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. 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]` 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 () {}