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https://github.com/doublespeakgames/adarkroom.git
synced 2026-05-28 00:01:54 +08:00
started scoring system, yet to be populated
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+59
-46
@@ -8,56 +8,64 @@ var Prestige = {
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this.options = $.extend(this.options, options);
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},
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save: function() {
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saveStores: function(saveBool) {
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var prevStores = [ //g = goods, w = weapons, a = ammo
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Math.floor($SM.get('stores["wood"]') / Prestige.randGen('g')),
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Math.floor($SM.get('stores["fur"]') / Prestige.randGen('g')),
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Math.floor($SM.get('stores["meat"]') / Prestige.randGen('g')),
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Math.floor($SM.get('stores["iron"]') / Prestige.randGen('g')),
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Math.floor($SM.get('stores["coal"]') / Prestige.randGen('g')),
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Math.floor($SM.get('stores["sulphur"]') / Prestige.randGen('g')),
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Math.floor($SM.get('stores["steel"]') / Prestige.randGen('g')),
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Math.floor($SM.get('stores["cured meat"]') / Prestige.randGen('g')),
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Math.floor($SM.get('stores["scales"]') / Prestige.randGen('g')),
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Math.floor($SM.get('stores["teeth"]') / Prestige.randGen('g')),
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Math.floor($SM.get('stores["leather"]') / Prestige.randGen('g')),
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Math.floor($SM.get('stores["bait"]') / Prestige.randGen('g')),
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Math.floor($SM.get('stores["torch"]') / Prestige.randGen('g')),
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Math.floor($SM.get('stores["cloth"]') / Prestige.randGen('g')),
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Math.floor($SM.get('stores["bone spear"]') / Prestige.randGen('w')),
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Math.floor($SM.get('stores["iron sword"]') / Prestige.randGen('w')),
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Math.floor($SM.get('stores["steel sword"]') / Prestige.randGen('w')),
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Math.floor($SM.get('stores["bayonet"]') / Prestige.randGen('w')),
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Math.floor($SM.get('stores["rifle"]') / Prestige.randGen('w')),
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Math.floor($SM.get('stores["laser rifle"]') / Prestige.randGen('w')),
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Math.floor($SM.get('stores["bullets"]') / Prestige.randGen('a')),
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Math.floor($SM.get('stores["energy cell"]') / Prestige.randGen('a')),
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Math.floor($SM.get('stores["grenade"]') / Prestige.randGen('a')),
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Math.floor($SM.get('stores["bolas"]') / Prestige.randGen('a'))
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Math.floor($SM.get('stores["wood"]') / Prestige.randGen(saveBool, 'g')),
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Math.floor($SM.get('stores["fur"]') / Prestige.randGen(saveBool, 'g')),
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Math.floor($SM.get('stores["meat"]') / Prestige.randGen(saveBool, 'g')),
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Math.floor($SM.get('stores["iron"]') / Prestige.randGen(saveBool, 'g')),
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Math.floor($SM.get('stores["coal"]') / Prestige.randGen(saveBool, 'g')),
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Math.floor($SM.get('stores["sulphur"]') / Prestige.randGen(saveBool, 'g')),
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Math.floor($SM.get('stores["steel"]') / Prestige.randGen(saveBool, 'g')),
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Math.floor($SM.get('stores["cured meat"]') / Prestige.randGen(saveBool, 'g')),
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Math.floor($SM.get('stores["scales"]') / Prestige.randGen(saveBool, 'g')),
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Math.floor($SM.get('stores["teeth"]') / Prestige.randGen(saveBool, 'g')),
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Math.floor($SM.get('stores["leather"]') / Prestige.randGen(saveBool, 'g')),
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Math.floor($SM.get('stores["bait"]') / Prestige.randGen(saveBool, 'g')),
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Math.floor($SM.get('stores["torch"]') / Prestige.randGen(saveBool, 'g')),
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Math.floor($SM.get('stores["cloth"]') / Prestige.randGen(saveBool, 'g')),
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Math.floor($SM.get('stores["bone spear"]') / Prestige.randGen(saveBool, 'w')),
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Math.floor($SM.get('stores["iron sword"]') / Prestige.randGen(saveBool, 'w')),
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Math.floor($SM.get('stores["steel sword"]') / Prestige.randGen(saveBool, 'w')),
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Math.floor($SM.get('stores["bayonet"]') / Prestige.randGen(saveBool, 'w')),
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Math.floor($SM.get('stores["rifle"]') / Prestige.randGen(saveBool, 'w')),
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Math.floor($SM.get('stores["laser rifle"]') / Prestige.randGen(saveBool, 'w')),
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Math.floor($SM.get('stores["bullets"]') / Prestige.randGen(saveBool, 'a')),
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Math.floor($SM.get('stores["energy cell"]') / Prestige.randGen(saveBool, 'a')),
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Math.floor($SM.get('stores["grenade"]') / Prestige.randGen(saveBool, 'a')),
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Math.floor($SM.get('stores["bolas"]') / Prestige.randGen(saveBool, 'a'))
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];
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for (var n = 0; n <= 23; n++) {
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if (isNaN(prevStores[n])) {
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prevStores[n] = 0;
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}
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}
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$SM.set('previous.stores', prevStores);
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return prevStores;
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if(saveBool) {
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$SM.set('previous.stores', prevStores);
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}
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return prevStores;
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},
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saveScore: function() {
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var prevScore = Score.totalScore();
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$SM.set('previous.score',prevScore);
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return prevScore;
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},
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populateNewSave : function(newstate) {
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populateNewSave : function(newstate) {
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State = {
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previous : {
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stores : newstate
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stores : newstate["stores"],
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score : newstate["score"]
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}
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};
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Engine.init({
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state : State
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});
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return State;
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},
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load : function() {
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load : function() {
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var prevStores = $SM.get('previous.stores');
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if(prevStores != null) {
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$SM.add('stores["wood"]', prevStores[0]);
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@@ -88,21 +96,26 @@ var Prestige = {
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return prevStores;
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},
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randGen : function(storeType) {
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if (storeType == 'g') {
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divisor = Math.floor(Math.random() * 10);
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} else if (storeType == 'w') {
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divisor = Math.floor(Math.floor(Math.random() * 10) / 2);
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} else if (storeType == 'a') {
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divisor = Math.ceil(Math.random() * 10
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* Math.ceil(Math.random() * 10));
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} else {
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divisor = 1;
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}
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if (divisor === 0) {
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divisor = 1;
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}
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return divisor;
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randGen : function(saveBool, storeType) {
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if (saveBool) {
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if (storeType == 'g') {
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divisor = Math.floor(Math.random() * 10);
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} else if (storeType == 'w') {
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divisor = Math.floor(Math.floor(Math.random() * 10) / 2);
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} else if (storeType == 'a') {
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divisor = Math.ceil(Math.random() * 10
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* Math.ceil(Math.random() * 10));
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} else {
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divisor = 1;
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}
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if (divisor === 0) {
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divisor = 1;
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}
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return divisor;
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}
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else {
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return 1;
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};
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}
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};
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