Integrate achievements into GameObject system.

Now have to adjust the UI accordingly.
This commit is contained in:
Kevin Dungs
2014-09-07 20:11:15 +02:00
parent bfd38af8b8
commit 8516492297
3 changed files with 58 additions and 150 deletions
-145
View File
@@ -1,145 +0,0 @@
var achievements =
{
list: [],
listSpecial: [],
listSummary: [],
startTime: new Date().getTime(),
lastSave: new Date().getTime(),
count:
{
clicks: 0,
data: 0,
money: 0,
reputation: 0,
workers: 0,
dataSpent: 0,
moneyWorkers: 0,
moneyUpgrades: 0
},
workers: {},
research: {},
setList: function(list)
{
for (var i = 0; i < list.length; i++) {
if (list[i].type == list[i].target) {
achievements.listSpecial.push(list[i]);
for (var item in achievements[list[i].type]) {
var a = $.extend(true, {}, list[i]);
a.target = item;
if (list[i].type == 'workers' && list[i].threshold == 1) {
a.description = a.description.replace('${name}', item.substring(0, item.length - 1));
} else {
a.description = a.description.replace('${name}', item);
}
achievements.list.push(a);
}
} else {
achievements.list.push(list[i]);
}
}
achievements.list.map(function(item) {
item.completed = false;
item.alerted = false;
item.is_visible = function() {
return this.completed;
};
});
},
restore: function()
{
achievements = $.extend({}, achievements, ObjectStorage.load('achievements'));
achievements.startTime = new Date().getTime() - (achievements.lastSave - achievements.startTime);
},
addWorkers: function(list)
{
for (var i = 0; i < list.length; i++) {
achievements.workers[list[i].name] = 0;
}
},
addResearch: function(list)
{
for (var i = 0; i < list.length; i++) {
achievements.research[list[i].name] = 0;
}
},
update: function(type, subtype, val)
{
achievements[type][subtype] += val;
for (var i = 0; i < achievements.list.length; i++) {
if (achievements.list[i].type == type &&
achievements.list[i].target == subtype &&
achievements[type][subtype] >= achievements.list[i].threshold
)
{
achievements.list[i].completed = true;
achievements.displayAchievement(i);
}
}
},
displayAchievement: function(i)
{
var alert = '<div class="alert alert-success alert-dismissible" role="alert">';
alert += '<button type="button" class="close" data-dismiss="alert"><span aria-hidden="true">&times;</span><span class="sr-only">Close</span></button>';
alert += '<span class="glyphicon ' + achievements.list[i].icon + ' alert-glyph"></span> <span class="alert-text">' + achievements.list[i].description + '</span>';
alert += '</div>';
alert = $(alert);
if (achievements.list[i].completed && !achievements.list[i].alerted) {
$('#achievements-container').prepend(alert);
var remove = function(a)
{
return function()
{
a.slideUp(300, function() { a.remove(); });
};
};
window.setTimeout(remove(alert), 2000);
achievements.list[i].alerted = true;
var a = $.extend(true, {}, achievements.list[i]);
a.time = achievements.timeFormatter(new Date().getTime() - achievements.startTime);
achievements.listSummary.push(a);
}
},
timeFormatter: function(msec)
{
var totals = Math.ceil(msec / 1000);
var days = Math.floor(totals / (24 * 60 * 60));
var hours = Math.floor((totals % (24 * 60 * 60)) / (60 * 60));
var totalmin = (totals % (24 * 60 * 60)) % (60 * 60);
var mins = Math.floor(totalmin / 60);
var secs = totalmin % 60;
var str = [];
if (days > 0) {
str.push(days + ' day' + (days % 100 == 1 ? '' : 's'));
}
if (hours > 0) {
str.push(hours + ' h');
}
if (mins > 0) {
str.push(mins + ' min');
}
if (secs > 0) {
str.push(secs + ' s');
}
return str.join(', ');
}
};
+9 -2
View File
@@ -6,6 +6,7 @@ var Game = (function() {
this.research = null;
this.workers = null;
this.upgrades = null;
this.achivements = null;
this.allObjects = {lab : this.lab};
this.loaded = false;
};
@@ -17,8 +18,9 @@ var Game = (function() {
var _this = this;
$.when($.get('json/research.json', function(jR) { _this.research = jR; }),
$.get('json/workers.json', function(jW) { _this.workers = jW; }),
$.get('json/upgrades.json', function(jU) { _this.upgrades = jU; }))
.then(function() {
$.get('json/upgrades.json', function(jU) { _this.upgrades = jU; }),
$.get('json/achievements.json',
function(jA) { _this.achivements = jA; })).then(function() {
// Turn JSON files into actual game objects and fill map of all objects
var makeGameObject = function(type, object) {
// It's okay to define this function here since load is only called
@@ -33,6 +35,11 @@ var Game = (function() {
function(w) { return makeGameObject(GameObjects.Worker, w); });
_this.upgrades = _this.upgrades.map(
function(u) { return makeGameObject(GameObjects.Upgrade, u); });
_this.achivements = _this.achivements.map(function(a) {
var _a = makeGameObject(GameObjects.Achievement, a);
_a.setRefAllGameObjects(_this.allObjects);
return _a;
});
// Load states from local store
for (var i = 0; i < _this.allObjects.length; i++) {
var o = _this.allObjects[i];
+49 -3
View File
@@ -28,7 +28,12 @@ var GameObjects = (function() {
factor : 5,
data : 0,
money : 0,
reputation : 0
reputation : 0,
clicks : 0,
moneyCollected : 0,
moneySpent : 0,
dataCollected : 0,
dataSpent : 0
}
}]);
};
@@ -40,14 +45,19 @@ var GameObjects = (function() {
Lab.prototype.getGrant = function() {
var addition = this.state.reputation * this.state.factor;
this.state.money += addition;
this.state.moneyCollected += addition;
return addition;
};
Lab.prototype.acquireData = function(amount) { this.state.data += amount; };
Lab.prototype.acquireData = function(amount) {
this.state.data += amount;
this.state.dataCollected += amount;
};
Lab.prototype.research = function(cost, reputation) {
if (this.state.data >= cost) {
this.state.data -= cost;
this.state.dataSpent += cost;
this.state.reputation += reputation;
return true;
}
@@ -57,6 +67,7 @@ var GameObjects = (function() {
Lab.prototype.buy = function(cost) {
if (this.state.money >= cost) {
this.state.money -= cost;
this.state.moneySpent += cost;
return true;
}
return false;
@@ -208,6 +219,41 @@ var GameObjects = (function() {
}
};
/** @class Achievement
*/
var Achievement = function(obj) {
GameObject.apply(this,
[$.extend({}, obj, {state : {dateAchieved : null}})]);
this._allObjects = {};
};
Achievement.prototype = Object.create(GameObject.prototype);
Achievement.prototype.setRefAllGameObjects = function (allGameObjects) {
this._allObjects = allGameObjects;
};
Achievement.prototype.isAchieved = function() {
if (this.state.dateAchieved) {
return true;
}
if (this._allObjects.hasOwnProperty(this.targetKey) &&
this._allObjects[this.targetKey].state.hasOwnProperty(
this.targetProperty)) {
this.state.dateAchieved = new Date();
return true;
}
return false;
};
// Expose classes in module.
return {Lab : Lab, Research : Research, Worker : Worker, Upgrade : Upgrade};
return {
Lab : Lab,
Research : Research,
Worker : Worker,
Upgrade : Upgrade,
Achievement : Achievement
};
}());