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.
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@@ -184,6 +184,36 @@
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---
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### Session 9 - 2026-08-21 (Afternoon)
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**Status:** ✅ Achievement Progress Tracking Added to Stats Panel
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#### What was done:
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- Added "Next Achievement" section to the Statistics panel with a progress bar
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- Implemented `calculateAchievementProgress()` method that computes progress toward every achievement type:
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- Click achievements (firstClick, clicker, spammer, clickMaster)
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- Stardust achievements (dustCollector, stardustMagnate, cosmicTycoon, galaxyBaron)
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- Building count achievements (firstPlant, gardenStart, gardenCenter, cosmicGarden)
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- Specific building achievements (sproutFarmer, bloomGarden, solarPowered, voidWeaver, supernovaGrowth)
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- Production achievements (steadyStream, rushingRiver, cosmicFlood)
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- Prestige achievements (firstPrestige, stellarAdaptation, cosmicAscension, eternalGardener, quantumGrowth)
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- Click power achievements (powerfulHarvester, divineTouch)
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- Time-based achievement (dedicatedGardener)
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- `updateNextAchievement()` finds the closest unachieved milestone by progress percentage and displays it with a progress bar
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- Progress bar updates every game tick via `Stats.update()`
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- Shows "All achievements unlocked! 🎉" when all 30 achievements are complete
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#### Files modified:
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- `js/stats.js` - Added "Next Achievement" stat item to render(), added updateNextAchievement() and calculateAchievementProgress() methods
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#### Next goals:
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- Consider adding a "next essence at X stardust" progress hint in prestige tab (from Session 8 notes)
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- Potential new building tiers or prestige milestones
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- Sound variations or background music
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---
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---
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### Session 8 - 2026-08-21 (Afternoon)
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**Status:** ✅ Critical Bugfix - Prestige System Now Actually Loads (reported by user)
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+128
@@ -51,6 +51,13 @@ const Stats = {
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<div class="stat-label">Achievements Unlocked</div>
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<div class="stat-value" id="stat-achievements">0/${Object.keys(ACHIEVEMENTS).length}</div>
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</div>
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<div class="stat-item">
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<div class="stat-label">Next Achievement</div>
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<div id="stat-next-achievement" style="font-size:0.85rem; color:var(--text-secondary); margin-top:4px">Loading...</div>
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<div class="stat-bar">
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<div class="stat-bar-fill" id="stat-achievement-progress" style="width: 0%"></div>
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</div>
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</div>
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<div class="stat-item">
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<div class="stat-label">Game Progress</div>
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<div class="stat-bar">
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@@ -120,6 +127,127 @@ const Stats = {
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const progress = this.calculateProgress();
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progressBarEl.style.width = `${progress}%`;
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}
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// Next achievement tracking
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this.updateNextAchievement();
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},
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/**
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* Update the next achievement display with progress bar
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*/
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updateNextAchievement() {
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const nextEl = document.getElementById('stat-next-achievement');
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const progressEl = document.getElementById('stat-achievement-progress');
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if (!nextEl) return;
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// Find the closest unachieved milestone
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let closest = null;
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let closestProgress = -1;
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for (const [id, achievement] of Object.entries(ACHIEVEMENTS)) {
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if (Game.state.achievements.includes(id)) continue;
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const result = this.calculateAchievementProgress(achievement);
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if (result && result.progress > closestProgress) {
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closestProgress = result.progress;
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closest = { ...result, name: achievement.name, icon: achievement.icon };
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}
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}
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if (closest) {
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nextEl.textContent = `${closest.icon} ${closest.name}`;
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if (progressEl) {
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progressEl.style.width = `${Math.min(100, Math.max(0, closest.progress))}%`;
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}
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} else {
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nextEl.textContent = 'All achievements unlocked! 🎉';
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if (progressEl) {
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progressEl.style.width = '100%';
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}
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}
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},
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/**
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* Calculate progress toward a specific achievement
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*/
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calculateAchievementProgress(achievement) {
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const state = Game.state;
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// Click achievements
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if (achievement.id === 'firstClick') return { current: state.totalClicks, target: 1, progress: Math.min(100, (state.totalClicks / 1) * 100) };
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if (achievement.id === 'clicker') return { current: state.totalClicks, target: 100, progress: Math.min(100, (state.totalClicks / 100) * 100) };
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if (achievement.id === 'spammer') return { current: state.totalClicks, target: 1000, progress: Math.min(100, (state.totalClicks / 1000) * 100) };
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if (achievement.id === 'clickMaster') return { current: state.totalClicks, target: 10000, progress: Math.min(100, (state.totalClicks / 10000) * 100) };
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// Stardust achievements
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if (achievement.id === 'dustCollector') return { current: state.totalStardust, target: 1000, progress: Math.min(100, (state.totalStardust / 1000) * 100) };
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if (achievement.id === 'stardustMagnate') return { current: state.totalStardust, target: 100000, progress: Math.min(100, (state.totalStardust / 100000) * 100) };
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if (achievement.id === 'cosmicTycoon') return { current: state.totalStardust, target: 10000000, progress: Math.min(100, (state.totalStardust / 10000000) * 100) };
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if (achievement.id === 'galaxyBaron') return { current: state.totalStardust, target: 1000000000, progress: Math.min(100, (state.totalStardust / 1000000000) * 100) };
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// Building achievements
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if (achievement.id === 'firstPlant') {
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const totalBuildings = Object.values(state.buildings).reduce((a, b) => a + b, 0);
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return { current: totalBuildings, target: 1, progress: Math.min(100, (totalBuildings / 1) * 100) };
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}
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if (achievement.id === 'gardenStart') {
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const totalBuildings = Object.values(state.buildings).reduce((a, b) => a + b, 0);
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return { current: totalBuildings, target: 10, progress: Math.min(100, (totalBuildings / 10) * 100) };
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}
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if (achievement.id === 'gardenCenter') {
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const totalBuildings = Object.values(state.buildings).reduce((a, b) => a + b, 0);
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return { current: totalBuildings, target: 50, progress: Math.min(100, (totalBuildings / 50) * 100) };
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}
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if (achievement.id === 'cosmicGarden') {
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const totalBuildings = Object.values(state.buildings).reduce((a, b) => a + b, 0);
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return { current: totalBuildings, target: 100, progress: Math.min(100, (totalBuildings / 100) * 100) };
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}
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// Specific building achievements
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if (achievement.id === 'sproutFarmer') return { current: state.buildings.starSprout || 0, target: 25, progress: Math.min(100, ((state.buildings.starSprout || 0) / 25) * 100) };
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if (achievement.id === 'bloomGarden') return { current: state.buildings.moonBloom || 0, target: 25, progress: Math.min(100, ((state.buildings.moonBloom || 0) / 25) * 100) };
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if (achievement.id === 'solarPowered') return { current: state.buildings.solarLeaf || 0, target: 25, progress: Math.min(100, ((state.buildings.solarLeaf || 0) / 25) * 100) };
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if (achievement.id === 'voidWeaver') return { current: state.buildings.voidFern || 0, target: 25, progress: Math.min(100, ((state.buildings.voidFern || 0) / 25) * 100) };
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if (achievement.id === 'supernovaGrowth') return { current: state.buildings.supernovaSeed || 0, target: 25, progress: Math.min(100, ((state.buildings.supernovaSeed || 0) / 25) * 100) };
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// Production achievements
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if (achievement.id === 'steadyStream') {
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const prod = Game.getProductionPerSecond();
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return { current: prod, target: 100, progress: Math.min(100, (prod / 100) * 100) };
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}
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if (achievement.id === 'rushingRiver') {
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const prod = Game.getProductionPerSecond();
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return { current: prod, target: 1000, progress: Math.min(100, (prod / 1000) * 100) };
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}
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if (achievement.id === 'cosmicFlood') {
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const prod = Game.getProductionPerSecond();
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return { current: prod, target: 100000, progress: Math.min(100, (prod / 100000) * 100) };
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}
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// Prestige achievements
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if (achievement.id === 'firstPrestige') return { current: state.prestigeCount || 0, target: 1, progress: Math.min(100, ((state.prestigeCount || 0) / 1) * 100) };
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if (achievement.id === 'stellarAdaptation') return { current: state.prestigeCount || 0, target: 5, progress: Math.min(100, ((state.prestigeCount || 0) / 5) * 100) };
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if (achievement.id === 'cosmicAscension') return { current: state.prestigeCount || 0, target: 10, progress: Math.min(100, ((state.prestigeCount || 0) / 10) * 100) };
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if (achievement.id === 'eternalGardener') return { current: state.totalPrestigeEssence || 0, target: 100, progress: Math.min(100, ((state.totalPrestigeEssence || 0) / 100) * 100) };
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if (achievement.id === 'quantumGrowth') return { current: state.totalPrestigeEssence || 0, target: 1000, progress: Math.min(100, ((state.totalPrestigeEssence || 0) / 1000) * 100) };
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// Click power achievements
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if (achievement.id === 'powerfulHarvester') {
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const cp = Game.getClickPower();
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return { current: cp, target: 1000, progress: Math.min(100, (cp / 1000) * 100) };
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}
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if (achievement.id === 'divineTouch') {
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const cp = Game.getClickPower();
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return { current: cp, target: 10000, progress: Math.min(100, (cp / 10000) * 100) };
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}
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// Time-based achievement
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if (achievement.id === 'dedicatedGardener') {
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const elapsed = Date.now() - state.startTime;
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return { current: elapsed, target: 3600000, progress: Math.min(100, (elapsed / 3600000) * 100) };
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}
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return null;
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},
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/**
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