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<p><span class="blinking-cursor"></span></p>
<div class='screen'>
<div class='textArea'>
The Page you were looking for was not found. Welcome to AmieDD 404 Escape Adventure.<br/>
<pre>========================================================================
==============================
# ## #### # ##
# ## ## ## # ##
####### # # #######
## ## ## ##
## #### ##
==============================
=================================v0.42===================================
</pre>
$screen-background:#121010;
$help-color:#00ff00 ;
$danger-color: #ff123e;
$look-color: #E1D728;
html,body {
background-color: $screen-background;
color: #FFF;
font-family: 'Source Code Pro';
padding: 10px;
font-size: 0.9em;
}
p {
padding: 0px;
margin: 0px;
text-transform: uppercase;
}
.green {
color: $help-color;
}
.red {
color: $danger-color;
}
.yellow {
color: $look-color;
}
.blinking-cursor {
font-weight: 100;
color: #FFF;
-webkit-animation: 1s blink step-end infinite;
-moz-animation: 1s blink step-end infinite;
-ms-animation: 1s blink step-end infinite;
-o-animation: 1s blink step-end infinite;
animation: 1s blink step-end infinite;
}
.blinking-cursor:after {
content: "|";
}
@keyframes blink {
from, to {
color: #121212;
}
50% {
color: #FFF;
}
}
@-moz-keyframes blink {
from, to {
color: #121212;
}
50% {
color: #FFF;
}
}
@-webkit-keyframes blink {
from, to {
color: #121212;
}
50% {
color: #FFF;
}
}
@-ms-keyframes blink {
from, to {
color: transparent;
}
50% {
color: black;
}
}
@-o-keyframes blink {
from, to {
color: transparent;
}
50% {
color: black;
}
}
//www.amiedd.com/404 Text escape adventure game
// Influenced my childhood adventures of being homeschooled and Zork
var line = 0;
var lastCommand;
var character = {
directionTypes: [{
"key": "north"
}, {
"key": "east"
}, {
"key": "south"
}, {
"key": "west"
}],
hp: 30,
direction: "north",
inventory: [],
addToInventory: function(item) {
this.inventory.push(item);
}
}
function changeMotionStatus(status) {
var obj = false;
for (var i = 0, iLen = character.moveTypes.length; i < iLen; i++) {
if (character.moveTypes[i].key == status) {
obj = character.moveTypes[i];
break;
}
}
if (obj) {
character.moveType = obj.key;
newLine("You are now " + obj.verb + ", your movement level is " + obj.volume);
newLine("");
} else {
newLine(status + " is not a valid motion status");
}
}
function stats() {
newLine("-- You are carring " + character.inventory.length + (character.inventory.length == 1 ? " object" : " objects"), "yellow");
//inventory stuff
if (character.inventory.length > 0) {
for (var i = 0; i < character.inventory.length; i++) {
newLine("---- " + (i + 1) + ") A " + character.inventory[i].description + " " + character.inventory[i].key, "yellow");
}
}
//movement status
var obj = false;
for (var i = 0, iLen = character.moveTypes.length; i < iLen; i++) {
if (character.moveTypes[i].key == character.moveType) {
obj = character.moveTypes[i];
break;
}
}
newLine("-- You are currently " + obj.verb, "yellow");
newLine("");
}
function help() {
var helptext = [
"The spirit of Obi-Wan Kenobi will help you",
"-------",
"Movement commands",
"- MOVE [direction]: Move in a direction (north/south/east/west)",
"-------",
"Action commands",
"- LOOK: Look around, your surroundings",
"- PICKUP [object]: Add an object to your arsenal",
"- USE [object] WITH [object]: Use an object",
"-------",
"Other commands",
"- CLEAR: Clear the console",
"-------"
];
for (var i = 0; i < helptext.length; i++) {
newLine(helptext[i], "green");
}
newLine("");
}
function newLine(text, classname) {
window.setTimeout(function() {
$("body").append('<p ' + (typeof classname == undefined ? '' : 'class="' + classname + '"') + '>' + text + '</p>');
$(".blinking-cursor").remove();
$("p:last").append('<span class="blinking-cursor"></span>');
if ($("p").length > 25) {
$("p")[0].remove();
}
$("html, body").animate({ scrollTop: $(document).height() }, "slow");
},150);
return false;
}
function pickup(object) {
var pu = false;
if (typeof window.obj.actions.pickup !== "undefined") {
for (var i = 0, iLen = window.obj.actions.pickup.length; i < iLen; i++) {
if (window.obj.actions.pickup[i].key == object.toLowerCase()) {
pu = window.obj.actions.pickup[i];
break;
}
}
}
if (pu) {
character.addToInventory(pu);
newLine("You pick up a " + pu['description'] + " " + pu['key'], "green");
newLine("");
} else {
newLine("You can't seem to find a " + object + " to pickup", "red");
newLine("");
}
}
function narrative() {
//if there is any narrative
if (window.obj.content.length > 0) {
newLine("-------");
for (var i = 0; i < window.obj.content.length; i++) {
newLine(window.obj.content[i]['narration']);
}
newLine("-------");
newLine("");
}
}
function use(object) {
var pu = false;
if (typeof window.obj.actions.use !== "undefined") {
for (var i = 0, iLen = window.obj.actions.use.length; i < iLen; i++) {
if (window.obj.actions.use[i].key == object.toLowerCase()) {
pu = window.obj.actions.use[i];
break;
}
}
}
if (pu) {
newLine("You use your " + pu['key']);
newLine(pu['event'])
window.part = pu['part'];
newLine("");
go();
} else {
newLine("You can't use a " + object + " here", "red");
newLine("");
}
}
function move(direction) {
var obj = false;
for (var i = 0, iLen = window.obj.movement.length; i < iLen; i++) {
if (window.obj.movement[i].key == direction.toLowerCase()) {
obj = window.obj.movement[i];
break;
}
}
if (obj) {
if (obj['passable']) {
newLine("You move to the " + obj['key']);
window.part = obj['part'];
newLine("");
go();
} else {
newLine(obj['inspection']);
newLine("Try another path");
newLine("");
}
} else {
newLine(direction + " is not a valid direction to move in", "red");
newLine("");
}
}
function clear() {
$("p").remove();
newLine("");
}
function look() {
if (window.obj.movement.length > 0) {
newLine("-------");
newLine("You look around...", "yellow", "yellow");
for (var i = 0; i < window.obj.movement.length; i++) {
newLine("-- " + window.obj.movement[i]['inspection'], "yellow");
}
newLine("-------");
newLine("");
} else {
newLine("There is nothing to see", "red");
newLine("");
}
}
function parseCommand(command) {
lastCommand = command;
var error = "";
if (command == "") {
newLine("No command was entered", "red");
newLine("");
} else {
switch (command.split(" ")[0]) {
case "NARRATIVE":
narrative();
break;
case "USE":
use(command.split(" ")[1]);
break;
case "MOVE":
move(command.split(" ")[1])
break;
case "PICKUP":
pickup(command.split(" ")[1]);
break;
case "CLEAR":
clear();
break;
case "HELP":
help();
break;
case "LOOK":
look();
break;
default:
newLine("Command '" + command.split(" ")[0] + "' was not recognised", "red");
newLine("");
break;
}
}
return true;
}
$(window).keyup(function(e) {
var charCode = e.which;
if (e.which == 13) {
parseCommand($("p:last").text());
} else if (e.which == 43 || e.which == 8) {
$("p:last").html($("p:last").text().slice(0, -1));
e.preventDefault();
} else if (e.which == 38) {
$("p:last").append(lastCommand);
lastCommand = "";
} else {
$("p:last").append(String.fromCharCode(e.which));
}
$(".blinking-cursor").remove();
$("p:last").append('<span class="blinking-cursor"></span>');
});
window.part = "1.0";
window.obj = {};
window.story = $.parseJSON('{"story":{"part":[{"partId":1.0,"content":[{"narration":"You awake in the mouth of an dragon(RIP Bob). You slowly adjust your eyes to your surroundings. "},{"narration":"All around you are glitter unicorns, pieces of BOB(RIP), sparkling electronic equipment. You smell something burning."},{"narration":"You must escape to save the prince from his tower...Or just leave him to burn, he never did anything for you anyways."},{"narration":"...."},{"narration":"For the controls, type \'help\' and hit enter."}],"movement":[{"key":"north","passable":false,"inspection":"To the north is only those white walker dudes, you would never make it through unless you have a dragon, not without dying and becoming a white walker anyway"},{"key":"east","passable":false,"inspection":"The east is blocked off by a pile of rubbish"},{"key":"south","passable":true,"part":1.3,"inspection":"The south passage is clear, leading to the exit"},{"key":"west","passable":true,"part":1.1,"inspection":"To the west is a small service room, it looks like there is something on the floor"}],"actions":[]},{"partId":1.1,"content":[{"narration":"You head west, away from the flames, in to the small service room."},{"narration":"The smoke is rising towards a fire alarm, once it is triggered the door will seal."},{"narration":"You notice a boomstick on the floor, that could be useful."}],"movement":[{"key":"north","passable":false,"inspection":"To the north is only a solid wall"},{"key":"east","passable":true,"part":1.11,"inspection":"To the east is the only exit, leading back in to the previous room"},{"key":"south","passable":true,"inspection":"To the south the passage way has collapsed, blocking your path"},{"key":"west","passable":false,"inspection":"To the west is only a solid, highly damaged wall"}],"actions":{"pickup":[{"key":"boomstick","description":"heavy ","weight":15}]}},{"partId":1.11,"content":[{"narration":"The flames have worsened and toxic smoke clouds are filling the room."},{"narration":"The door seals behind you and an alarm sounds"}],"movement":[{"key":"north","passable":false,"inspection":"To the north is only those white walker dudes, you would never make it through unless you have a dragon, not without dying and becoming a white walker anyway"},{"key":"east","passable":false,"inspection":"The east is blocked off by a pile of rubble"},{"key":"south","passable":true,"part":1.3,"inspection":"he south passage is clear, leading to the exit"},{"key":"west","passable":false,"inspection":"The door is sealed shut, there is no way past now"}],"actions":[]},{"partId":1.12,"content":[{"narration":"The flames are intense and smoke is building, you start coughing."},{"narration":"You need to find a tool to unlock the door but there is nothing in this room."}],"movement":[{"key":"north","passable":false,"inspection":"To the north is only fire, you would never make it through, not without serious injuries anyway"},{"key":"east","passable":false,"inspection":"The east is blocked off by a pile of rubble"},{"key":"south","passable":true,"part":1.3,"inspection":"The south passage is clear, leading to the exit"},{"key":"west","passable":true,"part":1.1,"inspection":"The room to the west is clear and it looks like there is something on the floor"}],"actions":[]},{"partId":1.3,"content":[{"narration":"The exit is ahead, but the door is sealed shut"},{"narration":"You\'ll need to find a tool of some kind to unlock the door."}],"movement":[{"key":"north","passable":true,"part":"1.12","inspection":"North leads back where you started, but maybe you\'ll find a tool to open the door"},{"key":"east","passable":false,"inspection":"To the east is a wall"},{"key":"south","passable":false,"inspection":"The exit door is ahead, but locked shut"},{"key":"west","passable":false,"inspection":"To the west is a solid wall"}],"actions":{"use":[{"key":"boomstick","event":"You use your boomstick to bust the lock and the door swings open","loseItem":true,"part":2}]}},{"partId":2,"content":[{"narration":"That\'s it. You\'ve made it out of the room!"},{"narration":"You beat the dungeon master and escaped AmieDD 404 adventure! :)"}]}]}}');
go();
function go() {
for (var i = 0, iLen = window.story.story.part.length; i < iLen; i++) {
if (window.story.story.part[i].partId == part) {
window.obj = window.story.story.part[i];
break;
}
}
narrative();
}
$(document).on('keydown',function(e){
var $target = $(e.target||e.srcElement);
if(e.keyCode == 8 && !$target.is('input,[contenteditable="true"],textarea'))
{
e.preventDefault();
}
});
Also see: Tab Triggers