Files
cardsforscience/js/game.js
T
2016-02-23 11:33:34 +08:00

152 lines
5.4 KiB
JavaScript

/**
* Game object load/saves game resources and stores game objects
*/
var Game = (function(Helpers,GameObjects,ObjectStorage) {
'use strict';
var Game = function() {
this.lab = new GameObjects.Lab();
this.elements = null;
this.workers = null;
this.upgrades = null;
this.achievements = null;
this.allObjects = {lab : this.lab};
this.loaded = false;
this.rules= null;
};
Game.prototype.load = function() {
if (this.loaded) {
return;
}
// I know synchronous requests are bad as they will block the browser.
// However, I don't see any other reasonable way to do this in order to
// make it work with Angular. If you know a way, let me know, and I'll
// give you a beer. - Kevin
this.elements = Helpers.loadFile('json/elements.json');
this.workers = Helpers.loadFile('json/workers.json');
this.upgrades = Helpers.loadFile('json/upgrades.json');
this.achievements = Helpers.loadFile('json/achievements.json');
this.keywords = Helpers.loadFile('json/keywords.json');
// Turn JSON files into actual game objects and fill map of all objects
var _this = this;
var makeGameObject = function(type, object) {
// It's okay to define this function here since load is only called
// once anyway...
var o = new type(object);
_this.allObjects[o.key] = o;
return o;
};
this.elements = this.elements.map(
function(r) { return makeGameObject(GameObjects.Element, r); });
this.workers = this.workers.map(
function(w) { return makeGameObject(GameObjects.Worker, w); });
this.upgrades = this.upgrades.map(
function(u) { return makeGameObject(GameObjects.Upgrade, u); });
this.achievements = this.achievements.map(
function(a) { return makeGameObject(GameObjects.Achievement, a); });
// Load states from local store
for (var key in this.allObjects) {
var o = this.allObjects[key];
o.loadState(ObjectStorage.load(key));
}
this.rules = this.generateRules();
this.loaded = true;
};
/** Generate rules between runes **/
Game.prototype.generateRules= function(){
var elements = this.elements;
// generate rules and store them with a hash of inredients
// the rule will be an object with ingredients, catalysts, conditions, results
// todo make a strcture that's more like a tree with progression etc
// todo add duds, misleading ones, explosions wildcards
// todo make this theory based?
// todo simulation
var rules={};
for (var k = 0; k < this.elements.length*5; k++) {
// make a rules
var rule={ingredients:[],catalysts:[],conditions:[],results:[],inputs:[]}
var numOfIngredients = 2+Math.round(Math.random()*2);
for (var i = 0; i < numOfIngredients; i++) {
var j = Math.round(Math.random()*(elements.length-1));
rule.ingredients.push(elements[j].key);
}
if (Math.random()<0.1) {
var j = Math.round(Math.random()*(elements.length-1));
rule.catalysts.push(elements[j].key);
}
var numOfresults = Math.round(Math.random()*3);
for (var i = 0; i < numOfresults; i++) {
var j = Math.round(Math.random()*(elements.length-1));
rule.results.push(elements[j].key);
}
rule.inputs=[].concat(rule.ingredients,rule.catalysts)
rule.ingredients.sort()
rule.results.sort()
rule.catalysts.sort()
rule.inputs.sort();
// index byhash of sorted array of ingredients
rules[rule.inputs]=rule
}
return rules;
},
/** Run an experiment depending on ingredients and conditions **/
Game.prototype.experiment = function(options) {
var inputs = options.inputs || [];
var inputKeys = inputs.map(function(i,e){return $(e).data('element')});
inputKeys.sort(); // this makes reaction be independant of order
var result = this.rules[inputKeys]
if (result) {
return this.reaction(result.ingredients,result.rune)
}
return result;
},
/** Remove ingredients and make results with animations **/
Game.prototype.reaction= function(ingredients,results){
// remove ingredients
for (var i = 0; i < ingredients.length; i++) {
var ingredient = ingredients[i];
}
// TODO use jqueru ui transfer effect to remove or puff
$(aElem).remove();
$(bElem).remove();
// if the dragger came from the elements panels, clone it to here
for (var i = 0; i < results.length; i++) {
// make sure it's discovered
var resultKey = results[i];
var elementStore = this.elements.filter(function(e){return e.key===resultKey;});
elementStore.state.discovered=true;
// add new element to beaker
var newElement = $('#elementContent').find('.'+resultKey).clone();
$('#detector').append(newElement);
newElement.offset($draggable.offset())
}
// effects
this.bubblr.start(1500);
},
Game.prototype.save = function() {
// Save every object's state to local storage
for (var key in this.allObjects) {
ObjectStorage.save(key, this.allObjects[key].state);
}
};
return {Game : Game};
}(Helpers,GameObjects,ObjectStorage));