Procedurally generate islands and update economy on a timer.

This commit is contained in:
Robbie Antenesse 2016-04-14 15:02:12 -06:00
parent f8e2fa3cb9
commit d86b36883d
5 changed files with 63 additions and 14 deletions

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@ -91,14 +91,18 @@ G.economy = { // Aww yea, supply and demand.
0, 0, 0, 0,
0, 0, 0, 0,
0, 0, 0, 0],
CheckEconomy: function () {
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++) {
totalPriceDifference += G.map.island.priceDifferences[i];
// console.log("map: " + G.map[m].island);
totalPriceDifference += G.map[m].island.priceDifferences[i];
// console.log(G.map[m].island.priceDifferences[i]);
}
G.economy.cargoItemWorth[i] += Math.round(totalPriceDifference / G.map.length); // Apply the average price difference for the item.
}
// console.log(G.economy.cargoItemWorth);
}
};

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@ -15,7 +15,10 @@ var pr_island = OS.P.Add("Island", {
canTrade: true,
inventory: [],
inventory: [0, 0, 0, 0,
0, 0, 0, 0,
0, 0, 0, 0,
0, 0, 0, 0],
priceDifferences: [],
itemsSold: [0, 0, 0, 0, // The more you sell, the lower the price gets
0, 0, 0, 0,
@ -43,8 +46,10 @@ pr_island.SetUp = function () {
this.inventory[i] = Math.round(Math.randomRange(0, 20));
}
}
// console.log(this.name + " stock: " + this.inventory);
this.AdjustPrices();
// console.log(this.name + " pricing: " + this.priceDifferences);
if (this.CheckInventory().length < 4) {
this.SetUp();
@ -58,7 +63,7 @@ pr_island.AdjustPrices = function () {
} else if (this.inventory[i] < 5) {
this.priceDifferences[i] = Math.round((10 - this.inventory[i]) * Math.randomRange(1, 3));
} else {
this.priceDifferences[i] = 0;
this.priceDifferences[i] = Math.round(Math.randomRange(-2, 2));
}
if (G.economy.cargoItemWorth[i] + this.priceDifferences[i] < 0) {
@ -97,7 +102,8 @@ pr_island.CheckInventory = function () { // Returns an array of indices that hav
pr_island.TradeWith = function () {
// Change music to Trade.
guiControl.trade.island = this.self;
// console.log(this.inventory);
guiControl.trade.island = this;
guiControl.trade.haggleAmount = 0;
guiControl.trade.activateDelay = 5;
guiControl.trade.show = true;

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@ -1,15 +1,10 @@
function oceanRoom () {
// Create objects on room creation for persistence.
G.player = rm_Ocean.AddObject(OS.P["Ship"]);
G.player.x = (pixel(64) * 25) - pixel(32) - G.player.xBound;
G.player.y = pixel(64) * 25;
console.log(G.player.name + " created at " + G.player.x + ", " + G.player.y);
G.oceanParticle = rm_Ocean.AddObject(OS.P["Ocean Particle"]);
G.oceanParticle.x = G.player.x + randomSmidge();
G.oceanParticle.y = G.player.y + randomSmidge();
rm_Ocean.GenerateMap();
// When room is loaded, explicitly set room to rm_Ocean, just in case "Default" doesn't work/is loaded too slowly
// to make sure DoFirst runs.
OS.SetRoom(rm_Ocean);
@ -19,8 +14,20 @@ rm_Ocean.waveTimer = Math.round(Math.randomRange(30, 150));
rm_Ocean.speedGaugeImg = new Image();
rm_Ocean.speedGaugeImg.src = "images/speed_gauge_sheet.png";
rm_Ocean.clockTimerCutoff = (1 / OS.S.defaultStep) * 60 * 10; // 10 minute day.
rm_Ocean.clockTimerCount = 0;
rm_Ocean.clockImg = new Image();
rm_Ocean.clockImg.src = "images/clock_sheet.png";
rm_Ocean.DoFirst = function () {
G.player.x = (pixel(64) * 25) - pixel(32) - G.player.xBound;
G.player.y = pixel(64) * 25;
console.log(G.player.name + " created at " + G.player.x + ", " + G.player.y);
G.oceanParticle.x = G.player.x + randomSmidge();
G.oceanParticle.y = G.player.y + randomSmidge();
// Reset camera whenever room starts
OS.SetCamera({
x: G.player.x - (OS.camera.width / 2),
@ -36,6 +43,8 @@ rm_Ocean.DoFirst = function () {
this.mapUpTriggerTarget = this.height - (OS.camera.height - OS.camera.vBorder);
this.mapDownTrigger = this.height - OS.camera.vBorder;
this.mapDownTriggerTarget = OS.camera.height - OS.camera.vBorder;
// G.economy.UpdateEconomy();
}
rm_Ocean.Do = function () {
// Move G.oceanParticle around based on player's movement.
@ -67,12 +76,14 @@ rm_Ocean.DrawAbove = function () {
// Draw the speed indicator in Bottom Left corner.
OS.context.drawImage(rm_Ocean.speedGaugeImg, G.player.currentSpeed * 32, 0, 32, 32, 16, OS.camera.height - 32 - 16, 32, 32);
// Draw Energy Bar
this.DrawEnergyBar();
this.DrawClock();
// drawPixelText("Testing 1 2 3!", 0, 0, 0, "white", 4);
// drawPixelText("Testing 1 2 3!", 0, 64, 0, "white", 6);
drawInventoryGUI();
drawMapGUI();
drawTradeGUI();
}
@ -93,6 +104,28 @@ rm_Ocean.DrawEnergyBar = function () {
OS.context.fillStyle = saveFillStyle;
}
rm_Ocean.DrawClock = function () {
if (guiControl.trade && !guiControl.trade.show) { // Only advance time when not trading.
rm_Ocean.clockTimerCount++;
if (rm_Ocean.clockTimerCount > rm_Ocean.clockTimerCutoff) {
rm_Ocean.clockTimerCount = 0;
// Play New_Day sound.
G.economy.UpdateEconomy();
for (var i = 0; i < G.map.length; i++) {
G.map[i].island.SimulateTrade();
}
}
}
var screenX = OS.camera.width - pixel(9) - pixel(2);
var screenY = OS.camera.height - pixel(9) - pixel(2);
var percentOfClock = rm_Ocean.clockTimerCount / rm_Ocean.clockTimerCutoff;
var clockFrameX = Math.floor(16 * percentOfClock) * pixel(9);
OS.context.drawImage(rm_Ocean.clockImg, clockFrameX, 0, pixel(9), pixel(9), screenX, screenY, pixel(9), pixel(9));
// console.log(rm_Ocean.clockTimerCount);
}
rm_Ocean.GenerateMap = function () {
var island1 = rm_Ocean.AddObject(OS.P["Island"], {
x: pixel(64) * 25, //Exact center of map.
@ -101,7 +134,11 @@ rm_Ocean.GenerateMap = function () {
console.log(island1.name + " created at " + island1.x + ", " + island1.y);
G.map.push({
island: island1
island: island1,
drawX: 25,
drawY: 25,
drawWidth: 1,
drawHeight: 1
});
var usedXSquares = [];
@ -134,7 +171,9 @@ rm_Ocean.GenerateMap = function () {
y: yPosition
}),
drawX: xSquare,
drawY: ySquare
drawY: ySquare,
drawWidth: 1,
drawHeight: 1
});
console.log(G.map[i + 1].island.name + " created at " + G.map[i + 1].island.x + ", " + G.map[i + 1].island.y);
}