2016-04-05 01:10:40 +02:00
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var Game = {};
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G = Game;
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2016-04-06 01:33:38 +02:00
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G.player = {}; // Just a reference until G.player is created at rm_Ocean's load time.
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G.oceanParticle = {}; // One ocean particle will exist at any time and move around the boat.
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G.map = []; // List of island objects, generated/loaded and saved at game start, loaded on room start.
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2016-04-08 02:17:45 +02:00
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G.currentScreen = ""; // For pause screen, stats screen, inventory screen
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G.inventory = {
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2016-04-06 22:41:40 +02:00
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money: 100,
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2016-04-08 22:39:12 +02:00
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supplies: 20, // How much stuff you have to maintain your crew's illness with.
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2016-04-12 00:22:56 +02:00
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cargo: [0, 0, 0, 0, // Keeps track of how much of each item you have.
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0, 0, 0, 0, // Requires a check to make sure you can't buy more different kinds than you can hold.
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0, 0, 0, 0,
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0, 0, 0, 0],
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CheckCargo: function () { // Returns an array of indices that have cargo
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var indicesWithCargo = [];
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for (var i = 0; i < G.inventory.cargo.length; i++) {
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if (G.inventory.cargo[i] > 0) {
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indicesWithCargo.push(i);
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}
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}
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return indicesWithCargo;
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},
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CargoTotal: function () {
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var cargo = G.inventory.CheckCargo();
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var cargoTotal = 0;
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for (var i = 0; i < cargo.length; i++) {
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cargoTotal += G.inventory.cargo[cargo[i]];
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}
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return cargoTotal;
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}
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2016-04-08 02:17:45 +02:00
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};
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G.stats = {
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2016-04-12 00:22:56 +02:00
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inventory: 3, // Maximum number of different things the cargo can hold.
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2016-04-07 20:26:58 +02:00
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hold: 20, // Maximum number of each individual kind of thing in the inventory.
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2016-04-08 02:17:45 +02:00
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speed: 1, // How many pixels you move.
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hull: 3, // Your HP, pretty much. How many times you can crash without exploding.
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maxHull: 3, // How much your hull can refill to.
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popularity: 1, // Haggle success rate in percentage.
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haggling: 10, // How much you can increase the asking price by.
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crew: 2, // How many crew members you have. Influences how fast your energy recovers.
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energy: 25, // Drains rate determined by current speed. When drained, currentSpeed reduces until you have enough energy to continue.
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maxEnergy: 50, // How much to refill your energy to. Can increase with upgrades.
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2016-04-12 00:30:39 +02:00
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illness: 0 // Your crew's overall health. When this is low, your ship slows down.
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2016-04-12 00:22:56 +02:00
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};
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2016-04-08 02:17:45 +02:00
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G.economy = { // Aww yea, supply and demand.
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// Items are determined by their index, and their position on the sheet determines their index.
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// So the second item on the top row is index 1, and to get its value, you get `G.economy.cargoItemWorth[1]`
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cargoItemWorth: [10, 20, 30, 30, //Can be adjusted based on sales.
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40, 20, 50, 80,
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65, 20, 20, 30,
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30, 60, 45, 70],
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cargoSold: [0, 0, 0, 0, // The more you sell, the lower the price gets
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0, 0, 0, 0,
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0, 0, 0, 0,
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0, 0, 0, 0],
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cargoBought: [0, 0, 0, 0, // The more you buy, the higher the price gets
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0, 0, 0, 0,
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0, 0, 0, 0,
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0, 0, 0, 0],
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CheckEconomy: function () {
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for (var i = 0; i < this.cargoSold; i++) {
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var soldBoughtDifference = this.cargoBought[i] - this.cargoSold[i];
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if (Math.abs(soldBoughtDifference) > (this.cargoItemWorth[i] * 0.75)) { // If the difference is greater than 75% of the worth,
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this.cargoItemWorth[i] += Math.round(soldBoughtDifference * 0.5); // Adjust the worth by half of the difference.
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if (this.cargoItemWorth[i] < 1) {
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this.cargoItemWorth[i] = 1; // Make worth never drop below 1.
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}
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}
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}
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}
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2016-04-12 00:22:56 +02:00
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};
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2016-04-08 02:17:45 +02:00
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2016-04-05 01:10:40 +02:00
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function loadGameManager () {}
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