// updateRoom.js
(function () {
/* global AdventureJS A */
var p = AdventureJS.Display.prototype;
/**
* Concatenate room name + player situation to status bar.
* @method AdventureJS.Display#updateRoom
* @returns {Object} Returns the instance the method is called on (useful for chaining calls.)
* @chainable
*/
p.updateRoom = function Display_updateRoom() {
const player = this.game.getPlayer();
const nest_asset = player.getNestAsset();
const room = this.game.getAsset(this.game.world._room);
let situation = "";
if (nest_asset) {
situation = ` (`;
if (player.posture !== "stand") {
situation += `${player.getPostureGerund()} `;
}
// situation = ` (${player.getPostureGerund()}
situation += `${player.getNestPreposition()}
${nest_asset.article_name})`;
} else if (player.isOnFloor()) {
situation = ` (${player.getPostureGerund()} on the floor)`;
}
if (room.isDark() && this.game.settings.use_dark_room_situation) {
if (situation) situation = situation + ", ";
situation = situation + room.darksituation;
}
// @FUTURE floating in water or zero-G
situation = situation ? `<span class='situation'>${situation}</span>` : "";
let name =
(room.isDark() && this.game.settings.use_dark_room_name
? A.FX.capitalize(room.darkname)
: A.FX.capitalize(room.name)) + (situation && situation);
this.roomEl.innerHTML = name;
return this;
};
})();