Files
idle-game/js/stats.js
T
hermes 2cee2c8b99 Session 9: Achievement Progress Tracking in Stats Panel
Added Next Achievement section to Statistics panel with progress bar.
Tracks all 30 achievements across click, stardust, building, production,
prestige, click power, and time categories. Shows closest unachieved
milestone with percentage progress updating every tick.
2026-08-21 13:55:30 +00:00

289 lines
13 KiB
JavaScript

/**
* Cosmic Garden - Statistics Panel
* Tracks and displays game statistics
*/
const Stats = {
/**
* Initialize the stats panel
*/
init() {
this.render();
},
/**
* Render the stats panel
*/
render() {
const container = document.getElementById('stats-content');
if (!container) return;
container.innerHTML = `
<div class="stat-item">
<div class="stat-label">Total Stardust Earned</div>
<div class="stat-value" id="stat-total-stardust">0 ✨</div>
</div>
<div class="stat-item">
<div class="stat-label">Current Production</div>
<div class="stat-value" id="stat-production">0 ✨/sec</div>
</div>
<div class="stat-item">
<div class="stat-label">Total Clicks</div>
<div class="stat-value" id="stat-clicks">0</div>
</div>
<div class="stat-item">
<div class="stat-label">Click Power</div>
<div class="stat-value" id="stat-click-power">1 ✨</div>
</div>
<div class="stat-item">
<div class="stat-label">Time Played</div>
<div class="stat-value" id="stat-time-played">0:00:00</div>
</div>
<div class="stat-item">
<div class="stat-label">Buildings Owned</div>
<div class="stat-value" id="stat-buildings">0</div>
</div>
<div class="stat-item">
<div class="stat-label">Upgrades Purchased</div>
<div class="stat-value" id="stat-upgrades">0/${Object.keys(UPGRADES).length}</div>
</div>
<div class="stat-item">
<div class="stat-label">Achievements Unlocked</div>
<div class="stat-value" id="stat-achievements">0/${Object.keys(ACHIEVEMENTS).length}</div>
</div>
<div class="stat-item">
<div class="stat-label">Next Achievement</div>
<div id="stat-next-achievement" style="font-size:0.85rem; color:var(--text-secondary); margin-top:4px">Loading...</div>
<div class="stat-bar">
<div class="stat-bar-fill" id="stat-achievement-progress" style="width: 0%"></div>
</div>
</div>
<div class="stat-item">
<div class="stat-label">Game Progress</div>
<div class="stat-bar">
<div class="stat-bar-fill" id="stat-progress-bar" style="width: 0%"></div>
</div>
</div>
`;
},
/**
* Update stats display
*/
update() {
// Total stardust
const totalStardustEl = document.getElementById('stat-total-stardust');
if (totalStardustEl) {
totalStardustEl.textContent = `${Game.formatNumber(Game.state.totalStardust)} ✨`;
}
// Current production
const productionEl = document.getElementById('stat-production');
if (productionEl) {
productionEl.textContent = `${Game.formatNumber(Game.getProductionPerSecond())} ✨/sec`;
}
// Total clicks
const clicksEl = document.getElementById('stat-clicks');
if (clicksEl) {
clicksEl.textContent = Game.formatNumber(Game.state.totalClicks);
}
// Click power
const clickPowerEl = document.getElementById('stat-click-power');
if (clickPowerEl) {
clickPowerEl.textContent = `${Game.formatNumber(Game.getClickPower())} ✨`;
}
// Time played
const timePlayedEl = document.getElementById('stat-time-played');
if (timePlayedEl) {
const elapsed = Math.floor((Date.now() - Game.state.startTime) / 1000);
timePlayedEl.textContent = this.formatTime(elapsed);
}
// Buildings owned
const buildingsEl = document.getElementById('stat-buildings');
if (buildingsEl) {
const total = Object.values(Game.state.buildings).reduce((a, b) => a + b, 0);
buildingsEl.textContent = total;
}
// Upgrades purchased
const upgradesEl = document.getElementById('stat-upgrades');
if (upgradesEl) {
upgradesEl.textContent = `${Game.state.upgrades.length}/${Object.keys(UPGRADES).length}`;
}
// Achievements unlocked
const achievementsEl = document.getElementById('stat-achievements');
if (achievementsEl) {
achievementsEl.textContent = `${Achievements.getCount()}/${Achievements.getTotal()}`;
}
// Game progress (based on total stardust milestones)
const progressBarEl = document.getElementById('stat-progress-bar');
if (progressBarEl) {
const progress = this.calculateProgress();
progressBarEl.style.width = `${progress}%`;
}
// Next achievement tracking
this.updateNextAchievement();
},
/**
* Update the next achievement display with progress bar
*/
updateNextAchievement() {
const nextEl = document.getElementById('stat-next-achievement');
const progressEl = document.getElementById('stat-achievement-progress');
if (!nextEl) return;
// Find the closest unachieved milestone
let closest = null;
let closestProgress = -1;
for (const [id, achievement] of Object.entries(ACHIEVEMENTS)) {
if (Game.state.achievements.includes(id)) continue;
const result = this.calculateAchievementProgress(achievement);
if (result && result.progress > closestProgress) {
closestProgress = result.progress;
closest = { ...result, name: achievement.name, icon: achievement.icon };
}
}
if (closest) {
nextEl.textContent = `${closest.icon} ${closest.name}`;
if (progressEl) {
progressEl.style.width = `${Math.min(100, Math.max(0, closest.progress))}%`;
}
} else {
nextEl.textContent = 'All achievements unlocked! 🎉';
if (progressEl) {
progressEl.style.width = '100%';
}
}
},
/**
* Calculate progress toward a specific achievement
*/
calculateAchievementProgress(achievement) {
const state = Game.state;
// Click achievements
if (achievement.id === 'firstClick') return { current: state.totalClicks, target: 1, progress: Math.min(100, (state.totalClicks / 1) * 100) };
if (achievement.id === 'clicker') return { current: state.totalClicks, target: 100, progress: Math.min(100, (state.totalClicks / 100) * 100) };
if (achievement.id === 'spammer') return { current: state.totalClicks, target: 1000, progress: Math.min(100, (state.totalClicks / 1000) * 100) };
if (achievement.id === 'clickMaster') return { current: state.totalClicks, target: 10000, progress: Math.min(100, (state.totalClicks / 10000) * 100) };
// Stardust achievements
if (achievement.id === 'dustCollector') return { current: state.totalStardust, target: 1000, progress: Math.min(100, (state.totalStardust / 1000) * 100) };
if (achievement.id === 'stardustMagnate') return { current: state.totalStardust, target: 100000, progress: Math.min(100, (state.totalStardust / 100000) * 100) };
if (achievement.id === 'cosmicTycoon') return { current: state.totalStardust, target: 10000000, progress: Math.min(100, (state.totalStardust / 10000000) * 100) };
if (achievement.id === 'galaxyBaron') return { current: state.totalStardust, target: 1000000000, progress: Math.min(100, (state.totalStardust / 1000000000) * 100) };
// Building achievements
if (achievement.id === 'firstPlant') {
const totalBuildings = Object.values(state.buildings).reduce((a, b) => a + b, 0);
return { current: totalBuildings, target: 1, progress: Math.min(100, (totalBuildings / 1) * 100) };
}
if (achievement.id === 'gardenStart') {
const totalBuildings = Object.values(state.buildings).reduce((a, b) => a + b, 0);
return { current: totalBuildings, target: 10, progress: Math.min(100, (totalBuildings / 10) * 100) };
}
if (achievement.id === 'gardenCenter') {
const totalBuildings = Object.values(state.buildings).reduce((a, b) => a + b, 0);
return { current: totalBuildings, target: 50, progress: Math.min(100, (totalBuildings / 50) * 100) };
}
if (achievement.id === 'cosmicGarden') {
const totalBuildings = Object.values(state.buildings).reduce((a, b) => a + b, 0);
return { current: totalBuildings, target: 100, progress: Math.min(100, (totalBuildings / 100) * 100) };
}
// Specific building achievements
if (achievement.id === 'sproutFarmer') return { current: state.buildings.starSprout || 0, target: 25, progress: Math.min(100, ((state.buildings.starSprout || 0) / 25) * 100) };
if (achievement.id === 'bloomGarden') return { current: state.buildings.moonBloom || 0, target: 25, progress: Math.min(100, ((state.buildings.moonBloom || 0) / 25) * 100) };
if (achievement.id === 'solarPowered') return { current: state.buildings.solarLeaf || 0, target: 25, progress: Math.min(100, ((state.buildings.solarLeaf || 0) / 25) * 100) };
if (achievement.id === 'voidWeaver') return { current: state.buildings.voidFern || 0, target: 25, progress: Math.min(100, ((state.buildings.voidFern || 0) / 25) * 100) };
if (achievement.id === 'supernovaGrowth') return { current: state.buildings.supernovaSeed || 0, target: 25, progress: Math.min(100, ((state.buildings.supernovaSeed || 0) / 25) * 100) };
// Production achievements
if (achievement.id === 'steadyStream') {
const prod = Game.getProductionPerSecond();
return { current: prod, target: 100, progress: Math.min(100, (prod / 100) * 100) };
}
if (achievement.id === 'rushingRiver') {
const prod = Game.getProductionPerSecond();
return { current: prod, target: 1000, progress: Math.min(100, (prod / 1000) * 100) };
}
if (achievement.id === 'cosmicFlood') {
const prod = Game.getProductionPerSecond();
return { current: prod, target: 100000, progress: Math.min(100, (prod / 100000) * 100) };
}
// Prestige achievements
if (achievement.id === 'firstPrestige') return { current: state.prestigeCount || 0, target: 1, progress: Math.min(100, ((state.prestigeCount || 0) / 1) * 100) };
if (achievement.id === 'stellarAdaptation') return { current: state.prestigeCount || 0, target: 5, progress: Math.min(100, ((state.prestigeCount || 0) / 5) * 100) };
if (achievement.id === 'cosmicAscension') return { current: state.prestigeCount || 0, target: 10, progress: Math.min(100, ((state.prestigeCount || 0) / 10) * 100) };
if (achievement.id === 'eternalGardener') return { current: state.totalPrestigeEssence || 0, target: 100, progress: Math.min(100, ((state.totalPrestigeEssence || 0) / 100) * 100) };
if (achievement.id === 'quantumGrowth') return { current: state.totalPrestigeEssence || 0, target: 1000, progress: Math.min(100, ((state.totalPrestigeEssence || 0) / 1000) * 100) };
// Click power achievements
if (achievement.id === 'powerfulHarvester') {
const cp = Game.getClickPower();
return { current: cp, target: 1000, progress: Math.min(100, (cp / 1000) * 100) };
}
if (achievement.id === 'divineTouch') {
const cp = Game.getClickPower();
return { current: cp, target: 10000, progress: Math.min(100, (cp / 10000) * 100) };
}
// Time-based achievement
if (achievement.id === 'dedicatedGardener') {
const elapsed = Date.now() - state.startTime;
return { current: elapsed, target: 3600000, progress: Math.min(100, (elapsed / 3600000) * 100) };
}
return null;
},
/**
* Format elapsed time as HH:MM:SS
*/
formatTime(seconds) {
const hours = Math.floor(seconds / 3600);
const minutes = Math.floor((seconds % 3600) / 60);
const secs = seconds % 60;
if (hours > 0) {
return `${hours}:${minutes.toString().padStart(2, '0')}:${secs.toString().padStart(2, '0')}`;
}
return `${minutes}:${secs.toString().padStart(2, '0')}`;
},
/**
* Calculate game progress percentage
* Based on total stardust earned vs all building costs combined
*/
calculateProgress() {
let totalCost = 0;
for (const building of Object.values(BUILDINGS)) {
// Approximate cost to buy one of each building
totalCost += building.baseCost;
}
// Add upgrade costs
for (const upgrade of Object.values(UPGRADES)) {
totalCost += upgrade.cost;
}
const progress = Math.min(100, (Game.state.totalStardust / totalCost) * 100);
return Math.round(progress);
}
};
window.Stats = Stats;