623 lines
20 KiB
JavaScript
623 lines
20 KiB
JavaScript
/**
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* Cosmic Garden - Main Game Engine
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* Handles game state, tick loop, and core logic
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*/
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const Game = {
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// Core game state
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state: {
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stardust: 0,
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totalStardust: 0,
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totalClicks: 0,
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clickPower: 1,
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startTime: Date.now(),
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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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stellarEssence: 0,
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prestigeCount: 0,
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totalPrestigeEssence: 0,
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prestigeUpgrades: [],
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// Golden Starbloom random event state
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goldenBlooms: {
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active: false, // is a bloom currently visible on screen?
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timer: 0, // seconds until the bloom vanishes
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lastSpawn: Date.now(), // ms when we last (re)spawned one
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totalClaimed: 0 // lifetime count of blooms the player has clicked
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}
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},
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// Configuration
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config: {
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tickRate: 100, // ms per tick (10 ticks/sec)
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autoSaveInterval: 30000, // 30 seconds
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costScaling: 1.15, // Cost multiplier per building level
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goldenBloomMinMs: 45000, // min ms between bloom spawns (45s)
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goldenBloomMaxMs: 90000, // max ms between bloom spawns (90s)
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goldenBloomDuration: 12, // seconds a visible bloom stays before vanishing
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goldenBloomBonusMult: 15 // production-per-second worth of stardust awarded
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},
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/**
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* Initialize the game
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*/
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init() {
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this.loadState();
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this.setupEventListeners();
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this.startGameLoop();
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this.startAutoSave();
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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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/**
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* Setup event listeners
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*/
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setupEventListeners() {
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// Harvest button - support both click and touch
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const harvestBtn = document.getElementById('harvest-btn');
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harvestBtn.addEventListener('click', (e) => {
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this.harvest(e);
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this.createRipple(harvestBtn, e);
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this.animateClickButton(harvestBtn);
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});
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// Touch support for better mobile experience
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harvestBtn.addEventListener('touchstart', (e) => {
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e.preventDefault(); // Prevent double-fire with click
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const touch = e.touches[0];
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const clickEvent = new MouseEvent('click', {
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clientX: touch.clientX,
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clientY: touch.clientY,
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bubbles: true
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});
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// Create ripple effect for touch
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this.createRipple(harvestBtn, { clientX: touch.clientX, clientY: touch.clientY });
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this.animateClickButton(harvestBtn);
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}, { passive: false });
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// Save buttons
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document.getElementById('save-btn').addEventListener('click', () => {
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this.save();
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UI.showNotification('Game saved!', 'success');
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});
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document.getElementById('export-btn').addEventListener('click', () => {
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SaveSystem.exportSave();
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});
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document.getElementById('import-btn').addEventListener('click', () => {
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UI.showImportModal();
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});
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document.getElementById('confirm-import').addEventListener('click', () => {
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const data = document.getElementById('import-data').value;
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if (data) {
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this.loadFromData(data);
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UI.hideImportModal();
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UI.showNotification('Save imported!', 'success');
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}
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});
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document.getElementById('cancel-import').addEventListener('click', () => {
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UI.hideImportModal();
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});
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document.getElementById('reset-btn').addEventListener('click', () => {
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if (confirm('Are you sure you want to reset all progress? This cannot be undone!')) {
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this.reset();
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}
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});
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// Tab switching
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document.querySelectorAll('.tab-btn').forEach(btn => {
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btn.addEventListener('click', (e) => {
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const tab = e.target.dataset.tab;
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document.querySelectorAll('.tab-btn').forEach(b => b.classList.remove('active'));
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document.querySelectorAll('.tab-content').forEach(c => c.classList.remove('active'));
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e.target.classList.add('active');
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document.getElementById(`${tab}-tab`).classList.add('active');
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});
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});
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},
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/**
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* Harvest stardust by clicking
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*/
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harvest(event) {
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const amount = this.getClickPower();
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this.addStardust(amount);
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this.state.totalClicks++;
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// Audio feedback
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Audio.playClick();
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// Visual feedback
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UI.showFloatingText(event.clientX, event.clientY, `+${this.formatNumber(amount)}`);
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Particles.createClickParticles(event.clientX, event.clientY, 8);
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UI.update();
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},
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/**
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* Add stardust to the game
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*/
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addStardust(amount) {
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this.state.stardust += amount;
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this.state.totalStardust += amount;
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},
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/**
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* Get current click power
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*/
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getClickPower() {
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let power = 1;
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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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if (upgrade && upgrade.clickPowerBonus) {
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power *= upgrade.clickPowerBonus;
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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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/**
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* Calculate production per second
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*/
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getProductionPerSecond() {
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let total = 0;
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for (const [buildingId, count] of Object.entries(this.state.buildings)) {
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if (count === 0) continue;
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const building = BUILDINGS[buildingId];
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if (!building) continue;
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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 Golden Starbloom temporary production boost (+50%)
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if (this.state.productionBoostUntil && this.state.productionBoostUntil > Date.now()) {
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production *= 1.5;
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}
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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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if (upgrade && upgrade.buildingBonus && upgrade.buildingBonus[buildingId]) {
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production *= upgrade.buildingBonus[buildingId];
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}
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if (upgrade && upgrade.globalBonus) {
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production *= upgrade.globalBonus;
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}
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}
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total += production;
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}
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return total;
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},
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/**
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* Get building cost
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*/
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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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let cost = Math.floor(building.baseCost * Math.pow(this.config.costScaling, count));
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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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}
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return Math.floor(cost);
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},
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/**
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* Buy a single building
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*/
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buyBuilding(buildingId) {
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const cost = this.getBuildingCost(buildingId);
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if (this.state.stardust >= cost) {
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this.state.stardust -= cost;
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this.state.buildings[buildingId] = (this.state.buildings[buildingId] || 0) + 1;
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UI.showNotification(`Bought ${BUILDINGS[buildingId].name}!`, 'success');
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// Audio feedback
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Audio.playPurchase();
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// Particle effect on building purchase
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const card = document.getElementById(`building-${buildingId}`);
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if (card) {
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const rect = card.getBoundingClientRect();
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Particles.createBuildingEffect(rect.left + rect.width / 2, rect.top + rect.height / 2);
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}
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UI.update();
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return true;
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}
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return false;
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},
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/**
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* Calculate how many of a building the player can currently afford.
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* Does not modify game state.
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*/
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getMaxAffordable(buildingId) {
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const building = BUILDINGS[buildingId];
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if (!building) return 0;
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let stardust = this.state.stardust;
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let count = 0;
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let owned = this.state.buildings[buildingId] || 0;
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while (true) {
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const cost = Math.floor(building.baseCost * Math.pow(this.config.costScaling, owned + count));
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if (stardust < cost) break;
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stardust -= cost;
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count++;
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}
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return count;
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},
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/**
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* Buy as many of a building as the player can afford at once.
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* Returns the number purchased.
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*/
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buyMaxBuilding(buildingId) {
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const building = BUILDINGS[buildingId];
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if (!building) return 0;
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let count = 0;
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while (this.state.stardust >= this.getBuildingCost(buildingId)) {
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const cost = this.getBuildingCost(buildingId);
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this.state.stardust -= cost;
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this.state.buildings[buildingId] = (this.state.buildings[buildingId] || 0) + 1;
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count++;
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}
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if (count > 0) {
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UI.showNotification(`Bought ${count}x ${building.name}!`, 'success');
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// Audio feedback
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Audio.playPurchase();
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// Particle effect on building purchase
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const card = document.getElementById(`building-${buildingId}`);
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if (card) {
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const rect = card.getBoundingClientRect();
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Particles.createBuildingEffect(rect.left + rect.width / 2, rect.top + rect.height / 2);
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}
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UI.update();
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}
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return count;
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},
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/**
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* Buy an upgrade
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*/
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buyUpgrade(upgradeId) {
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const upgrade = UPGRADES[upgradeId];
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if (!upgrade || this.state.upgrades.includes(upgradeId)) {
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return false;
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}
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if (this.state.stardust >= upgrade.cost) {
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// Check requirements
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if (upgrade.requirements) {
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for (const [reqId, reqCount] of Object.entries(upgrade.requirements)) {
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const currentCount = this.state.buildings[reqId] || 0;
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if (currentCount < reqCount) {
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UI.showNotification('Requirements not met!', 'warning');
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return false;
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}
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}
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}
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this.state.stardust -= upgrade.cost;
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this.state.upgrades.push(upgradeId);
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UI.showNotification(`Unlocked: ${upgrade.name}!`, 'success');
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UI.update();
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return true;
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}
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return false;
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},
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/**
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* Golden Starbloom - random event system.
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* A rare, time-limited bloom occasionally appears on screen. Clicking it
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* awards a stardust bonus and grants a temporary production boost.
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*/
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/**
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* Seconds remaining until the current bloom vanishes (0 if none active).
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*/
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getGoldenBloomRemaining() {
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return this.state.goldenBlooms.active ? Math.ceil(this.state.goldenBlooms.timer) : 0;
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},
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/**
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* Award a Golden Starbloom bonus and apply the production multiplier.
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* Called when the player clicks a visible bloom. Returns the amount earned.
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*/
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claimGoldenBloom(x, y) {
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const state = this.state.goldenBlooms;
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// No active bloom - nothing to claim.
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if (!state.active) return 0;
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state.active = false;
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state.timer = 0;
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state.totalClaimed++;
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// Bonus: goldenBloomBonusMult x current production per second (min 1).
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const bonus = Math.max(1, Math.floor(this.getProductionPerSecond() * this.config.goldenBloomBonusMult));
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this.addStardust(bonus);
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// Temporary production boost: +50% for 30 seconds.
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this.state.productionBoostUntil = Date.now() + 30000;
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UI.showNotification('⭐ Golden Starbloom! +' + this.formatNumber(bonus) + ' ✨', 'achievement');
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Audio.playGoldenBloom();
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Particles.createGoldenEffect(x, y);
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UI.update();
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return bonus;
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},
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/**
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* Update golden bloom scheduling on each tick.
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* Spawns a new bloom if none is active and enough time has elapsed;
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* decrements the countdown of an active bloom until it vanishes.
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*/
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updateGoldenBloom(dtSeconds) {
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const state = this.state.goldenBlooms;
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// If a bloom is still on screen, count down its lifetime.
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if (state.active) {
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state.timer -= dtSeconds;
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if (state.timer <= 0) {
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state.active = false;
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state.timer = 0;
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}
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return;
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}
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// Otherwise, check whether it is time to spawn the next bloom.
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const elapsed = Date.now() - state.lastSpawn;
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const minMs = this.config.goldenBloomMinMs;
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const maxMs = this.config.goldenBloomMaxMs;
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if (elapsed >= minMs) {
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// Wait until somewhere in [min, max] before spawning.
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if (elapsed >= maxMs || Math.random() < 0.05) {
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state.active = true;
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state.timer = this.config.goldenBloomDuration;
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state.lastSpawn = Date.now();
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UI.spawnGoldenBloom();
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}
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}
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},
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/**
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* Whether the temporary production boost is currently active, and how
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* many seconds remain.
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*/
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getProductionBoostInfo() {
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const until = this.state.productionBoostUntil || 0;
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if (until <= Date.now()) return { active: false, remaining: 0 };
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return { active: true, remaining: Math.ceil((until - Date.now()) / 1000) };
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},
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/**
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* Game tick - called every config.tickRate ms
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*/
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tick() {
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const production = this.getProductionPerSecond();
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const tickSeconds = this.config.tickRate / 1000;
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if (production > 0) {
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this.addStardust(production * tickSeconds);
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}
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// Advance the Golden Starbloom random event clock.
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this.updateGoldenBloom(tickSeconds);
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UI.update();
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Achievements.check();
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},
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/**
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* Start the game loop
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*/
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startGameLoop() {
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setInterval(() => this.tick(), this.config.tickRate);
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},
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/**
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* Start auto-save
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*/
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startAutoSave() {
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setInterval(() => {
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this.save();
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document.getElementById('last-saved').textContent =
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`Last saved: ${new Date().toLocaleTimeString()}`;
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}, this.config.autoSaveInterval);
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},
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/**
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* Save game state
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*/
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save() {
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this.state.lastSaveTime = Date.now();
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localStorage.setItem('cosmicGardenSave', JSON.stringify(this.state));
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},
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/**
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* Load game state
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*/
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loadState() {
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const saved = localStorage.getItem('cosmicGardenSave');
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if (saved) {
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try {
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const parsed = JSON.parse(saved);
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this.state = { ...this.state, ...parsed };
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// Calculate offline progress
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const offlineTime = (Date.now() - this.state.lastSaveTime) / 1000;
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if (offlineTime > 60) {
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const production = this.getProductionPerSecond();
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let offlineRate = 0.5; // 50% offline efficiency
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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 === 'offlineBonus') {
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offlineRate = upgrade.value;
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}
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}
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const offlineEarnings = production * offlineTime * offlineRate;
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if (offlineEarnings > 0) {
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this.addStardust(offlineEarnings);
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UI.showNotification(
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`Welcome back! Earned ${this.formatNumber(offlineEarnings)} ✨ while away`,
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'success'
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);
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}
|
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}
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} catch (e) {
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console.error('Failed to load save:', e);
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}
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}
|
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},
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|
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/**
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* Load from imported data
|
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*/
|
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loadFromData(data) {
|
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try {
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const parsed = JSON.parse(atob(data));
|
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this.state = { ...this.state, ...parsed };
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UI.update();
|
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} catch (e) {
|
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UI.showNotification('Invalid save data!', 'warning');
|
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}
|
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},
|
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|
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/**
|
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* Export save as base64
|
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*/
|
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exportSave() {
|
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this.save();
|
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const data = btoa(JSON.stringify(this.state));
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navigator.clipboard.writeText(data).then(() => {
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UI.showNotification('Save copied to clipboard!', 'success');
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});
|
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},
|
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|
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/**
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* Reset game
|
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*/
|
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reset() {
|
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localStorage.removeItem('cosmicGardenSave');
|
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this.state = {
|
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stardust: 0,
|
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totalStardust: 0,
|
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totalClicks: 0,
|
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clickPower: 1,
|
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startTime: Date.now(),
|
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lastSaveTime: Date.now(),
|
|
buildings: {},
|
|
upgrades: [],
|
|
achievements: [],
|
|
stellarEssence: 0,
|
|
prestigeCount: 0,
|
|
totalPrestigeEssence: 0,
|
|
prestigeUpgrades: []
|
|
};
|
|
UI.update();
|
|
UI.showNotification('Game reset!', 'warning');
|
|
},
|
|
|
|
/**
|
|
* Format numbers with commas
|
|
*/
|
|
formatNumber(num) {
|
|
if (num >= 1e12) return (num / 1e12).toFixed(2) + 'T';
|
|
if (num >= 1e9) return (num / 1e9).toFixed(2) + 'B';
|
|
if (num >= 1e6) return (num / 1e6).toFixed(2) + 'M';
|
|
if (num >= 1e3) return (num / 1e3).toFixed(2) + 'K';
|
|
return Math.floor(num).toLocaleString();
|
|
},
|
|
|
|
/**
|
|
* Create ripple effect on button click
|
|
*/
|
|
createRipple(button, event) {
|
|
const ripple = document.createElement('span');
|
|
ripple.className = 'ripple';
|
|
|
|
const rect = button.getBoundingClientRect();
|
|
const size = Math.max(rect.width, rect.height);
|
|
const x = event.clientX - rect.left - size / 2;
|
|
const y = event.clientY - rect.top - size / 2;
|
|
|
|
ripple.style.width = ripple.style.height = `${size}px`;
|
|
ripple.style.left = `${x}px`;
|
|
ripple.style.top = `${y}px`;
|
|
|
|
button.appendChild(ripple);
|
|
setTimeout(() => ripple.remove(), 600);
|
|
},
|
|
|
|
/**
|
|
* Animate click button with glow effect
|
|
*/
|
|
animateClickButton(button) {
|
|
button.classList.add('clicked');
|
|
setTimeout(() => button.classList.remove('clicked'), 200);
|
|
}
|
|
};
|
|
|
|
// Make Game globally accessible
|
|
window.Game = Game;
|