Initial commit

This commit is contained in:
pjht 2018-09-30 13:30:40 -05:00
commit 741ef70b37
3 changed files with 546 additions and 0 deletions

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<!DOCTYPE html>
<html>
<head>
<title>My Incremental Game</title>
<script src="https://ajax.googleapis.com/ajax/libs/jquery/3.3.1/jquery.min.js"></script>
<script src="https://cdnjs.cloudflare.com/ajax/libs/popper.js/1.14.3/umd/popper.min.js" integrity="sha384-ZMP7rVo3mIykV+2+9J3UJ46jBk0WLaUAdn689aCwoqbBJiSnjAK/l8WvCWPIPm49" crossorigin="anonymous"></script>
<link rel="stylesheet" href="https://stackpath.bootstrapcdn.com/bootstrap/4.1.3/css/bootstrap.min.css" integrity="sha384-MCw98/SFnGE8fJT3GXwEOngsV7Zt27NXFoaoApmYm81iuXoPkFOJwJ8ERdknLPMO" crossorigin="anonymous">
<link rel="stylesheet" href="main.css">
<script src="https://stackpath.bootstrapcdn.com/bootstrap/4.1.3/js/bootstrap.min.js" integrity="sha384-ChfqqxuZUCnJSK3+MXmPNIyE6ZbWh2IMqE241rYiqJxyMiZ6OW/JmZQ5stwEULTy" crossorigin="anonymous"></script>
<script src="main.js"></script>
</head>
<body>
<ul class="nav nav-tabs">
<li class="nav-item">
<a class="nav-link active" id="link_main" onclick="set_tab('main')">Main</a>
</li>
<li class="nav-item">
<a class="nav-link" id="link_buildings" onclick="set_tab('buildings')">Buildings</a>
</li>
<li class="nav-item">
<a class="nav-link" id="link_population" onclick="set_tab('population')">Population</a>
</li>
<li class="nav-item">
<a class="nav-link" id="link_research" onclick="set_tab('research')">Research</a>
</li>
<li class="nav-item">
<a class="nav-link" id="link_options" onclick="set_tab('options')">Options</a>
</li>
</ul>
<div id="tab_main">
<button onclick="incResource('wood')">Gather wood</button>
<div class="resources_required">
<br>
<p id="max_resources">Resources:</p>
<p id="resources"></p>
</div>
</div>
<div id="tab_buildings">
<div id="craft_buttons"></div>
<p>Buildings:</p>
<p id="buildings"></p>
</div>
<div id="tab_population">
<p id="pop">Population uninitialized!</p>
<p id="work_pop">Working population uninitialized!</p>
<p id="num_lumberjacks">Number of lumberjacks uninitialized!</p>
<button class="hire" onclick="hire('lumberjack')">Hire</button>
<button id="fire_lumberjack" onclick="fire('lumberjack')">Fire</button>
<p id="num_miners">Number of miners uninitialized!</p>
<button class="hire" onclick="hire('miner')">Hire</button>
<button id="fire_miner" onclick="fire('miner')">Fire</button>
<div class="research_required">
<p id="num_scientists">Number of scientists uninitialized!</p>
<button class="hire" onclick="hire('scientist')">Hire</button>
<button id="fire_scientist" onclick="fire('scientist')">Fire</button>
</div>
</div>
<div id="tab_research">
<p id="research_points">Research points uninitialized!</p>
<div id="research_buttons"></div>
<p>Researches:</p>
<div id="researches"></div>
</div>
<div id="tab_options">
<button onclick="reset()">Reset</button>
</div>
</body>
</html>

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/* body {
background-color: gray;
}
.nav {
background-color: gray;
}
.active {
background-color: black !important;
}
a:hover {
background-color: black !important;
} */

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var maxPop=0;
var pop=0;
var working=0;
var resources={};
var maxResources=50;
var numResources=0;
var buildings={};
var unlockedBuildings=[];
var has_shelter=false;
var research_enabled=false;
var researches={};
var unlockedResearch=[];
var research_points=0;
var max_research_points=0;
var workers={
lumberjack:0,
miner:0,
scientist:0
};
var all_buildings={
hut:{
ings:{
wood:15
},
build_effects:{
maxPop:2
}
},
house:{
ings:{
wood:30,
metal:5
},
build_effects:{
maxPop:4
}
},
lab:{
ings:{
wood:30,
metal:15
},
build_effects:{
research_enabled:true,
max_research_points:150
}
},
storehouse:{
ings:{
wood:40
},
build_effects: {
max_resources:50
}
}
};
var worker_resource={
lumberjack:"wood",
miner:"metal",
scientist:"research_points"
};
var worker_rate=0.5;
var all_researches={
"Faster Workers":{
maxLevel:3,
cost:100,
effects:{
worker_rate:0.5
}
}
};
var multiplier=1.17;
function updateShown() {
var has_resources=Object.keys(resources).length>0;
$(".shelter_required").toggle(has_shelter);
$("#link_population").toggle(has_shelter);
$(".resources_required").toggle(has_resources);
$("#link_buildings").toggle(has_resources);
$("#link_research").toggle(research_enabled);
$(".research_required").toggle(research_enabled);
}
function incResource(name,amount=1) {
if (name=="research_points") {
if (research_points>max_research_points) {
return;
}
research_points+=amount;
if (research_points>max_research_points) {
research_points-=amount;
return;
}
updateResearchPointInfo();
updateResearchButtons();
} else {
if (numResources>maxResources) {
return;
}
if (resources[name]) {
resources[name]+=amount;
} else {
resources[name]=amount;
}
numResources+=amount;
if (numResources>maxResources) {
decResource(name,amount);
return;
}
updateResourceInfo();
updateCraftButtons();
}
updateShown();
}
function decResource(name,amount) {
if (resources[name]<amount) {
return;
}
numResources-=amount;
resources[name]-=amount;
updateResourceInfo();
updateCraftButtons();
}
function incBuilding(name) {
if (buildings[name]) {
buildings[name]+=1;
} else {
buildings[name]=1;
}
var effects=all_buildings[name]["build_effects"];
for (effect in effects) {
if (effect=="maxPop") {
maxPop+=effects[effect];
has_shelter=true;
updatePopulationInfo();
updateWorkerInfo();
}
if (effect=="research_enabled") {
research_enabled=effects[effect];
}
if (effect=="max_resources") {
maxResources+=effects[effect];
}
if (effect=="max_research_points") {
max_research_points+=effects[effect];
}
}
updateShown();
updateBuildingInfo();
}
function buildingCost(name) {
var newIngs={};
var ings=all_buildings[name].ings;
var building_amount=buildings[name];
if (building_amount==undefined) {
building_amount=0;
}
for (var ing in ings) {
var ing_amount=ings[ing];
ing_amount=Math.floor(ing_amount*(multiplier**building_amount));
newIngs[ing]=ing_amount;
}
return newIngs;
}
function craft(name) {
var ings=buildingCost(name);
var enough=true;
for (var ing in ings) {
if (!(resources[ing]>=ings[ing])) {
enough=false;
break;
}
}
if (enough) {
for (var ing in ings) {
var amount=ings[ing];
decResource(ing,amount);
}
updateResourceInfo();
updateCraftButtons();
incBuilding(name);
}
}
function capitalizeFirst(str) {
return str.charAt(0).toUpperCase()+str.slice(1);
}
function updateResourceInfo() {
$("#resources").html("");
for (var name in resources) {
var capName=capitalizeFirst(name);
$("#resources").append("<p>"+capName+": "+resources[name]+"</p>");
}
$("#max_resources").text("Resources: ("+numResources+"/"+maxResources+")");
}
function updateBuildingInfo() {
$("#buildings").html("");
for (var name in buildings) {
var capName=capitalizeFirst(name);
$("#buildings").append("<p>"+capName+": "+buildings[name]+"</p>");
}
}
function updateCraftButtons() {
$("#craft_buttons").html("");
for (var name in all_buildings) {
var ings=buildingCost(name);
var show=true;
var disabled=false;
if (!unlockedBuildings.includes(name)) {
for (var ing in ings) {
if (!(resources[ing]>=(ings[ing]/2))) {
show=false;
break;
}
if (!(resources[ing]>=ings[ing])) {
disabled=true;
}
}
} else {
for (var ing in ings) {
if (!(resources[ing]>=ings[ing])) {
disabled=true;
}
}
}
if (show) {
if (!unlockedBuildings.includes(name)) {
unlockedBuildings.push(name);
}
var btext=name+" (";
var i=0;
var ingsize=Object.keys(ings).length;
for (var ing in ings) {
if (i==(ingsize-1)) {
btext+=ings[ing]+" "+ing+")";
} else {
btext+=ings[ing]+" "+ing+", "
}
i++;
}
if (disabled) {
$("#craft_buttons").append("<button disabled onclick=craft(\""+name+"\")>Craft a "+btext+"</button><br>");
} else {
$("#craft_buttons").append("<button onclick=craft(\""+name+"\")>Craft a "+btext+"</button><br>");
}
}
}
}
function updatePopulation() {
if(pop>0) {
updateWorkerInfo();
}
if (pop<maxPop) {
pop+=1;
updateWorkerInfo();
}
updatePopulationInfo();
}
function updatePopulationInfo() {
$("#pop").text("Population: "+pop+"/"+maxPop);
}
function updateWorkerInfo() {
$("#work_pop").text("Working: "+working+"/"+pop);
$(".hire").attr("disabled",working==pop);
for (var worker in workers) {
$("#fire_"+worker).attr("disabled",workers[worker]==0);
$("#num_"+worker+"s").text(capitalizeFirst(worker)+"s: "+workers[worker]);
}
}
function research(name) {
research_points-=all_researches[name].cost;
if (researches[name]) {
researches[name]+=1;
} else {
researches[name]=1;
}
updateResearchButtons();
updateResearchInfo();
applyResearches();
}
function updateResearchPointInfo() {
$("#research_points").text("Research points: "+research_points+"/"+max_research_points);
}
function updateResearchButtons() {
$("#research_buttons").html("");
for (var name in all_researches) {
var research=all_researches[name];
var cost=research.cost;
var maxLevel=research.maxLevel;
var show=true;
var disabled=false;
if (!unlockedResearch.includes(name)) {
if (research_points<cost/2) {
show=false;
} else if (research_points<cost) {
disabled=true;
}
} else {
if (researches[name]==maxLevel) {
show=false
} else if (research_points<cost) {
disabled=true;
}
}
if (show) {
if (!unlockedResearch.includes(name)) {
unlockedResearch.push(name);
}
if (disabled) {
$("#research_buttons").append("<button disabled onclick=\"research('"+name+"')\">"+name+" ("+cost+" points)</button><br>");
} else {
$("#research_buttons").append("<button onclick=\"research('"+name+"')\">"+name+" ("+cost+" points)</button><br>");
}
}
}
}
function hire(type) {
workers[type]+=1;
working+=1;
updateWorkerInfo();
}
function fire(type) {
workers[type]-=1;
working-=1;
updateWorkerInfo();
}
function autoInc() {
for (var worker in workers) {
worker_amount=workers[worker];
amount=worker_rate*worker_amount;
if (amount>0) {
if (worker=="scientist") {
var usedMetal=Math.ceil(worker_amount*0.4);
if (resources["metal"]>=usedMetal) {
incResource(worker_resource[worker],amount);
decResource("metal",usedMetal);
}
} else {
incResource(worker_resource[worker],amount);
}
}
}
}
function save() {
gamestate={
maxPop:maxPop,
pop:pop,
working:working,
workers:workers,
resources:resources,
maxResources:maxResources,
numResources:numResources,
buildings:buildings,
unlockedBuildings:unlockedBuildings,
has_shelter:has_shelter,
research_enabled:research_enabled,
researches:researches,
unlockedResearch:unlockedResearch,
research_points:research_points,
max_research_points:max_research_points
}
localStorage.setItem("game",JSON.stringify(gamestate));
}
function load() {
var gamestate=JSON.parse(localStorage.getItem("game"));
if (gamestate==null) {
return false;
}
maxPop=gamestate.maxPop;
pop=gamestate.pop;
working=gamestate.working;
workers=gamestate.workers;
resources=gamestate.resources;
maxResources=gamestate.maxResources;
numResources=gamestate.numResources;
buildings=gamestate.buildings;
unlockedBuildings=gamestate.unlockedBuildings;
has_shelter=gamestate.has_shelter;
research_enabled=gamestate.research_enabled;
researches=gamestate.researches;
unlockedResearch=gamestate.unlockedResearch;
research_points=gamestate.research_points;
max_research_points=gamestate.max_research_points;
return true;
}
function reset() {
localStorage.removeItem("game");
if (load()!=false) {
alert("Unable to reset game");
}
init();
}
function init() {
if (!load()) {
maxPop=0;
maxResources=50;
pop=0;
working=0;
resources={};
buildings={};
unlockedBuildings=[];
has_shelter=false;
research_enabled=false;
researches={};
unlockedResearch=[];
research_points=0;
workers={
lumberjack:0,
miner:0,
scientist:0
};
}
set_tab("main");
updateShown();
updateResourceInfo();
updateBuildingInfo();
updatePopulationInfo();
updateWorkerInfo();
updateCraftButtons();
updateResearchPointInfo();
updateResearchButtons();
updateResearchInfo();
applyResearches();
}
function set_tab(tab) {
if ($("#link_"+tab).is(":visible")) {
$("[id^='tab_']").hide();
$("[id^='link_']").removeClass("active");
$("#tab_"+tab).show();
$("#link_"+tab).addClass("active");
}
}
function applyResearches() {
for (var research in researches) {
var effects=all_researches[research].effects;
var level=researches[research];
for (var effect in effects) {
if (effect=="worker_rate") {
worker_rate=0.5;
worker_rate+=effects[effect]*level;
}
}
}
}
function updateResearchInfo() {
$("#researches").html("");
for (var name in researches) {
$("#researches").append("<p>"+name+": Level "+researches[name]+"</p>");
}
}
$(document).ready(function() {
init();
$(window).on("unload",function(e){
save();
});
window.setInterval(function() {
updatePopulation();
}, 10000);
window.setInterval(function() {
autoInc();
}, 2000);
});