook_title, 4)
event_box1 = create_event_box(image_document_open)
event_box1.css_classes 'pad2px mar2px'
event_box1.hint =
'Here you can select the gamebook that is to be used.'
@popover_showing_the_available_gamebooks = return_popover(
return_widget_containing_the_available_gamebooks,
event_box1,
35
)
@popover_showing_the_available_gamebooks.popdown
event_box1.on_clicked {
@popover_showing_the_available_gamebooks.
}
hbox1.minimal(event_box1) if @character and @character.is_lone_wolf?
hbox1.minimal(return_event_box_for_the_circle_of_fire)
hbox1.minimal(return_event_box_for_the_circle_of_light)
hbox1.minimal(return_event_box_for_the_circle_of_solaris)
hbox1.minimal(return_event_box_for_the_circle_of_spirit)
end
hbox1.show_all @notebook.add_tab(widget_switcher?, hbox1)
if lone_wolf_series?
@actionsheet_label = text('Actionsheet')
@actionsheet_label.darkblue
@actionsheet_label.make_bold
@notebook.add_tab(return_actionsheet_widget, @actionsheet_label)
end
@notes_label = text('Notes')
@notes_label.darkblue
@notes_label.make_bold
@notebook.add_tab(return_notes_widget, @notes_label)
if is_on_roebe?
@admin_label = text('Admin panel')
@admin_label.darkblue
@admin_label.make_bold
@notebook.add_tab(return_admin_panel, @admin_label)
end
@notebook.show_all
hbox = create_hbox
hbox.maximal(@notebook)
@right_frame = hbox
@right_frame.show_all
end
|
#create_the_sourceview_containing_the_content_of_the_gamebook_entry ⇒ Object
Also known as:
create_the_scrolled_window
#
create_the_sourceview_containing_the_content_of_the_gamebook_entry
This should only be called after @text_view has been created.
#
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# File 'lib/games_and_rpg_paradise/gui/shared_code/gamebook/gamebook_module.rb', line 1827
def create_the_sourceview_containing_the_content_of_the_gamebook_entry
_ = create_scrolled_window(
@text_view_holding_the_gamepage_content
) { :automatic }
_.bblack1
_.width_height(250, 500)
_.set_name('main_scrolled_window')
_.set_border_width(0)
_.pad8px
@sourceview_containing_the_content_of_the_gamebook_entry = _
end
|
#create_the_special_image ⇒ Object
#
create_the_special_image
#
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# File 'lib/games_and_rpg_paradise/gui/shared_code/gamebook/gamebook_module.rb', line 3844
def create_the_special_image
@special_image = create_image
end
|
#create_the_stärke_entry ⇒ Object
#
create_the_stärke_entry
#
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# File 'lib/games_and_rpg_paradise/gui/shared_code/gamebook/gamebook_module.rb', line 3567
def create_the_stärke_entry
@entry_stärke = create_entry
@entry_stärke.center
@entry_stärke.width_height(115, 20)
@entry_stärke.bblack1
@entry_stärke.pad2px
@entry_stärke.set_font(SMALLEST_FONT)
@entry_stärke.yellow_background
@entry_stärke.make_bold
if is_lonewolf_series?
@entry_stärke.hint =
'This shows the <b>current endurance value</b>.'
end
end
|
#create_the_text_containing_the_money_label ⇒ Object
#
create_the_text_containing_the_money_label
#
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# File 'lib/games_and_rpg_paradise/gui/shared_code/gamebook/gamebook_module.rb', line 2093
def create_the_text_containing_the_money_label
@text_containing_the_money_label = return_left_aligned_bold_text('Geld:')
end
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# File 'lib/games_and_rpg_paradise/gui/shared_code/gamebook/gamebook_module.rb', line 1779
def create_the_weapons_widget
@weapons_widget = create_vbox
swords_icon = create_image(
GamesAndRpgParadise.project_base_directory?+
'images/misc/crossed_swords_icon.png'
)
swords_icon.hint =
'This widget can be used to denote weapons that are carried. '\
'This is primarily for the lone wolf gamebook series.'
label = bold_text('Weapons')
hbox1 = create_hbox
hbox1.minimal(swords_icon, 2)
hbox1.minimal(label, 2)
@weapons_widget_text_buffer = create_buffer
text_view = create_text_view(@weapons_widget_text_buffer)
@scrolled_window_for_the_weapons = create_scrolled_window(text_view)
@scrolled_window_for_the_weapons.bblack2
@scrolled_window_for_the_weapons.pad2px
@scrolled_window_for_the_weapons.width_height(200, 60)
@scrolled_window_for_the_weapons.set_use_this_font(smallest_font?)
@weapons_widget.minimal(hbox1)
@weapons_widget.maximal(@scrolled_window_for_the_weapons)
end
|
#
Normally an image keeps the widget-switcher “hidden”.
#
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# File 'lib/games_and_rpg_paradise/gui/shared_code/gamebook/gamebook_module.rb', line 4254
def create_the_widget_switcher(
height = height?
)
scrolled_window_containing_the_button_box = scrolled_window(return_the_button_box)
scrolled_window_containing_the_button_box.set_name(
'scrolled_window_containing_the_buttons_on_the_bottom_right_side'
)
_ = up_and_down_dragging(
the_primary_scrolled_window?,
scrolled_window_containing_the_button_box
)
_.set_name('padded_min_height')
_.position = height+150
scrolled_window_containing_the_right_pane = create_scrolled_window(_)
@widget_switcher = ::Gtk::WidgetSwitcher.new(
[
@image1,
scrolled_window_containing_the_right_pane
]
)
@widget_switcher.widget1.hint =
'Click on the image to "<b>open</b>" the first page '\
'of this gamebook.'
end
|
#create_widget_for_glück_entry ⇒ Object
#
create_widget_for_glück_entry
#
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# File 'lib/games_and_rpg_paradise/gui/shared_code/gamebook/gamebook_module.rb', line 2986
def create_widget_for_glück_entry
@entry_glück = create_entry(
(
roll_this_die('1W6').to_i+6
).to_s
)
@entry_glück.center
@entry_glück.width_height(115, 20)
@entry_glück.bblack1
@entry_glück.pad4px
@entry_glück.set_font(SMALLEST_FONT)
@entry_glück.yellow_background
@entry_glück.make_bold
end
|
#current_combat_skill_value? ⇒ Boolean
Also known as:
current_CS?
#
current_combat_skill_value?
#
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# File 'lib/games_and_rpg_paradise/gui/shared_code/gamebook/gamebook_module.rb', line 2510
def current_combat_skill_value?
entry_current_combat_skill?.text?.to_i
end
|
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# File 'lib/games_and_rpg_paradise/gui/shared_code/gamebook/gamebook_module.rb', line 1286
def current_endurance_from_the_widget?
@entry_stärke.text?.to_i
end
|
#current_endurance_of_the_opponent? ⇒ Boolean
Also known as:
current_endurance_of_the_enemy?
#
current_endurance_of_the_opponent?
#
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# File 'lib/games_and_rpg_paradise/gui/shared_code/gamebook/gamebook_module.rb', line 3728
def current_endurance_of_the_opponent?
opponent_endurance_entry?.text?.to_i
end
|
#current_glück_value? ⇒ Boolean
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# File 'lib/games_and_rpg_paradise/gui/shared_code/gamebook/gamebook_module.rb', line 1335
def current_glück_value?
@entry_glück.text?.to_i
end
|
#current_page? ⇒ Boolean
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# File 'lib/games_and_rpg_paradise/gui/shared_code/gamebook/gamebook_module.rb', line 1257
def current_page?
main_entry?.text
end
|
#current_stärke? ⇒ Boolean
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# File 'lib/games_and_rpg_paradise/gui/shared_code/gamebook/gamebook_module.rb', line 1115
def current_stärke?
@character.current_stärke? if @character and @character.respond_to?(:current_stärke?)
end
|
#dataset_for_the_gamebook? ⇒ Boolean
Also known as:
main_dataset?
#
dataset_for_the_gamebook?
#
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# File 'lib/games_and_rpg_paradise/gui/shared_code/gamebook/gamebook_module.rb', line 2202
def dataset_for_the_gamebook?
@dataset_for_the_gamebook
end
|
#dataset_has_this_page?(this_page) ⇒ Boolean
#
dataset_has_this_page?
#
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# File 'lib/games_and_rpg_paradise/gui/shared_code/gamebook/gamebook_module.rb', line 2195
def dataset_has_this_page?(this_page)
dataset_for_the_gamebook?.has_key?(this_page.to_i)
end
|
#deduct(how_much, which_attribute) ⇒ Object
#
deduct (deduct tag)
This method can be used to deduct a number from one of the attributes,
-
“Glück”, “Stärke”“ and so forth.
#
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# File 'lib/games_and_rpg_paradise/gui/shared_code/gamebook/gamebook_module.rb', line 3061
def deduct(
how_much,
which_attribute
)
case which_attribute
when /^Stärkepunkt/
current_value = @entry_stärke.text?
if current_value.include? '/'
current_value = current_value.split('/').first.to_s
end
new_value = current_value.to_i - how_much.to_i
new_value = 0 if new_value < 0
set_current_stärkepunkte(new_value)
@character.set_current_stärkepunkte(new_value) if @character.respond_to?(:set_current_stärkepunkte)
autoset_gtk_entry_stärke
when /Abwehrkraft/
e 'Deducting Abwehrkraft.'
new_value = @entry_abwehrkraft.text?.to_i - how_much.to_i
new_value = 0 if new_value < 0
@entry_abwehrkraft.set_text(new_value.to_s)
if new_value == 0
the_game_is_over
end
when /^Gewandheitspunkt/
new_value = @entry_gewandheitspunkte.text?.to_i - how_much.to_i
new_value = 0 if new_value < 0
@entry_gewandheitspunkte.set_text(new_value.to_s)
else e '-'*80
e ::Colours.steelblue('Not handled in deduct(): '+which_attribute.to_s)
e 'The original input in deduct() was:'
pp how_much
pp which_attribute
e 'The page id was:'
pp page_id?
e '-'*80
end
end
|
#deduct_n_endurance_points(i) ⇒ Object
#
deduct_n_endurance_points
#
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# File 'lib/games_and_rpg_paradise/gui/shared_code/gamebook/gamebook_module.rb', line 3112
def deduct_n_endurance_points(i)
_ = current_endurance?.to_i
_ -= i
_ = 0 if _ < 0 set_current_endurance(_)
end
|
#deduct_one_point_from_luck ⇒ Object
#
deduct_one_point_from_luck
#
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# File 'lib/games_and_rpg_paradise/gui/shared_code/gamebook/gamebook_module.rb', line 1583
def deduct_one_point_from_luck
new_value = (@entry_glück.text?.to_i - 1).to_s
new_value = 0 if new_value.to_i < 0
@entry_glück.set_text(new_value.to_s)
end
|
#die_icon? ⇒ Boolean
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# File 'lib/games_and_rpg_paradise/gui/shared_code/gamebook/gamebook_module.rb', line 2979
def die_icon?
@hbox_containing_the_die_images end
|
#
This method can be used to disable one of the buttons.
#
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# File 'lib/games_and_rpg_paradise/gui/shared_code/gamebook/gamebook_module.rb', line 1241
def disable_this_button(i = 0)
@array_buttons[i].disable_the_button
end
|
#do_clear_the_main_text_buffer(buffer = :try_to_use_the_buffer_holding_the_gamepage_content) ⇒ Object
#
do_clear_the_main_text_buffer
#
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# File 'lib/games_and_rpg_paradise/gui/shared_code/gamebook/gamebook_module.rb', line 1018
def do_clear_the_main_text_buffer(
buffer = :try_to_use_the_buffer_holding_the_gamepage_content
)
case buffer
when :try_to_use_the_buffer_holding_the_gamepage_content
if does_the_main_sourceview_exist?
buffer = buffer_holding_the_gamepage_content?
else
buffer = nil
end
end
set_main_buffer_content('') if buffer
end
|
#do_debug ⇒ Object
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# File 'lib/games_and_rpg_paradise/gui/shared_code/gamebook/gamebook_module.rb', line 1813
def do_debug
e ::Colours.violet(
'Showing some debug-information about the main character next:'
)
e
pp @character
e
end
|
#do_focus_on_the_text_view ⇒ Object
#
do_focus_on_the_text_view
#
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|
# File 'lib/games_and_rpg_paradise/gui/shared_code/gamebook/gamebook_module.rb', line 451
def do_focus_on_the_text_view
@text_view_holding_the_gamepage_content.do_focus
end
|
#do_handle_the_on_click_action_for_the_main_event_box ⇒ Object
Also known as:
roll_the_main_die, roll_the_dice
#
do_handle_the_on_click_action_for_the_main_event_box
This is the method that is tied to @entry_for_the_dice, so when the user clicks on the die-image.
#
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# File 'lib/games_and_rpg_paradise/gui/shared_code/gamebook/gamebook_module.rb', line 3453
def do_handle_the_on_click_action_for_the_main_event_box
_ = @entry_for_the_dice.text?.to_s
result = roll_the_die(_).to_i
@entry_result_of_the_die_roll.set_text(result.to_s)
if enemy_endurance_entry? and enemy_endurance_entry?.text?.to_i > 0
@entry_current_combat_round.increment_by(1)
difference = current_CS?.to_i - enemy_CS?.to_i
hash_to_work_with = combat_ratio(difference)
if hash_to_work_with.is_a? Array
hash_to_work_with = hash_to_work_with.first
end
pointer = hash_to_work_with
array = pointer[result]
if array
deduct_n1 = array.last
deduct_n2 = array.first
if deduct_n1 == 'Killed'
deduct_n1 = current_endurance?.to_i
end
if deduct_n2 == 'Killed'
deduct_n2 = current_endurance_of_the_opponent?.to_i
end
set_current_endurance(
current_endurance?.to_i - deduct_n1.to_i
) { :can_not_go_below_zero }
_ = current_endurance_of_the_enemy?.to_i - deduct_n2.to_i
_ = 0 if _ < 0
set_current_endurance_of_the_enemy(_)
end
end
end
|
#do_open_the_current_yaml_file_in_the_editor ⇒ Object
#
do_open_the_current_yaml_file_in_the_editor
#
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# File 'lib/games_and_rpg_paradise/gui/shared_code/gamebook/gamebook_module.rb', line 4774
def do_open_the_current_yaml_file_in_the_editor
_ = yaml_file?.dup
if is_on_roebe? _.sub!(
Regexp.new(
Regexp.quote('/usr/lib/ruby/site_ruby/3.2.0/')
),
'/home/x/programming/ruby/src/games_and_rpg_paradise/lib/'
)
end
if File.exist? _ Open.in_editor(_)
elsif is_on_roebe?
e 'No file was found at '+sfile(_)
end
end
|
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# File 'lib/games_and_rpg_paradise/gui/shared_code/gamebook/gamebook_module.rb', line 3392
def do_pop_up_the_create_new_character_widget
@character = ::GamesAndRpgParadise::GUI::Gtk::LoneWolf::CreateNewCharacter.new pop_up_widget(
over_this_widget: die_icon?,
custom_widget: @character
).
end
|
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# File 'lib/games_and_rpg_paradise/gui/shared_code/gamebook/gamebook_module.rb', line 1428
def (
over_that_widget = scrolled_window?,
use_this_as_game_over_text = " <b>Das Abenteuer ist zu Ende</b>.\n\n "\
"Starte das Spielbuch von vorne, es sei denn es wurde erfolgreich "\
"beendet.\n"\
"Hierzu drücke auf das Bild ganz links oben.\n"
)
text = use_this_as_game_over_text
(
text, over_that_widget
)
end
|
#do_save_the_character ⇒ Object
Also known as:
save, save_the_character
#
do_save_the_character (save tag)
This method will save the character into a local .yml file.
#
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# File 'lib/games_and_rpg_paradise/gui/shared_code/gamebook/gamebook_module.rb', line 4677
def do_save_the_character
@character.set_n_gold(n_gold?) if spinbutton_for_geld?
@character.set_n_meals(n_meals?) if @entry_for_meals
@character.set_n_arrows(n_arrows?) if @entry_for_n_arrows
if @entry_for_n_quivers
@character.set_n_quivers(n_quivers?)
@character.set_n_laumspur(n_laumspur?)
end
if @entry_for_alether_potions
@character.set_n_alether_potions(n_alether_potions?)
end
if @entry_stärke
@character.set_base_endurance(current_endurance?.to_i)
@character.set_max_endurance(max_endurance?)
end
if entry_combat_skill1?
@character.set_initial_combat_skill(entry_combat_skill1?.text?.to_i)
@character.set_max_combat_skill(entry_combat_skill2?.text?.to_i)
@character.()
end
if @equipment_buffer
@character.set_equipment(equipment_buffer_content?)
@character.set_kai_disciplines(
buffer_containing_the_kai_disciplines?
)
if weapons_buffer?
@character.set_weapons(weapons_buffer?.text?)
end
end
saved_into = @character.do_save
pop_up_widget(
over_this_widget: die_icon?,
custom_widget: text('The character was saved into <b>'+saved_into.to_s+'</b>')
).
end
|
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# File 'lib/games_and_rpg_paradise/gui/shared_code/gamebook/gamebook_module.rb', line 1047
def do_show_info_how_to_use_this_widget
vbox = create_vbox
vbox.pad5px
vbox.set_border_width(6)
vbox.use_this_font = :hack_16
larger_text = text(
"<b>Information on how to use this widget</b>\n"
)
larger_text.use_this_font = :hack18
vbox.add(larger_text)
vbox.add_hspacer
vbox.add(
left_aligned_text(
"First, click on the main image (if available).\n\n"\
"Now you should be able to select the path to go through the "\
"adventure, by clicking on the buttons on the bottom right side.\n\n"\
"When you encounter a fight situation make use of the die to "\
"the left hand side."
)
)
vbox.add_hspacer
pop_up_widget(
over_this_widget: die_icon?,
custom_widget: vbox
).
end
|
#does_the_main_sourceview_exist? ⇒ Boolean
#
does_the_main_sourceview_exist?
#
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# File 'lib/games_and_rpg_paradise/gui/shared_code/gamebook/gamebook_module.rb', line 1631
def does_the_main_sourceview_exist?
!@sourceview_containing_the_content_of_the_gamebook_entry.nil?
end
|
#does_this_gamebook_use_a_cover_image? ⇒ Boolean
#
does_this_gamebook_use_a_cover_image?
This method will return true if the gamebook uses a cover image.
If a cover image is used then it will be shown, before the scrolled-window with the first entry will be displayed.
#
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# File 'lib/games_and_rpg_paradise/gui/shared_code/gamebook/gamebook_module.rb', line 2003
def does_this_gamebook_use_a_cover_image?
@config_dataset.has_key?(:main_image)
end
|
#empty_the_label_containing_the_name_of_the_opponent ⇒ Object
#
empty_the_label_containing_the_name_of_the_opponent
#
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# File 'lib/games_and_rpg_paradise/gui/shared_code/gamebook/gamebook_module.rb', line 3051
def empty_the_label_containing_the_name_of_the_opponent
@label_name_of_the_opponent.set_text('')
end
|
#enemy_CS? ⇒ Boolean
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# File 'lib/games_and_rpg_paradise/gui/shared_code/gamebook/gamebook_module.rb', line 2527
def enemy_CS?
@opponent_combat_skill_entry.text?.to_i
end
|
#entry_current_combat_skill? ⇒ Boolean
Also known as:
entry_combat_skill2?
#
entry_current_combat_skill?
#
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# File 'lib/games_and_rpg_paradise/gui/shared_code/gamebook/gamebook_module.rb', line 2503
def entry_current_combat_skill?
@entry_current_combat_skill
end
|
#entry_for_the_dice? ⇒ Boolean
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# File 'lib/games_and_rpg_paradise/gui/shared_code/gamebook/gamebook_module.rb', line 479
def entry_for_the_dice?
@entry_for_the_dice
end
|
#entry_gewandheitspunkte? ⇒ Boolean
Also known as:
entry_initial_combat_skill?, entry_combat_skill1?
#
entry_gewandheitspunkte?
#
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# File 'lib/games_and_rpg_paradise/gui/shared_code/gamebook/gamebook_module.rb', line 1080
def entry_gewandheitspunkte?
@entry_gewandheitspunkte
end
|
#entry_stärke? ⇒ Boolean
Also known as:
current_endurance_entry?, entry_endurance?, endurance_entry?
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# File 'lib/games_and_rpg_paradise/gui/shared_code/gamebook/gamebook_module.rb', line 3588
def entry_stärke?
@entry_stärke
end
|
#equipment_buffer_content? ⇒ Boolean
#
equipment_buffer_content?
#
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# File 'lib/games_and_rpg_paradise/gui/shared_code/gamebook/gamebook_module.rb', line 375
def equipment_buffer_content?
@equipment_buffer.text?.to_s
end
|
#exits_from?(page_number = 1) ⇒ Boolean
#
exits_from? (exits tag)
This method will return all exits of that particular subpage.
This will be a Hash such as:
{285=>"Aber ... in Travia's Namen ...\n",
94=>"Sonst gehen Sie bei 94 weiter des Weges.\n"}
#
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# File 'lib/games_and_rpg_paradise/gui/shared_code/gamebook/gamebook_module.rb', line 545
def exits_from?(
page_number = 1
)
return obtain_entry(page_number.to_i)['exits']
end
|
#fantasy_lone_wolf? ⇒ Boolean
Also known as:
lone_wolf?, is_lone_wolf?, is_part_of_the_lone_wolf_series?, is_lone_wolf_series?, is_on_lone_wolf?, is_a_lone_wolf_series?, lone_wolf_series?, is_lonewolf_series?
#
fantasy_lone_wolf?
This method is specifically for gamebooks in the “lone wolf” series.
#
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# File 'lib/games_and_rpg_paradise/gui/shared_code/gamebook/gamebook_module.rb', line 3371
def fantasy_lone_wolf?
@theme == :fantasy_lone_wolf
end
|
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# File 'lib/games_and_rpg_paradise/gui/shared_code/gamebook/gamebook_module.rb', line 1984
def fantasy_widget?
@theme.to_s.include? 'fantasy'
end
|
#focus_on_the_first_tab ⇒ Object
#
focus_on_the_first_tab
#
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# File 'lib/games_and_rpg_paradise/gui/shared_code/gamebook/gamebook_module.rb', line 3297
def focus_on_the_first_tab
@notebook.focus_on_the_first_tab
end
|
#gamebook_title?(i = path_to_the_file_config_yml?
) ⇒ Boolean
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# File 'lib/games_and_rpg_paradise/gui/shared_code/gamebook/gamebook_module.rb', line 1264
def gamebook_title?(
i = path_to_the_file_config_yml?
)
if i.end_with? '.yml'
i = File.basename(File.dirname(i))
end
return File.basename(i)
end
|
#handle_CSS ⇒ Object
Also known as:
setup_css
#
handle_CSS (css tag)
All CSS-specific rules should be aggregated into this method here.
#
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# File 'lib/games_and_rpg_paradise/gui/shared_code/gamebook/gamebook_module.rb', line 488
def handle_CSS
use_gtk_paradise_project_css_file
_ = "#{project_base_dir?}gui/gtk3/gamebook/project.css"
load_rules_from_the_project_css_file(_) more_CSS USE_THESE_CSS_RULES
more_CSS '
.custom_text_view {
margin: 4px;
padding: 0px;
font-size: 1.2em; /* Set a proper font-size for the main view here. */
}
.custom_text_view text {
background-color: #fffae2;
background-position: center;
background-image:url(
"'+GamesAndRpgParadise.project_base_directory?+'images/misc/parchment_background.png"
);
margin: 8px;
padding: 2px
}
'
apply_the_CSS_rules end
|
#handle_game_book_specific_hooks_next ⇒ Object
#
handle_game_book_specific_hooks_next (startup tag)
This method can be used to fine-tune and customize the widget, to fit to different gamebooks.
#
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# File 'lib/games_and_rpg_paradise/gui/shared_code/gamebook/gamebook_module.rb', line 406
def handle_game_book_specific_hooks_next
consider_adding_the_default_number_of_selbstlenkraketen
end
|
#handle_the_situation_caused_bei_Versuch_dein_Glück ⇒ Object
#
handle_the_situation_caused_bei_Versuch_dein_Glück
#
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# File 'lib/games_and_rpg_paradise/gui/shared_code/gamebook/gamebook_module.rb', line 895
def handle_the_situation_caused_bei_Versuch_dein_Glück
deduct_one_point_from_luck
roll_the_main_die unless (current_glück_value?.to_i == 0)
result = @entry_result_of_the_die_roll.text?.to_i
if result <= current_glück_value?
disable_this_button(1) elsif result > current_glück_value?
disable_this_button(0) end
end
|
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# File 'lib/games_and_rpg_paradise/gui/shared_code/gamebook/gamebook_module.rb', line 1187
def hide_all_buttons
@array_buttons.each {|entry|
entry.hide
}
end
|
#indicate_to_the_user_that_the_lower_entry_is_important ⇒ Object
#
indicate_to_the_user_that_the_lower_entry_is_important
#
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# File 'lib/games_and_rpg_paradise/gui/shared_code/gamebook/gamebook_module.rb', line 1369
def indicate_to_the_user_that_the_lower_entry_is_important
@entry_result_of_the_die_roll.remove_css_class('bblack1')
@entry_result_of_the_die_roll.remove_css_class('border_1px_black')
@entry_result_of_the_die_roll.add_css_class('border_1px_red')
end
|
#initialize_a_new_lone_wolf_character ⇒ Object
Also known as:
initialize_the_character
#
initialize_a_new_lone_wolf_character
#
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# File 'lib/games_and_rpg_paradise/gui/shared_code/gamebook/gamebook_module.rb', line 436
def is_DSA_widget?
@theme == :fantasy_DSA
end
|
#is_grey_star_the_wizard? ⇒ Boolean
Also known as:
is_grey_star?
#
is_grey_star_the_wizard?
#
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# File 'lib/games_and_rpg_paradise/gui/shared_code/gamebook/gamebook_module.rb', line 3385
def is_grey_star_the_wizard?
@theme == :fantasy_grey_star_the_wizard
end
|
#is_the_game_over? ⇒ Boolean
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# File 'lib/games_and_rpg_paradise/gui/shared_code/gamebook/gamebook_module.rb', line 1526
def is_the_game_over?
@is_the_game_over
end
|
#largest_font? ⇒ Boolean
Also known as:
larger_font?
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# File 'lib/games_and_rpg_paradise/gui/shared_code/gamebook/gamebook_module.rb', line 389
def largest_font?
LARGE_FONT
end
|
#let_the_entry_containing_the_number_of_the_subsection_respond_to_enter_events ⇒ Object
#
let_the_entry_containing_the_number_of_the_subsection_respond_to_enter_events
#
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# File 'lib/games_and_rpg_paradise/gui/shared_code/gamebook/gamebook_module.rb', line 1845
def let_the_entry_containing_the_number_of_the_subsection_respond_to_enter_events
@entry_containing_the_number_of_the_subsection.on_enter {
use_this_id = @entry_containing_the_number_of_the_subsection.text?
use_this_id = remove_html(use_this_id)
if use_this_id.to_i > @max_id
text = return_max_allowed_id_string
(
text, @entry_containing_the_number_of_the_subsection
)
else
unless use_this_id.include? 'fin' the_button_was_clicked_for_this_subpage(use_this_id)
end
end
}
end
|
#load_the_dataset_for_the_gamebook(name_of_the_gamebook = :try_to_infer) ⇒ Object
Also known as:
load_the_dataset_from_the_yaml_file
#
load_the_dataset_for_the_gamebook (load tag)
#
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# File 'lib/games_and_rpg_paradise/gui/shared_code/gamebook/gamebook_module.rb', line 2120
def load_the_dataset_for_the_gamebook(
name_of_the_gamebook = :try_to_infer
)
case name_of_the_gamebook
when :try_to_infer,
:default
_ = File.dirname(@path_to_the_file_config_yml)
if _.include? '/'
name_of_the_gamebook = _.split('/').last end
end
array_result = GamesAndRpgParadise::Gamebooks.load_dataset(name_of_the_gamebook)
@dataset_for_the_gamebook = array_result.first
set_max_id(max_id?)
return array_result end
|
#main_buffer_exists? ⇒ Boolean
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# File 'lib/games_and_rpg_paradise/gui/shared_code/gamebook/gamebook_module.rb', line 1638
def main_buffer_exists?
!buffer_holding_the_gamepage_content?.nil?
end
|
#main_entry? ⇒ Boolean
Also known as:
page_id?
#
main_entry? (main entry tag, main tag)
This is the entry that keeps track of the currently active “sub-page”.
#
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# File 'lib/games_and_rpg_paradise/gui/shared_code/gamebook/gamebook_module.rb', line 1250
def main_entry?
@entry_containing_the_number_of_the_subsection
end
|
#max_endurance? ⇒ Boolean
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# File 'lib/games_and_rpg_paradise/gui/shared_code/gamebook/gamebook_module.rb', line 3597
def max_endurance?
@entry_max_endurance.text?.to_i
end
|
#max_id? ⇒ Boolean
#
max_id?
This will return the max-id of the gamebook at hand.
#
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# File 'lib/games_and_rpg_paradise/gui/shared_code/gamebook/gamebook_module.rb', line 2078
def max_id?
dataset_for_the_gamebook?.keys.map {|entry| entry.to_i }.max
end
|
#max_stärke? ⇒ Boolean
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# File 'lib/games_and_rpg_paradise/gui/shared_code/gamebook/gamebook_module.rb', line 344
def max_stärke?
if @character and @character.respond_to?(:max_stärke?)
@character.max_stärke?
end
end
|
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# File 'lib/games_and_rpg_paradise/gui/shared_code/gamebook/gamebook_module.rb', line 4002
def (
i = commandline_arguments?
)
if i.is_a? Array
i.each {|entry| (entry) }
else
case i
when /^-?-?grey(-|_| )?star(-|_| )?(\d+)$/ _ = $3.to_s.dup
case _.to_i
when 1
_ = '/home/x/programming/ruby/src/rpg_paradise/lib/rpg_paradise/yaml/gamebooks/world_of_lone_wolf_01_grey_star_the_wizard/grey_star_the_wizard.yml'
when 2
_ = '/home/x/programming/ruby/src/rpg_paradise/lib/rpg_paradise/yaml/gamebooks/world_of_lone_wolf_02_grey_star_the_wizard/grey_star_the_wizard.yml'
else
e 'Unhandled grey-star book.'
end
set_use_this_gamebook(_)
when /^-?-?gamebook(\d+)$/, /^-?-?gamebook=(\d+)$/, /^-?-?use(-|_| )?gamebook=(\d+)$/ _ = $1.to_s.dup
_ = $2.to_s.dup if $2
set_use_this_gamebook(_)
when /^-?-?help$/i
show_help
exit
else
if i =~ /^-?-?default$/
i = '/home/x/Temp/rpg_paradise/lone_wolf_character_lone_wolf_actor.yml'
unless File.exist? i
e 'No lone wolf character exists. Thus we will create one next.'
initialize_a_new_lone_wolf_character
@character.add_a_random_discipline
@character.add_a_random_discipline
@character.add_a_random_discipline
save_the_character
end
end
if i and File.exist? i
e "#{rev}Loading the dataset for the character "\
"from #{sfile(i)} #{rev}next."
initialize_the_character
@character.load_from_this_file(i)
end
end
end
end
|
#n_alether_potions? ⇒ Boolean
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# File 'lib/games_and_rpg_paradise/gui/shared_code/gamebook/gamebook_module.rb', line 4767
def n_alether_potions?
@entry_for_alether_potions.text?.to_i
end
|
#n_arrows? ⇒ Boolean
#
n_arrows?
This method will always return how many arrows the actor has.
#
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# File 'lib/games_and_rpg_paradise/gui/shared_code/gamebook/gamebook_module.rb', line 2328
def n_arrows?
@entry_for_n_arrows.text.to_s.to_i
end
|
#n_gold? ⇒ Boolean
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# File 'lib/games_and_rpg_paradise/gui/shared_code/gamebook/gamebook_module.rb', line 2452
def n_gold?
spinbutton_for_geld?.text
end
|
#n_laumspur_potions? ⇒ Boolean
Also known as:
n_laumspur?
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# File 'lib/games_and_rpg_paradise/gui/shared_code/gamebook/gamebook_module.rb', line 4471
def n_laumspur_potions?
@entry_for_laumspur_potions.text?.to_i
end
|
#n_meals? ⇒ Boolean
#
n_meals?
This method must return how many meals are assigned.
#
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# File 'lib/games_and_rpg_paradise/gui/shared_code/gamebook/gamebook_module.rb', line 2360
def n_meals?
@entry_for_meals.text?.to_i
end
|
#n_quivers? ⇒ Boolean
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# File 'lib/games_and_rpg_paradise/gui/shared_code/gamebook/gamebook_module.rb', line 2335
def n_quivers?
@entry_for_n_quivers.text.to_s.to_i
end
|
#name_of_the_gamebook? ⇒ Boolean
#
name_of_the_gamebook?
This is similar to gamebook_title? but it will be guaranteed to have no file extension.
#
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# File 'lib/games_and_rpg_paradise/gui/shared_code/gamebook/gamebook_module.rb', line 1566
def name_of_the_gamebook?
_ = gamebook_title?
extension = File.extname(_) return _.delete_suffix(extension)
end
|
#obtain_entry(this_id) ⇒ Object
#
obtain_entry (obtain tag, raw tag)
This method requires the ID of the subsection that you want to display in the main widget.
The difference between this method and the method called obtain_this_page_number() is that the former will automatically determine the correct exits for the given subpage. The method here does not do this at all.
#
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# File 'lib/games_and_rpg_paradise/gui/shared_code/gamebook/gamebook_module.rb', line 530
def obtain_entry(this_id)
main_dataset?[this_id.to_i]
end
|
#obtain_this_page_number(page_number = 1) ⇒ Object
Also known as:
load_dataset_for_this_page
#
obtain_this_page_number
#
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# File 'lib/games_and_rpg_paradise/gui/shared_code/gamebook/gamebook_module.rb', line 2107
def obtain_this_page_number(
page_number = 1
)
if @dataset_for_the_gamebook
pointer = @dataset_for_the_gamebook[page_number.to_i]
the_exits_of_this_page_number_must_be_determined_next(page_number)
return pointer
end
end
|
#opponent_endurance_entry? ⇒ Boolean
Also known as:
enemy_endurance_entry?
#
opponent_endurance_entry?
#
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# File 'lib/games_and_rpg_paradise/gui/shared_code/gamebook/gamebook_module.rb', line 3443
def opponent_endurance_entry?
@opponent_endurance_entry
end
|
#padding? ⇒ Boolean
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# File 'lib/games_and_rpg_paradise/gui/shared_code/gamebook/gamebook_module.rb', line 298
def padding?
0
end
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#parse_the_current_page_to_determine_the_enemy(content) ⇒ Object
#
parse_the_current_page_to_determine_the_enemy (parse tag)
This method will try to determine information about the given opponent in combat, such as the name, the combat skill, endurance, and so forth.
Presently this only works for enemies in the lone-wolf gamebook series, but we should make this more generic eventually.
#
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# File 'lib/games_and_rpg_paradise/gui/shared_code/gamebook/gamebook_module.rb', line 3414
def parse_the_current_page_to_determine_the_enemy(content)
if content.include? 'COMBAT SKILL:' regex1 = / COMBAT SKILL:\s*(\d{1,2})/
content =~ regex1
@opponent_combat_skill_entry.set_text($1.to_s.dup)
regex2 = / ENDURANCE:\s*(\d{1,3})/
content =~ regex2
@opponent_endurance_entry.set_text($1.to_s.dup)
@entry_current_combat_round.set_text('0') content =~ REGEX_FOR_FINDING_THE_NAME_OF_AN_OPPONENT
@label_name_of_the_opponent.set_text($1.to_s.dup)
@label_name_of_the_opponent.use_this_font = larger_font?
@label_name_of_the_opponent.make_bold
@label_name_of_the_opponent.css_class('darkblue')
end
end
|
#path_to_the_file_config_yml? ⇒ Boolean
Also known as:
path_to_the_file_config_yml, path_to_the_file_config?
#
path_to_the_file_config_yml?
#
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# File 'lib/games_and_rpg_paradise/gui/shared_code/gamebook/gamebook_module.rb', line 2068
def path_to_the_file_config_yml?
@path_to_the_file_config_yml
end
|
#pick_another_font ⇒ Object
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# File 'lib/games_and_rpg_paradise/gui/shared_code/gamebook/gamebook_module.rb', line 1413
def pick_another_font
fontchooserdialog = font_chooser_dialog
fontchooserdialog.set_title('Pick a font')
response = fontchooserdialog.run
case response
when ::Gtk::ResponseType::OK
@use_this_font = fontchooserdialog.font.to_s
sync_the_fonts end
fontchooserdialog.destroy
end
|
#project_base_directory? ⇒ Boolean
#
project_base_directory?
#
#reset_the_game_state_to_the_default(use_this_as_the_starting_page = 1) ⇒ Object
Also known as:
do_start_a_new_game
#
reset_the_game_state_to_the_default
#
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# File 'lib/games_and_rpg_paradise/gui/shared_code/gamebook/gamebook_module.rb', line 587
def reset_the_game_state_to_the_default(
use_this_as_the_starting_page = 1
)
@array_path_traversal_history = []
@is_the_game_over = false set_starting_page(use_this_as_the_starting_page)
@popup1 = nil
do_clear_the_main_text_buffer
set_main_entry_to(@starting_page.to_s)
end
|
#reset_the_shared_module ⇒ Object
#
reset_the_shared_module
#
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# File 'lib/games_and_rpg_paradise/gui/shared_code/gamebook/gamebook_module.rb', line 938
def reset_the_shared_module
@use_this_font = USE_THIS_FONT
set_max_id(0)
set_theme(nil) @array_buttons = []
reset_the_game_state_to_the_default
end
|
#
This widget will only be used if we are playing a lone-wolf gamebook.
#
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# File 'lib/games_and_rpg_paradise/gui/shared_code/gamebook/gamebook_module.rb', line 2484
def return_actionsheet_widget
scrolled_window_for_the_actionsheet_widget = create_scrolled_window
image1 = image(
GamesAndRpgParadise.images_directory?+'gamebooks/misc/lone_wolf/Lone_Wolf_Action_Chart1.png'
)
image2 = image(
GamesAndRpgParadise.images_directory?+'gamebooks/misc/lone_wolf/Lone_Wolf_Action_Chart2.png'
)
hbox = create_hbox
hbox.minimal(image1, 12)
hbox.minimal(image2, 12)
hbox.pad5px
scrolled_window_for_the_actionsheet_widget.add(hbox)
return scrolled_window_for_the_actionsheet_widget
end
|
#return_admin_panel ⇒ Object
#
return_admin_panel (admin tag)
#
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# File 'lib/games_and_rpg_paradise/gui/shared_code/gamebook/gamebook_module.rb', line 2566
def return_admin_panel
vbox = create_vbox
vbox.pad8px
@button_open_the_currently_used_yaml_file_in_the_editor = create_button(
'Open the currently used .yml file in the editor'
)
@button_open_the_currently_used_yaml_file_in_the_editor.pad5px
@button_open_the_currently_used_yaml_file_in_the_editor.clear_background
@button_open_the_currently_used_yaml_file_in_the_editor.bblack3
@button_open_the_currently_used_yaml_file_in_the_editor.on_hover(:lightyellow)
@button_open_the_currently_used_yaml_file_in_the_editor.font = larger_font?
@button_open_the_currently_used_yaml_file_in_the_editor.hint =
'Clicking on this button will <b>open the current .yml file</b> '\
'in the main editor in use.'
@button_open_the_currently_used_yaml_file_in_the_editor.on_clicked {
do_open_the_current_yaml_file_in_the_editor
}
mini_vbox = create_vbox
mini_vbox.minimal(@button_open_the_currently_used_yaml_file_in_the_editor, 5)
button_debug = button('Debug')
button_debug.on_clicked { do_debug }
button_debug.pad5px
button_debug.clear_background
button_debug.bblack3
button_debug.on_hover(:lightyellow)
button_debug.font = larger_font?
mini_vbox.minimal(button_debug, 5)
vbox.minimal(mini_vbox)
frame_for_checkboxes = create_frame
frame_for_checkboxes. = 'Settings that can be toggled'
@check_box_auto_pick_up_items = check_button('Automatically _pick up items')
@check_box_auto_pick_up_items.is_checked
@check_box_auto_pick_up_items.hint =
'If this check-box is active then '\
'the actor will automatically try to pick up items on '\
'every gamebook section, as-is.'
hbox1 = create_hbox
hbox1.minimal(@check_box_auto_pick_up_items)
hbox1.pad8px
hbox1.mar4px
frame_for_checkboxes.add(hbox1)
vbox.minimal(frame_for_checkboxes, 25)
vbox.show_all
return vbox
end
|
#
This method will return the widget that keeps track of the equipment of the character at hand, e. g. the “Ausrüstung” and the weapons, aka “Waffen”.
#
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# File 'lib/games_and_rpg_paradise/gui/shared_code/gamebook/gamebook_module.rb', line 881
def return_ausrüstung_und_waffen_widget
return @ausrüstung_und_waffen_widget
end
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# File 'lib/games_and_rpg_paradise/gui/shared_code/gamebook/gamebook_module.rb', line 3304
def return_create_new_character_widget
_ = create_hbox
image = create_image(
GamesAndRpgParadise.project_directory?+'images/misc/small_hero_logo.png'
)
event_box = create_event_box(image)
event_box.hint = "Click on this image to create a new character.\n\n"+
"Note that this will <b>overwrite</b> any old "\
"character stored at the same location."
event_box.on_clicked {
do_pop_up_the_create_new_character_widget
}
_.minimal(event_box, 5)
return _
end
|
#return_event_box_for_the_circle_of_fire ⇒ Object
#
return_event_box_for_the_circle_of_fire
#
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# File 'lib/games_and_rpg_paradise/gui/shared_code/gamebook/gamebook_module.rb', line 2784
def return_event_box_for_the_circle_of_fire
circle_of_fire_explanation =
"It will add <b>+1 to CS</b> and <b>+2 EP</b> when completed.\n\n"+
"Its completion requires attaining the following Magnakai-abilities:\n\n"+
" <span weight=\"bold\" foreground=\"gold\">"\
"#{GamesAndRpgParadise::Gamebook::LoneWolf::Character::ARRAY_CIRCLE_OF_FIRE.join(', ')}</span>\n"
if @character.circle_of_fire_completed?
image1 = create_image(FILE_CIRCLE_OF_FIRE_COMPLETED)
image1.hint = 'The <b>Circle of Fire</b> has been <b>completed</b>. '+"\n\n"+
circle_of_fire_explanation+"\n"
else
image1 = create_image(FILE_CIRCLE_OF_FIRE)
image1.hint = 'The <b>Circle of Fire</b> has '\
'<span weight="bold" foreground="crimson">NOT</span> been completed. '+"\n\n"+
circle_of_fire_explanation+"\n"
end
event_box = create_event_box(image1)
event_box.signal_connect(:enter_notify_event) {
image1.set_file(FILE_CIRCLE_OF_FIRE_COMPLETED)
}
event_box.signal_connect(:leave_notify_event) {
image1.set_file(FILE_CIRCLE_OF_FIRE)
}
return event_box
end
|
#return_event_box_for_the_circle_of_light ⇒ Object
#
return_event_box_for_the_circle_of_light
#
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# File 'lib/games_and_rpg_paradise/gui/shared_code/gamebook/gamebook_module.rb', line 2750
def return_event_box_for_the_circle_of_light
circle_of_light_explanation =
"It will add <b>+0 to CS</b> and <b>+3 EP</b> when completed.\n\n"+
"Its completion requires attaining the following Magnakai-abilities:\n\n"+
" <span weight=\"bold\" foreground=\"gold\">"\
"#{GamesAndRpgParadise::Gamebook::LoneWolf::Character::ARRAY_CIRCLE_OF_LIGHT.join(', ')}</span>\n"
if @character.circle_of_light_completed?
image2 = create_image(
FILE_CIRCLE_OF_LIGHT_COMPLETED
)
image2.hint = 'The <b>Circle of Light</b> has been <b>completed</b>. '+"\n\n"+
circle_of_light_explanation
else
image2 = create_image(FILE_CIRCLE_OF_LIGHT)
image2.hint = 'The <b>Circle of Light</b> has <b>NOT</b> been completed. '+"\n\n"+
circle_of_light_explanation
end
event_box = create_event_box(image2)
event_box.signal_connect(:enter_notify_event) {
image2.set_file(FILE_CIRCLE_OF_LIGHT_COMPLETED)
}
event_box.signal_connect(:leave_notify_event) {
image2.set_file(FILE_CIRCLE_OF_LIGHT)
}
return event_box
end
|
#return_event_box_for_the_circle_of_solaris ⇒ Object
#
return_event_box_for_the_circle_of_solaris
#
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# File 'lib/games_and_rpg_paradise/gui/shared_code/gamebook/gamebook_module.rb', line 2684
def return_event_box_for_the_circle_of_solaris
circle_of_solaris_explanation =
"It will add <b>+1 to CS</b> and <b>+3 EP</b> when completed.\n\n"+
"Its completion requires attaining the following Magnakai-abilities:\n\n"+
" <span weight=\"bold\" foreground=\"gold\">"\
"#{GamesAndRpgParadise::Gamebook::LoneWolf::Character::ARRAY_CIRCLE_OF_SOLARIS.join(', ')}</span>\n"
if @character.circle_of_solaris_completed?
image3 = create_image(FILE_CIRCLE_OF_SOLARIS_COMPLETED)
image3.hint = 'The <b>Circle of Solaris</b> has been <b>completed</b>. '+"\n\n"+
circle_of_solaris_explanation+"\n"
else
image3 = create_image(FILE_CIRCLE_OF_SOLARIS)
image3.hint = 'The <b>Circle of Solaris</b> has '\
'<span weight="bold" foreground="crimson">NOT</span> '\
'been <b>completed</b>. '+"\n\n"+
circle_of_solaris_explanation+"\n"
end
event_box = create_event_box(image3)
event_box.signal_connect(:enter_notify_event) {
image3.set_file(FILE_CIRCLE_OF_SOLARIS_COMPLETED)
}
event_box.signal_connect(:leave_notify_event) {
image3.set_file(FILE_CIRCLE_OF_SOLARIS)
}
return event_box
end
|
#return_event_box_for_the_circle_of_spirit ⇒ Object
#
return_event_box_for_the_circle_of_spirit
#
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# File 'lib/games_and_rpg_paradise/gui/shared_code/gamebook/gamebook_module.rb', line 2718
def return_event_box_for_the_circle_of_spirit
circle_of_spirit_explanation =
"It will add <b>+3 to CS</b> and <b>+3 EP</b> when completed.\n\n"+
"Its completion requires attaining the following Magnakai-abilities:\n\n"+
" <span weight=\"bold\" foreground=\"gold\">"\
"#{GamesAndRpgParadise::Gamebook::LoneWolf::Character::ARRAY_CIRCLE_OF_SPIRIT.join(', ')}</span>\n"
if @character.circle_of_spirit_completed?
image4 = create_image(FILE_CIRCLE_OF_SPIRIT_COMPLETED)
image4.hint = 'The <b>Circle of Spirit</b> has been <b>completed</b>.'+"\n\n"+
circle_of_spirit_explanation
else
image4 = create_image(FILE_CIRCLE_OF_SPIRIT)
image4.hint = 'The <b>Circle of Spirit</b> has <b>NOT</b> been <b>completed</b>.'+"\n\n"+
circle_of_spirit_explanation
end
event_box = create_event_box(image4)
event_box.signal_connect(:enter_notify_event) {
image4.set_file(FILE_CIRCLE_OF_SPIRIT_COMPLETED)
}
event_box.signal_connect(:leave_notify_event) {
image4.set_file(FILE_CIRCLE_OF_SPIRIT)
}
return event_box
end
|
#return_event_box_for_the_die_image ⇒ Object
#
return_event_box_for_the_die_image
This method will return the area containing the die.
That event box should be padded between two hspacers, and then the two entries called @entry_for_the_dice and @entry_result_of_the_die_roll should be shown.
#
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# File 'lib/games_and_rpg_paradise/gui/shared_code/gamebook/gamebook_module.rb', line 2641
def return_event_box_for_the_die_image
@hbox_containing_the_die_images = hbox
@image_containing_the_die = image(PATH_TO_THE_DIE_IMAGE)
@image_containing_the_die.pad1px
@hbox_containing_the_die_images.maximal(@image_containing_the_die)
@hbox_containing_the_die_images.css_class('border_3px_dotted_black')
@hbox_containing_the_die_images.css_class('lighter_background')
@hbox_containing_the_die_images.css_class('rounded_corner')
@event_box_containing_the_gamebook_logo_for_the_die = event_box(@hbox_containing_the_die_images)
@event_box_containing_the_gamebook_logo_for_the_die.css_class('background_for_a_fancy_hover_button_effect')
@event_box_containing_the_gamebook_logo_for_the_die.hint =
'Click on this die in order to roll '\
'the dice specified in the entry above.'
@event_box_containing_the_gamebook_logo_for_the_die.on_clicked {
do_handle_the_on_click_action_for_the_main_event_box
Thread.new {
switch_to_the_red_border_for_the_die_image
sleep 0.35 switch_to_the_no_border_for_the_die_image
}
Thread.new {
sleep 0.30 indicate_to_the_user_that_the_lower_entry_is_important
sleep 0.85
revert_the_CSS_rules_of_the_lower_entry_again
}
}
return @event_box_containing_the_gamebook_logo_for_the_die
end
|
#
This widget will keep track how much money the main actor has.
#
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# File 'lib/games_and_rpg_paradise/gui/shared_code/gamebook/gamebook_module.rb', line 556
def return_geld_widget
outer_vbox = create_vbox
widget_for_geld = create_hbox
if fantasy_widget?
path_to_the_silver_coins = "#{project_base_dir?}images/misc/SILVER_COINS.png"
widget_for_geld.minimal(
image(path_to_the_silver_coins), 8
)
end
widget_for_geld.minimal(@text_containing_the_money_label, 8) lower_hbox = create_hbox
lower_hbox.maximal(spinbutton_for_geld?,1)
outer_vbox.minimal(widget_for_geld)
outer_vbox.maximal(lower_hbox)
return outer_vbox
end
|
#return_grid_containing_GE_ST_and_GL ⇒ Object
#
return_grid_containing_GE_ST_and_GL
Return the 2x3 grid containing GE, ST and GL. This grid will primarily contain all data from the player’s character.
#
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# File 'lib/games_and_rpg_paradise/gui/shared_code/gamebook/gamebook_module.rb', line 3607
def return_grid_containing_GE_ST_and_GL
@grid = create_grid
@grid.set_column_spacing(2)
@grid.set_row_spacing(2)
@grid.left(return_widget_for_gewandheitspunkte_text)
@grid.right(return_widget_for_gewandheitspunkte_entry)
@grid.new_row
if is_a_DSA_widget?
_ = return_left_aligned_bold_text('GE:')
@grid.left(_)
_ = create_entry(
(
roll_this_die('1W6').to_i+7
).to_s
)
_.center
_.width_height(80, 18)
_.bblack1
_.pad4px
_.set_font(SMALLEST_FONT)
_.yellow_background
_.make_bold
@grid.right(_)
@grid.new_row
_ = return_left_aligned_bold_text('KK:')
@grid.left(_)
_ = create_entry(
(
roll_this_die('1W6').to_i+7
).to_s
)
_.center
_.width_height(80, 18)
_.bblack1
_.pad4px
_.set_font(SMALLEST_FONT)
_.yellow_background
_.make_bold
@grid.right(_)
@grid.new_row
end @grid.left(return_widget_for_stärke_text) @grid.right(return_widget_for_stärke_entry)
unless is_lone_wolf_series?
@grid.left(return_widget_for_glück_text)
@grid.right(return_widget_for_glück_entry)
end
if science_fiction_widget?
@grid.left(return_widget_for_stärkepillen_text)
@grid.right(return_widget_for_stärkepillen_entry)
end
return @grid
end
|
#return_image_to_the_six_sided_die(use_this_die = '1W10', associate_it_with_this_entry = :entry_combat_skill) ⇒ Object
#
return_image_to_the_six_sided_die
This method will simply return a gtk-image instance for the red-sided die. This die may appear when the player reads a lone-wolf series gamebook.
#
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# File 'lib/games_and_rpg_paradise/gui/shared_code/gamebook/gamebook_module.rb', line 968
def return_image_to_the_six_sided_die(
use_this_die = '1W10',
associate_it_with_this_entry = :entry_combat_skill
)
_ = image(
FILE_RED_SIX_SIDED_DIE
)
event_box = create_event_box(_)
event_box.hint = 'You can click on this image to assign a new '\
'COMBAT SKILL value for the main actor.'
event_box.on_clicked {
result = roll_complex_die(use_this_die)
case associate_it_with_this_entry
when :entry_combat_skill
set_current_combat_skill_entry(result.to_s)
when :entry_endurance
set_endurance_skill_entry(
"#{result}"
)
end
}
return event_box
end
|
#
This method will return the widget that will keep all kai-disciplines.
#
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# File 'lib/games_and_rpg_paradise/gui/shared_code/gamebook/gamebook_module.rb', line 646
def return_kai_disciplines_widget_for_the_one_lone_wolf_series(
available_kai_disciplines = available_kai_disciplines?
)
require 'games_and_rpg_paradise/gamebooks/lone_wolf/lone_wolf.rb'
vbox = create_vbox
text = bold_text("#{available_kai_disciplines.size} Tai Disciplines")
text.hint = "<b>Available Tai "\
"Disciplines are</b>:\n\n"+
available_kai_disciplines.map {|entry|
entry = entry.dup if entry.frozen?
entry.prepend(' - ')
}.join("\n")+"\n"
vbox.minimal(text)
buffer = text_buffer
@text_view_for_the_kai_disciplines = create_text_view(buffer)
@text_view_for_the_kai_disciplines.pad2px
a_scrolled_window = create_scrolled_window(
@text_view_for_the_kai_disciplines
) { :always_up_and_down }
a_scrolled_window.width_height(225, 200)
a_scrolled_window.clear_background
a_scrolled_window.bblack1
hbox = create_hbox
small_vbox = numbered_lines_widget small_vbox.no_arrows
small_vbox.font = smaller_font?
small_vbox.set_use_n_entries(5)
if @character and @character.n_kai_disciplines?
small_vbox.set_use_n_entries(@character.n_kai_disciplines?)
end
hbox.minimal(small_vbox, 1)
hbox.maximal(a_scrolled_window, 1)
another_scrolled_window = create_scrolled_window(hbox) { :only_up_and_down }
another_scrolled_window.width_height(168, 52)
if is_lone_wolf_series? @dataset_containing_all_kai_disciplines = YAML.load_file(
GamesAndRpgParadise::Gamebook::LoneWolf::Character.file_all_kai_disciplines
)
use_this_combo_box = combo_box_entry(
available_kai_disciplines?
)
use_this_combo_box.clear_background
use_this_combo_box.bblack1
use_this_combo_box.font = smaller_font?
use_this_combo_box.first_is_default
use_this_combo_box.signal_connect(:query_tooltip) { |widget, x, y, keyboard_tip, tooltip|
tooltip.markup = return_proper_tooltip_for_the_combo_box_containing_all_kai_disciplines(
widget, keybord_tip, tooltip
)
true }
if @character.nil? initialize_a_new_lone_wolf_character
end
if @character
disciplines = @character.disciplines?
disciplines.each {|this_discipline|
buffer.append("#{this_discipline}\n")
} if disciplines
end
_ = draggable_via_left_to_right_movement(
another_scrolled_window,
use_this_combo_box
)
_.position = 300
vbox.maximal(_)
else
vbox.maximal(another_scrolled_window, 0)
end
return vbox
end
|
#return_left_aligned_bold_text(i = 'KK:') ⇒ Object
#
return_left_aligned_bold_text
#
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# File 'lib/games_and_rpg_paradise/gui/shared_code/gamebook/gamebook_module.rb', line 1122
def return_left_aligned_bold_text(i = 'KK:')
_ = left_aligned_text(i.ljust(22))
_.set_font(SMALLEST_FONT)
_.make_bold
return _
end
|
#
This will be part of the left-widget.
#
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# File 'lib/games_and_rpg_paradise/gui/shared_code/gamebook/gamebook_module.rb', line 1153
def return_left_arrow_widget
image = image_left_arrow
event_box = create_event_box(image)
event_box.hint = HINT_FOR_THE_BUTTON_WITH_THE_LEFT_ARROW_IMAGE
event_box.on_clicked { history = history?
unless history.empty?
if history.size > 1
last_element = history.pop
last_element = history.last
main_entry?.set_text(last_element.to_s)
load_dataset_for_this_page(last_element)
pointer = load_dataset_for_this_page(last_element)
set_buffer(pointer['content'].lstrip)
end
end
}
return event_box
end
|
#return_main_button ⇒ Object
#
return_main_button
This method will handle the on-click-button event.
#
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# File 'lib/games_and_rpg_paradise/gui/shared_code/gamebook/gamebook_module.rb', line 793
def return_main_button
button = create_button
button.width_height(40, 40)
button.on_clicked {
@popup1.popdown if @popup1
use_this_id = button.text?
if use_this_id and !use_this_id.empty? and use_this_id.include?('|')
use_this_id = use_this_id.split('|').first.strip
use_this_id = remove_html(use_this_id)
else
@popup1 = (
'This exit does not exist from the current path.',
@entry_containing_the_number_of_the_subsection
)
end
if use_this_id.to_i > @max_id
text = return_max_allowed_id_string
(
text, @entry_containing_the_number_of_the_subsection
)
else
if use_this_id and !use_this_id.empty?
case use_this_id
when 'fin'
else
the_button_was_clicked_for_this_subpage(use_this_id)
end
end
end
}
return button
end
|
#return_max_allowed_id_string ⇒ Object
#
return_max_allowed_id_string
#
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# File 'lib/games_and_rpg_paradise/gui/shared_code/gamebook/gamebook_module.rb', line 1575
def return_max_allowed_id_string
"This ID is not part of the dataset - it is too high. "\
"The max allowed value is <b>#{max_id?.to_s}</b>."
end
|
#return_n_alether_potions ⇒ Object
#
return_n_alether_potions
#
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# File 'lib/games_and_rpg_paradise/gui/shared_code/gamebook/gamebook_module.rb', line 4721
def return_n_alether_potions
vbox = create_vbox
text_to_use = bold_text('Alether-potions')
text_to_use.use_this_font = smallest_font?
text_to_use.make_bold
text_to_use.hint =
'The Laumspur vial can heal injuries.'
vbox.minimal(text_to_use)
@entry_for_alether_potions = create_centered_entry('0')
@entry_for_alether_potions.light_yellowish_background
@entry_for_alether_potions.bblack2
@entry_for_alether_potions.make_bold
@entry_for_alether_potions.hint =
'An alether potion will increase CS by <b>+2</b>.'
hbox1 = create_hbox
hbox1.maximal(@entry_for_alether_potions, 1)
vbox2 = create_vbox
eventbox1 = create_eventbox(
create_image(PATH_TO_THE_PLUS_SYMBOL_IMAGE)
)
eventbox1.on_clicked { widget = @entry_for_alether_potions
if widget
_ = widget.text.to_s.to_i + 1
widget.set_text(_.to_s)
end
}
eventbox2 = create_eventbox(
create_image(PATH_TO_THE_MINUS_SYMBOL_IMAGE)
)
eventbox2.on_clicked { _ = @entry_for_alether_potions.text?.to_s.to_i - 1
_ = 0 if _ < 0
_ = _.to_s
@entry_for_alether_potions.set_text(_)
}
vbox2.minimal(eventbox1)
vbox2.minimal(eventbox2)
hbox1.minimal(vbox2)
vbox.minimal(hbox1, 2)
return vbox
end
|
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# File 'lib/games_and_rpg_paradise/gui/shared_code/gamebook/gamebook_module.rb', line 2396
def return_n_arrows_widget
vbox = create_vbox
text_to_use = bold_text('Arrows')
text_to_use.hint =
'This entry can be used to denote how many arrows you have.'
vbox.minimal(text_to_use)
@entry_for_n_arrows = create_entry
@entry_for_n_arrows.light_yellowish_background
@entry_for_n_arrows.set_text('0')
@entry_for_n_arrows.bblack2
@entry_for_n_arrows.center
@entry_for_n_arrows.pad2px
@entry_for_n_arrows.make_bold
@entry_for_n_arrows.hint =
'This entry can be used to denote how many arrows you have.'
hbox1 = create_hbox
hbox1.maximal(@entry_for_n_arrows, 1)
vbox2 = create_vbox
eventbox1 = create_eventbox(
create_image(PATH_TO_THE_PLUS_SYMBOL_IMAGE)
)
eventbox1.on_clicked { _ = n_arrows? + 1
_ = 12 if _ > 13 set_n_arrows(_)
}
eventbox2 = create_eventbox(
create_image(PATH_TO_THE_MINUS_SYMBOL_IMAGE)
)
eventbox2.on_clicked { _ = n_arrows? - 1
_ = 0 if _ < 0
_ = _.to_s
set_n_arrows(_)
}
vbox2.minimal(eventbox1)
vbox2.minimal(eventbox2)
hbox1.minimal(vbox2)
vbox.minimal(hbox1, 2)
return vbox
end
|
#return_n_laumspur_tränke ⇒ Object
#
return_n_laumspur_tränke
This method is only used for gamebooks belonging to the lone-wolf series.
#
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# File 'lib/games_and_rpg_paradise/gui/shared_code/gamebook/gamebook_module.rb', line 3758
def return_n_laumspur_tränke
vbox = create_vbox
text_to_use = bold_text('Laumspur')
text_to_use.hint =
'The Laumspur vial can heal injuries.'
vbox.minimal(text_to_use)
@entry_for_laumspur_potions = create_centered_entry('0')
@entry_for_laumspur_potions.light_yellowish_background
@entry_for_laumspur_potions.bblack2
@entry_for_laumspur_potions.make_bold
@entry_for_laumspur_potions.hint =
'A Laumspur vial will restore <b>4</b> lost Endurance Points (EN).'
hbox1 = create_hbox
hbox1.maximal(@entry_for_laumspur_potions, 1)
vbox2 = create_vbox
eventbox1 = create_eventbox(
create_image(PATH_TO_THE_PLUS_SYMBOL_IMAGE)
)
eventbox1.on_clicked { widget = @entry_for_laumspur_potions
if widget
_ = widget.text.to_s.to_i + 1
widget.set_text(_.to_s)
end
}
eventbox2 = create_eventbox(
create_image(PATH_TO_THE_MINUS_SYMBOL_IMAGE)
)
eventbox2.on_clicked { _ = @entry_for_laumspur_potions.text.to_s.to_i - 1
_ = 0 if _ < 0
_ = _.to_s
if entry_endurance?
current_endurance_value = entry_endurance?.text?
if current_endurance_value.include? '/'
current_endurance_value = current_endurance_value.split('/').first.strip.to_i
end
@character.endurance = current_endurance_value
@character.try_to_add_n_hitpoints(4) if @entry_for_laumspur_potions
@entry_for_laumspur_potions.set_text(_)
current_endurance_entry?.set_text(
@character.endurance?.to_s
)
if @entry_max_endurance
@entry_max_endurance.set_text(
@character.max_endurance?.to_s
)
end
end
end
}
vbox2.minimal(eventbox1)
vbox2.minimal(eventbox2)
hbox1.minimal(vbox2)
vbox.minimal(hbox1, 2)
return vbox
end
|
#return_n_meals ⇒ Object
#
return_n_meals (meals tag)
This widget keeps track how many meals the main actor has available.
Since as of March 2023 we will use class Gtk::FourComponentsEntry for this task.
#
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# File 'lib/games_and_rpg_paradise/gui/shared_code/gamebook/gamebook_module.rb', line 4538
def return_n_meals
@four_components_entry1 = ::Gtk::FourComponentsEntry.new {{
bold_text: 'Meals'
}}
@entry_for_meals = @four_components_entry1.entry? @entry_for_meals.light_yellowish_background
@entry_for_meals.bblack2
@entry_for_meals.make_bold
return @four_components_entry1
end
|
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# File 'lib/games_and_rpg_paradise/gui/shared_code/gamebook/gamebook_module.rb', line 2258
def return_n_quivers_widget
@four_components_entry2 = ::Gtk::FourComponentsEntry.new {{
bold_text: 'Quivers'
}}
@four_components_entry2.hint = 'This entry can be used to denote how '\
'many quivers you have. A single quiver '\
'can hold 6 arrows in the lone-wolf '\
'gamebook series.'
@entry_for_n_quivers = @four_components_entry2.entry?
@entry_for_n_quivers.light_yellowish_background
@entry_for_n_quivers.set_text('0')
@entry_for_n_quivers.bblack2
@entry_for_n_quivers.center
@entry_for_n_quivers.pad2px
@entry_for_n_quivers.make_bold
@entry_for_n_quivers.hint =
'This entry can be used to denote how many quivers you have. Each '\
'quiver can hold a maximum of 6 arrows, so having two quivers '\
'means you can carry a total of 12 arrows.'
@four_components_entry2.cap_plus_at(12)
return @four_components_entry2
end
|
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# File 'lib/games_and_rpg_paradise/gui/shared_code/gamebook/gamebook_module.rb', line 2826
def return_notes_widget
_ = text_view
_.font = larger_font?
@notes_widget = _
scrolled_window = create_scrolled_window(_)
return scrolled_window
end
|
#
This currently does not work. It seems as if gtk-combo-box can not, by default, respond to tooltip usage.
#
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# File 'lib/games_and_rpg_paradise/gui/shared_code/gamebook/gamebook_module.rb', line 1965
def return_proper_tooltip_for_the_combo_box_containing_all_kai_disciplines(
widget, keybord_tip, tooltip
)
return '42' end
|
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# File 'lib/games_and_rpg_paradise/gui/shared_code/gamebook/gamebook_module.rb', line 2442
def return_quivers_and_arrows_widget
hbox1 = create_hbox
hbox1.maximal(return_n_quivers_widget, 1)
hbox1.maximal(return_n_arrows_widget, 1)
return hbox1
end
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# File 'lib/games_and_rpg_paradise/gui/shared_code/gamebook/gamebook_module.rb', line 1895
def return_raumschiff_widget
::Gtk::Grid.reset frame = create_frame
frame.use_this_font = LARGE_FONT
frame.make_bold
frame.set_border_width(4)
hbox = create_hbox
hbox.pad2px
raumschiff_label = bold_label('Raumschiff ')
raumschiff_label.use_this_font = LARGE_FONT
raumschiff_label.make_bold
raumschiff_label.hint = 'Dieser Teil zeigt den Status des '\
'Raumschiff an.'
hbox.minimal(raumschiff_label, 1)
hbox.minimal(image(FILE_RAUMSCHIFF_IMAGE), 1)
frame.label_widget = hbox
grid = create_grid
grid.set_column_spacing(2)
grid.set_row_spacing(2)
text = bold_text('Waffenstärke '.ljust(20))
text.use_this_font(smaller_font?)
text.make_bold
grid.left(text)
@entry_waffenstärke = create_entry
@entry_waffenstärke.use_this_font(smallest_font?)
@entry_waffenstärke.set_text(
(roll_this_die('1W6') + 6).to_s
)
@entry_waffenstärke.center
@entry_waffenstärke.bblack1
@entry_waffenstärke.make_bold
@entry_waffenstärke.lightgreen_background
grid.right(@entry_waffenstärke)
grid.new_row
text = bold_text('Abwehrkraft '.ljust(20))
text.use_this_font(smaller_font?)
text.make_bold
grid.left(text)
@entry_abwehrkraft = create_entry
@entry_abwehrkraft.use_this_font(smallest_font?)
@entry_abwehrkraft.set_text(
(roll_this_die('1W6')).to_s
)
@entry_abwehrkraft.center
@entry_abwehrkraft.bblack1
@entry_abwehrkraft.make_bold
@entry_abwehrkraft.lightgreen_background
grid.right(@entry_abwehrkraft)
frame.add(grid)
return frame
end
|
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# File 'lib/games_and_rpg_paradise/gui/shared_code/gamebook/gamebook_module.rb', line 4368
def return_scrolled_window_containing_the_special_image
scrolled_window_containing_the_special_image = scrolled_window(
return_the_event_box_for_the_special_image
)
scrolled_window_containing_the_special_image.set_name(
'scrolled_window_containing_the_special_image'
)
scrolled_window_containing_the_special_image.css_class('BG_White')
return scrolled_window_containing_the_special_image
end
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# File 'lib/games_and_rpg_paradise/gui/shared_code/gamebook/gamebook_module.rb', line 2188
def return_the_button_box
return @button_box
end
|
#return_the_event_box_containing_the_new_game_icon ⇒ Object
#
return_the_event_box_containing_the_new_game_icon
This event box will be part of the left-widget, a bit below the “Control panel” text.
#
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# File 'lib/games_and_rpg_paradise/gui/shared_code/gamebook/gamebook_module.rb', line 3036
def return_the_event_box_containing_the_new_game_icon
image = create_image(project_base_dir?+'images/gamebooks/misc/new_game_icon.png')
event_box_containing_the_gamebook_logo_for_the_die = event_box(image)
event_box_containing_the_gamebook_logo_for_the_die.hint =
'Click on this image to start a new game.'
event_box_containing_the_gamebook_logo_for_the_die.on_clicked {
do_start_a_new_game
}
return event_box_containing_the_gamebook_logo_for_the_die
end
|
#return_the_event_box_for_the_special_image ⇒ Object
#
return_the_event_box_for_the_special_image
#
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# File 'lib/games_and_rpg_paradise/gui/shared_code/gamebook/gamebook_module.rb', line 4229
def return_the_event_box_for_the_special_image
event_box = event_box(@special_image)
event_box.on_clicked {
pointer = main_dataset?[current_page?.to_i]
image = pointer['image']
if image and image.start_with?('http')
target = log_dir?+
File.basename(image)
target = File.absolute_path(target)
else
target = image
end
if image
XorgBuffer.set(target) if Object.const_defined?(:XorgBuffer)
end
}
@special_image.hide
return event_box
end
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# File 'lib/games_and_rpg_paradise/gui/shared_code/gamebook/gamebook_module.rb', line 2626
def return_the_left_side_widget
@left_frame end
|
#return_the_outer_frame ⇒ Object
Also known as:
return_the_default_widget_on_the_right_side, return_the_right_side_widget, right_frame?, right_side?
#
return_the_outer_frame (right tag)
This method will tie together the logic for the right-side widget of the gamebook - that is, the right-frame widget - this is the widget that is situated on the right side of this application, as implied by this aptly chosen name.
#
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# File 'lib/games_and_rpg_paradise/gui/shared_code/gamebook/gamebook_module.rb', line 2316
def return_the_outer_frame
@right_frame
end
|
#
This method will return the widget that contains information about the current enemy.
#
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# File 'lib/games_and_rpg_paradise/gui/shared_code/gamebook/gamebook_module.rb', line 4294
def return_the_widget_containing_information_about_the_enemy
grid = create_default_grid
grid.pad8px
if is_lone_wolf?
text_current_enemy = bold_text('Current enemy')
text_current_enemy.font = larger_font?
text_current_enemy.make_bold
grid.full_line(text_current_enemy)
@label_name_of_the_opponent = text
grid.full_line(@label_name_of_the_opponent)
@opponent_combat_skill_entry = create_bold_entry
@opponent_combat_skill_entry.center
@opponent_combat_skill_entry.bblack1
grid.left(bold_text('COMBAT SKILL'))
grid.right(@opponent_combat_skill_entry)
grid.left(bold_text('ENDURANCE'))
@opponent_endurance_entry = create_bold_entry
@opponent_endurance_entry.center
@opponent_endurance_entry.bblack1
@opponent_endurance_entry.on_changed {
the_opponent_endurance_entry_is_now_black
}
grid.right(@opponent_endurance_entry)
grid.left(bold_text('Current combat round'))
@entry_current_combat_round = create_bold_entry
@entry_current_combat_round.is_read_only
@entry_current_combat_round.center
@entry_current_combat_round.bblack1
grid.right(@entry_current_combat_round)
button1 = button('_Reset')
button1.clear_background
button1.bblack1
button1.pad8px
button1.css_class('mar5px')
button1.on_hover(:mintcream)
button1.fancy_tip 'This will reset the form shown above.'
button1.on_click {
@label_name_of_the_opponent.set_text('')
@opponent_combat_skill_entry.set_text('')
@opponent_endurance_entry.set_text('')
@entry_current_combat_round.set_text('')
}
grid.full_row(button1)
end
up_and_down_slider = up_and_down_dragging(
grid,
return_scrolled_window_containing_the_special_image
)
return up_and_down_slider
end
|
#
The widget-switcher basically has an event-box with a scrollable window, and the button-box on the bottom.
#
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# File 'lib/games_and_rpg_paradise/gui/shared_code/gamebook/gamebook_module.rb', line 870
def return_the_widget_switcher
return @widget_switcher
end
|
#
This method will return the widget that contains all available gamebooks. These will typically be stored in a .yml file.
#
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# File 'lib/games_and_rpg_paradise/gui/shared_code/gamebook/gamebook_module.rb', line 1648
def return_widget_containing_the_available_gamebooks
array = available_gamebooks?.map {|entry|
File.basename(entry).delete_suffix('.yml')
}
combo_box = combo_box_entry(array)
combo_box.first_entry_is_active
combo_box.on_changed {
clear_the_history new_text = combo_box.text?
set_the_title_of_the_gamebook_onto_the_corresponding_widget(" #{new_text} ")
_ = "#{GamesAndRpgParadise.project_yaml_directory?}gamebooks/*#{new_text}/config.yml"
possible_entries = Dir[_]
_ = possible_entries.first
set_path_to_the_file_config_yml(_)
consider_loading_the_config_yml_file
load_the_dataset_from_the_yaml_file
go_to_page(:default_start_page)
@popover_showing_the_available_gamebooks.popdown
}
return combo_box
end
|
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# File 'lib/games_and_rpg_paradise/gui/shared_code/gamebook/gamebook_module.rb', line 768
def return_widget_containing_usage_information
_ = create_hbox
image = gtk_icon('dialog-information')
event_box = create_event_box(image)
event_box.hint = 'Click on this image to display information on '\
'how the widget should be used.'
event_box.on_clicked {
do_show_info_how_to_use_this_widget
}
_.minimal(event_box, 5)
return _
end
|
#return_widget_for_gewandheitspunkte_entry ⇒ Object
#
return_widget_for_gewandheitspunkte_entry
This is the entry that will contain the actual value of the “Gewandheitspunkte”. In lone wolf series this is called “COMBAT SKILL” instead.
#
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# File 'lib/games_and_rpg_paradise/gui/shared_code/gamebook/gamebook_module.rb', line 4482
def return_widget_for_gewandheitspunkte_entry
@entry_gewandheitspunkte = create_entry(
(
roll_this_die('1W6').to_i+6
).to_s
)
@entry_gewandheitspunkte.center
@entry_gewandheitspunkte.width_height(80, 18)
@entry_gewandheitspunkte.bblack1
@entry_gewandheitspunkte.pad4px
@entry_gewandheitspunkte.set_font(SMALLEST_FONT)
@entry_gewandheitspunkte.yellow_background
@entry_gewandheitspunkte.make_bold
hbox = create_hbox
hbox.maximal(@entry_gewandheitspunkte)
if is_part_of_the_lone_wolf_series?
@entry_gewandheitspunkte.hint = 'This shows the base combat skill value.'
@entry_current_combat_skill = create_entry
@entry_current_combat_skill.center
@entry_current_combat_skill.width_height(80, 18)
@entry_current_combat_skill.bblack1
@entry_current_combat_skill.pad4px
@entry_current_combat_skill.set_font(SMALLEST_FONT)
@entry_current_combat_skill.very_light_yellow_background
@entry_current_combat_skill.make_bold
@entry_current_combat_skill.hint =
'This shows the current combat skill value, with all '\
'modifiers in place. Modifiers here include equipment, '\
'such as weapon and shields, as well as completed circles '\
'or activatable abilities, such as psi-surge.'
hbox.minimal(
@entry_current_combat_skill
)
hbox.minimal(
return_image_to_the_six_sided_die('1W10+10', :entry_combat_skill) )
end
return hbox
end
|
#return_widget_for_gewandheitspunkte_text ⇒ Object
#
return_widget_for_gewandheitspunkte_text
#
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# File 'lib/games_and_rpg_paradise/gui/shared_code/gamebook/gamebook_module.rb', line 2100
def return_widget_for_gewandheitspunkte_text
return @text_containing_the_gewandheitspunkte_label
end
|
#return_widget_for_glück_entry ⇒ Object
#
return_widget_for_glück_entry
#
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# File 'lib/games_and_rpg_paradise/gui/shared_code/gamebook/gamebook_module.rb', line 888
def return_widget_for_glück_entry
return @entry_glück
end
|
#return_widget_for_glück_text ⇒ Object
#
return_widget_for_glück_text
#
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# File 'lib/games_and_rpg_paradise/gui/shared_code/gamebook/gamebook_module.rb', line 1004
def return_widget_for_glück_text
_ = 'Glück'
if is_DSA_widget?
_ = 'LE' end
text = left_aligned_text("#{_}:".ljust(22))
text.set_font(SMALLEST_FONT)
text.make_bold
return text
end
|
#return_widget_for_stärke_entry ⇒ Object
#
return_widget_for_stärke_entry
This is also known as “ENDURANCE”, if playing on the lone wolf series.
#
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# File 'lib/games_and_rpg_paradise/gui/shared_code/gamebook/gamebook_module.rb', line 3697
def return_widget_for_stärke_entry
unless is_part_of_the_lone_wolf_series?
new_value = roll_this_die('2W6').to_i+12
set_max_stärke(new_value)
set_current_stärke(new_value) end
set_the_value_for_stärke_on_the_proper_entry
hbox = create_hbox
hbox.maximal(@entry_max_endurance)
if is_part_of_the_lone_wolf_series?
hbox.minimal(@entry_stärke)
hbox.minimal(
return_image_to_the_six_sided_die('1W10+20', :entry_endurance) )
end
return hbox
end
|
#return_widget_for_stärke_text ⇒ Object
#
return_widget_for_stärke_text
#
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# File 'lib/games_and_rpg_paradise/gui/shared_code/gamebook/gamebook_module.rb', line 1881
def return_widget_for_stärke_text
return @text_containing_the_stärke_label
end
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#return_widget_for_stärkepillen_entry ⇒ Object
#
return_widget_for_stärkepillen_entry
#
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# File 'lib/games_and_rpg_paradise/gui/shared_code/gamebook/gamebook_module.rb', line 1592
def return_widget_for_stärkepillen_entry
hbox = create_hbox
@entry_stärkepillen = create_entry(4.to_s)
@entry_stärkepillen.center
@entry_stärkepillen.width_height(115, 20)
@entry_stärkepillen.bblack1
@entry_stärkepillen.pad4px
@entry_stärkepillen.set_font(SMALLEST_FONT)
@entry_stärkepillen.yellow_background
@entry_stärkepillen.make_bold
hbox.maximal(@entry_stärkepillen, 1)
button = create_button('x')
button.bblack1
button.hint = "Click on this button to use (eat) a Stärkepille, "\
"for +6 Stärke.\n\n"\
"This will only work if you have at the least "\
"one Stärkepille and if your stärke-points are "\
"below the maximum value."
button.on_clicked {
set_current_stärke( current_stärke?.to_i + 6
)
set_the_value_for_stärke_on_the_proper_entry
old_result = @entry_stärkepillen.text?
new_value = (old_result.to_i - 1)
new_value = 0 if new_value < 0
@entry_stärkepillen.set_text(
new_value.to_s
)
}
hbox.minimal(button, 1)
return hbox
end
|
#return_widget_for_stärkepillen_text ⇒ Object
#
return_widget_for_stärkepillen_text
#
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# File 'lib/games_and_rpg_paradise/gui/shared_code/gamebook/gamebook_module.rb', line 1325
def return_widget_for_stärkepillen_text
text = left_aligned_text('Stärkepillen:'.ljust(22))
text.set_font(SMALLEST_FONT)
text.make_bold
return text
end
|
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# File 'lib/games_and_rpg_paradise/gui/shared_code/gamebook/gamebook_module.rb', line 2151
def return_widget_save_the_character
button = create_button
button.set_image(
image_document_save_as_symbolic_symbolic
)
button.on_clicked {
do_save_the_character
}
button.hint = 'Click on this button to <b>save</b> the character '\
'into a local file.'
return button
end
|
#revert_the_CSS_rules_of_the_lower_entry_again ⇒ Object
#
revert_the_CSS_rules_of_the_lower_entry_again
#
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# File 'lib/games_and_rpg_paradise/gui/shared_code/gamebook/gamebook_module.rb', line 1378
def revert_the_CSS_rules_of_the_lower_entry_again
@entry_result_of_the_die_roll.remove_css_class('border_1px_red')
@entry_result_of_the_die_roll.add_css_class('border_1px_black')
end
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#roll_n_die(i = 2) ⇒ Object
#
roll_n_die
The default is “Würfle mit zwei Würfeln.”.
#
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# File 'lib/games_and_rpg_paradise/gui/shared_code/gamebook/gamebook_module.rb', line 3517
def roll_n_die(i = 2)
result = roll_this_die("#{i}W6")
@entry_result_of_the_die_roll.set_text(result.to_s)
end
|
#roll_the_die(i = '1D10') ⇒ Object
Also known as:
roll_complex_die
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# File 'lib/games_and_rpg_paradise/gui/shared_code/gamebook/gamebook_module.rb', line 3525
def roll_the_die(
i = '1D10'
)
i = i.to_s.dup
unless i.end_with?('W','D')
i << 'W' unless i[-1,1] =~ /\d{1}/
end
return GamesAndRpgParadise.silently_roll_this_die(i) end
|
#science_fiction_theme? ⇒ Boolean
Also known as:
science_fiction_widget?, use_science_fiction_widget?
#
science_fiction_theme?
#
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# File 'lib/games_and_rpg_paradise/gui/shared_code/gamebook/gamebook_module.rb', line 428
def science_fiction_theme?
@theme == :"science-fiction"
end
|
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# File 'lib/games_and_rpg_paradise/gui/shared_code/gamebook/gamebook_module.rb', line 1682
def scrolled_window_for_the_equipment_buffer?
@scrolled_window_for_the_equipment_buffer
end
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#set_combat_skill_entry(i) ⇒ Object
Also known as:
set_combat_skill
#
set_combat_skill_entry
#
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# File 'lib/games_and_rpg_paradise/gui/shared_code/gamebook/gamebook_module.rb', line 1293
def set_combat_skill_entry(i)
entry_gewandheitspunkte?.set_text(i.to_s)
end
|
#set_current_combat_skill_entry(i) ⇒ Object
Also known as:
set_current_combat_skill
#
set_current_combat_skill_entry
#
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# File 'lib/games_and_rpg_paradise/gui/shared_code/gamebook/gamebook_module.rb', line 784
def set_current_combat_skill_entry(i)
entry_current_combat_skill?.set_text(i.to_s)
end
|
#set_current_endurance(i, &block) ⇒ Object
Also known as:
set_endurance, set_endurance_skill_entry
#
set_current_endurance
#
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# File 'lib/games_and_rpg_paradise/gui/shared_code/gamebook/gamebook_module.rb', line 2534
def set_current_endurance(i, &block)
if block_given?
yielded = yield
case yielded
when :can_not_go_below_zero
i = i.to_i
i = 0 if i < 0
end
end
i = i.to_s
current_endurance_entry?.set_text(i)
end
|
#set_current_endurance_of_the_enemy(i) ⇒ Object
#
set_current_endurance_of_the_enemy
#
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# File 'lib/games_and_rpg_paradise/gui/shared_code/gamebook/gamebook_module.rb', line 3501
def set_current_endurance_of_the_enemy(i)
i = i.to_s
opponent_endurance_entry?.set_text(i)
if i == '0'
the_opponent_endurance_entry_is_now_red
else the_opponent_endurance_entry_is_now_black
end
end
|
#set_current_stärke(i) ⇒ Object
Also known as:
set_current_stärkepunkte
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# File 'lib/games_and_rpg_paradise/gui/shared_code/gamebook/gamebook_module.rb', line 1108
def set_current_stärke(i)
@character.set_current_stärke(i) if @character
end
|
#set_entry_containing_the_die(i = '2W6') ⇒ Object
Also known as:
set_entry_for_n_die
#
set_entry_containing_the_die
#
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# File 'lib/games_and_rpg_paradise/gui/shared_code/gamebook/gamebook_module.rb', line 2043
def set_entry_containing_the_die(i = '2W6')
i = i.to_s
@entry_for_the_dice.set_text(i)
end
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#set_equipment_buffer(i) ⇒ Object
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# File 'lib/games_and_rpg_paradise/gui/shared_code/gamebook/gamebook_module.rb', line 368
def set_equipment_buffer(i)
@equipment_buffer.set_text(i.to_s)
end
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#set_kai_disciplines(i) ⇒ Object
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# File 'lib/games_and_rpg_paradise/gui/shared_code/gamebook/gamebook_module.rb', line 634
def set_kai_disciplines(i)
i = i.to_s
widget = @text_view_for_the_kai_disciplines
widget.set_text(i) if widget
end
|
#set_main_buffer_content(i) ⇒ Object
Also known as:
set_buffer
#
set_main_buffer_content (hooks tag)
#
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# File 'lib/games_and_rpg_paradise/gui/shared_code/gamebook/gamebook_module.rb', line 3122
def set_main_buffer_content(i)
return unless main_buffer_exists?
i = i.to_s if i.include?('zwei Würfeln')
roll_n_die(2)
elsif i.include?('Würfle mit einem Würfel.')
roll_n_die(1)
set_entry_for_n_die('1W6')
end
if i.include?('ersuch dein Glück')
handle_the_situation_caused_bei_Versuch_dein_Glück
i.gsub!(/Versuch dein Glück/i, '<i>Versuch dein Glück</i>')
end
if i.include?('Du verlierst ')
use_this_regex = /Du verlierst (\d+) \b(.+)\b/ how_much, which_attribute = i.scan(use_this_regex).flatten
how_much = how_much.to_i
deduct(how_much, which_attribute)
end
if i.include?('lose ') and
i.include?(' ENDURANCE') and
i.include?('points') and
is_on_lone_wolf?
regex_to_use = /lose (\d{1,3}) ENDURANCE\s*points/ i =~ regex_to_use
_ = $1.to_s.dup.to_i
deduct_n_endurance_points(_)
end
buffer = buffer_holding_the_gamepage_content?
buffer.set_text(i)
buffer.do_markify
end
|
#set_main_entry_to(i) ⇒ Object
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# File 'lib/games_and_rpg_paradise/gui/shared_code/gamebook/gamebook_module.rb', line 1038
def set_main_entry_to(i)
if @entry_containing_the_number_of_the_subsection
@entry_containing_the_number_of_the_subsection.set_text(i.to_s)
end
end
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#set_max_gold(i) ⇒ Object
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# File 'lib/games_and_rpg_paradise/gui/shared_code/gamebook/gamebook_module.rb', line 2459
def set_max_gold(i)
@spinbutton_for_geld.set_max_value(i)
end
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#set_max_id(i) ⇒ Object
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# File 'lib/games_and_rpg_paradise/gui/shared_code/gamebook/gamebook_module.rb', line 1874
def set_max_id(i)
@max_id = i.to_i
end
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#set_max_stärke(i) ⇒ Object
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# File 'lib/games_and_rpg_paradise/gui/shared_code/gamebook/gamebook_module.rb', line 1386
def set_max_stärke(i)
@character.set_max_stärke(i) if @character.respond_to?(:set_max_stärke)
end
|
#set_maximal_endurance(i = @character.max_endurance?) ⇒ Object
#
set_maximal_endurance
#
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# File 'lib/games_and_rpg_paradise/gui/shared_code/gamebook/gamebook_module.rb', line 3558
def set_maximal_endurance(
i = @character.max_endurance?
)
@entry_max_endurance.set_text(i.to_s)
end
|
#set_n_arrows(i) ⇒ Object
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# File 'lib/games_and_rpg_paradise/gui/shared_code/gamebook/gamebook_module.rb', line 2085
def set_n_arrows(i)
i = i.to_s
@entry_for_n_arrows.set_text(i) if @entry_for_n_arrows
end
|
#set_n_gold(i) ⇒ Object
Also known as:
set_n_gold_coins, n_gold=
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# File 'lib/games_and_rpg_paradise/gui/shared_code/gamebook/gamebook_module.rb', line 2466
def set_n_gold(i)
@spinbutton_for_geld.set_value(i.to_s)
end
|
#set_n_meals(i) ⇒ Object
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# File 'lib/games_and_rpg_paradise/gui/shared_code/gamebook/gamebook_module.rb', line 2342
def set_n_meals(i)
widget = @entry_for_meals
widget.set_text(i.to_s) if widget
end
|
#set_n_quivers(i) ⇒ Object
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# File 'lib/games_and_rpg_paradise/gui/shared_code/gamebook/gamebook_module.rb', line 2303
def set_n_quivers(i)
i = i.to_s
@entry_for_n_quivers.set_text(i) if @entry_for_n_quivers
end
|
#set_path_to_the_file_config_yml(i, try_to_find_a_config_yaml_file = false) ⇒ Object
Also known as:
set_path
#
set_path_to_the_file_config_yml
#
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# File 'lib/games_and_rpg_paradise/gui/shared_code/gamebook/gamebook_module.rb', line 2010
def set_path_to_the_file_config_yml(
i,
try_to_find_a_config_yaml_file = false
)
case try_to_find_a_config_yaml_file
when :try_to_find_a_config_yaml_file
try_to_find_a_config_yaml_file = true
end
case i
when :default
i = USE_THIS_GAMEBOOK
end
if try_to_find_a_config_yaml_file and !i.end_with?('config.yml')
dirname = dirname_but_retains_the_trailing_slash(i)
if File.file?("#{dirname}config.yml")
i = "#{dirname}config.yml"
end
end
@path_to_the_file_config_yml = i
end
|
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# File 'lib/games_and_rpg_paradise/gui/shared_code/gamebook/gamebook_module.rb', line 1228
def set_rename_equipment_widget(
i = @config_dataset[:rename_equipment_widget_to]
)
if @text_ausrüstung_label
@text_ausrüstung_label.set_text(i.to_s)
end
end
|
#set_rename_gewandheit_entry_to(i = ) ⇒ Object
#
set_rename_gewandheit_entry_to
#
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# File 'lib/games_and_rpg_paradise/gui/shared_code/gamebook/gamebook_module.rb', line 1204
def set_rename_gewandheit_entry_to(
i = @config_dataset[:rename_gewandheit_entry_to]
)
widget = text_containing_the_gewandheit_label?
widget.set_text(i.to_s) if widget
end
|
#set_rename_gold_entry_to(i = ) ⇒ Object
Also known as:
consider_updating_the_text_containing_the_money_label
#
set_rename_gold_entry_to
#
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# File 'lib/games_and_rpg_paradise/gui/shared_code/gamebook/gamebook_module.rb', line 1132
def set_rename_gold_entry_to(
i = @config_dataset[:rename_gold_entry_to]
)
text = text_containing_the_money_label?
if text
text.set_text(i.to_s)
end
end
|
#set_rename_stärke_entry_to(i) ⇒ Object
#
set_rename_stärke_entry_to
#
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# File 'lib/games_and_rpg_paradise/gui/shared_code/gamebook/gamebook_module.rb', line 1196
def set_rename_stärke_entry_to(i)
widget = text_containing_the_stärke_label?
widget.set_text(i.to_s) if widget
end
|
#set_starting_page(i) ⇒ Object
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# File 'lib/games_and_rpg_paradise/gui/shared_code/gamebook/gamebook_module.rb', line 2167
def set_starting_page(i)
@starting_page = i
end
|
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# File 'lib/games_and_rpg_paradise/gui/shared_code/gamebook/gamebook_module.rb', line 2224
def set_the_title_of_the_gamebook_onto_the_corresponding_widget(i)
@text_keeping_the_gamebook_title.set_text(i)
end
|
#set_the_value_for_stärke_on_the_proper_entry ⇒ Object
Also known as:
autoset_gtk_entry_stärke
#
set_the_value_for_stärke_on_the_proper_entry
#
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# File 'lib/games_and_rpg_paradise/gui/shared_code/gamebook/gamebook_module.rb', line 1312
def set_the_value_for_stärke_on_the_proper_entry
current_stärke = current_stärke?
max_stärke = max_stärke?
if current_stärke.to_i > max_stärke.to_i
current_stärke = max_stärke
end
_ = current_stärke.to_s+' / '+max_stärke.to_s
@entry_stärke.set_text(_.to_s)
end
|
#set_theme(i = :lone_wolf) ⇒ Object
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# File 'lib/games_and_rpg_paradise/gui/shared_code/gamebook/gamebook_module.rb', line 327
def set_theme(
i = :lone_wolf
)
case i
when :lone_wolf,
:default
i = :fantasy_lone_wolf
end
@theme = i
end
|
#set_use_this_file(i) ⇒ Object
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# File 'lib/games_and_rpg_paradise/gui/shared_code/gamebook/gamebook_module.rb', line 2174
def set_use_this_file(i)
@use_this_file = File.absolute_path(i)
end
|
#set_use_this_gamebook(i = :default_gamebook_to_use) ⇒ Object
#
set_use_this_gamebook
#
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# File 'lib/games_and_rpg_paradise/gui/shared_code/gamebook/gamebook_module.rb', line 3323
def set_use_this_gamebook(
i = :default_gamebook_to_use
)
case i
when :default_gamebook_to_use,
:default
i = USE_THIS_GAMEBOOK
end
if i.is_a? Array
i = i.first
end
i = i.to_s
if i =~ /^\d{1,5}/
possibilities = Dir["#{yaml_gamebooks_dir?}*"].select {|entry|
File.directory?(entry)
}
i = i.to_i - 1
if (i+1) > possibilities.size
i = possibilities.size - 1
end
basename = File.basename(possibilities[i])
i = "#{yaml_gamebooks_dir?}#{basename}/config.yml"
end
i = i.dup if i.frozen?
i << 'config.yml' unless (i.end_with?('config.yml') or i.end_with?('.yml'))
set_path_to_the_file_config_yml(i, :try_to_find_a_config_yaml_file)
load_the_dataset_for_the_gamebook
end
|
#show_help ⇒ Object
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# File 'lib/games_and_rpg_paradise/gui/shared_code/gamebook/gamebook_module.rb', line 623
def show_help
e 'You can designate different gamebooks to use via:'
e
e ' --use-gamebook=1'
e ' --use-gamebook=2'
e
end
|
#smaller_font? ⇒ Boolean
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# File 'lib/games_and_rpg_paradise/gui/shared_code/gamebook/gamebook_module.rb', line 1888
def smaller_font?
SMALLER_FONT
end
|
#smallest_font? ⇒ Boolean
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# File 'lib/games_and_rpg_paradise/gui/shared_code/gamebook/gamebook_module.rb', line 382
def smallest_font?
SMALLEST_FONT
end
|
#sourceview_containing_the_content_of_the_gamebook_entry? ⇒ Boolean
Also known as:
scrolled_window?, the_primary_scrolled_window?, main_widget?
#
sourceview_containing_the_content_of_the_gamebook_entry?
#
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# File 'lib/games_and_rpg_paradise/gui/shared_code/gamebook/gamebook_module.rb', line 3855
def sourceview_containing_the_content_of_the_gamebook_entry?
@sourceview_containing_the_content_of_the_gamebook_entry
end
|
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# File 'lib/games_and_rpg_paradise/gui/shared_code/gamebook/gamebook_module.rb', line 580
def spinbutton_for_geld?
@spinbutton_for_geld
end
|
#switch_to_the_no_border_for_the_die_image(use_this_new_css_class = 'border_3px_dotted_black') ⇒ Object
#
switch_to_the_no_border_for_the_die_image
#
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# File 'lib/games_and_rpg_paradise/gui/shared_code/gamebook/gamebook_module.rb', line 1342
def switch_to_the_no_border_for_the_die_image(
use_this_new_css_class = 'border_3px_dotted_black'
)
@hbox_containing_the_die_images.remove_css_class('border_3px_dotted_red')
@hbox_containing_the_die_images.css_class(use_this_new_css_class)
end
|
#switch_to_the_red_border_for_the_die_image(remove_this_old_css_class = 'border_3px_dotted_black') ⇒ Object
#
switch_to_the_red_border_for_the_die_image
#
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# File 'lib/games_and_rpg_paradise/gui/shared_code/gamebook/gamebook_module.rb', line 1352
def switch_to_the_red_border_for_the_die_image(
remove_this_old_css_class = 'border_3px_dotted_black' )
@hbox_containing_the_die_images.remove_css_class(remove_this_old_css_class)
@hbox_containing_the_die_images.css_class('border_3px_dotted_red')
end
|
#sync_the_fonts(use_this_font = @use_this_font, scrolled_window = scrolled_window?
) ⇒ Object
#
sync_the_fonts (fonts tag, font tag, sync tag)
#
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# File 'lib/games_and_rpg_paradise/gui/shared_code/gamebook/gamebook_module.rb', line 2367
def sync_the_fonts(
use_this_font = @use_this_font,
scrolled_window = scrolled_window?
)
scrolled_window.set_use_this_font(use_this_font)
left_side?.set_use_this_font(use_this_font)
if @text_view_for_the_kai_disciplines
@text_view_for_the_kai_disciplines.font = smaller_font?
end
if actionsheet_label?
actionsheet_label?.font = larger_font?
actionsheet_label?.make_bold
end
if @admin_label
@admin_label.font = larger_font?
@admin_label.make_bold
@button_open_the_currently_used_yaml_file_in_the_editor.font = larger_font?
end
@notes_label.font = larger_font?
@notes_label.make_bold
if @four_components_entry1
@four_components_entry1.sync_this_font(use_this_font)
@four_components_entry2.sync_this_font(use_this_font)
end
end
|
#text_containing_the_gewandheit_label? ⇒ Boolean
#
text_containing_the_gewandheit_label?
#
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# File 'lib/games_and_rpg_paradise/gui/shared_code/gamebook/gamebook_module.rb', line 1214
def text_containing_the_gewandheit_label?
@text_containing_the_gewandheitspunkte_label
end
|
#text_containing_the_money_label? ⇒ Boolean
#
text_containing_the_money_label?
#
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# File 'lib/games_and_rpg_paradise/gui/shared_code/gamebook/gamebook_module.rb', line 860
def text_containing_the_money_label?
@text_containing_the_money_label
end
|
#text_containing_the_stärke_label? ⇒ Boolean
#
text_containing_the_stärke_label?
#
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# File 'lib/games_and_rpg_paradise/gui/shared_code/gamebook/gamebook_module.rb', line 1221
def text_containing_the_stärke_label?
@text_containing_the_stärke_label
end
|
#text_view_holding_the_gamepage_content? ⇒ Boolean
#
text_view_holding_the_gamepage_content?
#
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# File 'lib/games_and_rpg_paradise/gui/shared_code/gamebook/gamebook_module.rb', line 458
def text_view_holding_the_gamepage_content?
@text_view_holding_the_gamepage_content
end
|
#the_button_was_clicked_for_this_subpage(use_this_id) ⇒ Object
#
the_button_was_clicked_for_this_subpage
This method ties together all actions that occur when the player clicked on a button for a specific subpage.
#
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|
# File 'lib/games_and_rpg_paradise/gui/shared_code/gamebook/gamebook_module.rb', line 3917
def the_button_was_clicked_for_this_subpage(
use_this_id
)
use_this_id = remove_html(use_this_id.to_s.strip)
pointer = load_dataset_for_this_page(use_this_id)
add_to_the_path_traversal_history(use_this_id)
main_entry?.set_text(use_this_id) if main_entry?
if pointer.has_key? 'content'
content = pointer['content'].lstrip
else
e tomato('Warning: the pointer for ID '+use_this_id.to_s+
'does not have the keyword "content".')
end
is_this_a_combat_page = content.include? ' ENDURANCE:'
set_buffer(content)
if pointer.has_key? 'add_item'
if automatically_pick_up_items?
@character.add_this_item_to_the_equipment(pointer['add_item'])
update_the_equipment_widget
end
end
if pointer.has_key? 'add_n_gold_coins'
if automatically_pick_up_items?
@character.add_n_gold_coins(pointer['add_n_gold_coins'])
update_the_gold_coins_widget
end
end
if pointer.has_key? 'add_item_unless_it_exists_already'
if automatically_pick_up_items?
_ = @character.equipment?
_ = _.join("\n") if _.is_a? Array
item_to_be_added = pointer['add_item_unless_it_exists_already']
unless _.include? item_to_be_added
@character.add_this_item_to_the_equipment(item_to_be_added)
update_the_equipment_widget
end
end
end
if is_lone_wolf?
if is_this_a_combat_page
parse_the_current_page_to_determine_the_enemy(content)
else empty_the_label_containing_the_name_of_the_opponent
the_opponent_endurance_entry_is_now_black
end
end
if is_lone_wolf? and use_this_id.to_i > 0 and
!is_this_a_combat_page @character.set_current_endurance(current_endurance_from_the_widget?.to_i)
if @character and (@character.has_healing_ability? or @character.has_curing_ability?)
try_to_regenerate_n_hp(1)
end
end
end
|
#the_character_dies ⇒ Object
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# File 'lib/games_and_rpg_paradise/gui/shared_code/gamebook/gamebook_module.rb', line 1519
def the_character_dies
@character.dies if @character
end
|
#the_exits_of_this_page_number_must_be_determined_next(i = 0) ⇒ Object
Also known as:
determine_all_the_exits
#
the_exits_of_this_page_number_must_be_determined_next (exits tag)
The input should be the current page.
#
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|
# File 'lib/games_and_rpg_paradise/gui/shared_code/gamebook/gamebook_module.rb', line 4080
def the_exits_of_this_page_number_must_be_determined_next(
i = 0
)
pointer = main_dataset?[i.to_i]
index = 0
begin
image = pointer['image']
if image
if image.is_a? Array
image = image.first end
target = "#{project_base_directory?}images/gamebooks/#{image}"
if image.start_with? 'http'
target = log_dir?+
File.basename(target)
unless File.exist? target
cd(GamesAndRpgParadise.temp_dir?)
cd(File.dirname(target))
verbose_download_this_remote_image_into_that_assumed_local_path(
image,
target
)
end
end
if File.exist? target
@special_image.path = target
target = File.absolute_path(target)
if File.exist?(target)
@special_image.hint = "This image can be found at: "\
"\n\n <b>#{target}</b>\n\n"
end
@special_image.show
end
else
@special_image.hide
end
exits = pointer['exits']
hide_all_buttons if exits
exits.each {|this_exit_leads_to_that_number, this_exit_has_that_description|
value = this_exit_has_that_description
content = "<b>#{this_exit_leads_to_that_number}</b> | #{this_exit_has_that_description}"
if content.include?('fin') and
!content.include?(' fin') and
!(content =~ /[A-Za-z]fin[A-Za-z]/) and
!(value.to_s =~ /\d+/)
if content.include? 'Continue with '
if content.include? 'Proceed with '
content.gsub!(
/Proceed with /, 'Continue with '
)
end
use_this_regex = /Continue with "(.+)"./ scanned = content.scan(use_this_regex)
continue_with_this_gamebook(scanned.flatten.first)
this_exit_leads_to_that_number = 0 if @array_buttons[this_exit_leads_to_that_number]
@array_buttons[this_exit_leads_to_that_number].enable_the_button
content = '<b>0</b> | Continue your journey here, on a new adventure.'
@array_buttons[this_exit_leads_to_that_number].set_text(content)
@array_buttons[this_exit_leads_to_that_number].left_align
@array_buttons[this_exit_leads_to_that_number].do_markify
if @character.is_alive?
@array_buttons[this_exit_leads_to_that_number].show
end
end
else
the_game_is_now_over
end
elsif content.include?('guess_correctly')
else
value.gsub!(/\n/,' ') if value.include?("\n")
if value.include?('Stichwort ')
append_to_the_equipment_buffer(
"\n"+
value.scan(
/(Stichwort [A-Za-z]+)/
).flatten.first.to_s
)
end
if value.size > 80
value = word_wrap(value).strip content = "<b>#{this_exit_leads_to_that_number}</b> | #{value}"
end
if @array_buttons[index]
@array_buttons[index].enable_the_button
@array_buttons[index].set_text(content)
@array_buttons[index].left_align
@array_buttons[index].do_markify
if @character.is_alive?
@array_buttons[index].show
end
end
index += 1
end
}
else
if exits.nil?
e ::Colours.tomato(
"The subpage at entry `#{i}` does not seem to have correct exits defined."
)
end
end
rescue Exception => error
pp error
pp "The subpage was: #{i}"
end
end
|
#the_game_is_now_over ⇒ Object
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# File 'lib/games_and_rpg_paradise/gui/shared_code/gamebook/gamebook_module.rb', line 444
def the_game_is_now_over
@is_the_game_over = true
end
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#the_opponent_endurance_entry_is_now_black(i = opponent_endurance_entry?
) ⇒ Object
#
the_opponent_endurance_entry_is_now_black
#
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# File 'lib/games_and_rpg_paradise/gui/shared_code/gamebook/gamebook_module.rb', line 3745
def the_opponent_endurance_entry_is_now_black(
i = opponent_endurance_entry?
)
i.add_css_class('black')
i.remove_CSS_class('red')
end
|
#the_opponent_endurance_entry_is_now_red(i = opponent_endurance_entry?
) ⇒ Object
#
the_opponent_endurance_entry_is_now_red
#
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# File 'lib/games_and_rpg_paradise/gui/shared_code/gamebook/gamebook_module.rb', line 3735
def the_opponent_endurance_entry_is_now_red(
i = opponent_endurance_entry?
)
i.add_css_class('red')
i.remove_CSS_class('black')
end
|
#theme? ⇒ Boolean
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# File 'lib/games_and_rpg_paradise/gui/shared_code/gamebook/gamebook_module.rb', line 396
def theme?
@theme
end
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#try_to_regenerate_n_hp(i = 1) ⇒ Object
#
try_to_regenerate_n_hp
#
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# File 'lib/games_and_rpg_paradise/gui/shared_code/gamebook/gamebook_module.rb', line 1276
def try_to_regenerate_n_hp(
i = 1
)
@character.try_to_regenerate_n_hp(i)
set_current_endurance(@character.current_endurance?)
end
|
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# File 'lib/games_and_rpg_paradise/gui/shared_code/gamebook/gamebook_module.rb', line 851
def update_the_equipment_widget
set_equipment_buffer(
@character.equipment?.join("\n")
)
end
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# File 'lib/games_and_rpg_paradise/gui/shared_code/gamebook/gamebook_module.rb', line 2474
def update_the_gold_coins_widget
set_n_gold(@character.n_gold_coins?)
end
|
#use_this_file? ⇒ Boolean
Also known as:
use_which_file?
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# File 'lib/games_and_rpg_paradise/gui/shared_code/gamebook/gamebook_module.rb', line 2181
def use_this_file?
@use_this_file
end
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#use_which_font? ⇒ Boolean
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# File 'lib/games_and_rpg_paradise/gui/shared_code/gamebook/gamebook_module.rb', line 1741
def use_which_font?
@use_which_font
end
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#verbose_download_this_remote_image_into_that_assumed_local_path(image_to_use = @image_to_use, assumed_local_path) ⇒ Object
#
verbose_download_this_remote_image_into_that_assumed_local_path
#
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# File 'lib/games_and_rpg_paradise/gui/shared_code/gamebook/gamebook_module.rb', line 3820
def verbose_download_this_remote_image_into_that_assumed_local_path(
image_to_use = @image_to_use,
assumed_local_path
)
e ::Colours.rev+
'Downloading from `'+image_to_use+'` next into `'+
sfile(assumed_local_path)+'`.'
io_download(image_to_use, assumed_local_path) end
|
#visit_this_page(i = @starting_page) ⇒ Object
Also known as:
visit_this_subsection, go_to_page
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# File 'lib/games_and_rpg_paradise/gui/shared_code/gamebook/gamebook_module.rb', line 2231
def visit_this_page(
i = @starting_page
)
case i
when :default_start_page,
:default
i = @starting_page
end
dataset = the_button_was_clicked_for_this_subpage(i)
if dataset.is_a?(Hash) and dataset.has_key?('content')
scrolled_window?.set_text(
dataset['content'].lstrip
)
end
main_entry?.set_text(i.to_s)
end
|
#weapons_buffer? ⇒ Boolean
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# File 'lib/games_and_rpg_paradise/gui/shared_code/gamebook/gamebook_module.rb', line 1806
def weapons_buffer?
@weapons_widget_text_buffer
end
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# File 'lib/games_and_rpg_paradise/gui/shared_code/gamebook/gamebook_module.rb', line 3192
def widget_switcher?
@widget_switcher
end
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#yaml_file? ⇒ Boolean
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# File 'lib/games_and_rpg_paradise/gui/shared_code/gamebook/gamebook_module.rb', line 1748
def yaml_file?
_ = File.dirname(@path_to_the_file_config_yml)
globbed = Dir[_+'/*'].reject {|entry| entry.include? 'config.yml' }
_ = globbed.first
return _
end
|