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let game = new Vue({
el: '#root',
data: {
money: 0,
resources: {
wood: 50,
stone: 0,
iron: 0,
bricks: 0,
corn: 0
},
buildings: [
{
name: 'Bank',
resource: 'gold',
icon: 'medieval_largeCastle',
level: 1,
maxLevel: 20,
isOwned: true,
isUpgradeable: true,
amount: 100,
amountMultiplicator: 1.5,
intervalInSeconds: 30,
intervalMultiplicator: 1,
price: 1000,
priceMultiplicator: 10,
},
{
name: 'Lumberjack',
resource: 'wood',
icon: 'medieval_lumber',
level: 0,
maxLevel: 15,
isOwned: false,
isUpgradeable: true,
amount: 2,
amountMultiplicator: 1,
intervalInSeconds: 10,
intervalMultiplicator: 0.95,
price: 100,
priceMultiplicator: 2
},
{
name: 'Quarry',
resource: 'stone',
icon: 'medieval_mine',
level: 0,
maxLevel: 15,
isOwned: false,
isUpgradeable: true,
amount: 2,
amountMultiplicator: 1,
intervalInSeconds: 20,
intervalMultiplicator: 0.95,
price: 250,
priceMultiplicator: 2
},
{
name: 'Farm',
resource: 'corn',
icon: 'medieval_farm',
level: 0,
maxLevel: 25,
isOwned: false,
isUpgradeable: true,
amount: 5,
amountMultiplicator: 2,
price: 500,
priceMultiplicator: 2,
intervalInSeconds: 60,
intervalMultiplicator: 1
},
],
currentQuest: null,
loadedIntervals: []
},
created() {
this.money = this.getSavedMoney();
this.saveMoney();
this.loadResources();
this.loadBuildings();
this.reloadBuildings();
},
methods: {
saveMoney() {
localStorage.setItem('money', String(this.money));
return this.getSavedMoney();
},
getSavedMoney() {
this.money = Number(localStorage.getItem('money') ?? 0);
return this.money;
},
add(amount = 0, resource = 'gold') {
switch (resource) {
case 'wood':
this.resources.wood += amount;
break;
case 'stone':
this.resources.stone += amount;
break;
case 'corn':
this.resources.corn += amount;
break;
case 'gold':
this.money += amount;
break;
}
this.saveResources();
return this.saveMoney();
},
sub(amount = 0, resource = false) {
this.money -= amount;
return this.saveMoney();
},
getAmount() {
return this.money.toFixed(0);
},
getAmountFormatted() {
return Intl.NumberFormat('de-DE', {style: 'currency', currency: 'EUR'}).format(this.money);
},
reloadBuildings() {
this.killIntervals();
let game = this;
this.buildings.forEach((building) => {
if (building.isOwned) {
game.initiateIntervals(building);
}
});
},
initiateIntervals(building) {
building.intervalEarnID = setInterval(() => {
game.add(building.amount, building.resource);
}, building.intervalInSeconds * 1000);
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);
},
killIntervals() {
this.buildings.forEach((building) => {
building.loader = 0;
});
this.loadedIntervals.forEach((interval) => {
clearInterval(interval)
});
},
buyBuilding(building) {
if (this.money >= building.price) {
this.sub(building.price);
building.isOwned = true;
this.upgradeBuilding(building, true);
this.saveBuildings();
} else {
alert('Not enough money');
}
},
buyUpgrade(building) {
if (building.level === 'MAX') {
alert('Already at MAX-Level');
return false;
}
if (this.money >= building.price) {
this.sub(building.price);
this.upgradeBuilding(building);
} else {
alert('Not enough money');
}
},
upgradeBuilding(building, first = false) {
// this.killIntervals();
if (building.level < (building.maxLevel - 1)) {
building.level++;
} else {
building.level = 'MAX';
building.isUpgradeable = false;
}
building.price = Number(building.price * building.priceMultiplicator).toFixed(2);
if (first === false) {
building.intervalInSeconds = Number(building.intervalInSeconds * building.intervalMultiplicator).toFixed(2);
}
// this.reloadBuildings();
this.reloadSingleBuilding(building);
this.saveBuildings();
},
reloadSingleBuilding(building) {
clearInterval(building.intervalEarnID);
clearInterval(building.intervalLoadingID);
building.loader = 10;
this.initiateIntervals(building);
},
saveBuildings() {
localStorage.setItem('buildings', JSON.stringify(this.buildings));
},
loadBuildings: function () {
let savedBuildings = JSON.parse(localStorage.getItem('buildings'));
if (savedBuildings) {
this.buildings = savedBuildings;
}
},
saveResources() {
localStorage.setItem('resources', JSON.stringify(this.resources));
},
loadResources: function () {
let savedResources = JSON.parse(localStorage.getItem('resources'));
if (savedResources) {
this.resources = savedResources;
}
},
generateQuest() {
let possibleAmountsForQuest = [
0, 5, 10, 15, 20, 25, 30, 35
];
let randomWood = 0;
let randomStone = 0;
let randomIron = 0;
let randomBricks = 0;
let randomCorn = 0;
let rewardSum = 0;
if (this.resources.wood > 0) {
randomWood = this.getRandomElement(possibleAmountsForQuest);
rewardSum += (randomWood * 5);
}
if (this.resources.stone > 0) {
randomStone = this.getRandomElement(possibleAmountsForQuest);
rewardSum += (randomStone * 7);
}
if (this.resources.iron > 0) {
randomIron = this.getRandomElement(possibleAmountsForQuest);
rewardSum += (randomIron * 15);
}
if (this.resources.bricks > 0) {
randomBricks = this.getRandomElement(possibleAmountsForQuest);
rewardSum += (randomBricks * 25);
}
if (this.resources.corn > 0) {
randomCorn = this.getRandomElement(possibleAmountsForQuest);
rewardSum += (randomCorn * 30);
}
if (rewardSum > 0) {
this.currentQuest = {
wood: randomWood,
stone: randomStone,
iron: randomIron,
bricks: randomBricks,
corn: randomCorn,
reward: rewardSum
};
} else {
this.currentQuest = null;
}
return this.currentQuest;
},
getRandomElement(possibleValues) {
return possibleValues[Math.floor(Math.random() * possibleValues.length)];
},
isQuestRedeemable() {
return (
this.resources.wood >= this.currentQuest.wood &&
this.resources.stone >= this.currentQuest.stone &&
this.resources.iron >= this.currentQuest.iron &&
this.resources.bricks >= this.currentQuest.bricks &&
this.resources.corn >= this.currentQuest.corn
);
},
redeemReward() {
if (this.isQuestRedeemable()) {
this.money += this.currentQuest.reward;
this.resources.wood -= this.currentQuest.wood;
this.resources.stone -= this.currentQuest.stone;
this.resources.iron -= this.currentQuest.iron;
this.resources.bricks -= this.currentQuest.bricks;
this.resources.corn -= this.currentQuest.corn;
this.generateQuest();
} else {
return false;
}
}
},
});