let game = new Vue({ el: '#root', data: { version: 0.6, debug: { levelSandbox: false, buildingsSandbox: false }, resources: { gold: { amount: 500, name: 'Gold', worth: 100, icon: 'img/gold.png', unlocked: true }, wood: { amount: 0, name: 'Wood', worth: 10, icon: 'img/wood.png', unlocked: false }, stone: { amount: 0, name: 'Stone', worth: 25, icon: 'img/stone.png', unlocked: false }, iron: { amount: 0, name: 'Iron', worth: 100, icon: 'img/iron.png', unlocked: false }, bricks: { amount: 0, name: 'Bricks', worth: 200, icon: 'img/bricks.png', unlocked: false }, corn: { amount: 0, name: 'Corn', worth: 75, icon: 'img/corn.png', unlocked: false }, coal: { amount: 0, name: 'Coal', worth: 25, icon: 'img/coal.png', unlocked: false }, planks: { amount: 0, name: 'Planks', worth: 100, icon: 'img/planks.png', unlocked: false } }, storageNames: null, buildings: [ { name: 'Bank', resource: 'gold', icon: 'medieval_largeCastle', level: 1, maxLevel: 10, isOwned: true, isUpgradeable: true, amount: 100, intervalInSeconds: 15, price: 500, amountPerLevel: [100, 250, 500, 750, 1000, 1500, 2000, 2500, 3000, 5000], pricePerLevel: [500, 1000, 1500, 2000, 2500, 3000, 3500, 4000, 4500, 5000], intervalPerLevel: [15, 25, 30, 45, 60, 90, 90, 120, 120, 120], }, { name: 'Lumberjack', resource: 'wood', icon: 'medieval_lumber', level: 0, maxLevel: 10, isOwned: false, isUpgradeable: true, amount: 2, intervalInSeconds: 10, price: 500, amountPerLevel: [100, 250, 500, 750, 1000, 1500, 2000, 2500, 3000, 5000], pricePerLevel: [500, 1000, 1500, 2000, 2500, 3000, 3500, 4000, 4500, 5000], intervalPerLevel: [15, 25, 30, 45, 60, 90, 90, 120, 120, 120], }, { name: 'Carpenter', resource: 'planks', icon: 'medieval_lumber', level: 0, maxLevel: 10, isOwned: false, isUpgradeable: true, amount: 5, intervalInSeconds: 25, price: 500, hasRequirements: true, requires: { wood: 2 }, amountPerLevel: [100, 250, 500, 750, 1000, 1500, 2000, 2500, 3000, 5000], pricePerLevel: [500, 1000, 1500, 2000, 2500, 3000, 3500, 4000, 4500, 5000], intervalPerLevel: [15, 25, 30, 45, 60, 90, 90, 120, 120, 120], }, { name: 'Quarry', resource: 'stone', icon: 'medieval_mine', level: 0, maxLevel: 10, isOwned: false, isUpgradeable: true, amount: 2, intervalInSeconds: 20, price: 500, amountPerLevel: [100, 250, 500, 750, 1000, 1500, 2000, 2500, 3000, 5000], pricePerLevel: [500, 1000, 1500, 2000, 2500, 3000, 3500, 4000, 4500, 5000], intervalPerLevel: [15, 25, 30, 45, 60, 90, 90, 120, 120, 120], }, { name: 'Coal Mine', resource: 'coal', icon: 'medieval_mine', level: 0, maxLevel: 10, isOwned: false, isUpgradeable: true, amount: 2, intervalInSeconds: 20, price: 500, amountPerLevel: [100, 250, 500, 750, 1000, 1500, 2000, 2500, 3000, 5000], pricePerLevel: [500, 1000, 1500, 2000, 2500, 3000, 3500, 4000, 4500, 5000], intervalPerLevel: [15, 25, 30, 45, 60, 90, 90, 120, 120, 120], }, // { // name: 'Blacksmith', // resource: 'iron', // icon: 'medieval_blacksmith', // level: 0, // maxLevel: 10, // isOwned: false, // isUpgradeable: true, // amount: 2, // intervalInSeconds: 20, // price: 500, // hasRequirements: true, // requires: { // stone: 2, // coal: 1 // }, // amountPerLevel: [100, 250, 500, 750, 1000, 1500, 2000, 2500, 3000, 5000], // pricePerLevel: [500, 1000, 1500, 2000, 2500, 3000, 3500, 4000, 4500, 5000], // intervalPerLevel: [15, 25, 30, 45, 60, 90, 90, 120, 120, 120], // }, { name: 'Farm', resource: 'corn', icon: 'medieval_farm', level: 0, maxLevel: 10, isOwned: false, isUpgradeable: true, amount: 5, price: 500, intervalInSeconds: 60, amountPerLevel: [100, 250, 500, 750, 1000, 1500, 2000, 2500, 3000, 5000], pricePerLevel: [500, 1000, 1500, 2000, 2500, 3000, 3500, 4000, 4500, 5000], intervalPerLevel: [15, 25, 30, 45, 60, 90, 90, 120, 120, 120], }, ], currentQuest: null, loadedIntervals: [] }, created() { this.storageNames = { lastVersion: 'lastVersion', resources: 'resources' + this.version, buildings: 'buildings' + this.version, currentQuest: 'currentQuest' + this.version } this.checkVersion(); this.checkBuildings(); this.loadResourcesFromStorage(); this.currentQuest = JSON.parse(localStorage.getItem(this.storageNames.currentQuest)); this.loadBuildingsFromStorage(); this.reloadBuildings(); }, methods: { // System & Saving // Check if a new version is played and notify the user of the loss of his beloved score & progress checkVersion() { let lastVersion = localStorage.getItem(this.storageNames.lastVersion); if (lastVersion && lastVersion < this.version) { this.sendSystemNotification('Your beta-progress has been resetted due to a new version of the game, we\'re very sorry about that.') } localStorage.setItem(this.storageNames.lastVersion, this.version); }, // Check if buildings-array is outdated checkBuildings() { let savedBuildings = JSON.parse(localStorage.getItem(this.storageNames.buildings)); if (!savedBuildings) { localStorage.setItem(this.storageNames.buildings, JSON.stringify(this.buildings)); } else if (savedBuildings.length !== this.buildings.length) { localStorage.setItem(this.storageNames.buildings, JSON.stringify(this.buildings)); this.sendInfo('Buildings have been resetted due to an important update.'); } }, // Save buildings with progress -> has to resetted while in beta via version saveBuildingsToStorage() { localStorage.setItem(this.storageNames.buildings, JSON.stringify(this.buildings)); }, loadBuildingsFromStorage() { let savedBuildings = JSON.parse(localStorage.getItem(this.storageNames.buildings)); if (savedBuildings) { savedBuildings.forEach((building) => { if (building.isOwned) { building.loader = 0; } if (building.hasMissingResources) { building.loader = 100; } if (building.level > building.maxLevel) { building.level = building.maxLevel; } }); this.buildings = savedBuildings; } }, // Save resources a user has saveResourcesToStorage() { localStorage.setItem(this.storageNames.resources, JSON.stringify(this.resources)); }, loadResourcesFromStorage: function () { let savedResources = JSON.parse(localStorage.getItem(this.storageNames.resources)); if (savedResources) { this.resources = savedResources; } }, // Resource-Management add(amount = 0, resource = 'gold') { switch (resource) { case 'wood': this.sendResourceMessage(amount, 'wood'); console.log(this.resources.wood.amount, amount); this.resources.wood.amount += amount; this.resources.wood.unlocked = true; break; case 'planks': this.sendResourceMessage(amount, 'planks'); this.resources.planks.amount += amount; this.resources.planks.unlocked = true; break; case 'stone': this.sendResourceMessage(amount, 'stone'); this.resources.stone.amount += amount; this.resources.stone.unlocked = true; break; case 'bricks': this.sendResourceMessage(amount, 'bricks'); this.resources.bricks.amount += amount; this.resources.bricks.unlocked = true; break; case 'coal': this.sendResourceMessage(amount, 'coal'); this.resources.coal.amount += amount; this.resources.coal.unlocked = true; break; case 'iron': this.sendResourceMessage(amount, 'iron'); this.resources.iron.amount += amount; this.resources.iron.unlocked = true; break; case 'corn': this.sendResourceMessage(amount, 'corn'); this.resources.corn.amount += amount; this.resources.corn.unlocked = true; break; case 'gold': this.sendResourceMessage(amount, 'gold'); this.resources.gold.amount += amount; this.resources.gold.unlocked = true; break; } this.$forceUpdate(); this.saveResourcesToStorage(); }, sub(amount = 0, resource = false) { this.resources.gold.amount -= amount; return this.saveResourcesToStorage(); }, // Buying & upgrading buildings + checks + interval-generators reloadBuildings() { let vue = this; this.buildings.forEach((building) => { if (building.isOwned && !building.hasMissingResources) { building.price = building.pricePerLevel[building.level -1]; building.amount = building.amountPerLevel[building.level -1]; building.interval = building.intervalPerLevel[building.level -1]; vue.initiateIntervals(building); } }); }, initiateIntervals(building) { building.intervalEarnID = setInterval(() => { if (building.requires) { if ( game.buildingHasEnoughResourcesToStart(building) ) { building.hasMissingResources = true; game.sendWarning(building.name + ' has stopped production of ' + building.resource + ' due to missing resources.') clearInterval(building.intervalLoadingID); game.saveBuildingsToStorage(); } else { building.hasMissingResources = false; game.sendWarning(building.name + ' has resumed production of ' + building.resource + '.') game.useRequiredResources(building); game.add(building.amount, building.resource); game.reloadSingleBuilding(building); } } else { game.add(building.amount, building.resource); } }, building.intervalInSeconds * 1000); if (this.buildingHasEnoughResourcesToStart(building)) { building.intervalLoadingID = setInterval(() => { if (building.loader < 100) { building.loader += 10; } else { building.loader = 10; } game.$forceUpdate() }, building.intervalInSeconds / 10 * 1000) } this.loadedIntervals.push(building.intervalEarnID, building.intervalLoadingID); }, buyBuilding(building) { if (this.resources.gold.amount >= building.price) { this.sub(building.price); building.isOwned = true; building.price = building.pricePerLevel[0]; building.amount = building.amountPerLevel[0]; building.interval = building.intervalPerLevel[0]; this.upgradeBuilding(building, true); this.saveBuildingsToStorage(); } else { this.sendWarning('Not enough gold'); } }, buyUpgrade(building) { if (building.level === building.maxLevel) { this.sendWarning('Already at MAX-Level'); return false; } if (this.resources.gold.amount >= building.price) { this.sub(building.price); this.upgradeBuilding(building); } else { this.sendWarning('Not enough gold'); } }, upgradeBuilding(building, first = false) { if (building.level < (building.maxLevel)) { building.level++; if (building.level === building.maxLevel) { building.isUpgradeable = false; } } else { building.isUpgradeable = false; this.sendWarning('Building is already at max-level.') return false; } building.price = building.pricePerLevel[building.level - 1]; building.amount = building.amountPerLevel[building.level - 1]; if (first === false) { building.intervalInSeconds = building.intervalPerLevel[building.level - 1]; } this.reloadSingleBuilding(building); this.saveBuildingsToStorage(); }, reloadSingleBuilding(building) { clearInterval(building.intervalEarnID); clearInterval(building.intervalLoadingID); building.loader = 0; this.initiateIntervals(building); }, buildingHasEnoughResourcesToStart(building) { if (building.requires) { return ( building.requires.wood > this.resources.wood.amount || building.requires.stone > this.resources.stone.amount || building.requires.iron > this.resources.iron.amount || building.requires.bricks > this.resources.bricks.amount || building.requires.coal > this.resources.coal.amount || building.requires.corn > this.resources.corn.amount ); } else { return true; } }, // Quests generateQuestWithRandomItems() { // defines the rates of possible amounts of resources for quests let possibleAmountsForQuest = [ 0, 0, 0, 0, 5, 10, 15, 20, 25, 30, 35, 5, 10, 15, 20, 25, 30, 35, 50 ]; let randomWood = 0; let randomStone = 0; let randomIron = 0; let randomBricks = 0; let randomCorn = 0; let randomCoal = 0; let randomPlanks = 0; let rewardSum = 0; if (this.resources.wood.unlocked > 0) { randomWood = this.getRandomElementForQuestResource(possibleAmountsForQuest); rewardSum += (randomWood * this.resources.wood.worth); } if (this.resources.stone.unlocked > 0) { randomStone = this.getRandomElementForQuestResource(possibleAmountsForQuest); rewardSum += (randomStone * this.resources.stone.worth); } if (this.resources.iron.unlocked > 0) { randomIron = this.getRandomElementForQuestResource(possibleAmountsForQuest); rewardSum += (randomIron * this.resources.iron.worth); } if (this.resources.bricks.unlocked > 0) { randomBricks = this.getRandomElementForQuestResource(possibleAmountsForQuest); rewardSum += (randomBricks * this.resources.bricks.worth); } if (this.resources.corn.unlocked > 0) { randomCorn = this.getRandomElementForQuestResource(possibleAmountsForQuest); rewardSum += (randomCorn * this.resources.corn.worth); } if (this.resources.coal.unlocked > 0) { randomCoal = this.getRandomElementForQuestResource(possibleAmountsForQuest); rewardSum += (randomCoal * this.resources.coal.worth); } if (this.resources.planks.unlocked > 0) { randomPlanks = this.getRandomElementForQuestResource(possibleAmountsForQuest); rewardSum += (randomPlanks * this.resources.planks.worth); } if (rewardSum > 0) { this.currentQuest = { wood: randomWood, planks: randomPlanks, stone: randomStone, coal: randomCoal, iron: randomIron, bricks: randomBricks, corn: randomCorn, reward: rewardSum }; } else { this.currentQuest = null; this.sendInfo('There are no quests available. Please try again.') } localStorage.setItem(this.storageNames.currentQuest, JSON.stringify(this.currentQuest)); return this.currentQuest; }, getRandomElementForQuestResource(possibleValues) { return possibleValues[Math.floor(Math.random() * possibleValues.length)]; }, isQuestRedeemable() { let enoughWood = this.resources.wood.amount >= this.currentQuest.wood; let enoughStone = this.resources.stone.amount >= this.currentQuest.stone; let enoughIron = this.resources.iron.amount >= this.currentQuest.iron; let enoughBricks = this.resources.bricks.amount >= this.currentQuest.bricks; let enoughCorn = this.resources.corn.amount >= this.currentQuest.corn; let enoughCoal = this.resources.coal.amount >= this.currentQuest.coal; if (enoughWood && enoughStone && enoughIron && enoughBricks && enoughCorn && enoughCoal) { return true; } else { return false; } }, redeemReward() { if (this.isQuestRedeemable()) { this.resources.gold.amount += this.currentQuest.reward; this.resources.wood.amount -= this.currentQuest.wood; this.resources.stone.amount -= this.currentQuest.stone; this.resources.iron.amount -= this.currentQuest.iron; this.resources.bricks.amount -= this.currentQuest.bricks; this.resources.corn.amount -= this.currentQuest.corn; this.resources.coal.amount -= this.currentQuest.coal; this.sendRewardMessage(this.currentQuest.reward); this.generateQuestWithRandomItems(); } else { this.sendWarning('Not enough resources to redeem reward.'); return false; } }, useRequiredResources(building) { this.resources.wood.amount -= (building.requires.wood ? building.requires.wood : 0); this.resources.stone.amount -= (building.requires.stone ? building.requires.stone : 0); this.resources.iron.amount -= (building.requires.iron ? building.requires.iron : 0); this.resources.bricks.amount -= (building.requires.bricks ? building.requires.bricks : 0); this.resources.corn.amount -= (building.requires.corn ? building.requires.corn : 0); this.resources.coal.amount -= (building.requires.coal ? building.requires.coal : 0); }, // Templating getFormattedNumber(value) { return value.toLocaleString('de-DE'); }, getResourceIconForBuilding(building) { return this.getResourceIcon(building.resource); }, getResourceIcon(resource) { return '' + resource + ''; }, getRequirementsText(building) { let requirementList = '
Uses'; requirementList += building.requires.wood ? ' ' + building.requires.wood + ' ' + this.getResourceIcon('wood') : ''; requirementList += building.requires.stone ? ' ' + building.requires.stone + ' ' + this.getResourceIcon('stone') : ''; requirementList += building.requires.iron ? ' ' + building.requires.iron + ' ' + this.getResourceIcon('iron') : ''; requirementList += building.requires.bricks ? ' ' + building.requires.bricks + ' ' + this.getResourceIcon('bricks') : ''; requirementList += building.requires.coal ? ' ' + building.requires.coal + ' ' + this.getResourceIcon('coal') : ''; requirementList += building.requires.corn ? ' ' + building.requires.corn + ' ' + this.getResourceIcon('corn') : ''; return requirementList + ' for ' + building.amount + ' ' + this.getResourceIconForBuilding(building); }, getColorForQuestResource(needed, has) { return (has >= needed) ? 'lightgreen' : 'red'; }, // Alerts sendRewardMessage(reward) { iziToast.show({ image: 'img/gold.png', color: 'green', message: 'You got a reward of ' + reward + ' gold!', position: 'bottomCenter', timeout: 1500, transitionIn: 'boundInRight', transitionInMobile: 'boundInRight' }); }, sendResourceMessage(amount, resource) { iziToast.show({ image: 'img/' + resource + '.png', theme: 'dark', position: 'bottomCenter', message: amount + ' ' + resource, timeout: 1000, transitionIn: 'boundInRight', transitionInMobile: 'boundInRight' }); }, sendNotification(message) { iziToast.show({ color: 'green', message: message, position: 'bottomCenter', transitionIn: 'boundInRight', transitionInMobile: 'boundInRight' }); }, sendSystemNotification(message) { iziToast.show({ color: 'red', message: message, position: 'topCenter', timeout: 7000, transitionIn: 'boundInRight', transitionInMobile: 'boundInRight' }); }, sendWarning(message) { iziToast.show({ color: 'red', message: message, position: 'bottomCenter', transitionIn: 'boundInRight', transitionInMobile: 'boundInRight' }); }, sendInfo(message) { iziToast.show({ color: 'blue', message: message, position: 'bottomCenter', transitionIn: 'boundInRight', transitionInMobile: 'boundInRight' }); }, reset(hard = false) { localStorage.removeItem('buildings' + this.version); localStorage.removeItem('currentQuest' + this.version); if (hard) { localStorage.removeItem('resources' + this.version); } location.reload(); } } });