diff options
author | Mark Powers <markppowers0@gmail.com> | 2020-05-23 20:52:57 -0500 |
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committer | Mark Powers <markppowers0@gmail.com> | 2020-05-23 20:52:57 -0500 |
commit | b6d40fa3776b33a03f8f40636a35a967873fc97b (patch) | |
tree | 9d777e363363c150290733dbf5613df4306e7c21 /src/sim/index.html | |
parent | b5de6d44e0f291f6fcbe035f4a15edcab1491aad (diff) |
Make sim an idle game
Diffstat (limited to 'src/sim/index.html')
-rw-r--r-- | src/sim/index.html | 119 |
1 files changed, 55 insertions, 64 deletions
diff --git a/src/sim/index.html b/src/sim/index.html index b9330e0..c3f7926 100644 --- a/src/sim/index.html +++ b/src/sim/index.html @@ -8,16 +8,19 @@ <link rel="stylesheet" type="text/css" href="/sim/styles.css"> </head> -<body style="padding:0; margin:0; overflow:hidden;"> +<body style="padding:0; margin:0;"> <div> <div>Population: <span id="population"></span></div> <div>Gold: <span id="gold"></span></div> <div>Resources: <span id="resources"></span></div> - <button onclick="status = ''; update()">Update</button> + <!-- <button onclick="update()">Update</button> --> + </div> + <div style="display: flex"> + <canvas style="padding: 1em;" id="canvas"></canvas> + <p>Towns create population, Mountains mine gold, Forests farm resources</p> </div> - <canvas id="canvas"></canvas> - <div id="status"></div> <div id="shopDiv"></div> + <div style="overflow: scroll; height: 10em; border: 1px solid black"><ul id="status"></ul></div> <script src="/highscore.js"></script> <script src="/sim/tiles.js"></script> <script src="/sim/items.js"></script> @@ -25,23 +28,15 @@ var score; var username = undefined - var populationEl = document.getElementById("population") - var goldEl = document.getElementById("gold") - var shopEl = document.getElementById("shopDiv") - var statusEl = document.getElementById("status") - var resourceEl = document.getElementById("resources") - - var population, gold, resources; + var game var shopItems = []; - var queuedTile var width = 10 var height = 10 var tileSize = 40; - var status = "" var t - var eventQueue + var eventQueue, messages, bindings var level window.onload = function () { @@ -56,20 +51,39 @@ } function init() { score = 0 - level = [] + + game = {} + game.population = 10 + game.gold = 5 + game.resources = 0 + game.level = [] for (var i = 0; i < width; i++) { var row = [] for (var j = 0; j < height; j++) { row.push(undefined) } - level.push(row) + game.level.push(row) } - level[Math.floor(width / 2)][Math.floor(height / 2)] = new Town() + game.level[Math.floor(width / 2)][Math.floor(height / 2)] = new Town() + + messages = [] - population = 10 - gold = 5 - resources = 0 + bindings = [] + bindTo(document.getElementById("population"), () => Math.floor(game.population)) + bindTo(document.getElementById("gold"), () => Math.floor(game.gold)) + bindTo(document.getElementById("resources"), () => Math.floor(game.resources)) + var statusEl = document.getElementById('status') + bindTo(statusEl, ()=>{ + if(messages.length > 0){ + var string = "<li>" + messages.join("</li><li>") + "</li>" + messages = [] + statusEl.scrollTop = 0 + return string + statusEl.innerHTML + } else { + return statusEl.innerHTML + } + }); t = 0 eventQueue = { @@ -79,12 +93,14 @@ 30: getScout(), } addShopItem(getScout()) + + gameInterval = setInterval(update, 1000) } function draw() { ctx.fillStyle = "#009900" ctx.fillRect(0, 0, width * tileSize, height * tileSize) for (var i = 0; i < width; i++) { - var row = level[i] + var row = game.level[i] for (var j = 0; j < height; j++) { if (row[j]) { row[j].draw(i, j, tileSize) @@ -103,80 +119,55 @@ ctx.lineTo(i * tileSize, tileSize * height) ctx.stroke() } - - populationEl.innerText = population - goldEl.innerText = gold - statusEl.innerText = status - resourceEl.innerText = resources } function update() { t++ for (var i = 0; i < width; i++) { - var row = level[i] + var row = game.level[i] for (var j = 0; j < height; j++) { if (row[j]) { - processUpdate(row[j].update()) + row[j].update(game) } } } - if(eventQueue[t]){ + if (eventQueue[t]) { addShopItem(eventQueue[t]) } - + applyBindings() draw() } function keyPush(e) { - status = "" - update() } function mouseClick(e) { - if(queuedTile){ - var x = Math.floor((e.x - canvas.offsetLeft) / tileSize) - var y = Math.floor((e.y - canvas.offsetTop) / tileSize) - if(x < 0 || width <= x || y < 0 || height <= y){ - return - } - if(level[x][y] == undefined){ - level[x][y] = queuedTile - status = `You placed the ${queuedTile.name}` - queuedTile = undefined - } else { - status = `You cannot place a tile there.` - } - update() - } } - function addShopItem(item){ + function addShopItem(item) { shopItems.push(item) var newButton = document.createElement("button") newButton.innerText = item.text + ": " + item.cost newButton.id = item.id - newButton.onclick = function(){ - if(item.cost <= gold){ + newButton.onclick = function () { + if (item.cost <= game.gold) { shopItems = shopItems.filter(it => it.id != item.id) shopDiv.removeChild(newButton) - gold -= item.cost - processUpdate(item.callback()) + game.gold -= item.cost + item.callback(game) } else { - status = "not enough gold" + message.push("not enough gold") } update() } shopDiv.appendChild(newButton) update() } - function processUpdate(response){ - if(response.tile){ - queuedTile = response.tile - } else if(response.gold){ - gold += response.gold - } else if(response.population){ - population += response.population - } else if(response.resources){ - resources += response.resources - } - } + function bindTo(element, callback) { + bindings.push([element, callback]) + } + function applyBindings() { + bindings.forEach(binding => { + binding[0].innerHTML = binding[1]() + }) + } </script> </body> |