mirror of
https://github.com/IvarK/AntimatterDimensionsSourceCode.git
synced 2024-11-10 06:02:13 +00:00
314 lines
6.9 KiB
JavaScript
314 lines
6.9 KiB
JavaScript
"use strict";
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const UPDATE_INTERVAL = 33;
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const SAVE_INTERVAL = 5000;
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const notation = new ADNotations.ScientificNotation();
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let uiUpdateHooks = [];
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function updateUI() {
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for (const hook of uiUpdateHooks) {
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hook.update();
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}
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}
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let game = {
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amounts: [new Decimal(0)],
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purchases: [new Decimal(0)],
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depression: new Decimal(1),
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prestige: [new Decimal(1)]
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};
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class StuffState {
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constructor(id) {
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this._id = id;
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}
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get id() {
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return this._id;
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}
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get previousStuff() {
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return this.id > 1 ? Stuff(this.id - 1) : undefined;
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}
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get nextStuff() {
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return Stuff(this.id + 1);
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}
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get isUnlocked() {
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return Stuffs.count >= this.id;
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}
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get amount() {
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return game.amounts[this.id - 1];
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}
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set amount(value) {
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game.amounts[this.id - 1] = value;
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}
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get purchases() {
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return game.purchases[this.id - 1];
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}
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set purchases(value) {
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game.purchases[this.id - 1] = value;
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}
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get cost() {
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const baseCost = Decimal.pow(100, this.id - 1);
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const costIncrease = Decimal.pow(2, this.purchases);
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return baseCost.times(costIncrease);
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}
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get isAffordable() {
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return game.depression.gte(this.cost);
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}
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purchase() {
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if (!this.isAffordable) return;
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game.depression = game.depression.minus(this.cost);
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const nextStuff = this.nextStuff;
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if (!nextStuff.isUnlocked) {
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nextStuff.amount = new Decimal(0);
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nextStuff.purchases = new Decimal(0);
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nextStuff.prestige = new Decimal(1);
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}
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this.amount = this.amount.plus(1).max(this.amount.times(1.05).min(nextStuff.amount.times(10000)));
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this.purchases = this.purchases.plus(1);
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updateUI();
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}
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get prestige() {
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return game.prestige[this.id - 1];
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}
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set prestige(value) {
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game.prestige[this.id - 1] = Decimal.max(this.prestige, value);
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}
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get canPrestige() {
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return Stuff(this.id + 6).isUnlocked;
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}
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get nextPrestige() {
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return Decimal.max(Stuffs.count - this.id - 5, 1);
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}
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doPrestige() {
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this.prestige = this.nextPrestige;
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game = {
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amounts: [new Decimal(0)],
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purchases: [new Decimal(0)],
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depression: new Decimal(1),
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prestige: game.prestige
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};
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updateUI();
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}
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tick() {
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const production = this.amount.times(this.prestige.dividedBy(UPDATE_INTERVAL));
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if (this.id === 1) {
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game.depression = game.depression.plus(production);
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} else {
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this.previousStuff.amount = this.previousStuff.amount.plus(production);
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}
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}
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}
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const Stuff = id => new StuffState(id);
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const Stuffs = {
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get count() {
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return game.amounts.length;
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},
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get unlocked() {
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return Stuffs.range(Stuffs.count);
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},
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range(count) {
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const stuffs = [];
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for (let i = 1; i < count + 1; i++) {
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stuffs.push(Stuff(i));
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}
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return stuffs;
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},
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tick() {
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for (const stuff of Stuffs.unlocked) {
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stuff.tick();
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}
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},
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get last() {
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return Stuff(Stuffs.count);
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}
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};
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function save() {
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localStorage.setItem("funsave", JSON.stringify(game));
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}
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function load() {
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const saveData = JSON.parse(localStorage.getItem("funsave"));
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if (saveData === null) return;
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saveData.depression = new Decimal(saveData.depression);
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for (let i = 0; i < Object.keys(saveData.amounts).length; i++) {
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saveData.amounts[i] = new Decimal(saveData.amounts[i]);
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}
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for (let i = 0; i < Object.keys(saveData.prestige).length; i++) {
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saveData.prestige[i] = new Decimal(saveData.prestige[i]);
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}
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if (saveData.purchases !== undefined) {
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for (let i = 0; i < Object.keys(saveData.purchases).length; i++) {
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saveData.purchases[i] = new Decimal(saveData.purchases[i]);
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}
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}
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if (saveData.costs !== undefined) {
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saveData.purchases = [];
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for (let i = 0; i < Object.keys(saveData.costs).length; i++) {
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const cost = new Decimal(saveData.costs[i]);
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const baseCost = Decimal.pow(100, i);
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const costIncrease = cost.dividedBy(baseCost);
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saveData.purchases[i] = Decimal.floor(Decimal.log2(costIncrease)).max(0);
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}
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}
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game = saveData;
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}
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// eslint-disable-next-line prefer-const
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let cheat = false;
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function gameLoop() {
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Stuffs.tick();
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if (cheat) {
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const preLastStuff = Stuffs.last.previousStuff;
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if (preLastStuff !== undefined && preLastStuff.amount.lessThan(5)) {
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preLastStuff.purchase();
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}
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Stuffs.last.purchase();
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}
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updateUI();
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}
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function format(value, places, placesUnder1000) {
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return notation.format(value, places, placesUnder1000);
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}
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function formatX(value, places, placesUnder1000) {
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return `×${format(value, places, placesUnder1000)}`;
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}
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Vue.mixin({
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methods: {
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format,
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formatX
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},
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created() {
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if (this.update) {
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uiUpdateHooks.push(this);
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this.update();
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}
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},
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destroyed() {
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uiUpdateHooks = uiUpdateHooks.filter(h => h !== this);
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}
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});
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const StuffButton = {
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props: {
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stuff: Object
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},
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data: () => ({
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amount: new Decimal(0),
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cost: new Decimal(0),
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prestige: new Decimal(1)
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}),
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methods: {
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update() {
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if (!this.stuff.isUnlocked) return;
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this.amount.fromDecimal(this.stuff.amount);
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this.cost.fromDecimal(this.stuff.cost);
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this.prestige.fromDecimal(this.stuff.prestige);
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}
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},
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template: `
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<button class="button button--stuff" @click="stuff.purchase()">
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Amount: {{ format(amount, 2) }}
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<br>
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Power: {{ formatX(prestige, 2) }}
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<br>
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Cost: {{ format(cost, 2) }}
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</button>`
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};
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const PrestigeButton = {
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props: {
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stuff: Object
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},
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data: () => ({
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canPrestige: false,
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nextPrestige: new Decimal(1)
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}),
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methods: {
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update() {
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if (!this.stuff.isUnlocked) return;
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this.canPrestige = this.stuff.canPrestige;
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this.nextPrestige.fromDecimal(this.stuff.nextPrestige);
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}
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},
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template: `
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<button v-if="canPrestige" class="button button--prestige" @click="stuff.doPrestige()">
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Reset to increase bonus to {{ formatX(nextPrestige, 2) }} boost.
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</button>`
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};
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const Depression = {
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components: {
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"stuff-button": StuffButton,
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"prestige-button": PrestigeButton
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},
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data: () => ({
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depression: new Decimal(1),
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stuffCount: 0
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}),
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computed: {
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stuffs() {
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return Stuffs.range(this.stuffCount);
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}
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},
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methods: {
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update() {
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this.depression.fromDecimal(game.depression);
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this.stuffCount = Stuffs.count;
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}
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},
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template: `
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<div class="app">
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<p class="depression">You have <span class="depression-amount">{{ format(depression, 2) }}</span> depression</p>
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<div class="stuff-container">
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<template v-for="stuff in stuffs">
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<br v-if="stuff.id > 1">
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<stuff-button :stuff="stuff" />
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<prestige-button :stuff="stuff" />
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</template>
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</div>
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</div>`
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};
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let vue;
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window.onload = () => {
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load();
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setInterval(gameLoop, UPDATE_INTERVAL);
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setInterval(save, SAVE_INTERVAL);
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vue = new Vue({
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el: "#depression",
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components: {
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depression: Depression
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},
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template: "<depression/>"
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});
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};
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