Beispiel #1
0
function plug_shop($a, $p, $o)
{
    if ($a == 'prod') {
        return product($p, $o);
    }
    if ($a == 'shop') {
        return shopping($p, $o);
    }
}
Beispiel #2
0
<?php 
// including the header of the document
require 'header.php';
// including the blog layout
?>
<div>
	<div class="demo-blog mdl-layout mdl-js-layout has-drawer is-upgraded">
      <main class="mdl-layout__content">
        <div class="demo-blog__posts mdl-grid">
         <?php 
include_once 'display/functions/otr.func.php';
otr('hello', 'hello world', 'index.php');
include_once 'display/functions/amazing.func.php';
amazing('I couldn’t take any pictures but this was an amazing thing…', 'hello world', 'index.php');
include_once 'display/functions/shopping.func.php';
shopping('hello', 'hello world', 'index.php');
include_once 'display/next.nav.func.php';
next_nav('index.php');
?>
 
        </div>
    <?php 
require 'footer.php';
?>
      </main>
      <div class="mdl-layout__obfuscator"></div>
    </div>
</div>
</body>
<?php 
require 'script.php';
Beispiel #3
0
function main()
{
    $nick = getNickFromArgs();
    $mapData = null;
    $charData = null;
    // This will force everyone into creating a Dynasty save.
    // We patching shit, yo.
    $dynPatch = false;
    $dynPath = getSaveFilePath($nick, SaveFileType::Dynasty);
    if (!file_exists($dynPath)) {
        saveGame($nick, SaveFileType::Dynasty);
        $dynPatch = true;
    }
    if (!checkIfNewGame($nick)) {
        // Load character save data.
        $charFilePath = getSaveFilePath($nick, SaveFileType::Character);
        $charData = FileIO::UnserializeFile($charFilePath);
        $charDataDirty = false;
        // Load map save data.
        $mapFilePath = getSaveFilePath($nick, SaveFileType::Map);
        $mapData = FileIO::UnserializeFile($mapFilePath);
        $mapDataDirty = false;
        // Load dynasty save data.
        $dynFilePath = getSaveFilePath($nick, SaveFileType::Dynasty);
        $dynData = FileIO::UnserializeFile($dynFilePath);
        $dynDataDirty = false;
        // Put everyone into the dynasty initialisation state, just this once.
        //$notYetPatched	= !isset($charData->patched);
        $notYetPatched = !isset($dynData->initialised);
        $notPatching = $charData->state != GameStates::DynastyInit;
        if (empty($dynData) || $notYetPatched && $notPatching) {
            $charData->patchState = $charData->state;
            $charData->patchPrevState = $charData->previousState;
            DEBUG_echo("Patching in Dynasty...");
            StateManager::ChangeState($charData, GameStates::DynastySplash);
        }
        // Patch the stat changes in.
        doStatPatchIfNeeded($charData);
        // Ensure it's sane.
        if (empty($charData) || empty($mapData)) {
            echo "ERROR: Save data's f****d.\n";
            exit(3);
        }
        // Read STDIN for input.
        $input = readStdin();
        switch ($charData->state) {
            case GameStates::DynastySplash:
                DEBUG_echo("DynastySplash");
                echo "Your Dynasty begins, and needs a name. Choose your name wisely - you cannot alter history.\n";
                StateManager::ChangeState($charData, GameStates::DynastyInit);
                $dynData->initialised = true;
                $charDataDirty = true;
                $dynDataDirty = true;
                break;
            case GameStates::DynastyInit:
                DEBUG_echo("DynastyInit");
                // Validate input.
                $validName = preg_match("/^[a-zA-Z]{1,16}\$/", $input, $output);
                if (!$validName) {
                    echo "Please enter a valid name. Letters only, between 1 and 16 characters.\n";
                    return;
                }
                $dynData->name = $input;
                $output = "The Dynasty of {$input} begins! Onwards, to adventure!";
                echo "{$output}\n";
                // Hook back up to where we were.
                $charData->state = $charData->patchState;
                $charData->previousState = $charData->patchPrevState;
                $charDataDirty = true;
                $dynDataDirty = true;
                break;
            case GameStates::NameSelect:
                DEBUG_echo("NameSelect");
                $validName = preg_match("/^[a-zA-Z]{1,16}\$/", $input, $output);
                if (!$validName) {
                    echo "Please enter a valid name. Letters only, between 1 and 16 characters.\n";
                    exit(13);
                }
                $output = "Please choose a class for {$input} {$dynData->name}: ";
                global $classSelect;
                foreach ($classSelect->commands as $fragment) {
                    $output .= "{$fragment->displayString}, ";
                }
                $output = rtrim($output, ", ") . "\n";
                echo $output;
                $charData->name = $input;
                StateManager::ChangeState($charData, GameStates::ClassSelect);
                $charDataDirty = true;
                break;
            case GameStates::ClassSelect:
                DEBUG_echo("ClassSelect");
                $input = strtolower($input);
                $setClass = classSelect($input, $charData, $dynData, $charData->name);
                if ($setClass) {
                    StateManager::ChangeState($charData, GameStates::FirstPlay);
                    $charDataDirty = true;
                }
                break;
                // Initialise the characters
            // Initialise the characters
            case GameStates::FirstPlay:
                DEBUG_echo("FirstPlay");
                firstPlay($charData, $dynData);
                StateManager::ChangeState($charData, GameStates::Adventuring);
                // purposeful fall-through!
                // The main loop for when we're romping around.
            // purposeful fall-through!
            // The main loop for when we're romping around.
            case GameStates::Adventuring:
                DEBUG_echo("Adventuring");
                adventuring($input, $charData, $mapData, $dynData);
                $charDataDirty = true;
                $mapDataDirty = true;
                break;
                // Sleepy nap time.
            // Sleepy nap time.
            case GameStates::Resting:
                DEBUG_echo("Resting");
                resting($input, $charData, $mapData);
                $charDataDirty = true;
                break;
                // IT'S CLOBBERING TIME
            // IT'S CLOBBERING TIME
            case GameStates::Combat:
                DEBUG_echo("Combat");
                combat($input, $charData, $mapData, $dynData);
                $charDataDirty = true;
                $mapDataDirty = true;
                break;
            case GameStates::Spellcasting:
                DEBUG_echo("Spellcasting");
                $nonCombat = isset($charData->previousState) && $charData->previousState != GameStates::Combat;
                spellcasting($input, $charData, $mapData, $nonCombat);
                $charDataDirty = true;
                $mapDataDirty = true;
                break;
            case GameStates::Looting:
                DEBUG_echo("Looting");
                looting($input, $charData, $mapData);
                $charDataDirty = true;
                $mapDataDirty = true;
                break;
            case GameStates::LevelUp:
                DEBUG_echo("LevelUp");
                levelUp($input, $charData, $mapData);
                $charDataDirty = true;
                break;
            case GameStates::UsingItem:
                DEBUG_echo("UsingItem");
                $nonCombat = isset($charData->previousState) && $charData->previousState != GameStates::Combat;
                usingItem($input, $charData, $mapData, $nonCombat);
                $charDataDirty = true;
                break;
            case GameStates::Shopping:
                DEBUG_echo("Shopping");
                shopping($input, $charData, $mapData);
                $charDataDirty = true;
                $mapDataDirty = true;
                break;
            case GameStates::Dynasty:
                DEBUG_echo("Dynasty");
                dynasty($input, $charData, $mapData, $dynData);
                $charDataDirty = true;
                $dynDataDirty = true;
                break;
            default:
                break;
        }
    } else {
        // Initialise the character save.
        saveGame($nick, SaveFileType::Character);
        // Initialise the map save.
        saveGame($nick, SaveFileType::Map);
        // Prompt for name/dynasty select.
        if (!$dynPatch) {
            echo "How do you want to alter your Dynasty?\n";
        } else {
            echo "Welcome to blaventure!\n";
        }
    }
    if (isset($charData) && $charDataDirty) {
        saveGame($nick, SaveFileType::Character, $charData);
    }
    if (isset($mapData) && $mapDataDirty) {
        saveGame($nick, SaveFileType::Map, $mapData);
    }
    if (isset($dynData) && $dynDataDirty) {
        saveGame($nick, SaveFileType::Dynasty, $dynData);
    }
}
Beispiel #4
0
    } else {
        return 0;
    }
}
echo average(16, 10);
echo '</br>';
echo average(2, 4);
echo '</br>';
//演習問題3
function shopping($a, $b)
{
    if ($a < $b) {
        return "お金が足りてません";
    }
    $c = $a - $b;
    return $c;
}
echo shopping(100, 80);
echo '</br>';
echo shopping(40, 60);
echo '</br>';
//演習問題4
function m($a, $b)
{
    if ($a >= $b) {
        return $a;
    } else {
        return $b;
    }
}
echo m(3, 9);