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|
|
let game = new Vue({
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|
|
|
|
el: '#root',
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|
data: {
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|
money: 0,
|
|
|
|
|
loaded: false,
|
|
|
|
|
resources: {
|
|
|
|
|
wood: 50,
|
|
|
|
|
stone: 0,
|
|
|
|
|
iron: 0,
|
|
|
|
|
bricks: 0,
|
|
|
|
|
corn: 0,
|
|
|
|
|
coal: 0,
|
|
|
|
|
planks: 0
|
|
|
|
|
},
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|
|
|
|
buildings: [
|
|
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|
{
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|
name: 'Bank',
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|
|
resource: 'gold',
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|
|
|
icon: 'medieval_largeCastle',
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|
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|
|
level: 1,
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|
|
|
|
maxLevel: 20,
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|
|
|
|
isOwned: true,
|
|
|
|
|
isUpgradeable: true,
|
|
|
|
|
amount: 100,
|
|
|
|
|
amountMultiplicator: 1.5,
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|
|
|
|
intervalInSeconds: 30,
|
|
|
|
|
intervalMultiplicator: 1,
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|
|
|
|
price: 1000,
|
|
|
|
|
priceMultiplicator: 10,
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|
|
|
},
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|
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|
|
{
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|
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|
name: 'Lumberjack',
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resource: 'wood',
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|
icon: 'medieval_lumber',
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|
|
level: 0,
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|
|
|
|
maxLevel: 15,
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|
|
|
|
isOwned: false,
|
|
|
|
|
isUpgradeable: true,
|
|
|
|
|
amount: 2,
|
|
|
|
|
amountMultiplicator: 1,
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|
|
|
|
intervalInSeconds: 10,
|
|
|
|
|
intervalMultiplicator: 0.95,
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|
|
|
|
price: 100,
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|
|
|
|
priceMultiplicator: 2
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|
|
|
|
},
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|
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|
|
{
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|
|
name: 'Carpenter',
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|
|
resource: 'planks',
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|
|
icon: 'medieval_lumber',
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|
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|
|
level: 0,
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|
|
|
|
maxLevel: 15,
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|
|
|
|
isOwned: false,
|
|
|
|
|
isUpgradeable: true,
|
|
|
|
|
amount: 5,
|
|
|
|
|
amountMultiplicator: 1,
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|
|
|
|
intervalInSeconds: 25,
|
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|
|
|
intervalMultiplicator: 0.80,
|
|
|
|
|
price: 15000,
|
|
|
|
|
priceMultiplicator: 2,
|
|
|
|
|
hasRequirements: true,
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|
|
|
|
requires: {
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|
|
wood: 2
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|
|
|
}
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|
|
},
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|
|
{
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|
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|
|
name: 'Quarry',
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|
|
resource: 'stone',
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|
|
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: 'Coal Mine',
|
|
|
|
|
resource: 'coal',
|
|
|
|
|
icon: 'medieval_mine',
|
|
|
|
|
level: 0,
|
|
|
|
|
maxLevel: 15,
|
|
|
|
|
isOwned: false,
|
|
|
|
|
isUpgradeable: true,
|
|
|
|
|
amount: 2,
|
|
|
|
|
amountMultiplicator: 1,
|
|
|
|
|
intervalInSeconds: 20,
|
|
|
|
|
intervalMultiplicator: 0.95,
|
|
|
|
|
price: 600,
|
|
|
|
|
priceMultiplicator: 2
|
|
|
|
|
},
|
|
|
|
|
{
|
|
|
|
|
name: 'Blacksmith',
|
|
|
|
|
resource: 'iron',
|
|
|
|
|
icon: 'medieval_blacksmith',
|
|
|
|
|
level: 0,
|
|
|
|
|
maxLevel: 15,
|
|
|
|
|
isOwned: false,
|
|
|
|
|
isUpgradeable: true,
|
|
|
|
|
amount: 2,
|
|
|
|
|
amountMultiplicator: 3,
|
|
|
|
|
intervalInSeconds: 20,
|
|
|
|
|
intervalMultiplicator: 0.95,
|
|
|
|
|
price: 1000,
|
|
|
|
|
priceMultiplicator: 2.5,
|
|
|
|
|
hasRequirements: true,
|
|
|
|
|
requires: {
|
|
|
|
|
stone: 2,
|
|
|
|
|
coal: 1
|
|
|
|
|
}
|
|
|
|
|
},
|
|
|
|
|
{
|
|
|
|
|
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.checkBuildings();
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|
|
|
|
|
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|
|
this.money = this.getSavedMoney();
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|
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|
|
this.saveMoney();
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|
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|
|
this.loadResources();
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|
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|
|
this.currentQuest = JSON.parse(localStorage.getItem('currentQuest'));
|
|
|
|
|
|
|
|
|
|
this.loadBuildings();
|
|
|
|
|
this.reloadBuildings();
|
|
|
|
|
this.loaded = true;
|
|
|
|
|
},
|
|
|
|
|
methods: {
|
|
|
|
|
checkBuildings() {
|
|
|
|
|
let savedBuildings = JSON.parse(localStorage.getItem('buildings'));
|
|
|
|
|
|
|
|
|
|
if (savedBuildings.length !== this.buildings.length) {
|
|
|
|
|
localStorage.setItem('buildings', JSON.stringify(this.buildings));
|
|
|
|
|
alert('Buildings have been resetted due to an important update.')
|
|
|
|
|
}
|
|
|
|
|
},
|
|
|
|
|
|
|
|
|
|
saveMoney() {
|
|
|
|
|
localStorage.setItem('money', String(this.money));
|
|
|
|
|
return this.getSavedMoney();
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|
|
|
|
},
|
|
|
|
|
|
|
|
|
|
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;
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|
|
|
|
break;
|
|
|
|
|
case 'iron':
|
|
|
|
|
this.resources.iron = Number(this.resources.iron + amount);
|
|
|
|
|
break;
|
|
|
|
|
case 'bricks':
|
|
|
|
|
this.resources.bricks += amount;
|
|
|
|
|
break;
|
|
|
|
|
case 'corn':
|
|
|
|
|
this.resources.corn += amount;
|
|
|
|
|
break;
|
|
|
|
|
case 'coal':
|
|
|
|
|
this.resources.coal += amount;
|
|
|
|
|
break;
|
|
|
|
|
case 'planks':
|
|
|
|
|
this.resources.planks += 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);
|
|
|
|
|
},
|
|
|
|
|
|
|
|
|
|
reloadBuildings() {
|
|
|
|
|
let game = this;
|
|
|
|
|
this.buildings.forEach((building) => {
|
|
|
|
|
if (building.isOwned) {
|
|
|
|
|
game.initiateIntervals(building);
|
|
|
|
|
}
|
|
|
|
|
});
|
|
|
|
|
},
|
|
|
|
|
|
|
|
|
|
initiateIntervals(building) {
|
|
|
|
|
building.intervalEarnID = setInterval(() => {
|
|
|
|
|
if (building.requires) {
|
|
|
|
|
if (
|
|
|
|
|
building.requires.wood > game.resources.wood ||
|
|
|
|
|
building.requires.stone > game.resources.stone ||
|
|
|
|
|
building.requires.iron > game.resources.iron ||
|
|
|
|
|
building.requires.bricks > game.resources.bricks ||
|
|
|
|
|
building.requires.coal > game.resources.coal ||
|
|
|
|
|
building.requires.corn > game.resources.corn
|
|
|
|
|
) {
|
|
|
|
|
building.hasMissingResources = true;
|
|
|
|
|
clearInterval(building.intervalLoadingID);
|
|
|
|
|
} else {
|
|
|
|
|
building.hasMissingResources = false;
|
|
|
|
|
game.useRequiredResources(building);
|
|
|
|
|
game.add(building.amount, building.resource);
|
|
|
|
|
game.reloadSingleBuilding(building);
|
|
|
|
|
}
|
|
|
|
|
} else {
|
|
|
|
|
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);
|
|
|
|
|
},
|
|
|
|
|
|
|
|
|
|
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) {
|
|
|
|
|
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.amount = building.amount * building.amountMultiplicator;
|
|
|
|
|
building.intervalInSeconds = Number(building.intervalInSeconds * building.intervalMultiplicator).toFixed(2);
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
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, 0, 0, 5, 10, 15, 20, 25, 30, 35
|
|
|
|
|
];
|
|
|
|
|
|
|
|
|
|
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 > 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 * 200);
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
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 (this.resources.coal > 0) {
|
|
|
|
|
randomCoal = this.getRandomElement(possibleAmountsForQuest);
|
|
|
|
|
rewardSum += (randomCoal * 10);
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
if (this.resources.planks > 0) {
|
|
|
|
|
randomPlanks = this.getRandomElement(possibleAmountsForQuest);
|
|
|
|
|
rewardSum += (randomPlanks * 5);
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
if (rewardSum > 0) {
|
|
|
|
|
this.currentQuest = {
|
|
|
|
|
wood: randomWood,
|
|
|
|
|
stone: randomStone,
|
|
|
|
|
iron: randomIron,
|
|
|
|
|
bricks: randomBricks,
|
|
|
|
|
corn: randomCorn,
|
|
|
|
|
coal: randomCoal,
|
|
|
|
|
planks: randomPlanks,
|
|
|
|
|
reward: rewardSum
|
|
|
|
|
};
|
|
|
|
|
} else {
|
|
|
|
|
this.currentQuest = null;
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
localStorage.setItem('currentQuest', JSON.stringify(this.currentQuest));
|
|
|
|
|
console.log('New Quest:', this.currentQuest);
|
|
|
|
|
return this.currentQuest;
|
|
|
|
|
},
|
|
|
|
|
|
|
|
|
|
getRandomElement(possibleValues) {
|
|
|
|
|
return possibleValues[Math.floor(Math.random() * possibleValues.length)];
|
|
|
|
|
},
|
|
|
|
|
|
|
|
|
|
isQuestRedeemable() {
|
|
|
|
|
console.log(this.resources.wood + ' wood available');
|
|
|
|
|
console.log(this.currentQuest.wood + ' wood needed in quest');
|
|
|
|
|
console.log(this.resources.wood >= this.currentQuest.wood);
|
|
|
|
|
console.log(this.resources.stone + ' stone available');
|
|
|
|
|
console.log(this.currentQuest.stone + ' wood needed in quest');
|
|
|
|
|
console.log(this.resources.stone >= this.currentQuest.stone);
|
|
|
|
|
console.log(this.resources.iron + ' iron available');
|
|
|
|
|
console.log(this.currentQuest.iron + ' wood needed in quest');
|
|
|
|
|
console.log(this.resources.iron >= this.currentQuest.iron);
|
|
|
|
|
console.log(this.resources.bricks + ' bricks available');
|
|
|
|
|
console.log(this.currentQuest.bricks + ' wood needed in quest');
|
|
|
|
|
console.log(this.resources.bricks >= this.currentQuest.bricks);
|
|
|
|
|
console.log(this.resources.corn + ' corn available');
|
|
|
|
|
console.log(this.currentQuest.corn + ' wood needed in quest');
|
|
|
|
|
console.log(this.resources.corn >= this.currentQuest.corn);
|
|
|
|
|
console.log(this.resources.coal + ' coal available');
|
|
|
|
|
console.log(this.currentQuest.coal + ' wood needed in quest');
|
|
|
|
|
console.log(this.resources.coal >= this.currentQuest.coal);
|
|
|
|
|
|
|
|
|
|
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 &&
|
|
|
|
|
this.resources.coal >= this.currentQuest.coal
|
|
|
|
|
);
|
|
|
|
|
},
|
|
|
|
|
|
|
|
|
|
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.resources.coal -= this.currentQuest.coal;
|
|
|
|
|
|
|
|
|
|
this.generateQuest();
|
|
|
|
|
} else {
|
|
|
|
|
return false;
|
|
|
|
|
}
|
|
|
|
|
},
|
|
|
|
|
|
|
|
|
|
useRequiredResources(building) {
|
|
|
|
|
this.resources.wood -= building.requires.wood;
|
|
|
|
|
this.resources.stone -= building.requires.stone;
|
|
|
|
|
this.resources.iron -= building.requires.iron;
|
|
|
|
|
this.resources.bricks -= building.requires.bricks;
|
|
|
|
|
this.resources.corn -= building.requires.corn;
|
|
|
|
|
this.resources.coal -= building.requires.coal;
|
|
|
|
|
},
|
|
|
|
|
|
|
|
|
|
getResourceIconForBuilding(building) {
|
|
|
|
|
return this.getResourceIcon(building.resource);
|
|
|
|
|
},
|
|
|
|
|
|
|
|
|
|
getResourceIcon(resource) {
|
|
|
|
|
return '<img class="resource-icon" src="img/' + resource + '.png" title="' + resource + '" alt="' + resource + '">';
|
|
|
|
|
},
|
|
|
|
|
|
|
|
|
|
getRequirementsForProduction(building) {
|
|
|
|
|
let requirementList = '<br/>Uses';
|
|
|
|
|
|
|
|
|
|
if (building.requires.wood) {
|
|
|
|
|
requirementList += ' ' + building.requires.wood + ' ' + this.getResourceIcon('wood');
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
if (building.requires.stone) {
|
|
|
|
|
requirementList += ' ' + building.requires.stone + ' ' + this.getResourceIcon('stone');
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
if (building.requires.coal) {
|
|
|
|
|
requirementList += ' ' + building.requires.coal + ' ' + this.getResourceIcon('coal');
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
if (building.requires.iron) {
|
|
|
|
|
requirementList += ' ' + building.requires.iron + ' ' + this.getResourceIcon('iron');
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
return requirementList + ' / ' + building.amount + ' ' + this.getResourceIconForBuilding(building);
|
|
|
|
|
}
|
|
|
|
|
},
|
|
|
|
|
});
|