418 lines
23 KiB
HTML
418 lines
23 KiB
HTML
<!DOCTYPE HTML PUBLIC "-//W3C//DTD HTML 4.0 Transitional//EN">
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<html>
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<head>
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<style>
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body {background-color:#000; color: #fff; font-family: "sans"}
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h3 {background-color:#47c; padding:0.25em; color:#fff; margin-top:3em; border: 1px solid #fff;}
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h4 {background-color:#000; padding:0.25em; color:#fff; margin-top:3em; border: 1px solid #5ad;}
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a {color: #0af; text-decoration: none;}
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a:hover {color: #0af; text-decoration: underline;}
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table.controls {border:1px solid #fff; padding: 0.5em; width:40em;}
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table.controls td:first-child {width: 50%; color:#8cf;}
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table.controls td:nth-child(2) {font-weight: bold;}
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img.screenshot {border: 1px #fff solid; padding: 1px; width:800px; background-color:#000; display: block; margin: 0 auto;}
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div.annotation {font-size: 12px; position:absolute; background-color:#08f; color:#fff; padding:3px; font-weight:bold; border:2px #fff solid; border-radius: 5px; text-align:center}
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div.annotationContainer {position:relative; width:800px; display: block; margin-left: auto; margin-right: auto;}
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span.highlight {font-weight:bold; color: #0bf;}
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</style>
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<title>TBFTSS - The Pandoran War</title>
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</head>
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<body>
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<div style="width: 75%; display: block; margin-left: auto; margin-right: auto;">
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<div style="text-align:center">
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<p><img src="logo.png"></p>
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<p><img src="pandoran.png"></p>
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<p>Last updated: 21st April 2016</p>
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</div>
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<div>
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<p style="font-size: 14pt">
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Table of Contents
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<ul id="toc">
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</ul>
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</p>
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</div>
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<h3 class="section">Introduction</h3>
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<p>
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The Battle for the Solar System - The Pandoran War is a 2D space shooter, based on the space opera novels by <a href="http://www.twitter.com/stephenjsweeney">Stephen J Sweeney</a>. This game is set during the seven year period between <a href="http://www.battleforthesolarsystem.com/books/thirdside/">THE THIRD SIDE</a> and <a href="http://www.battleforthesolarsystem.com/books/attribute/">THE ATTRIBUTE OF THE STRONG</a>, the second and third novels in the trilogy, respectively.
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</p>
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<p>
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Note: this game is still under heavy development and will feature bugs, incomplete sections, and a numerous other issues until it reaches v1.0. Likewise, this gameplay manually will evolve over time, to become more detailed and helpful. This manual can also be found online at <a href="http://www.battleforthesolarsystem.com/games/pw/manual/index.html">www.battleforthesolarsystem.com/games/pw/manual/index.html</a>.
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</p>
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<p>You can support development of this game by purchasing one of the books in the trilogy: <a href="http://www.battleforthesolarsystem.com/purchase/">www.battleforthesolarsystem.com/purchase/</a>
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</p>
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<h3>Getting started</h3>
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<p>
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Before plunging in to the game proper and tackling the missions, it is recommended that you take time to become comfortable with the game mechanics. Upon starting a new game, you will be presented with the galactic map, with <span class="highlight">Sol</span> being the selected star system. New players should take their time to work through the missions here, to ease themselves in to the game. Here, you engage in a free flight, to get used to the controls, face off against unarmed and weak opponents, and get to grips with the objective system.
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</p>
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<p>
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Note that the primary control scheme for the game is mouse and keyboard. It is not recommended you attempt to play this game using a trackpad.
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</p>
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<h3>Title Screen</h3>
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<p>
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This is the first screen that you will see upon starting the game. You may select from the following options:
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<ul>
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<li><span class="highlight">New Game</span> - Start a new game (note: this will overight any game that is currently in progress)</li>
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<li><span class="highlight">Continue</span> - Continue the current game. This will be the default option if a save file is found.</li>
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<li><span class="highlight">Options</span> - Configure various configuration option. See the options section for more information.</li>
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<li><span class="highlight">Quit</span> - Exit the game</li>
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</ul>
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</p>
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<img src="title.png" class="screenshot">
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<h3>Galactic Map</h3>
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<p>
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This is the main mission select screen. Here, you can move around and select star systems in which to undertake missions. Star Systems that have missions will emit red circles at regular intervals. Red arrows will also point in the direction of star systems that have missions, but are currently offscreen.
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</p>
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<p>
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You can scroll around the galactic map by holding down the left mouse button and dragging the mouse (click and drag). To access missions, simply click on a star system that is emitting red pulses.
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</p>
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<p> </p>
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<div class='annotationContainer'>
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<div class="annotation" style="left:65px; top:65px;">1</div>
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<div class="annotation" style="left:400px; top:35px;">2</div>
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<div class="annotation" style="left:225px; top:125px;">3</div>
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<div class="annotation" style="left:550px; top:135px;">4</div>
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<div class="annotation" style="left:430px; top:235px;">5</div>
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</div>
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<img src="galaxy.png" class="screenshot">
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<ol>
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<li>Mission indicator arrow - points in the direction of star systems with missions that are currently off screen.</li>
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<li>Number of completed and total missions.</li>
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<li>A star system:
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<ol>
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<li><span style="color:#8cf; font-weight:bold;">Blue</span>: CSN star system.</li>
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<li><span style="font-weight:bold;">White</span>: Independent star system.</li>
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<li><span style="color:#f00; font-weight:bold;">Red</span>: Pandoran-occupied star system.</li>
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</ol>
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</li>
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<li>A star system with missions available.</li>
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<li>Mouse cursor.</li>
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</ol>
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<h4>Controls</h4>
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<table class="controls">
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<tr><td>Mouse cursor</td><td>Scroll galactic map</td></tr>
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<tr><td>Left mouse button</td><td>Select highlighted star system</td></tr>
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<tr><td>Escape</td><td>Menu</td></tr>
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</table>
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<p style="font-size:10pt; font-style:italic">(note: these controls can be changed in the options screen)</p>
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<h3>Star Systems</h3>
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<p>
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The Star System view shows a list of missions available for that star system. In many cases, missions are unlocked as the related or previous missions are completed. The right-hand side of the star system view displays an overview of the mission, including the class of craft the player will be piloting, and the name of the pilot (if applicable), and the squadron to which they belong. To play a mission, highlight it, and then click on <span class="highlight">Start Mission</span>.
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</p>
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<p> </p>
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<div class='annotationContainer'>
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<div class="annotation" style="left:465px; top:55px;">1</div>
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<div class="annotation" style="left:240px; top:105px;">2</div>
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<div class="annotation" style="left:195px; top:355px;">3</div>
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<div class="annotation" style="left:530px; top:235px;">4</div>
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</div>
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<img src="starSystem.png" class="screenshot">
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<ol>
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<li>Star system name.</li>
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<li>
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Available mission list.
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<ol><span style="color:#ff0; font-weight:bold;">Yellow</span>: missions not completed.</ol>
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<ol><span style="font-weight:bold;">White</span>: missions completed.</ol>
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</li>
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<li>Start Mission button.</li>
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<li>Mission detail.</li>
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</ol>
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<h4>Controls</h4>
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<table class="controls">
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<tr><td>Left mouse button</td><td>Select mission / start mission</td></tr>
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<tr><td>Escape</td><td>Return to galactic map</td></tr>
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</table>
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<p style="font-size:10pt; font-style:italic">(note: these controls can be changed in the options screen)</p>
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<h3>Missions</h3>
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<p>
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Each mission has various objectives that the player must finish in order to complete the mission successfully. The mission ends when the player either successfully completes all the objectives, or is killed (and is not in an Epic mission). Note: there is no friendly fire between those on the same side (in other words, you need not worry about firing upon your team mates, or them hitting you - no damage will be taken).
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</p>
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<p>
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Mission objectives can be viewed at any time during play by pressing Tab. Objectives will need not be completed in order. It is also possible for an objective (and subsequently the entire mission) to be failed if they are not met: for example, failing to prevent the escape of a target, or the destruction of a vessel the player was charged with protecting.
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</p>
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<p>
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The player controls their craft by using the mouse. The fighter will orientate itself in the direction of the mouse cursor. Pressing the right mouse button will cause the craft to accelerate in the direction it is facing. Note that it is possible to turn and face a direction, while retaining the present course. As such, the player is able to strafe. To brake, press <span class="highlight">[S]</span> on the keyboard.
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</p>
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<p>
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To fire the craft's guns (should it be equipped with some), press the left mouse button. The craft will fire in the direction of the mouse pointer. Missiles can be fired by pressing the middle button of the mouse. Unlike standard guns, missiles are limited, and also require a target to be fired at (see Combat for more information).
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</p>
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<p>
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From time to time, message boxes will appear. These will carry important communication messages, progress updates, and chatter from your fellow pilots, regarding recent events. They're all worth paying attention to.
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</p>
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<p> </p>
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<div class='annotationContainer'>
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<div class="annotation" style="left:430px; top:245px;">1</div>
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<div class="annotation" style="left:350px; top:175px;">2</div>
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<div class="annotation" style="left:185px; top:10px;">3</div>
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<div class="annotation" style="left:25px; top:70px;">4</div>
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<div class="annotation" style="left:125px; top:70px;">5</div>
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<div class="annotation" style="left:500px; top:95px;">6</div>
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</div>
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<img src="mission1.png" class="screenshot">
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<ol>
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<li>Player craft.</li>
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<li>Mouse pointer.</li>
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<li>
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Player attributes:
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<ol><span style="color:#0f0; font-weight:bold;">Green</span>: Armour</ol>
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<ol><span style="color:#8cf; font-weight:bold;">Blue</span>: Shield</ol>
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<ol><span style="color:#f0f; font-weight:bold;">Purple</span>: Boost</ol>
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<ol><span style="color:#fa0; font-weight:bold;">Orange</span>: ECM</ol>
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</li>
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<li>Selected weapon.</li>
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<li>Number of missiles.</li>
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<li>Message box.</li>
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</ol>
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<h4>Controls</h4>
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<table class="controls">
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<tr><td>Mouse cursor</td><td>Orientate craft</td></tr>
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<tr><td>Right mouse</td><td>Accelerate</td></tr>
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<tr><td>S</td><td>Brake</td></tr>
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<tr><td>Tab</td><td>Display objectives</td></tr>
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<tr><td>Escape</td><td>Menu</td></tr>
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</table>
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<p style="font-size:10pt; font-style:italic">(note: these controls can be changed in the options screen)</p>
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<h3>Combat</h3>
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<p>
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It is rare for missions not to involve any combat. The player will automatically lock on to the closest enemy to them, switching to a new target if the current one is destroyed. The player can also press <span class="highlight">[A]</span> to cycle targets.
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</p>
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<p>
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A red box will appear around the current target, and an arrow around the player's craft will point in the target's direction. The name of the target and its distance from the player will also be displayed in the upper right of the screen. Targets can be destroyed by shooting them with your guns, or by firing missiles at them.
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</p>
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<h4>Shields</h4>
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<p>
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Most fighters, including the player's, are equipped with an energy shield. Unlike armour, this shield will recharge over time, and must be depleted entirely before the armour takes damage. Be aware that shields are extremely vulnerable to lasers. If a shield is hit by a laser blast and is depleted completely, it won't begin to recharge for 10 seconds, leaving the craft unable to rely on them for added protection.
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</p>
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<h4>Missiles</h4>
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<p>
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Missiles are fast, and chase after their targets for quite some time, finally causing a tremendous amount of damage on impact. A missile can only be fired if the player has missiles remaining, and the target is within range. When their route is clear, missiles rarely fail to hit their target, which can be very troublesome for the player if one is loosed against them. The player can instantly destroy any incoming missiles by using their <span class="highlight">ECM</span> (activated by pressing <span class="highlight">[D]</span>). The ECM must recharge whenever it is used (a duration lasting several seconds), and therefore should only be used when it is needed.
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</p>
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<h4>Boost</h4>
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<p>
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Unlike the AI craft in the game, the player has the ability to Boost (unrestricted by craft type). Boosting provides a temporary sudden burst of speed, lasting less than one second. It is highly useful for escaping dangerous situations, and, on occassion, outrunning a missile for long enough to allow the ECM to recharge. Once used, the Boost must spend several seconds recharging. Boost is activated by pressing <span class="highlight">[W]</span>.
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</p>
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<h4>Radar</h4>
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<p>
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The radar displays a number of coloured blips, with the player in the center. There are three levels of zoom available. The radar zoom can be cycled by pushing up on the mouse wheel.
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</p>
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<p> </p>
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<div class='annotationContainer'>
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<div class="annotation" style="left:400px; top:185px;">1</div>
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<div class="annotation" style="left:175px; top:360px;">2</div>
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<div class="annotation" style="left:775px; top:50px;">3</div>
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<div class="annotation" style="left:15px; top:395px;">4</div>
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<div class="annotation" style="left:705px; top:355px;">5</div>
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<div class="annotation" style="left:660px; top:425px;">6</div>
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<div class="annotation" style="left:290px; top:5px;">7</div>
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<div class="annotation" style="left:430px; top:5px;">8</div>
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<div class="annotation" style="left:570px; top:5px;">9</div>
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</div>
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<img src="mission2.png" class="screenshot">
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<ol>
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<li>Player target indicator:</li>
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<li>Player target:</li>
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<li>Target detail:</li>
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<li>Battle messages</li>
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<li>Radar:</li>
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<ol><span style="color:#0f0; font-weight:bold;">Green</span>: friendly unit.</ol>
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<ol><span style="color:#ff0; font-weight:bold;">Yellow</span>: current target.</ol>
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<ol><span style="color:#f00; font-weight:bold;">Red</span>: enemy unit.</ol>
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<ol><span style="font-weight:bold;">White</span>: mission target.</ol>
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<li>Radar zoom amount.</li>
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<li>Number of allied craft.</li>
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<li>Number of complete / total objectives.</li>
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<li>Number of opposing craft.</li>
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</ol>
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<h4>Controls</h4>
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<table class="controls">
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<tr><td>Left mouse</td><td>Fire primary guns</td></tr>
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<tr><td>Mouse wheel down</td><td>Switch main cannons</td></tr>
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<tr><td>Middle mouse up</td><td>Cycle radar zoom</td></tr>
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<tr><td>W</td><td>Boost</td></tr>
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<tr><td>A</td><td>Cycle targets</td></tr>
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<tr><td>D</td><td>ECM</td></tr>
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</table>
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<p style="font-size:10pt; font-style:italic">(note: these controls can be changed in the options screen)</p>
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<h4>Weaponry</h4>
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<p>
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Most craft are equipped with offensive weaponry, with some fighters featuring more than one type of gun.
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<ul>
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<li><span class="highlight">Plasma</span>: a standard offensive weapon, that deals heavy levels of damage to shields and armour.</li>
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<li><span class="highlight">Particle</span>: a low-power weapon that deal small amounts of damage to shields and armour. Favoured mostly be pirates and insurgents.</li>
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<li><span class="highlight">Mag</span>: delivers an electro-magnetic charge to the target, draining its system power and rendering it helpless. Can be used to disable vessels.</li>
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<li><span class="highlight">Missile</span>: homes in on target vessels, to deliver tremendous amounts of damage.</li>
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</ul>
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</p>
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<h3>Types of Mission</h3>
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<p>
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As a 2D shooter, many missions will involve the player needing to gun down enemy craft. However, some missions will also have additional objectives and requirements that must be fulfilled in order for them to be completed. Missions may also come with certain conditions, that, if failed, cause the mission to be failed immediately. Some of the more common types of mission and objectives are described below.
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</p>
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<h4>Patrol Missions</h4>
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<p>
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These missions involve the player needing to visit a set number of waypoints. The waypoint is activated when the player passes over it. Any surviving team mates will also need to be nearby in order for the waypoint to be considered reached.
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</p>
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<h4>Capture Missions</h4>
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<p>
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For these missions, the player (or a possible team mate) will need to disable the target craft, using Mag cannons. Such a mission would usually come with the added condition that the targets are not destroyed (a mission failure would result immediately).
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</p>
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<h4>Escort Missions</h4>
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<p>
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Escort missions involve overseeing the safe journey of a craft from one point to another. The craft in question could be civilian ships, a tug, or a shuttle. A mission failure would immediately follow the destruction of the asset. In most cases, the player will be responsible for taking the targets to the Extraction point.
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</p>
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<h4>Rescue Missions</h4>
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<p>
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Rescue missions involve ensuring that a stranded or disabled craft is safely transported to an extraction point. The player may or may not be charged with controlling the tug responsible for the task. See the section on Tugs for more information.
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</p>
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<h4>Epic Missions</h4>
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<p>
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Epic Missions are special types of mission. Typically, if the player's craft is destroyed during play, the mission will be failed. However, in Epic Missions the player will be given the chance to select a new craft to pilot, upon the destruction of their current one. This will continue until no more craft are available to the player. Epic Missions are also characterised by the number of active participants. There may be dozens of craft battling at once, victory going to the side to eliminates all their opponents. Note that even though there may be over 100 craft available to each side, only a certain number of these (for example, 32) will be present in the battle. Other craft will arrive as each side takes losses, to shore up the numbers.
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</p>
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<h3>Misc gameplay details</h3>
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<h4>Shuttles</h4>
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<p>
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Shuttles are unarmed craft that are used to pick up objects found floating around the battle area. Only shuttles have the ability to do this, and some missions will require the player to escort a shuttle to a collection point and back. Being unarmed, they require protection, but will seek to avoid combat and flee on sight of enemy craft. The shuttle may be either player or AI controlled.
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</p>
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<h4>Tugs</h4>
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<p>
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Tugs are craft that are used to tow stranded or disabled vessels. A tow cable can be attached to the target craft by flying near to it. Note that only one craft can be towed at any one time, and that the tow cable cannot be manually detached. Tugs are very weak craft, having no shields, and only a rapid fire particle cannon for protection. The tug may be either player or AI controlled.
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</p>
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<h4>Capital Ships</h4>
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<p>
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Captial ships are large, heavily armed craft that are sometimes encountered during missions. They are slower moving than fighters and most other vessels, but are far harder to take down. Capital ships are made up of several different parks: components, guns, and engines. A capital ship can only be destroyed when all of its components are destroyed. Destroying the engines will cause the ship to stop (which at times may help, if it is moving towards a target you are attempting to protect), while targeting the guns will stop it from firing. However, attempting to take on a capital ship single-handed is usually a very bad idea, as, unless you are piloting an ATAF, you will find yourself heavily out-gunned.
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</p>
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<img src="capitalShips.png" class="screenshot">
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<h4>Defeat by the Pandorans</h4>
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<p>
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During the course of the campaign, you may encounter a message on the galactic map saying that a star system has fallen to the Pandorans. This is all part of the story flow, and there is nothing that the player can do to alter this outcome.
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</p>
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<h3>Options</h3>
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<p>
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Various game options can be changed:
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<ul>
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<li><span class="highlight">Window Size</span> - change the size of the window the game is played in. Note that the game interally renders a resolution of 1280x720, and any changes to the window size will result in the game being scaled up or down.<sup>[1]</sup></li>
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<li><span class="highlight">Sound Volume</span> - Change the volume of the sounds effects in the game, from 0 (no sound) to 10 (loudest).</li>
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<li><span class="highlight">Music Volume</span> - Change the volume of the music in the game, from 0 (no sound) to 10 (loudest).</li>
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<li><span class="highlight">Fullscreen</span> - Whether or not to start the game in fullscreen mode.<sup>[1]</sup></li>
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<li><span class="highlight">Control Configuration</span> - Allows you to configure the controls (see below for more details)</li>
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</ul>
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<p style="font-size:8pt">[1] - changes to this option will take effect next time you start the game.</p>
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</p>
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<h4>Control Configuration</h4>
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<p>
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Most of the controls in the game can be tailored to the player's liking, using either the keyboard or the mouse.
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</p>
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<img src="controls.png" class="screenshot">
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<p>
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To change a control, click on the box and then press the key or mouse button you wish to use. To clear a control, press Backpress. To cancel updating a control, press escape (not that therefore neither Backspace nor Escape can be set as controls). Note that the same key or mouse button can be set for multiple controls. Keys are represented by their name, whereas mouse buttons are donated by "Btn X", where X is the number of the mouse button.
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</p>
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<p>
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Controls be can restored to their default settings by clicking the "Restore Defaults" button.
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</p>
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|
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|
<h3>Misc. Information</h3>
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|
<p>
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|
Saved game files are stored in:
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|
<ul>
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|
<li>Linux: $HOME/.local/share/tbftss</li>
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|
<li>Windows: $USERPROFILE/tbftss</li>
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|
</ul>
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|
Note that as the source code for this game is freely available, these settings may have been changed. Typically on Windows $USERPROFILE is C:/Users/<userid>.
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|
</p>
|
|
|
|
<h3>License</h3>
|
|
|
|
<p>
|
|
See the LICENSE and README.md files that came with this game for information on the various copyrights of the source code, graphics, sound, and data. Additionally, you may visit <a href="https://github.com/stephenjsweeney/tbftss">https://github.com/stephenjsweeney/tbftss</a> to get the source code itself, and view the files there.
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|
</p>
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|
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<h3>About</h3>
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|
<p>
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|
This game is based on the Battle for the Solar System novel trilogy by Stephen J Sweeney. You can learn more about the trilogy by visiting:
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|
</p>
|
|
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|
<p><a href="http://www.battleforthesolarsystem.com/">www.battleforthesolarsystem.com</a></p>
|
|
|
|
<p style="font-size:10pt; font-style:italic">
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|
This is a work of fiction. Names, characters, businesses, places, events and incidents are either the products of the author's imagination or used in a fictitious manner. Any resemblance to actual persons, living or dead, or actual events is purely coincidental. The Battle for the Solar System : The Pandoran War is © 2015-2016, Stephen J Sweeney, All Rights Reserved. The Battle for the Solar System and all related materials (including, but not limited to, characters, setting, and story elements) are © 2009-2016, Stephen J Sweeney, All Rights Reserved.
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</p>
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