Added Economy variables and functions.

This commit is contained in:
Robbie Antenesse 2016-04-07 18:17:45 -06:00
parent 052e58fb4f
commit 31a61f6808
1 changed files with 48 additions and 8 deletions

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@ -4,19 +4,59 @@ G = Game;
G.player = {}; // Just a reference until G.player is created at rm_Ocean's load time. 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.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. G.map = []; // List of island objects, generated/loaded and saved at game start, loaded on room start.
G.inventory = []; G.currentScreen = ""; // For pause screen, stats screen, inventory screen
G.stats = { G.inventory = {
money: 100, money: 100,
food: 10,
water: 10,
cargo: []
};
G.stats = {
inventory: 3, // Maximum number of different things the inventory can hold. inventory: 3, // Maximum number of different things the inventory can hold.
hold: 20, // Maximum number of each individual kind of thing in the inventory. hold: 20, // Maximum number of each individual kind of thing in the inventory.
speed: 1, speed: 1, // How many pixels you move.
hull: 1, hull: 3, // Your HP, pretty much. How many times you can crash without exploding.
popularity: 0, maxHull: 3, // How much your hull can refill to.
haggling: 1, popularity: 1, // Haggle success rate in percentage.
crew: 1, haggling: 10, // How much you can increase the asking price by.
energy: 10 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.
hunger: 0,
thirst: 0
} }
G.itemSheet = new Image(); G.itemSheet = new Image();
G.itemSheet.src = "images/items_sheet.png"; G.itemSheet.src = "images/items_sheet.png";
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.
}
}
}
}
}
function loadGameManager () {} function loadGameManager () {}