Session 10: Buy Max bulk-buy feature for buildings

This commit is contained in:
2026-08-22 16:04:56 +00:00
parent 2cee2c8b99
commit 478b9741a7
4 changed files with 127 additions and 2 deletions
+26
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@@ -301,6 +301,32 @@ h2, h3 {
opacity: 0.5;
}
.buy-max-btn {
display: block;
width: 100%;
margin-top: 6px;
background: var(--accent-purple);
color: var(--text-primary);
border: none;
border-radius: 6px;
padding: 5px 12px;
cursor: pointer;
font-weight: bold;
font-size: 0.8rem;
transition: all 0.2s ease;
}
.buy-max-btn:hover:not(:disabled) {
background: #9b59b6;
transform: scale(1.03);
}
.buy-max-btn:disabled {
background: var(--text-muted);
cursor: not-allowed;
opacity: 0.4;
}
/* Side Panel Tabs */
.tabs {
display: flex;
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@@ -266,5 +266,31 @@ firstPrestige achievement, save/load round-trip preserving essence.
(Requires `pip install py_mini_racer`.)
#### Next goals:
- Achievement progress tracking in stats panel
- Consider adding a "next essence at X stardust" progress hint
---
### Session 10 - 2026-08-22 (Morning)
**Status:** ✅ Buy Max (Bulk-Buy) Feature Added
#### What was done:
- Added a "Buy Max" bulk-buy mechanic — a staple of idle/clicker games that was previously missing (you could only buy one building at a time, forcing many tedious clicks).
- Added `Game.getMaxAffordable(buildingId)` which computes how many of a given building the player can afford right now using an iterative cost-scaling loop. It is read-only and does not mutate state.
- Added `Game.buyMaxBuilding(buildingId)` which loops buying one at a time until unaffordable, deducting the correct total stardust and incrementing counts properly (respects prestige costReduction upgrades since it reuses `getBuildingCost`).
- Wired a "Buy Max" button onto every building card in `UI.renderBuildings()` with an affordable-count badge (e.g. "5x Max").
- Updated `UI.updateBuildings()` so the Buy Max badge refreshes its count and enabled/disabled state every game tick, keeping it accurate as stardust accrues.
- Added CSS styling for `.buy-max-btn` (purple theme, hover scale, disabled state) to match existing building-card layout.
#### Files modified:
- `js/game.js` - added getMaxAffordable() and buyMaxBuilding() methods
- `js/ui.js` - rendered Buy Max button per building card + tick refresh in updateBuildings()
- `css/game.css` - .buy-max-btn styles
- `dev-journal.md` - appended Session 10 entry
#### Verification:
Wrote a headless Node.js test (`/opt/data/idle-game-test/buy-max-test.mjs`, lives OUTSIDE the repo). Evaluated the real game.js in-process with DOM/UI stubs. 6/6 checks pass: getMaxAffordable matches manual cost-scaling calc, buyMax deducts correct stardust and increments counts correctly, unaffordable purchase returns 0, getMaxAffordable is idempotent, and notifications fire on purchase.
#### Next goals:
- 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.
- Sound variations or background music.
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@@ -233,7 +233,7 @@ const Game = {
},
/**
* Buy a building
* Buy a single building
*/
buyBuilding(buildingId) {
const cost = this.getBuildingCost(buildingId);
@@ -261,6 +261,63 @@ const Game = {
return false;
},
/**
* Calculate how many of a building the player can currently afford.
* Does not modify game state.
*/
getMaxAffordable(buildingId) {
const building = BUILDINGS[buildingId];
if (!building) return 0;
let stardust = this.state.stardust;
let count = 0;
let owned = this.state.buildings[buildingId] || 0;
while (true) {
const cost = Math.floor(building.baseCost * Math.pow(this.config.costScaling, owned + count));
if (stardust < cost) break;
stardust -= cost;
count++;
}
return count;
},
/**
* Buy as many of a building as the player can afford at once.
* Returns the number purchased.
*/
buyMaxBuilding(buildingId) {
const building = BUILDINGS[buildingId];
if (!building) return 0;
let count = 0;
while (this.state.stardust >= this.getBuildingCost(buildingId)) {
const cost = this.getBuildingCost(buildingId);
this.state.stardust -= cost;
this.state.buildings[buildingId] = (this.state.buildings[buildingId] || 0) + 1;
count++;
}
if (count > 0) {
UI.showNotification(`Bought ${count}x ${building.name}!`, 'success');
// Audio feedback
Audio.playPurchase();
// Particle effect on building purchase
const card = document.getElementById(`building-${buildingId}`);
if (card) {
const rect = card.getBoundingClientRect();
Particles.createBuildingEffect(rect.left + rect.width / 2, rect.top + rect.height / 2);
}
UI.update();
}
return count;
},
/**
* Buy an upgrade
*/
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@@ -69,6 +69,7 @@ const UI = {
<div class="building-cost">${Game.formatNumber(cost)} ✨</div>
<div class="building-count">${count}</div>
<button class="buy-btn" ${!canAfford || locked ? 'disabled' : ''}>Buy</button>
<button class="buy-max-btn" data-building="${id}" ${locked || count === 0 ? 'title="Buy as many as you can afford"' : 'disabled'}>${Game.formatNumber(Game.getMaxAffordable(id))}x Max</button>
</div>
`;
@@ -76,6 +77,12 @@ const UI = {
card.querySelector('.buy-btn').addEventListener('click', () => {
Game.buyBuilding(id);
});
const maxBtn = card.querySelector('.buy-max-btn');
if (maxBtn) {
maxBtn.addEventListener('click', () => {
Game.buyMaxBuilding(id);
});
}
}
container.appendChild(card);
@@ -103,6 +110,15 @@ const UI = {
btn.disabled = !canAfford || locked;
}
// Buy Max button - reflect how many can be bought at current stardust
const maxBtn = card.querySelector('.buy-max-btn');
if (maxBtn) {
const affordable = Game.getMaxAffordable(id);
maxBtn.textContent = `${Game.formatNumber(affordable)}x Max`;
maxBtn.disabled = locked || affordable === 0;
maxBtn.title = affordable > 0 ? `Buy up to ${affordable} ${building.name}(s)` : 'Not enough stardust';
}
card.classList.toggle('locked', locked);
}
},