Session 5: Prestige System with Stellar Essence
This commit is contained in:
+149
@@ -626,3 +626,152 @@ h2, h3 {
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text-align: center;
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}
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}
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/* ============================================
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PRESTIGE SYSTEM STYLES
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============================================ */
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.prestige-btn {
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background: linear-gradient(135deg, #9b59b6 0%, #8e44ad 100%);
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color: var(--text-primary);
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border: none;
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border-radius: 6px;
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padding: 8px 16px;
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cursor: pointer;
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font-weight: bold;
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transition: all 0.2s ease;
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box-shadow: 0 2px 10px rgba(155, 89, 182, 0.3);
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}
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.prestige-btn:hover:not(:disabled) {
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background: linear-gradient(135deg, #a569bd 0%, #9b59b6 100%);
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transform: scale(1.05);
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box-shadow: 0 4px 15px rgba(155, 89, 182, 0.5);
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}
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.prestige-btn:disabled {
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background: var(--text-muted);
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cursor: not-allowed;
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opacity: 0.5;
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box-shadow: none;
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}
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.prestige-btn.can-prestige {
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animation: prestigeGlow 2s ease-in-out infinite;
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}
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@keyframes prestigeGlow {
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0%, 100% {
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box-shadow: 0 2px 10px rgba(155, 89, 182, 0.3);
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}
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50% {
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box-shadow: 0 2px 20px rgba(155, 89, 182, 0.6), 0 0 30px rgba(155, 89, 182, 0.4);
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}
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}
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/* Prestige Tab Styles */
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#prestige-info {
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background: var(--bg-card);
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border-radius: 8px;
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padding: 15px;
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border: 1px solid var(--border-color);
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margin-bottom: 15px;
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}
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.prestige-essence {
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display: flex;
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align-items: center;
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gap: 8px;
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font-size: 1.3rem;
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font-weight: bold;
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color: var(--accent-gold);
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margin-bottom: 10px;
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}
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.essence-icon {
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font-size: 1.5rem;
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color: #9b59b6;
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}
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.prestige-multiplier {
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color: var(--text-secondary);
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margin-bottom: 8px;
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}
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.prestige-multiplier span {
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color: var(--accent-green);
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font-weight: bold;
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}
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.prestige-next {
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color: var(--text-secondary);
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font-size: 0.9rem;
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}
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.prestige-next span {
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color: var(--accent-purple);
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font-weight: bold;
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}
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/* Prestige Upgrade Cards */
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#prestige-upgrades-list {
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display: flex;
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flex-direction: column;
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gap: 10px;
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max-height: 300px;
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overflow-y: auto;
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}
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.prestige-upgrade-card {
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background: var(--bg-card);
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border-radius: 8px;
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padding: 12px;
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border: 1px solid var(--border-color);
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cursor: pointer;
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transition: all 0.2s ease;
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}
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.prestige-upgrade-card:hover:not(.purchased):not(.locked) {
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background: var(--bg-hover);
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border-color: var(--accent-purple);
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}
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.prestige-upgrade-card.purchased {
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opacity: 0.6;
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border-color: var(--accent-green);
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}
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.prestige-upgrade-card.locked {
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opacity: 0.4;
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pointer-events: none;
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}
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.prestige-upgrade-name {
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font-weight: bold;
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color: var(--text-primary);
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}
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.prestige-upgrade-desc {
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font-size: 0.85rem;
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color: var(--text-secondary);
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margin-top: 3px;
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}
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.prestige-upgrade-cost {
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color: #9b59b6;
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font-size: 0.9rem;
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margin-top: 5px;
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font-weight: bold;
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}
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/* Prestige Particle Effects */
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.particle.prestige-particle {
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background: radial-gradient(circle, #ffd700 0%, #9b59b6 50%, transparent 100%);
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box-shadow: 0 0 10px #ffd700, 0 0 20px #9b59b6;
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}
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/* Stats Panel Prestige Info */
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.stat-item.prestige-stat {
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border-color: var(--accent-purple);
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background: linear-gradient(135deg, var(--bg-card) 0%, #2a1a3e 100%);
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}
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@@ -99,3 +99,35 @@
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---
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*Journal auto-updated by Hermes Agent cron job (every 8 hours)*
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---
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### Session 5 - 2026-08-20 (Afternoon)
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**Status:** ✅ Prestige System Added
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#### What was done:
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- Created complete prestige/reset system with Stellar Essence currency
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- Formula: floor(sqrt(totalStardust / 1,000,000)) essence per prestige
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- Each essence provides +10% production bonus (stacks multiplicatively)
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- Added 6 prestige upgrades: Cosmic Fingers, Stellar Touch, Essence Amplifier, Quantum Garden, Accelerated Growth, Temporal Manipulation
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- Created PrestigeUI module for rendering and managing prestige tab
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- Added prestige particle effects (cosmic explosion on reset)
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- Added prestige sound effect (ethereal whoosh via Web Audio API)
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- Integrated prestige multiplier into click power, production, building costs, and offline progress
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- Added prestige button to footer with glow animation when eligible
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- Updated game state to persist prestige data across resets
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#### Files modified/created:
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- `js/prestige.js` - New file with Prestige system (essence calculation, upgrades, multipliers)
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- `js/prestigeUI.js` - New file with PrestigeUI module (tab rendering, event handling)
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- `js/game.js` - Added prestige fields to state, integrated multipliers into calculations
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- `js/particles.js` - Added createPrestigeEffect() method
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- `js/audio.js` - Added playPrestige() sound effect
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- `css/game.css` - Added prestige button styles, tab styles, upgrade card styles
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- `index.html` - Added prestige tab and script tags
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- `dev-journal.md` - Updated with session log
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#### Next goals:
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- Achievement expansion (prestige-related achievements)
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- Mobile touch optimizations
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- Consider adding more visual polish to the click button
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+124
-76
@@ -1,28 +1,24 @@
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/**
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* Cosmic Garden - Audio System
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* Web Audio API-based sound generation (no external assets needed)
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* Sound effects using Web Audio API (no external assets needed)
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*/
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const Audio = {
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ctx: null,
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enabled: true,
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/**
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* Initialize audio context (must be called after user interaction)
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* Initialize audio context
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*/
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init() {
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try {
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window.AudioContext = window.AudioContext || window.webkitAudioContext;
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this.ctx = new AudioContext();
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console.log('🔊 Audio system initialized');
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this.ctx = new (window.AudioContext || window.webkitAudioContext)();
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} catch (e) {
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console.warn('Web Audio API not supported');
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this.enabled = false;
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console.log('Web Audio API not supported');
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}
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},
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/**
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* Resume audio context (for browsers that suspend it)
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* Resume audio context (needed for some browsers)
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*/
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resume() {
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if (this.ctx && this.ctx.state === 'suspended') {
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@@ -31,89 +27,141 @@ const Audio = {
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},
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/**
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* Create a simple tone
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* Play click sound - rising C-major arpeggio
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*/
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playTone(frequency, duration, type = 'sine', volume = 0.1) {
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if (!this.enabled || !this.ctx) return;
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playClick() {
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if (!this.ctx) return;
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this.resume();
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const now = this.ctx.currentTime;
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const notes = [523.25, 659.25, 783.99]; // C5, E5, G5
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notes.forEach((freq, i) => {
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const osc = this.ctx.createOscillator();
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const gain = this.ctx.createGain();
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osc.connect(gain);
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gain.connect(this.ctx.destination);
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osc.frequency.value = freq;
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osc.type = 'sine';
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gain.gain.setValueAtTime(0.1, now + i * 0.05);
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gain.gain.exponentialRampToValueAtTime(0.01, now + i * 0.05 + 0.15);
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osc.start(now + i * 0.05);
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osc.stop(now + i * 0.05 + 0.15);
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});
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},
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/**
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* Play purchase sound - descending chime
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*/
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playPurchase() {
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if (!this.ctx) return;
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this.resume();
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const now = this.ctx.currentTime;
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const notes = [783.99, 659.25, 523.25]; // G5, E5, C5
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notes.forEach((freq, i) => {
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const osc = this.ctx.createOscillator();
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const gain = this.ctx.createGain();
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osc.connect(gain);
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gain.connect(this.ctx.destination);
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osc.frequency.value = freq;
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osc.type = 'triangle';
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gain.gain.setValueAtTime(0.15, now + i * 0.08);
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gain.gain.exponentialRampToValueAtTime(0.01, now + i * 0.08 + 0.2);
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osc.start(now + i * 0.08);
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osc.stop(now + i * 0.08 + 0.2);
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});
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},
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/**
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* Play achievement sound - ascending chord fanfare
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*/
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playAchievement() {
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if (!this.ctx) return;
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this.resume();
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const now = this.ctx.currentTime;
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const chords = [
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[523.25, 659.25, 783.99], // C major
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[659.25, 783.99, 987.77], // E major
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[783.99, 987.77, 1174.66] // G major
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];
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chords.forEach((chord, chordIndex) => {
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chord.forEach(freq => {
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const osc = this.ctx.createOscillator();
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const gain = this.ctx.createGain();
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osc.connect(gain);
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gain.connect(this.ctx.destination);
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osc.frequency.value = freq;
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osc.type = 'sine';
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const startTime = now + chordIndex * 0.15;
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gain.gain.setValueAtTime(0.12, startTime);
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gain.gain.exponentialRampToValueAtTime(0.01, startTime + 0.3);
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osc.start(startTime);
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osc.stop(startTime + 0.3);
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});
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});
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},
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/**
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* Play prestige sound - ethereal whoosh
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*/
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playPrestige() {
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if (!this.ctx) return;
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this.resume();
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const now = this.ctx.currentTime;
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// Rising sweep
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const osc = this.ctx.createOscillator();
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const gain = this.ctx.createGain();
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osc.type = type;
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osc.frequency.setValueAtTime(frequency, this.ctx.currentTime);
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gain.gain.setValueAtTime(volume, this.ctx.currentTime);
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gain.gain.exponentialRampToValueAtTime(0.01, this.ctx.currentTime + duration);
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osc.connect(gain);
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gain.connect(this.ctx.destination);
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osc.start(this.ctx.currentTime);
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osc.stop(this.ctx.currentTime + duration);
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},
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osc.type = 'sine';
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osc.frequency.setValueAtTime(200, now);
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osc.frequency.exponentialRampToValueAtTime(800, now + 0.5);
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/**
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* Play a rising arpeggio (for clicks)
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*/
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playClick() {
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if (!this.enabled) return;
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this.resume();
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gain.gain.setValueAtTime(0.2, now);
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gain.gain.exponentialRampToValueAtTime(0.01, now + 0.8);
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const now = this.ctx.currentTime;
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const notes = [523.25, 659.25, 783.99]; // C major chord
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osc.start(now);
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osc.stop(now + 0.8);
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notes.forEach((freq, i) => {
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setTimeout(() => {
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this.playTone(freq, 0.1, 'sine', 0.08);
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}, i * 30);
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});
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},
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// Sparkle overlay
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for (let i = 0; i < 5; i++) {
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const sparkle = this.ctx.createOscillator();
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const sparkleGain = this.ctx.createGain();
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/**
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* Play a purchase sound (descending chime)
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*/
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playPurchase() {
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if (!this.enabled) return;
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this.resume();
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sparkle.connect(sparkleGain);
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sparkleGain.connect(this.ctx.destination);
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const notes = [783.99, 659.25, 523.25]; // G - E - C
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sparkle.frequency.value = 1200 + Math.random() * 800;
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sparkle.type = 'sine';
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notes.forEach((freq, i) => {
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setTimeout(() => {
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this.playTone(freq, 0.15, 'triangle', 0.1);
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}, i * 50);
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});
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},
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const startTime = now + 0.1 + i * 0.1;
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sparkleGain.gain.setValueAtTime(0.08, startTime);
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sparkleGain.gain.exponentialRampToValueAtTime(0.01, startTime + 0.2);
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/**
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* Play an achievement unlock fanfare
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*/
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playAchievement() {
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if (!this.enabled) return;
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this.resume();
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const notes = [523.25, 659.25, 783.99, 1046.50]; // C - E - G - C (high)
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notes.forEach((freq, i) => {
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setTimeout(() => {
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this.playTone(freq, 0.2, 'square', 0.06);
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}, i * 80);
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});
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},
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/**
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* Play a notification sound
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*/
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playNotification() {
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if (!this.enabled) return;
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this.resume();
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this.playTone(880, 0.1, 'sine', 0.08);
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setTimeout(() => {
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this.playTone(1100, 0.15, 'sine', 0.08);
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}, 100);
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sparkle.start(startTime);
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sparkle.stop(startTime + 0.2);
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}
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}
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};
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// Make globally accessible
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window.Audio = Audio;
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+54
-4
@@ -14,7 +14,11 @@ const Game = {
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lastSaveTime: Date.now(),
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buildings: {},
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upgrades: [],
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achievements: []
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achievements: [],
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stellarEssence: 0,
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prestigeCount: 0,
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totalPrestigeEssence: 0,
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prestigeUpgrades: []
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},
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// Configuration
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@@ -35,6 +39,7 @@ const Game = {
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Audio.init();
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UI.init();
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Stats.init();
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PrestigeUI.init();
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console.log('🌌 Cosmic Garden initialized!');
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},
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@@ -131,6 +136,18 @@ const Game = {
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}
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}
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// Apply prestige multipliers
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const prestigeMultiplier = PRESTIGE.getMultiplier();
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power *= prestigeMultiplier;
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// Apply prestige upgrades
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for (const upgradeId of (this.state.prestigeUpgrades || [])) {
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const upgrade = PRESTIGE_UPGRADES[upgradeId];
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if (upgrade && upgrade.effect === 'clickMultiplier') {
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power *= upgrade.value;
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}
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}
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return Math.floor(power);
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},
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@@ -148,6 +165,18 @@ const Game = {
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let production = building.baseProduction * count;
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// Apply prestige multiplier
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const prestigeMultiplier = PRESTIGE.getMultiplier();
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production *= prestigeMultiplier;
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// Apply prestige upgrades
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for (const upgradeId of (this.state.prestigeUpgrades || [])) {
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const upgrade = PRESTIGE_UPGRADES[upgradeId];
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if (upgrade && upgrade.effect === 'productionMultiplier') {
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production *= upgrade.value;
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}
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}
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// Apply upgrade bonuses
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for (const upgradeId of this.state.upgrades) {
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const upgrade = UPGRADES[upgradeId];
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@@ -171,7 +200,17 @@ const Game = {
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||||
getBuildingCost(buildingId) {
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const building = BUILDINGS[buildingId];
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||||
const count = this.state.buildings[buildingId] || 0;
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return Math.floor(building.baseCost * Math.pow(this.config.costScaling, count));
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let cost = Math.floor(building.baseCost * Math.pow(this.config.costScaling, count));
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||||
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||||
// Apply prestige cost reduction
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||||
for (const upgradeId of (this.state.prestigeUpgrades || [])) {
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const upgrade = PRESTIGE_UPGRADES[upgradeId];
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||||
if (upgrade && upgrade.effect === 'costReduction') {
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cost *= upgrade.value;
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}
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||||
}
|
||||
|
||||
return Math.floor(cost);
|
||||
},
|
||||
|
||||
/**
|
||||
@@ -290,7 +329,14 @@ const Game = {
|
||||
const offlineTime = (Date.now() - this.state.lastSaveTime) / 1000;
|
||||
if (offlineTime > 60) {
|
||||
const production = this.getProductionPerSecond();
|
||||
const offlineEarnings = production * offlineTime * 0.5; // 50% offline efficiency
|
||||
let offlineRate = 0.5; // 50% offline efficiency
|
||||
for (const upgradeId of (this.state.prestigeUpgrades || [])) {
|
||||
const upgrade = PRESTIGE_UPGRADES[upgradeId];
|
||||
if (upgrade && upgrade.effect === 'offlineBonus') {
|
||||
offlineRate = upgrade.value;
|
||||
}
|
||||
}
|
||||
const offlineEarnings = production * offlineTime * offlineRate;
|
||||
if (offlineEarnings > 0) {
|
||||
this.addStardust(offlineEarnings);
|
||||
UI.showNotification(
|
||||
@@ -343,7 +389,11 @@ const Game = {
|
||||
lastSaveTime: Date.now(),
|
||||
buildings: {},
|
||||
upgrades: [],
|
||||
achievements: []
|
||||
achievements: [],
|
||||
stellarEssence: 0,
|
||||
prestigeCount: 0,
|
||||
totalPrestigeEssence: 0,
|
||||
prestigeUpgrades: []
|
||||
};
|
||||
UI.update();
|
||||
UI.showNotification('Game reset!', 'warning');
|
||||
|
||||
@@ -178,6 +178,99 @@ const Particles = {
|
||||
document.getElementById('game-container').appendChild(star);
|
||||
}
|
||||
}
|
||||
/**
|
||||
* Create prestige reset effect - cosmic explosion
|
||||
*/
|
||||
createPrestigeEffect(x, y) {
|
||||
const colors = ['#ffd700', '#9b59b6', '#3498db', '#ffffff', '#e74c3c'];
|
||||
|
||||
// Outer ring burst
|
||||
for (let i = 0; i < 30; i++) {
|
||||
const particle = document.createElement('div');
|
||||
particle.className = 'particle prestige-particle';
|
||||
|
||||
const angle = (Math.PI * 2 * i) / 30;
|
||||
const velocity = 100 + Math.random() * 80;
|
||||
const size = 10 + Math.random() * 15;
|
||||
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 15px ${color}, 0 0 30px ${color};
|
||||
`;
|
||||
|
||||
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(1.5)`,
|
||||
opacity: 0.8
|
||||
},
|
||||
{
|
||||
transform: `translate(calc(-50% + ${Math.cos(angle) * velocity * 2}px), calc(-50% + ${Math.sin(angle) * velocity * 2}px)) scale(0)`,
|
||||
opacity: 0
|
||||
}
|
||||
], {
|
||||
duration: 1500,
|
||||
easing: 'cubic-bezier(0.25, 0.46, 0.45, 0.94)'
|
||||
});
|
||||
|
||||
animation.onfinish = () => particle.remove();
|
||||
}
|
||||
|
||||
// Inner sparkle burst
|
||||
for (let i = 0; i < 15; i++) {
|
||||
const sparkle = document.createElement('div');
|
||||
sparkle.className = 'particle';
|
||||
|
||||
const angle = Math.random() * Math.PI * 2;
|
||||
const velocity = 50 + Math.random() * 50;
|
||||
const size = 4 + Math.random() * 6;
|
||||
|
||||
sparkle.style.cssText = `
|
||||
left: ${x}px;
|
||||
top: ${y}px;
|
||||
width: ${size}px;
|
||||
height: ${size}px;
|
||||
background: #ffd700;
|
||||
border-radius: 50%;
|
||||
pointer-events: none;
|
||||
position: fixed;
|
||||
z-index: 998;
|
||||
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: 800,
|
||||
easing: 'ease-out'
|
||||
});
|
||||
|
||||
animation.onfinish = () => sparkle.remove();
|
||||
}
|
||||
},
|
||||
};
|
||||
|
||||
// Make globally accessible
|
||||
|
||||
+184
@@ -0,0 +1,184 @@
|
||||
/**
|
||||
* Cosmic Garden - Prestige System
|
||||
* Allows resetting progress for permanent Stellar Essence bonuses
|
||||
*/
|
||||
|
||||
const PRESTIGE = {
|
||||
/**
|
||||
* Calculate Stellar Essence earned from prestiging
|
||||
* Formula: floor(sqrt(totalStardust / 1,000,000))
|
||||
*/
|
||||
calculateEssence() {
|
||||
const totalStardust = Game.state.totalStardust || 0;
|
||||
return Math.floor(Math.sqrt(totalStardust / 1e6));
|
||||
},
|
||||
|
||||
/**
|
||||
* Get the current prestige multiplier from essence
|
||||
* Each essence provides +10% production bonus
|
||||
*/
|
||||
getMultiplier() {
|
||||
const essence = Game.state.stellarEssence || 0;
|
||||
return 1 + (essence * 0.1);
|
||||
},
|
||||
|
||||
/**
|
||||
* Perform the prestige reset
|
||||
*/
|
||||
prestige() {
|
||||
const essenceGain = this.calculateEssence();
|
||||
|
||||
if (essenceGain <= 0) {
|
||||
UI.showNotification('Need more stardust to prestige!', 'warning');
|
||||
return false;
|
||||
}
|
||||
|
||||
// Reset game state but keep essence and prestige count
|
||||
const previousPrestigeCount = Game.state.prestigeCount || 0;
|
||||
const previousEssence = Game.state.stellarEssence || 0;
|
||||
const newEssence = previousEssence + essenceGain;
|
||||
|
||||
Game.state = {
|
||||
stardust: 0,
|
||||
totalStardust: 0,
|
||||
totalClicks: 0,
|
||||
clickPower: 1,
|
||||
startTime: Date.now(),
|
||||
lastSaveTime: Date.now(),
|
||||
buildings: {},
|
||||
upgrades: [],
|
||||
achievements: [],
|
||||
stellarEssence: newEssence,
|
||||
prestigeCount: previousPrestigeCount + 1,
|
||||
totalPrestigeEssence: (Game.state.totalPrestigeEssence || 0) + essenceGain,
|
||||
prestigeUpgrades: Game.state.prestigeUpgrades || []
|
||||
};
|
||||
|
||||
// Audio feedback
|
||||
Audio.playPrestige();
|
||||
|
||||
// Particle effect for prestige
|
||||
const btn = document.getElementById('prestige-btn');
|
||||
if (btn) {
|
||||
const rect = btn.getBoundingClientRect();
|
||||
Particles.createPrestigeEffect(rect.left + rect.width / 2, rect.top + rect.height / 2);
|
||||
}
|
||||
|
||||
UI.showNotification(
|
||||
`✦ Prestige! Earned ${essenceGain} Stellar Essence! (${newEssence} total)`,
|
||||
'achievement'
|
||||
);
|
||||
|
||||
UI.update();
|
||||
return true;
|
||||
},
|
||||
|
||||
/**
|
||||
* Buy a prestige upgrade
|
||||
*/
|
||||
buyUpgrade(upgradeId) {
|
||||
const upgrade = PRESTIGE_UPGRADES[upgradeId];
|
||||
if (!upgrade || Game.state.prestigeUpgrades?.includes(upgradeId)) {
|
||||
return false;
|
||||
}
|
||||
|
||||
if (Game.state.stellarEssence >= upgrade.cost) {
|
||||
Game.state.stellarEssence -= upgrade.cost;
|
||||
Game.state.prestigeUpgrades = Game.state.prestigeUpgrades || [];
|
||||
Game.state.prestigeUpgrades.push(upgradeId);
|
||||
|
||||
UI.showNotification(`Unlocked: ${upgrade.name}!`, 'achievement');
|
||||
Audio.playPurchase();
|
||||
UI.update();
|
||||
return true;
|
||||
}
|
||||
|
||||
return false;
|
||||
},
|
||||
|
||||
/**
|
||||
* Get the effective click power with prestige bonus
|
||||
*/
|
||||
getEffectiveClickPower() {
|
||||
const basePower = Game.getClickPower();
|
||||
const multiplier = this.getMultiplier();
|
||||
return Math.floor(basePower * multiplier);
|
||||
},
|
||||
|
||||
/**
|
||||
* Get the effective production per second with prestige bonus
|
||||
*/
|
||||
getEffectiveProductionPerSecond() {
|
||||
const baseProduction = Game.getProductionPerSecond();
|
||||
const multiplier = this.getMultiplier();
|
||||
return baseProduction * multiplier;
|
||||
}
|
||||
};
|
||||
|
||||
/**
|
||||
* Prestige Upgrades - Permanent bonuses purchased with Stellar Essence
|
||||
*/
|
||||
const PRESTIGE_UPGRADES = {
|
||||
cosmicFingers: {
|
||||
id: 'cosmicFingers',
|
||||
name: 'Cosmic Fingers',
|
||||
description: 'Click power x2 (permanent)',
|
||||
icon: '👆',
|
||||
cost: 10,
|
||||
effect: 'clickMultiplier',
|
||||
value: 2
|
||||
},
|
||||
|
||||
stellarTouch: {
|
||||
id: 'stellarTouch',
|
||||
name: 'Stellar Touch',
|
||||
description: 'Click power x3 (permanent)',
|
||||
icon: '✨',
|
||||
cost: 50,
|
||||
effect: 'clickMultiplier',
|
||||
value: 3
|
||||
},
|
||||
|
||||
essenceAmplifier: {
|
||||
id: 'essenceAmplifier',
|
||||
name: 'Essence Amplifier',
|
||||
description: 'All production x1.5 (permanent)',
|
||||
icon: '💎',
|
||||
cost: 25,
|
||||
effect: 'productionMultiplier',
|
||||
value: 1.5
|
||||
},
|
||||
|
||||
quantumGarden: {
|
||||
id: 'quantumGarden',
|
||||
name: 'Quantum Garden',
|
||||
description: 'All production x2 (permanent)',
|
||||
icon: '🌌',
|
||||
cost: 100,
|
||||
effect: 'productionMultiplier',
|
||||
value: 2
|
||||
},
|
||||
|
||||
acceleratedGrowth: {
|
||||
id: 'acceleratedGrowth',
|
||||
name: 'Accelerated Growth',
|
||||
description: 'Buildings cost 10% less (permanent)',
|
||||
icon: '📉',
|
||||
cost: 75,
|
||||
effect: 'costReduction',
|
||||
value: 0.9
|
||||
},
|
||||
|
||||
temporalManipulation: {
|
||||
id: 'temporalManipulation',
|
||||
name: 'Temporal Manipulation',
|
||||
description: 'Offline earnings 75% (was 50%)',
|
||||
icon: '⏰',
|
||||
cost: 200,
|
||||
effect: 'offlineBonus',
|
||||
value: 0.75
|
||||
}
|
||||
};
|
||||
|
||||
window.PRESTIGE = PRESTIGE;
|
||||
window.PRESTIGE_UPGRADES = PRESTIGE_UPGRADES;
|
||||
@@ -0,0 +1,125 @@
|
||||
/**
|
||||
* Cosmic Garden - Prestige UI Manager
|
||||
* Handles all prestige-related UI rendering and interactions
|
||||
*/
|
||||
|
||||
const PrestigeUI = {
|
||||
/**
|
||||
* Initialize the prestige UI
|
||||
*/
|
||||
init() {
|
||||
this.renderPrestigeUpgrades();
|
||||
this.setupEventListeners();
|
||||
this.update();
|
||||
},
|
||||
|
||||
/**
|
||||
* Setup event listeners
|
||||
*/
|
||||
setupEventListeners() {
|
||||
// Prestige button
|
||||
document.getElementById('prestige-btn')?.addEventListener('click', () => {
|
||||
const essenceGain = PRESTIGE.calculateEssence();
|
||||
|
||||
if (essenceGain > 0) {
|
||||
if (confirm(
|
||||
`Prestige now to earn ${essenceGain} Stellar Essence?\n\n` +
|
||||
`You will keep your prestige upgrades and essence.\n` +
|
||||
`All buildings, upgrades, and stardust will be reset.`
|
||||
)) {
|
||||
PRESTIGE.prestige();
|
||||
}
|
||||
} else {
|
||||
UI.showNotification('Need more stardust to prestige!', 'warning');
|
||||
}
|
||||
});
|
||||
|
||||
// Tab switching for prestige tab
|
||||
document.querySelectorAll('.tab-btn').forEach(btn => {
|
||||
btn.addEventListener('click', (e) => {
|
||||
const tab = e.target.dataset.tab;
|
||||
if (tab === 'prestige') {
|
||||
this.renderPrestigeUpgrades();
|
||||
}
|
||||
});
|
||||
});
|
||||
},
|
||||
|
||||
/**
|
||||
* Render prestige upgrade cards
|
||||
*/
|
||||
renderPrestigeUpgrades() {
|
||||
const container = document.getElementById('prestige-upgrades-list');
|
||||
if (!container) return;
|
||||
|
||||
container.innerHTML = '';
|
||||
|
||||
for (const [id, upgrade] of Object.entries(PRESTIGE_UPGRADES)) {
|
||||
const card = document.createElement('div');
|
||||
card.className = 'prestige-upgrade-card';
|
||||
card.id = `prestige-upgrade-${id}`;
|
||||
|
||||
const purchased = Game.state.prestigeUpgrades?.includes(id);
|
||||
const canAfford = (Game.state.stellarEssence || 0) >= upgrade.cost;
|
||||
|
||||
card.classList.toggle('purchased', purchased);
|
||||
card.classList.toggle('locked', !purchased && !canAfford);
|
||||
|
||||
card.innerHTML = `
|
||||
<div class=\"prestige-upgrade-name\">${upgrade.icon} ${upgrade.name}</div>
|
||||
<div class=\"prestige-upgrade-desc\">${upgrade.description}</div>
|
||||
<div class=\"prestige-upgrade-cost\">${purchased ? '✓ Owned' : `${upgrade.cost} ✦`}</div>
|
||||
`;
|
||||
|
||||
if (!purchased && canAfford) {
|
||||
card.addEventListener('click', () => {
|
||||
PRESTIGE.buyUpgrade(id);
|
||||
});
|
||||
}
|
||||
|
||||
container.appendChild(card);
|
||||
}
|
||||
},
|
||||
|
||||
/**
|
||||
* Update prestige display
|
||||
*/
|
||||
update() {
|
||||
// Essence count
|
||||
const essenceEl = document.getElementById('prestige-essence-count');
|
||||
if (essenceEl) {
|
||||
essenceEl.textContent = Game.state.stellarEssence || 0;
|
||||
}
|
||||
|
||||
// Multiplier display
|
||||
const multiplierEl = document.getElementById('prestige-multiplier');
|
||||
if (multiplierEl) {
|
||||
const multiplier = PRESTIGE.getMultiplier();
|
||||
const percent = Math.round((multiplier - 1) * 100);
|
||||
multiplierEl.textContent = `+${percent}%`;
|
||||
}
|
||||
|
||||
// Next prestige essence
|
||||
const nextEl = document.getElementById('prestige-next-essence');
|
||||
if (nextEl) {
|
||||
const nextEssence = PRESTIGE.calculateEssence();
|
||||
nextEl.textContent = nextEssence;
|
||||
}
|
||||
|
||||
// Update prestige button state
|
||||
const prestigeBtn = document.getElementById('prestige-btn');
|
||||
if (prestigeBtn) {
|
||||
const canPrestige = PRESTIGE.calculateEssence() > 0;
|
||||
prestigeBtn.disabled = !canPrestige;
|
||||
prestigeBtn.classList.toggle('can-prestige', canPrestige);
|
||||
}
|
||||
|
||||
// Update prestige upgrades list if visible
|
||||
const prestigeTab = document.getElementById('prestige-tab');
|
||||
if (prestigeTab?.classList.contains('active')) {
|
||||
this.renderPrestigeUpgrades();
|
||||
}
|
||||
}
|
||||
};
|
||||
|
||||
window.PrestigeUI = PrestigeUI;
|
||||
Reference in New Issue
Block a user