Session 11: Golden Starbloom random event (clickable bonus + production boost)

This commit is contained in:
2026-08-23 00:24:53 +00:00
parent 478b9741a7
commit 26ee47c2db
9 changed files with 465 additions and 3 deletions
+72
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@@ -952,3 +952,75 @@ h2, h3 {
border-color: var(--accent-purple); border-color: var(--accent-purple);
background: linear-gradient(135deg, var(--bg-card) 0%, #2a1a3e 100%); background: linear-gradient(135deg, var(--bg-card) 0%, #2a1a3e 100%);
} }
/* ============================================
Golden Starbloom Random Event
============================================ */
/* Countdown badge in the header */
.golden-bloom-badge {
font-size: 0.95rem;
font-weight: bold;
color: var(--text-secondary);
padding: 4px 12px;
border-radius: 20px;
border: 1px solid transparent;
white-space: nowrap;
opacity: 0;
transform: translateY(-6px);
transition: opacity 0.3s ease, transform 0.3s ease;
}
.golden-bloom-badge.active {
opacity: 1;
transform: translateY(0);
color: var(--accent-gold);
background: rgba(255, 215, 0, 0.12);
border-color: var(--accent-gold);
box-shadow: 0 0 12px rgba(255, 215, 0, 0.35);
}
/* The floating bloom itself */
#golden-bloom-container {
position: absolute;
top: 0;
left: 0;
width: 100%;
height: 100%;
pointer-events: none;
}
.golden-bloom {
position: absolute;
font-size: 3rem;
cursor: pointer;
line-height: 1;
filter: drop-shadow(0 0 14px rgba(255, 215, 0, 0.9));
animation: goldenBloomFloat 2s ease-in-out infinite, goldenBloomPulse 1.4s ease-in-out infinite;
transition: transform 0.1s ease;
pointer-events: auto;
}
.golden-bloom:hover {
transform: scale(1.15);
filter: drop-shadow(0 0 22px rgba(255, 215, 0, 1));
}
@keyframes goldenBloomFloat {
0%, 100% { translateY(0); }
50% { translateY(-8px); }
}
@keyframes goldenBloomPulse {
0%, 100% { opacity: 0.85; }
50% { opacity: 1; }
}
/* Golden particle effect styles */
.particle.golden-bloom-particle {
background: radial-gradient(circle, #fff2a8 0%, #ffd700 60%, transparent 100%);
}
.particle.golden-sparkle {
background: radial-gradient(circle, #ffffff 0%, #ffe469 100%);
}
+36
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@@ -294,3 +294,39 @@ Wrote a headless Node.js test (`/opt/data/idle-game-test/buy-max-test.mjs`, live
- Consider adding "Buy Max" to upgrades too (upgrades are one-time so less critical, but a bulk "buy all affordable" could be nice). - Consider adding "Buy Max" to upgrades too (upgrades are one-time so less critical, but a bulk "buy all affordable" could be nice).
- Potential new building tiers or prestige milestones. - Potential new building tiers or prestige milestones.
- Sound variations or background music. - Sound variations or background music.
---
### Session 11 - 2026-08-23 (Morning)
**Status:** ✅ Golden Starbloom Random Event Added
#### What was done:
- Added a classic idle-game random event: the **Golden Starbloom**, a rare, time-limited bloom that occasionally appears in the click area. Clicking it grants a stardust bonus and a temporary production boost.
- Game state: added `state.goldenBlooms` (active flag, timer, lastSpawn timestamp, lifetime totalClaimed) plus `config.goldenBloom*` tuning values (min/max spawn interval 45-90s, 12s visible duration, bonus multiplier).
- Added a temporary **+50% production boost** (30 seconds) applied inside `getProductionPerSecond()`, alongside the existing prestige multiplier. Boost is expired-checked each tick and reflected in stats.
- Core logic in game.js: `claimGoldenBloom(x,y)` (awards `floor(production * mult)` stardust, min 1), `updateGoldenBloom(dtSeconds)` (schedules spawns on the tick clock; spawns once elapsed passes maxMs, with a small per-tick probability after minMs to avoid burst-spawning), `getProductionBoostInfo()`, and `getGoldenBloomRemaining()`.
- Wired `updateGoldenBloom()` into the main game tick so scheduling advances every 100ms.
- UI: added `UI.spawnGoldenBloom()` (floats a golden ⭐ at a random position in the click area, clickable to claim) and `UI.removeGoldenBloom()`, plus a header countdown badge (`golden-bloom-badge`) that glows while a bloom is live.
- Stats panel: added "Total Golden Blooms Claimed" stat and a "Production Boost" stat with a live progress bar (0-30s).
- Achievements: added 3 new achievements bringing the total from 30 to **33** — Lucky Bloom (first claim), Golden Collector (25 claims), Golden Enthusiast (100 claims). Updated the achievements-tab count in index.html.
- Visual + audio polish: `Particles.createGoldenEffect()` (golden ring burst + sparkle) and `Audio.playGoldenBloom()` (rising sweep + ascending shimmer chord). Added CSS for the bloom, its hover/floating/pulse animations, the badge, and golden particle styles.
- Wrote a headless Node.js test (`golden-bloom-test.mjs`) evaluating the real game.js in-process with DOM/UI/audio/particle stubs. **22/22 checks pass**, covering: no-op claim when inactive, bonus math, boost multiplier + expiry, countdown decrement + vanishing, forced spawn at maxMs, and no premature spawn before minMs. The existing buy-max test still passes (no regression).
#### Files modified:
- `js/game.js` - golden bloom state/config, claim/update/bloom/boost methods, tick wiring, production boost multiplier
- `js/ui.js` - spawnGoldenBloom(), removeGoldenBloom(), updateGoldenBloomBadge(), wired into update()
- `js/stats.js` - two new stat items + update logic (golden count, boost progress)
- `js/particles.js` - createGoldenEffect()
- `js/audio.js` - playGoldenBloom()
- `js/achievements.js` - 3 new golden achievements (Lucky Bloom, Golden Collector, Golden Enthusiast)
- `css/game.css` - bloom/badge/particle styling + keyframes
- `index.html` - golden-bloom-container in click area, golden-bloom-badge in header, achievement count 30->33
- `dev-journal.md` - appended Session 11 entry
#### Verification:
Headless test at /opt/data/idle-game-test/golden-bloom-test.mjs — **22/22 pass**. Existing buy-max test re-ran clean (6/6, no regression). All modified JS files pass `node --check`.
#### Next goals:
- Consider adding "Buy Max" to upgrades too.
- Potential new building tiers or prestige milestones.
- Sound variations or background music.
+5 -1
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@@ -17,6 +17,8 @@
<div id="per-second"> <div id="per-second">
<span id="stardust-ps">0</span> ✨/sec <span id="stardust-ps">0</span> ✨/sec
</div> </div>
<!-- Golden Starbloom countdown badge -->
<div id="golden-bloom-badge" class="golden-bloom-badge"></div>
</header> </header>
<!-- Main Layout --> <!-- Main Layout -->
@@ -29,6 +31,8 @@
<span class="btn-icon">✨</span> <span class="btn-icon">✨</span>
<span class="btn-text">Collect Stardust</span> <span class="btn-text">Collect Stardust</span>
</button> </button>
<!-- Golden Starbloom random event appears here -->
<div id="golden-bloom-container"></div>
</div> </div>
<div id="click-info"> <div id="click-info">
<p>Click power: <span id="click-power">1</span> ✨</p> <p>Click power: <span id="click-power">1</span> ✨</p>
@@ -59,7 +63,7 @@
</div> </div>
<div id="achievements-tab" class="tab-content"> <div id="achievements-tab" class="tab-content">
<h3>Achievements (0/30)</h3> <h3>Achievements (0/33)</h3>
<div id="achievements-list"></div> <div id="achievements-list"></div>
</div> </div>
+25
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@@ -234,6 +234,31 @@ const ACHIEVEMENTS = {
description: 'Play for 1 hour total', description: 'Play for 1 hour total',
icon: '⏰', icon: '⏰',
condition: (state) => (Date.now() - state.startTime) >= 3600000 condition: (state) => (Date.now() - state.startTime) >= 3600000
},
// Golden Starbloom achievements
firstGoldenBloom: {
id: 'firstGoldenBloom',
name: 'Lucky Bloom',
description: 'Claim your first Golden Starbloom',
icon: '⭐',
condition: (state) => (state.goldenBlooms.totalClaimed || 0) >= 1
},
goldenCollector: {
id: 'goldenCollector',
name: 'Golden Collector',
description: 'Claim 25 Golden Blooms',
icon: '🌟',
condition: (state) => (state.goldenBlooms.totalClaimed || 0) >= 25
},
goldenEnthusiast: {
id: 'goldenEnthusiast',
name: 'Golden Enthusiast',
description: 'Claim 100 Golden Blooms',
icon: '💛',
condition: (state) => (state.goldenBlooms.totalClaimed || 0) >= 100
} }
}; };
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@@ -161,6 +161,46 @@ const Audio = {
sparkle.start(startTime); sparkle.start(startTime);
sparkle.stop(startTime + 0.2); sparkle.stop(startTime + 0.2);
} }
},
/**
* Play golden starbloom sound - an ethereal shimmering arpeggio with a
* rising sweep, to distinguish it from regular purchase sounds.
*/
playGoldenBloom() {
if (!this.ctx) return;
this.resume();
const now = this.ctx.currentTime;
// Rising magical sweep (like the prestige sound but brighter).
const sweep = this.ctx.createOscillator();
const sweepGain = this.ctx.createGain();
sweep.connect(sweepGain);
sweepGain.connect(this.ctx.destination);
sweep.type = 'sine';
sweep.frequency.setValueAtTime(300, now);
sweep.frequency.exponentialRampToValueAtTime(1200, now + 0.6);
sweepGain.gain.setValueAtTime(0.18, now);
sweepGain.gain.exponentialRampToValueAtTime(0.01, now + 0.7);
sweep.start(now);
sweep.stop(now + 0.7);
// A bright, ascending shimmer chord played quickly.
const shimmerNotes = [1046.5, 1318.5, 1568.0, 2093.0]; // C5, E5, G5, C6
shimmerNotes.forEach((freq, i) => {
const osc = this.ctx.createOscillator();
const gain = this.ctx.createGain();
osc.connect(gain);
gain.connect(this.ctx.destination);
osc.frequency.value = freq;
osc.type = 'triangle';
const startTime = now + 0.05 + i * 0.06;
gain.gain.setValueAtTime(0.1, startTime);
gain.gain.exponentialRampToValueAtTime(0.01, startTime + 0.25);
osc.start(startTime);
osc.stop(startTime + 0.25);
});
} }
}; };
+105 -2
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@@ -18,14 +18,26 @@ const Game = {
stellarEssence: 0, stellarEssence: 0,
prestigeCount: 0, prestigeCount: 0,
totalPrestigeEssence: 0, totalPrestigeEssence: 0,
prestigeUpgrades: [] prestigeUpgrades: [],
// Golden Starbloom random event state
goldenBlooms: {
active: false, // is a bloom currently visible on screen?
timer: 0, // seconds until the bloom vanishes
lastSpawn: Date.now(), // ms when we last (re)spawned one
totalClaimed: 0 // lifetime count of blooms the player has clicked
}
}, },
// Configuration // Configuration
config: { config: {
tickRate: 100, // ms per tick (10 ticks/sec) tickRate: 100, // ms per tick (10 ticks/sec)
autoSaveInterval: 30000, // 30 seconds autoSaveInterval: 30000, // 30 seconds
costScaling: 1.15 // Cost multiplier per building level costScaling: 1.15, // Cost multiplier per building level
goldenBloomMinMs: 45000, // min ms between bloom spawns (45s)
goldenBloomMaxMs: 90000, // max ms between bloom spawns (90s)
goldenBloomDuration: 12, // seconds a visible bloom stays before vanishing
goldenBloomBonusMult: 15 // production-per-second worth of stardust awarded
}, },
/** /**
@@ -188,6 +200,10 @@ const Game = {
const prestigeMultiplier = PRESTIGE.getMultiplier(); const prestigeMultiplier = PRESTIGE.getMultiplier();
production *= prestigeMultiplier; production *= prestigeMultiplier;
// Apply Golden Starbloom temporary production boost (+50%)
if (this.state.productionBoostUntil && this.state.productionBoostUntil > Date.now()) {
production *= 1.5;
}
// Apply prestige upgrades // Apply prestige upgrades
for (const upgradeId of (this.state.prestigeUpgrades || [])) { for (const upgradeId of (this.state.prestigeUpgrades || [])) {
const upgrade = PRESTIGE_UPGRADES[upgradeId]; const upgrade = PRESTIGE_UPGRADES[upgradeId];
@@ -350,6 +366,90 @@ const Game = {
return false; return false;
}, },
/**
* Golden Starbloom - random event system.
* A rare, time-limited bloom occasionally appears on screen. Clicking it
* awards a stardust bonus and grants a temporary production boost.
*/
/**
* Seconds remaining until the current bloom vanishes (0 if none active).
*/
getGoldenBloomRemaining() {
return this.state.goldenBlooms.active ? Math.ceil(this.state.goldenBlooms.timer) : 0;
},
/**
* Award a Golden Starbloom bonus and apply the production multiplier.
* Called when the player clicks a visible bloom. Returns the amount earned.
*/
claimGoldenBloom(x, y) {
const state = this.state.goldenBlooms;
// No active bloom - nothing to claim.
if (!state.active) return 0;
state.active = false;
state.timer = 0;
state.totalClaimed++;
// Bonus: goldenBloomBonusMult x current production per second (min 1).
const bonus = Math.max(1, Math.floor(this.getProductionPerSecond() * this.config.goldenBloomBonusMult));
this.addStardust(bonus);
// Temporary production boost: +50% for 30 seconds.
this.state.productionBoostUntil = Date.now() + 30000;
UI.showNotification('⭐ Golden Starbloom! +' + this.formatNumber(bonus) + ' ✨', 'achievement');
Audio.playGoldenBloom();
Particles.createGoldenEffect(x, y);
UI.update();
return bonus;
},
/**
* Update golden bloom scheduling on each tick.
* Spawns a new bloom if none is active and enough time has elapsed;
* decrements the countdown of an active bloom until it vanishes.
*/
updateGoldenBloom(dtSeconds) {
const state = this.state.goldenBlooms;
// If a bloom is still on screen, count down its lifetime.
if (state.active) {
state.timer -= dtSeconds;
if (state.timer <= 0) {
state.active = false;
state.timer = 0;
}
return;
}
// Otherwise, check whether it is time to spawn the next bloom.
const elapsed = Date.now() - state.lastSpawn;
const minMs = this.config.goldenBloomMinMs;
const maxMs = this.config.goldenBloomMaxMs;
if (elapsed >= minMs) {
// Wait until somewhere in [min, max] before spawning.
if (elapsed >= maxMs || Math.random() < 0.05) {
state.active = true;
state.timer = this.config.goldenBloomDuration;
state.lastSpawn = Date.now();
UI.spawnGoldenBloom();
}
}
},
/**
* Whether the temporary production boost is currently active, and how
* many seconds remain.
*/
getProductionBoostInfo() {
const until = this.state.productionBoostUntil || 0;
if (until <= Date.now()) return { active: false, remaining: 0 };
return { active: true, remaining: Math.ceil((until - Date.now()) / 1000) };
},
/** /**
* Game tick - called every config.tickRate ms * Game tick - called every config.tickRate ms
*/ */
@@ -361,6 +461,9 @@ const Game = {
this.addStardust(production * tickSeconds); this.addStardust(production * tickSeconds);
} }
// Advance the Golden Starbloom random event clock.
this.updateGoldenBloom(tickSeconds);
UI.update(); UI.update();
Achievements.check(); Achievements.check();
}, },
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@@ -271,6 +271,85 @@ const Particles = {
animation.onfinish = () => sparkle.remove(); animation.onfinish = () => sparkle.remove();
} }
}, },
/**
* Create a Golden Starbloom burst - a shimmering golden explosion.
*/
createGoldenEffect(x, y) {
const colors = ['#ffd700', '#ffe469', '#fff2a8', '#ffcf3f', '#ffffff'];
// Outer ring of glowing golden particles
for (let i = 0; i < 24; i++) {
const particle = document.createElement('div');
particle.className = 'particle golden-bloom-particle';
const angle = (Math.PI * 2 * i) / 24;
const velocity = 90 + Math.random() * 70;
const size = 8 + Math.random() * 10;
const color = colors[Math.floor(Math.random() * colors.length)];
particle.style.cssText = `
left: ${x}px;
top: ${y}px;
width: ${size}px;
height: ${size}px;
background: ${color};
border-radius: 50%;
pointer-events: none;
position: fixed;
z-index: 998;
box-shadow: 0 0 12px ${color}, 0 0 24px #ffd700;
`;
document.body.appendChild(particle);
const animation = particle.animate([
{ transform: 'translate(-50%, -50%) scale(1)', opacity: 1 },
{ transform: `translate(calc(-50% + ${Math.cos(angle) * velocity}px), calc(-50% + ${Math.sin(angle) * velocity}px)) scale(1.3)`, opacity: 0.85 },
{ transform: `translate(calc(-50% + ${Math.cos(angle) * velocity * 2}px), calc(-50% + ${Math.sin(angle) * velocity * 2}px)) scale(0)`, opacity: 0 }
], {
duration: 1200,
easing: 'cubic-bezier(0.25, 0.46, 0.45, 0.94)'
});
animation.onfinish = () => particle.remove();
}
// Golden sparkle burst
for (let i = 0; i < 12; i++) {
const sparkle = document.createElement('div');
sparkle.className = 'particle golden-sparkle';
const angle = Math.random() * Math.PI * 2;
const velocity = 40 + Math.random() * 50;
const size = 3 + Math.random() * 4;
sparkle.style.cssText = `
left: ${x}px;
top: ${y}px;
width: ${size}px;
height: ${size}px;
background: #fff2a8;
border-radius: 50%;
pointer-events: none;
position: fixed;
z-index: 999;
box-shadow: 0 0 10px #ffd700;
`;
document.body.appendChild(sparkle);
const animation = sparkle.animate([
{ transform: 'translate(-50%, -50%) scale(1)', opacity: 1 },
{ transform: `translate(calc(-50% + ${Math.cos(angle) * velocity}px), calc(-50% + ${Math.sin(angle) * velocity}px)) scale(0)`, opacity: 0 }
], {
duration: 700,
easing: 'ease-out'
});
animation.onfinish = () => sparkle.remove();
}
},
}; };
// Make globally accessible // Make globally accessible
+35
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@@ -51,6 +51,17 @@ const Stats = {
<div class="stat-label">Achievements Unlocked</div> <div class="stat-label">Achievements Unlocked</div>
<div class="stat-value" id="stat-achievements">0/${Object.keys(ACHIEVEMENTS).length}</div> <div class="stat-value" id="stat-achievements">0/${Object.keys(ACHIEVEMENTS).length}</div>
</div> </div>
<div class="stat-item">
<div class="stat-label">Total Golden Blooms Claimed</div>
<div class="stat-value" id="stat-golden-blooms">0</div>
</div>
<div class="stat-item">
<div class="stat-label">Production Boost</div>
<div class="stat-value" id="stat-production-boost">Inactive</div>
<div class="stat-bar">
<div class="stat-bar-fill" id="stat-boost-progress" style="width: 0%"></div>
</div>
</div>
<div class="stat-item"> <div class="stat-item">
<div class="stat-label">Next Achievement</div> <div class="stat-label">Next Achievement</div>
<div id="stat-next-achievement" style="font-size:0.85rem; color:var(--text-secondary); margin-top:4px">Loading...</div> <div id="stat-next-achievement" style="font-size:0.85rem; color:var(--text-secondary); margin-top:4px">Loading...</div>
@@ -121,6 +132,30 @@ const Stats = {
achievementsEl.textContent = `${Achievements.getCount()}/${Achievements.getTotal()}`; achievementsEl.textContent = `${Achievements.getCount()}/${Achievements.getTotal()}`;
} }
// Total Golden Blooms claimed
const goldenBloomsEl = document.getElementById('stat-golden-blooms');
if (goldenBloomsEl) {
goldenBloomsEl.textContent = Game.state.goldenBlooms.totalClaimed || 0;
}
// Production boost status + progress bar
const boostInfo = Game.getProductionBoostInfo();
const boostEl = document.getElementById('stat-production-boost');
const boostProgressEl = document.getElementById('stat-boost-progress');
if (boostEl) {
if (boostInfo.active) {
boostEl.textContent = `Active (${boostInfo.remaining}s)`;
if (boostProgressEl) {
boostProgressEl.style.width = `${Math.min(100, (boostInfo.remaining / 30) * 100)}%`;
}
} else {
boostEl.textContent = 'Inactive';
if (boostProgressEl) {
boostProgressEl.style.width = '0%';
}
}
}
// Game progress (based on total stardust milestones) // Game progress (based on total stardust milestones)
const progressBarEl = document.getElementById('stat-progress-bar'); const progressBarEl = document.getElementById('stat-progress-bar');
if (progressBarEl) { if (progressBarEl) {
+68
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@@ -38,6 +38,9 @@ const UI = {
// Prestige // Prestige
PrestigeUI.update(); PrestigeUI.update();
// Golden Starbloom countdown badge
this.updateGoldenBloomBadge();
}, },
/** /**
@@ -229,6 +232,71 @@ const UI = {
} }
}, },
/**
* Spawn a Golden Starbloom in the click area. Called by Game when the
* random event becomes active. The bloom floats at a random position and
* is clickable to claim its bonus.
*/
spawnGoldenBloom() {
const container = document.getElementById('golden-bloom-container');
if (!container) return;
// Remove any existing bloom first (shouldn't be one, but stay safe).
this.removeGoldenBloom();
const bloom = document.createElement('div');
bloom.className = 'golden-bloom';
bloom.textContent = '⭐';
bloom.title = 'Golden Starbloom! Click for a bonus!';
// Random position within the click area.
const rect = container.getBoundingClientRect();
const x = 20 + Math.random() * (Math.max(1, rect.width - 80));
const y = 20 + Math.random() * (Math.max(1, rect.height - 80));
bloom.style.left = `${x}px`;
bloom.style.top = `${y}px`;
// Click handler claims the bonus.
bloom.addEventListener('click', () => {
const earned = Game.claimGoldenBloom(rect.left + x, rect.top + y);
this.removeGoldenBloom();
if (earned > 0) {
UI.showFloatingText(
rect.left + x, rect.top + y,
`+${Game.formatNumber(earned)} ✨`
);
}
});
container.appendChild(bloom);
},
/**
* Remove any visible Golden Starbloom from the click area.
*/
removeGoldenBloom() {
const container = document.getElementById('golden-bloom-container');
if (!container) return;
const existing = container.querySelector('.golden-bloom');
if (existing) existing.remove();
},
/**
* Update the Golden Starbloom countdown badge shown in the header.
*/
updateGoldenBloomBadge() {
const el = document.getElementById('golden-bloom-badge');
const remaining = Game.getGoldenBloomRemaining();
if (!el) return;
if (remaining > 0) {
el.classList.add('active');
el.textContent = `⭐ Golden Bloom: ${remaining}s`;
} else {
el.classList.remove('active');
}
},
/** /**
* Show floating text animation * Show floating text animation
*/ */