prestige system now absolutely complete

This commit is contained in:
Vermilingua
2013-10-16 21:19:49 +11:00
parent f952b4def1
commit 83bf266a29
5 changed files with 59 additions and 39 deletions
+6 -5
View File
@@ -10,6 +10,7 @@ var Engine = {
VERSION: 1.3,
MAX_STORE: 99999999999999,
SAVE_DISPLAY: 30 * 1000,
GAME_OVER: false,
//object event types
topics: {},
@@ -206,12 +207,12 @@ var Engine = {
},
deleteSave: function() {
//var carriedPrestige = $SM.get('previous.stores');
if(typeof Storage != 'undefined' && localStorage) {
localStorage.clear();
}
if (!Engine.GAME_OVER) {
if(typeof Storage != 'undefined' && localStorage) {
localStorage.clear();
}
}
location.reload();
//$SM.set('previous.stores',carriedPrestige);
},
share: function() {
+41 -28
View File
@@ -12,35 +12,48 @@ var Prestige = {
save: function() {
var prevStores = [ //g = goods, w = weapons, a = ammo
$SM.get('stores["wood"]'),
$SM.get('stores["fur"]'),
$SM.get('stores["meat"]'),
$SM.get('stores["iron"]'),
$SM.get('stores["coal"]'),
$SM.get('stores["sulphur"]'),
$SM.get('stores["steel"]'),
$SM.get('stores["cured meat"]'),
$SM.get('stores["scales"]'),
$SM.get('stores["teeth"]'),
$SM.get('stores["leather"]'),
$SM.get('stores["bait"]'),
$SM.get('stores["torch"]'),
$SM.get('stores["cloth"]'),
$SM.get('stores["bone spear"]'),
$SM.get('stores["iron sword"]'),
$SM.get('stores["steel sword"]'),
$SM.get('stores["bayonet"]'),
$SM.get('stores["rifle"]'),
$SM.get('stores["laser rifle"]'),
$SM.get('stores["bullets"]'),
$SM.get('stores["energy cell"]'),
$SM.get('stores["grenade"]'),
$SM.get('stores["bolas"]')
Math.floor($SM.get('stores["wood"]') / Prestige.randGen('g')),
Math.floor($SM.get('stores["fur"]') / Prestige.randGen('g')),
Math.floor($SM.get('stores["meat"]') / Prestige.randGen('g')),
Math.floor($SM.get('stores["iron"]') / Prestige.randGen('g')),
Math.floor($SM.get('stores["coal"]') / Prestige.randGen('g')),
Math.floor($SM.get('stores["sulphur"]') / Prestige.randGen('g')),
Math.floor($SM.get('stores["steel"]') / Prestige.randGen('g')),
Math.floor($SM.get('stores["cured meat"]') / Prestige.randGen('g')),
Math.floor($SM.get('stores["scales"]') / Prestige.randGen('g')),
Math.floor($SM.get('stores["teeth"]') / Prestige.randGen('g')),
Math.floor($SM.get('stores["leather"]') / Prestige.randGen('g')),
Math.floor($SM.get('stores["bait"]') / Prestige.randGen('g')),
Math.floor($SM.get('stores["torch"]') / Prestige.randGen('g')),
Math.floor($SM.get('stores["cloth"]') / Prestige.randGen('g')),
Math.floor($SM.get('stores["bone spear"]') / Prestige.randGen('w')),
Math.floor($SM.get('stores["iron sword"]') / Prestige.randGen('w')),
Math.floor($SM.get('stores["steel sword"]') / Prestige.randGen('w')),
Math.floor($SM.get('stores["bayonet"]') / Prestige.randGen('w')),
Math.floor($SM.get('stores["rifle"]') / Prestige.randGen('w')),
Math.floor($SM.get('stores["laser rifle"]') / Prestige.randGen('w')),
Math.floor($SM.get('stores["bullets"]') / Prestige.randGen('a')),
Math.floor($SM.get('stores["energy cell"]') / Prestige.randGen('a')),
Math.floor($SM.get('stores["grenade"]') / Prestige.randGen('a')),
Math.floor($SM.get('stores["bolas"]') / Prestige.randGen('a'))
];
for (var n = 0;n<=23;n++) {
if (isNaN(prevStores[n])) {prevStores[n] = 0};
}
$SM.set('previous.stores', prevStores);
return prevStores;
},
populateNewSave: function(newstate) {
State = {
previous: {
stores: newstate
}
};
Engine.init({state: State});
return State;
},
load: function() {
var prevStores = $SM.get('previous.stores');
$SM.add('stores["wood"]',prevStores[0]),
@@ -68,9 +81,9 @@ var Prestige = {
$SM.add('stores["grenade"]',prevStores[22]),
$SM.add('stores["bolas"]',prevStores[23])
return prevStores;
}
},
/*randGen: function(storeType) {
randGen: function(storeType) {
if (storeType == 'g') {
divisor = Math.floor(Math.random()*10)
}
@@ -78,13 +91,13 @@ var Prestige = {
divisor = Math.floor(Math.floor(Math.random()*10)/2)
}
else if (storeType == 'a') {
divisor = Math.floor(Math.random()*10*Math.floor(Math.random()*10/5))
divisor = Math.ceil(Math.random()*10*Math.ceil(Math.random()*10))
}
else { divisor = 1 };
if (divisor === 0) {
divisor = 1
};
return divisor;
}*/
}
}
+9 -3
View File
@@ -386,12 +386,18 @@ var Space = {
$('#notifyGradient').attr('style', 'background-color:'+cur+';background:-webkit-' + s + ';background:' + s);
},
complete: function() {
//Prestige.save();
$('#starsContainer').remove();
Engine.GAME_OVER = true;
var backup;
$('#starsContainer').remove();
if(typeof Storage != 'undefined' && localStorage) {
localStorage.clear();
backup = Prestige.save();
localStorage.clear();
}
delete window.State;
$('.deleteSave, .share').remove();
Prestige.populateNewSave(backup);
$('#content, #notifications').remove();
$('.deleteSave, .share').attr('style', 'color: white;');
Engine.options = {};
}
});
+1 -1
View File
@@ -128,7 +128,7 @@ var World = {
World.LANDMARKS[World.TILE.BOREHOLE] = { num: 10, minRadius: 15, maxRadius: World.RADIUS * 1.5, scene: 'borehole', label: 'A&nbsp;Borehole'};
World.LANDMARKS[World.TILE.BATTLEFIELD] = { num: 5, minRadius: 18, maxRadius: World.RADIUS * 1.5, scene: 'battlefield', label: 'A&nbsp;Battlefield'};
World.LANDMARKS[World.TILE.SWAMP] = { num: 1, minRadius: 15, maxRadius: World.RADIUS * 1.5, scene: 'swamp', label: 'A&nbsp;Murky&nbsp;Swamp'};
World.LANDMARKS[World.TILE.CACHE] = { num: 1, minRadius: 10, maxRadius: World.RADIUS * 1.5, scene: 'cache', label: 'An&nbsp;Underground&nbsp;Cache'};
World.LANDMARKS[World.TILE.CACHE] = { num: 1, minRadius: 10, maxRadius: World.RADIUS * 1.5, scene: 'cache', label: 'A&nbsp;Destroyed&nbsp;Village'};
if(typeof $SM.get('features.location.world') == 'undefined') {
$SM.set('features.location.world', true);