Trade-Winds/loadGameManager.js

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var Game = {};
G = Game;
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]`
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],
CheckEconomy: function () {
for (var i = 0; i < this.cargoSold; i++) {
var soldBoughtDifference = this.cargoBought[i] - this.cargoSold[i];
if (Math.abs(soldBoughtDifference) > (this.cargoItemWorth[i] * 0.75)) { // If the difference is greater than 75% of the worth,
this.cargoItemWorth[i] += Math.round(soldBoughtDifference * 0.5); // Adjust the worth by half of the difference.
if (this.cargoItemWorth[i] < 1) {
this.cargoItemWorth[i] = 1; // Make worth never drop below 1.
}
}
}
}
};
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function loadGameManager () {}