Added Economy variables and functions.
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@ -4,19 +4,59 @@ G = Game;
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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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G.inventory = [];
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G.stats = {
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G.currentScreen = ""; // For pause screen, stats screen, inventory screen
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G.inventory = {
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money: 100,
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food: 10,
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water: 10,
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cargo: []
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};
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G.stats = {
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inventory: 3, // Maximum number of different things the inventory 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,
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hull: 1,
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popularity: 0,
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haggling: 1,
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crew: 1,
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energy: 10
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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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hunger: 0,
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thirst: 0
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}
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G.itemSheet = new Image();
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G.itemSheet.src = "images/items_sheet.png";
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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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}
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function loadGameManager () {}
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