Session 9: Achievement Progress Tracking in Stats Panel

Added Next Achievement section to Statistics panel with progress bar.
Tracks all 30 achievements across click, stardust, building, production,
prestige, click power, and time categories. Shows closest unachieved
milestone with percentage progress updating every tick.
This commit is contained in:
2026-08-21 13:55:30 +00:00
parent 92b93b6197
commit 2cee2c8b99
2 changed files with 159 additions and 1 deletions
+30
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@@ -184,6 +184,36 @@
--- ---
### Session 9 - 2026-08-21 (Afternoon)
**Status:** ✅ Achievement Progress Tracking Added to Stats Panel
#### What was done:
- Added "Next Achievement" section to the Statistics panel with a progress bar
- Implemented `calculateAchievementProgress()` method that computes progress toward every achievement type:
- Click achievements (firstClick, clicker, spammer, clickMaster)
- Stardust achievements (dustCollector, stardustMagnate, cosmicTycoon, galaxyBaron)
- Building count achievements (firstPlant, gardenStart, gardenCenter, cosmicGarden)
- Specific building achievements (sproutFarmer, bloomGarden, solarPowered, voidWeaver, supernovaGrowth)
- Production achievements (steadyStream, rushingRiver, cosmicFlood)
- Prestige achievements (firstPrestige, stellarAdaptation, cosmicAscension, eternalGardener, quantumGrowth)
- Click power achievements (powerfulHarvester, divineTouch)
- Time-based achievement (dedicatedGardener)
- `updateNextAchievement()` finds the closest unachieved milestone by progress percentage and displays it with a progress bar
- Progress bar updates every game tick via `Stats.update()`
- Shows "All achievements unlocked! 🎉" when all 30 achievements are complete
#### Files modified:
- `js/stats.js` - Added "Next Achievement" stat item to render(), added updateNextAchievement() and calculateAchievementProgress() methods
#### Next goals:
- Consider adding a "next essence at X stardust" progress hint in prestige tab (from Session 8 notes)
- Potential new building tiers or prestige milestones
- Sound variations or background music
---
---
### Session 8 - 2026-08-21 (Afternoon) ### Session 8 - 2026-08-21 (Afternoon)
**Status:** ✅ Critical Bugfix - Prestige System Now Actually Loads (reported by user) **Status:** ✅ Critical Bugfix - Prestige System Now Actually Loads (reported by user)
+129 -1
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@@ -17,7 +17,7 @@ const Stats = {
render() { render() {
const container = document.getElementById('stats-content'); const container = document.getElementById('stats-content');
if (!container) return; if (!container) return;
container.innerHTML = ` container.innerHTML = `
<div class="stat-item"> <div class="stat-item">
<div class="stat-label">Total Stardust Earned</div> <div class="stat-label">Total Stardust Earned</div>
@@ -51,6 +51,13 @@ 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">Next Achievement</div>
<div id="stat-next-achievement" style="font-size:0.85rem; color:var(--text-secondary); margin-top:4px">Loading...</div>
<div class="stat-bar">
<div class="stat-bar-fill" id="stat-achievement-progress" style="width: 0%"></div>
</div>
</div>
<div class="stat-item"> <div class="stat-item">
<div class="stat-label">Game Progress</div> <div class="stat-label">Game Progress</div>
<div class="stat-bar"> <div class="stat-bar">
@@ -120,6 +127,127 @@ const Stats = {
const progress = this.calculateProgress(); const progress = this.calculateProgress();
progressBarEl.style.width = `${progress}%`; progressBarEl.style.width = `${progress}%`;
} }
// Next achievement tracking
this.updateNextAchievement();
},
/**
* Update the next achievement display with progress bar
*/
updateNextAchievement() {
const nextEl = document.getElementById('stat-next-achievement');
const progressEl = document.getElementById('stat-achievement-progress');
if (!nextEl) return;
// Find the closest unachieved milestone
let closest = null;
let closestProgress = -1;
for (const [id, achievement] of Object.entries(ACHIEVEMENTS)) {
if (Game.state.achievements.includes(id)) continue;
const result = this.calculateAchievementProgress(achievement);
if (result && result.progress > closestProgress) {
closestProgress = result.progress;
closest = { ...result, name: achievement.name, icon: achievement.icon };
}
}
if (closest) {
nextEl.textContent = `${closest.icon} ${closest.name}`;
if (progressEl) {
progressEl.style.width = `${Math.min(100, Math.max(0, closest.progress))}%`;
}
} else {
nextEl.textContent = 'All achievements unlocked! 🎉';
if (progressEl) {
progressEl.style.width = '100%';
}
}
},
/**
* Calculate progress toward a specific achievement
*/
calculateAchievementProgress(achievement) {
const state = Game.state;
// Click achievements
if (achievement.id === 'firstClick') return { current: state.totalClicks, target: 1, progress: Math.min(100, (state.totalClicks / 1) * 100) };
if (achievement.id === 'clicker') return { current: state.totalClicks, target: 100, progress: Math.min(100, (state.totalClicks / 100) * 100) };
if (achievement.id === 'spammer') return { current: state.totalClicks, target: 1000, progress: Math.min(100, (state.totalClicks / 1000) * 100) };
if (achievement.id === 'clickMaster') return { current: state.totalClicks, target: 10000, progress: Math.min(100, (state.totalClicks / 10000) * 100) };
// Stardust achievements
if (achievement.id === 'dustCollector') return { current: state.totalStardust, target: 1000, progress: Math.min(100, (state.totalStardust / 1000) * 100) };
if (achievement.id === 'stardustMagnate') return { current: state.totalStardust, target: 100000, progress: Math.min(100, (state.totalStardust / 100000) * 100) };
if (achievement.id === 'cosmicTycoon') return { current: state.totalStardust, target: 10000000, progress: Math.min(100, (state.totalStardust / 10000000) * 100) };
if (achievement.id === 'galaxyBaron') return { current: state.totalStardust, target: 1000000000, progress: Math.min(100, (state.totalStardust / 1000000000) * 100) };
// Building achievements
if (achievement.id === 'firstPlant') {
const totalBuildings = Object.values(state.buildings).reduce((a, b) => a + b, 0);
return { current: totalBuildings, target: 1, progress: Math.min(100, (totalBuildings / 1) * 100) };
}
if (achievement.id === 'gardenStart') {
const totalBuildings = Object.values(state.buildings).reduce((a, b) => a + b, 0);
return { current: totalBuildings, target: 10, progress: Math.min(100, (totalBuildings / 10) * 100) };
}
if (achievement.id === 'gardenCenter') {
const totalBuildings = Object.values(state.buildings).reduce((a, b) => a + b, 0);
return { current: totalBuildings, target: 50, progress: Math.min(100, (totalBuildings / 50) * 100) };
}
if (achievement.id === 'cosmicGarden') {
const totalBuildings = Object.values(state.buildings).reduce((a, b) => a + b, 0);
return { current: totalBuildings, target: 100, progress: Math.min(100, (totalBuildings / 100) * 100) };
}
// Specific building achievements
if (achievement.id === 'sproutFarmer') return { current: state.buildings.starSprout || 0, target: 25, progress: Math.min(100, ((state.buildings.starSprout || 0) / 25) * 100) };
if (achievement.id === 'bloomGarden') return { current: state.buildings.moonBloom || 0, target: 25, progress: Math.min(100, ((state.buildings.moonBloom || 0) / 25) * 100) };
if (achievement.id === 'solarPowered') return { current: state.buildings.solarLeaf || 0, target: 25, progress: Math.min(100, ((state.buildings.solarLeaf || 0) / 25) * 100) };
if (achievement.id === 'voidWeaver') return { current: state.buildings.voidFern || 0, target: 25, progress: Math.min(100, ((state.buildings.voidFern || 0) / 25) * 100) };
if (achievement.id === 'supernovaGrowth') return { current: state.buildings.supernovaSeed || 0, target: 25, progress: Math.min(100, ((state.buildings.supernovaSeed || 0) / 25) * 100) };
// Production achievements
if (achievement.id === 'steadyStream') {
const prod = Game.getProductionPerSecond();
return { current: prod, target: 100, progress: Math.min(100, (prod / 100) * 100) };
}
if (achievement.id === 'rushingRiver') {
const prod = Game.getProductionPerSecond();
return { current: prod, target: 1000, progress: Math.min(100, (prod / 1000) * 100) };
}
if (achievement.id === 'cosmicFlood') {
const prod = Game.getProductionPerSecond();
return { current: prod, target: 100000, progress: Math.min(100, (prod / 100000) * 100) };
}
// Prestige achievements
if (achievement.id === 'firstPrestige') return { current: state.prestigeCount || 0, target: 1, progress: Math.min(100, ((state.prestigeCount || 0) / 1) * 100) };
if (achievement.id === 'stellarAdaptation') return { current: state.prestigeCount || 0, target: 5, progress: Math.min(100, ((state.prestigeCount || 0) / 5) * 100) };
if (achievement.id === 'cosmicAscension') return { current: state.prestigeCount || 0, target: 10, progress: Math.min(100, ((state.prestigeCount || 0) / 10) * 100) };
if (achievement.id === 'eternalGardener') return { current: state.totalPrestigeEssence || 0, target: 100, progress: Math.min(100, ((state.totalPrestigeEssence || 0) / 100) * 100) };
if (achievement.id === 'quantumGrowth') return { current: state.totalPrestigeEssence || 0, target: 1000, progress: Math.min(100, ((state.totalPrestigeEssence || 0) / 1000) * 100) };
// Click power achievements
if (achievement.id === 'powerfulHarvester') {
const cp = Game.getClickPower();
return { current: cp, target: 1000, progress: Math.min(100, (cp / 1000) * 100) };
}
if (achievement.id === 'divineTouch') {
const cp = Game.getClickPower();
return { current: cp, target: 10000, progress: Math.min(100, (cp / 10000) * 100) };
}
// Time-based achievement
if (achievement.id === 'dedicatedGardener') {
const elapsed = Date.now() - state.startTime;
return { current: elapsed, target: 3600000, progress: Math.min(100, (elapsed / 3600000) * 100) };
}
return null;
}, },
/** /**