Trade-Winds/loadGameManager.js

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var Game = {};
G = Game;
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G.gameStarted = false;
G.savedGameExists = (OS.Load("TradeWindsSave")) ? true : false;
G.player = {}; // Just a reference until G.player is created at rm_Ocean's load time.
G.oceanParticle = {}; // One ocean particle will exist at any time and move around the boat.
G.map = []; // List of island objects, generated/loaded and saved at game start, loaded on room start.
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G.currentScreen = ""; // For pause screen, stats screen, inventory screen
G.inventory = {
money: 100,
supplies: 20, // How much stuff you have to maintain your crew's illness with.
cargo: [0, 0, 0, 0, // Keeps track of how much of each item you have.
0, 0, 0, 0, // Requires a check to make sure you can't buy more different kinds than you can hold.
0, 0, 0, 0,
0, 0, 0, 0],
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moneyDisplay: function () {
var moneyString = "";
if (G.inventory.money >= 1000000) {
moneyString = G.inventory.money.toString().substr(0, 1);
if (parseInt(G.inventory.money.toString().substr(1, 1)) > 0) {
moneyString += "." + G.inventory.money.toString().substr(1, 1);
}
}
if (G.inventory.money >= 1000000000000) {
moneyString += "T";
} else if (G.inventory.money >= 1000000000) {
moneyString += "B";
} else if (G.inventory.money >= 1000000) {
moneyString += "M";
} else {
moneyString = G.inventory.money.toString();
}
return moneyString;
},
CheckCargo: function () { // Returns an array of indices that have cargo
var indicesWithCargo = [];
for (var i = 0; i < G.inventory.cargo.length; i++) {
if (G.inventory.cargo[i] > 0) {
indicesWithCargo.push(i);
}
}
return indicesWithCargo;
},
CargoTotal: function () {
var cargo = G.inventory.CheckCargo();
var cargoTotal = 0;
for (var i = 0; i < cargo.length; i++) {
cargoTotal += G.inventory.cargo[cargo[i]];
}
return cargoTotal;
},
CanBuy: function (itemIndex, price) {
if (G.inventory.cargo[itemIndex] < G.stats.hold && G.inventory.money > price &&
(G.inventory.cargo[itemIndex] > 0 || G.inventory.CheckCargo().length < G.stats.inventory))
{
return true;
} else {
return false;
}
},
CanSell: function (itemIndex) {
return G.inventory.cargo[itemIndex] > 0;
}
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};
G.stats = {
inventory: 3, // Maximum number of different things the cargo can hold.
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hold: 20, // Maximum number of each individual kind of thing in the inventory.
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speed: 1, // How many pixels you move.
hull: 3, // Your HP, pretty much. How many times you can crash without exploding.
maxHull: 3, // How much your hull can refill to.
popularity: 5, // Haggle success rate in percentage.
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haggling: 10, // How much you can increase the asking price by.
crew: 2, // How many crew members you have. Influences how fast your energy recovers.
energy: 25, // Drains rate determined by current speed. When drained, currentSpeed reduces until you have enough energy to continue.
maxEnergy: 50, // How much to refill your energy to. Can increase with upgrades.
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illness: 0 // Your crew's overall health. When this is low, your ship slows down.
};
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G.economy = { // Aww yea, supply and demand.
// Items are determined by their index, and their position on the sheet determines their index.
// So the second item on the top row is index 1, and to get its value, you get `G.economy.cargoItemWorth[1]`
innCost: 50,
innStays: 0,
cargoItemWorth: [10, 20, 30, 30, //Can be adjusted based on sales.
40, 20, 50, 80,
65, 20, 20, 30,
30, 60, 45, 70],
cargoSold: [0, 0, 0, 0, // The more you sell, the lower the price gets
0, 0, 0, 0,
0, 0, 0, 0,
0, 0, 0, 0],
cargoBought: [0, 0, 0, 0, // The more you buy, the higher the price gets
0, 0, 0, 0,
0, 0, 0, 0,
0, 0, 0, 0],
UpdateEconomy: function () {
// console.log(G.economy.cargoItemWorth);
for (var i = 0; i < G.economy.cargoItemWorth.length; i++) {
var totalPriceDifference = 0;
for (var m = 0; m < G.map.length; m++) {
// console.log("map: " + G.map[m].island);
totalPriceDifference += G.map[m].island.priceDifferences[i];
// console.log(G.map[m].island.priceDifferences[i]);
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}
G.economy.cargoItemWorth[i] += Math.round(totalPriceDifference / G.map.length); // Apply the average price difference for the item.
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}
var totalInnCost = 0;
for (var m = 0; m < G.map.length; m++) {
totalInnCost += G.map[m].island.innPriceDifference;
}
G.economy.innCost += Math.round(totalInnCost / G.map.length); // Apply the average inn price.
// console.log(G.economy.cargoItemWorth);
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}
};
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G.SaveGame = function () {
var saveObject = {
playerX: G.player.x,
playerY: G.player.y,
money: G.inventory.money,
supplies: G.inventory.supplies,
cargo: G.inventory.cargo.slice(),
stats: {
inventory: G.stats.inventory,
hold: G.stats.hold,
speed: G.stats.speed,
hull: G.stats.hull,
maxHull: G.stats.maxHull,
popularity: G.stats.popularity,
haggling: G.stats.haggling,
crew: G.stats.crew,
energy: G.stats.energy,
maxEnergy: G.stats.maxEnergy,
illness: G.stats.illness
},
economy: {
innCost: G.economy.innCost,
innStays: G.economy.innStays,
itemWorth: G.economy.cargoItemWorth.slice(),
cargoSold: G.economy.cargoSold.slice(),
cargoBought: G.economy.cargoBought.slice()
},
map: []
};
for (var i = 0; i < G.map.length; i++) {
saveObject.map.push({
drawX: G.map[i].drawX,
drawY: G.map[i].drawY,
drawWidth: G.map[i].drawWidth,
drawHeight: G.map[i].drawHeight,
inventory: G.map[i].island.inventory.slice(),
innPriceDifference: G.map[i].island.innPriceDifference,
innStays: G.map[i].island.innStays,
priceDifferences: G.map[i].island.priceDifferences.slice(),
itemsSold: G.map[i].island.itemsSold.slice(),
itemsBought: G.map[i].island.itemsBought.slice()
});
}
if (OS.Save("TradeWindsSave", JSON.stringify(saveObject))) {
console.log("Game Saved!");
}
}
G.LoadGame = function () {
var loadObject = OS.Load("TradeWindsSave");
if (loadObject) {
loadObject = JSON.parse(loadObject);
G.player.x = loadObject.playerX;
G.player.y = loadObject.playerY;
G.inventory.money = loadObject.money;
G.inventory.supplies = loadObject.supplies;
G.inventory.cargo = loadObject.cargo.slice();
G.stats.inventory = loadObject.stats.inventory;
G.stats.hold = loadObject.stats.hold;
G.stats.speed = loadObject.stats.speed;
G.stats.hull = loadObject.stats.hull;
G.stats.maxHull = loadObject.stats.maxHull;
G.stats.popularity = loadObject.stats.popularity;
G.stats.haggling = loadObject.stats.haggling;
G.stats.crew = loadObject.stats.crew;
G.stats.energy = loadObject.stats.energy;
G.stats.maxEnergy = loadObject.stats.maxEnergy;
G.stats.illness = loadObject.stats.illness;
G.economy.innCost = loadObject.economy.innCost;
G.economy.innStays = loadObject.economy.innStays;
G.economy.itemWorth = loadObject.economy.itemWorth.slice();
G.economy.cargoSold = loadObject.economy.cargoSold.slice();
G.economy.cargoBought = loadObject.economy.cargoBought.slice();
for (var i = 0; i < loadObject.map.length; i++) {
G.map[i].drawX = loadObject.map[i].drawX;
G.map[i].drawY = loadObject.map[i].drawY;
G.map[i].drawWidth = loadObject.map[i].drawWidth;
G.map[i].drawHeight = loadObject.map[i].drawHeight;
G.map[i].island.x = rm_Ocean.squareSize * loadObject.map[i].drawX;
G.map[i].island.y = rm_Ocean.squareSize * loadObject.map[i].drawY;
G.map[i].island.inventory = loadObject.map[i].inventory.slice();
G.map[i].island.innPriceDifference = loadObject.map[i].innPriceDifference;
G.map[i].island.innStays = loadObject.map[i].innStays;
G.map[i].island.priceDifferences = loadObject.map[i].priceDifferences.slice();
G.map[i].island.itemsSold = loadObject.map[i].itemsSold.slice();
G.map[i].island.itemsBought = loadObject.map[i].itemsBought.slice();
}
loadObject = null;
console.log("Game Loaded!");
} else {
console.log("Could not load game!");
return false;
}
}
function loadGameManager () {
for (var i = 0; i < G.economy.cargoItemWorth.length; i++) {
G.economy.cargoItemWorth[i] += Math.round(Math.randomRange(-5, 5));
}
}