var Game = {}; G = Game; 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. 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], 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; } }; G.stats = { inventory: 3, // Maximum number of different things the cargo can hold. hold: 20, // Maximum number of each individual kind of thing in the inventory. 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. 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. illness: 0, // Your crew's overall health. When this is low, your ship slows down. }; 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], maxPriceChange: 10, 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]); } G.economy.cargoItemWorth[i] += Math.round(totalPriceDifference / G.map.length); // Apply the average price difference for the item. } 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); }, }; 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.cargoItemWorth = 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)); } if (Oversimplified.DEBUG.showMessages) console.log("Ran loadGameManager()"); }