Upload files to "js"
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92
js/terrain.js
Normal file
92
js/terrain.js
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// Terrain Management
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const Terrain = {
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// Map data
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tiles: [],
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// Initialize terrain
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init() {
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this.generate();
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},
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// Generate new map
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generate() {
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this.tiles = [];
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for (let y = 0; y < CONFIG.MAP_HEIGHT; y++) {
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this.tiles[y] = [];
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for (let x = 0; x < CONFIG.MAP_WIDTH; x++) {
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this.tiles[y][x] = {
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type: 'grass',
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resource: null,
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amount: 0
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};
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}
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}
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// Generate resource patches
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this.generatePatch(20, 20, 8, 'iron', 5000);
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this.generatePatch(35, 15, 6, 'iron', 4000);
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this.generatePatch(60, 30, 7, 'iron', 4500);
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this.generatePatch(15, 35, 7, 'copper', 4500);
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this.generatePatch(40, 45, 6, 'copper', 4000);
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this.generatePatch(70, 50, 6, 'copper', 4000);
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this.generatePatch(50, 25, 5, 'coal', 3000);
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this.generatePatch(25, 55, 5, 'coal', 3000);
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this.generatePatch(65, 15, 4, 'coal', 2500);
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},
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// Generate a resource patch
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generatePatch(cx, cy, radius, type, amount) {
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for (let dy = -radius; dy <= radius; dy++) {
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for (let dx = -radius; dx <= radius; dx++) {
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const dist = Math.sqrt(dx * dx + dy * dy);
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if (dist <= radius && Math.random() > dist / radius * 0.5) {
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const x = cx + dx;
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const y = cy + dy;
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if (Utils.inBounds(x, y)) {
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this.tiles[y][x].resource = type;
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this.tiles[y][x].amount = Math.floor(amount * (1 - dist / radius * 0.5));
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}
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}
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}
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}
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},
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// Get tile at position
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getTile(x, y) {
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if (!Utils.inBounds(x, y)) return null;
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return this.tiles[y][x];
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},
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// Mine from a tile (returns resource type or null)
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mine(x, y, amount = 1) {
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const tile = this.getTile(x, y);
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if (!tile || !tile.resource || tile.amount <= 0) return null;
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const resourceType = tile.resource;
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const mined = Math.min(amount, tile.amount);
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tile.amount -= mined;
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if (tile.amount <= 0) {
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tile.resource = null;
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tile.amount = 0;
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}
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return { type: resourceType, amount: mined };
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},
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// Check if tile has resource
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hasResource(x, y) {
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const tile = this.getTile(x, y);
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return tile && tile.resource && tile.amount > 0;
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},
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// Get all tiles data for saving
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getData() {
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return this.tiles.map(row => row.map(t => ({ ...t })));
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},
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// Load tiles data
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setData(data) {
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this.tiles = data.map(row => row.map(t => ({ ...t })));
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}
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};
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313
js/towers.js
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313
js/towers.js
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@@ -0,0 +1,313 @@
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// Defense Tower System
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const Towers = {
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list: [],
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projectiles: [],
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// Tower types
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TYPES: {
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'gun_turret': {
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name: 'Gun Turret',
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description: 'Rapid-fire bullets',
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health: 200,
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maxHealth: 200,
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range: 200,
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damage: 15,
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fireRate: 4, // shots per second
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projectileSpeed: 500,
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projectileColor: '#ffcc00',
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cost: { 'iron-plate': 20, 'gear': 10 },
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color: '#888899',
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colorDark: '#555566'
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},
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'flame_turret': {
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name: 'Flame Turret',
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description: 'Short range, high damage, burns',
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health: 150,
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maxHealth: 150,
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range: 120,
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damage: 40,
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fireRate: 2,
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burnDamage: 10,
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burnDuration: 3,
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projectileSpeed: 300,
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projectileColor: '#ff6600',
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cost: { 'iron-plate': 15, 'copper-plate': 20, 'coal': 50 },
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color: '#cc4400',
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colorDark: '#882200'
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},
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'laser_turret': {
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name: 'Laser Turret',
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description: 'Long range, high damage',
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health: 100,
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maxHealth: 100,
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range: 350,
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damage: 50,
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fireRate: 1,
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projectileSpeed: 1000,
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projectileColor: '#ff0000',
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cost: { 'iron-plate': 30, 'copper-plate': 30, 'circuit': 20 },
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color: '#cc0044',
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colorDark: '#880022'
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},
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'tesla_turret': {
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name: 'Tesla Coil',
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description: 'Chain lightning to multiple enemies',
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health: 120,
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maxHealth: 120,
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range: 180,
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damage: 25,
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fireRate: 0.8,
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chainCount: 3,
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chainRange: 100,
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projectileSpeed: 800,
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projectileColor: '#44aaff',
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cost: { 'iron-plate': 25, 'copper-plate': 50, 'circuit': 15 },
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color: '#2266aa',
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colorDark: '#113366'
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},
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'cannon_turret': {
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name: 'Cannon',
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description: 'Slow, explosive AoE damage',
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health: 300,
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maxHealth: 300,
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range: 280,
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damage: 100,
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fireRate: 0.5,
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splashRadius: 80,
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projectileSpeed: 250,
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projectileColor: '#333333',
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cost: { 'iron-plate': 50, 'gear': 20, 'coal': 30 },
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color: '#444455',
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colorDark: '#222233'
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}
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},
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// Initialize
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init() {
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this.list = [];
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this.projectiles = [];
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},
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// Check if can place tower
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canPlace(type, x, y) {
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// Check bounds
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if (!Utils.inBounds(x, y)) return false;
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// Check collision with buildings
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if (Buildings.getAt(x, y)) return false;
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// Check collision with other towers
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if (this.getAt(x, y)) return false;
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// Check cost
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const towerType = this.TYPES[type];
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if (!Resources.canAfford(towerType.cost)) return false;
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return true;
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},
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// Place a tower
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place(type, x, y) {
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if (!this.canPlace(type, x, y)) {
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Audio.playError();
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return false;
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}
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const towerType = this.TYPES[type];
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Resources.payCost(towerType.cost);
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this.list.push({
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type,
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x,
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y,
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health: towerType.maxHealth,
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maxHealth: towerType.maxHealth,
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cooldown: 0,
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angle: 0,
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target: null
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});
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Audio.playPlace();
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return true;
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},
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// Remove a tower
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remove(x, y) {
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const tower = this.getAt(x, y);
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if (!tower) return false;
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const idx = this.list.indexOf(tower);
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if (idx !== -1) {
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this.list.splice(idx, 1);
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// Refund half
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const towerType = this.TYPES[tower.type];
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Resources.refundHalf(towerType.cost);
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Audio.playDelete();
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return true;
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}
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return false;
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},
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// Get tower at position
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getAt(x, y) {
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return this.list.find(t => t.x === x && t.y === y);
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},
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// Update all towers
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update(dt) {
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// Update towers
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this.list.forEach(tower => this.updateTower(tower, dt));
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// Update projectiles
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for (let i = this.projectiles.length - 1; i >= 0; i--) {
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const proj = this.projectiles[i];
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this.updateProjectile(proj, dt);
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// Remove dead projectiles
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if (proj.dead) {
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this.projectiles.splice(i, 1);
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}
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}
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},
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// Update single tower
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updateTower(tower, dt) {
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const type = this.TYPES[tower.type];
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const towerX = (tower.x + 0.5) * CONFIG.TILE_SIZE;
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const towerY = (tower.y + 0.5) * CONFIG.TILE_SIZE;
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// Reduce cooldown
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tower.cooldown = Math.max(0, tower.cooldown - dt);
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// Find target
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const target = Enemies.getNearest(towerX, towerY, type.range);
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tower.target = target;
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if (target) {
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// Rotate toward target
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const dx = target.x - towerX;
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const dy = target.y - towerY;
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tower.angle = Math.atan2(dy, dx);
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// Fire if ready
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if (tower.cooldown <= 0) {
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tower.cooldown = 1 / type.fireRate;
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this.fire(tower, target);
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}
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}
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},
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// Fire at target
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fire(tower, target) {
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const type = this.TYPES[tower.type];
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const startX = (tower.x + 0.5) * CONFIG.TILE_SIZE;
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const startY = (tower.y + 0.5) * CONFIG.TILE_SIZE;
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this.projectiles.push({
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towerType: tower.type,
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x: startX,
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y: startY,
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targetX: target.x,
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targetY: target.y,
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target: target,
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speed: type.projectileSpeed,
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damage: type.damage,
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color: type.projectileColor,
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splashRadius: type.splashRadius || 0,
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chainCount: type.chainCount || 0,
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chainRange: type.chainRange || 0,
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burnDamage: type.burnDamage || 0,
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burnDuration: type.burnDuration || 0
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});
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// Visual feedback
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tower.firing = true;
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setTimeout(() => tower.firing = false, 50);
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// Sound
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Audio.playShoot(tower.type);
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},
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// Update projectile
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updateProjectile(proj, dt) {
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const dx = proj.targetX - proj.x;
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const dy = proj.targetY - proj.y;
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const dist = Math.sqrt(dx * dx + dy * dy);
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if (dist < 10) {
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// Hit target
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this.projectileHit(proj);
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proj.dead = true;
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} else {
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// Move toward target
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const moveX = (dx / dist) * proj.speed * dt;
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const moveY = (dy / dist) * proj.speed * dt;
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proj.x += moveX;
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proj.y += moveY;
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}
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// Timeout
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proj.lifetime = (proj.lifetime || 0) + dt;
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if (proj.lifetime > 5) proj.dead = true;
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},
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// Projectile hits
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projectileHit(proj) {
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// Splash damage
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if (proj.splashRadius > 0) {
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const enemies = Enemies.getInRadius(proj.targetX, proj.targetY, proj.splashRadius);
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enemies.forEach(e => {
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Enemies.damage(e, proj.damage);
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});
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Audio.playExplosion();
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} else if (proj.chainCount > 0) {
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// Chain lightning
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let targets = [proj.target];
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let lastTarget = proj.target;
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for (let i = 0; i < proj.chainCount; i++) {
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const nearby = Enemies.getInRadius(lastTarget.x, lastTarget.y, proj.chainRange)
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.filter(e => !targets.includes(e));
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if (nearby.length > 0) {
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const next = nearby[0];
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targets.push(next);
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lastTarget = next;
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}
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}
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targets.forEach(e => {
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Enemies.damage(e, proj.damage);
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});
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// Store chain for rendering
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proj.chainTargets = targets;
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} else {
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// Single target
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if (proj.target && proj.target.health > 0) {
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Enemies.damage(proj.target, proj.damage);
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// Apply burn
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if (proj.burnDamage > 0) {
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proj.target.burning = {
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damage: proj.burnDamage,
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duration: proj.burnDuration
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};
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}
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}
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}
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},
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// Get data for saving
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getData() {
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return {
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list: this.list.map(t => ({ ...t, target: null })),
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projectiles: [] // Don't save projectiles
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};
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},
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// Load data
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setData(data) {
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this.list = data.list?.map(t => ({ ...t })) || [];
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this.projectiles = [];
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}
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};
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525
js/ui.js
Normal file
525
js/ui.js
Normal file
@@ -0,0 +1,525 @@
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// UI Management
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const UI = {
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tooltip: null,
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recipeSelect: null,
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selectedBuilding: null,
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// Initialize UI
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init() {
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this.tooltip = document.getElementById('tooltip');
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this.recipeSelect = document.getElementById('recipe-select');
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this.createResourceBar();
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this.createToolbar();
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this.setupEventListeners();
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},
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// Create resource bar
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createResourceBar() {
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const container = document.getElementById('resource-bar');
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container.innerHTML = CONFIG.RESOURCE_ORDER.map(res => `
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<div class="resource">
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<div class="resource-icon ${res}"></div>
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<span>${CONFIG.RESOURCE_NAMES[res].split(' ')[0]}: <span id="res-${res}">0</span></span>
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</div>
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`).join('');
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},
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// Create toolbar
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createToolbar() {
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const toolbar = document.getElementById('toolbar');
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toolbar.innerHTML = `
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<h3 data-category="tools">Tools</h3>
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<div class="tool-category" id="cat-tools">
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<button class="tool-btn active" data-tool="select">
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<div class="icon select">🖱</div>
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<div class="tool-info">
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<div class="name">Select</div>
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<div class="cost">View & interact</div>
|
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<div class="hotkey">[Q]</div>
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</div>
|
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</button>
|
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<button class="tool-btn" data-tool="delete">
|
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<div class="icon delete">✕</div>
|
||||
<div class="tool-info">
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<div class="name">Demolish</div>
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<div class="cost">Remove buildings</div>
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<div class="hotkey">[X]</div>
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</div>
|
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</button>
|
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<button class="tool-btn" data-tool="mine">
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<div class="icon mine">⛏</div>
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<div class="tool-info">
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<div class="name">Hand Mine</div>
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<div class="cost">Click on ore</div>
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<div class="hotkey">[E]</div>
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</div>
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</button>
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||||
</div>
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||||
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<h3 data-category="extraction">Extraction</h3>
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||||
<div class="tool-category" id="cat-extraction">
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<button class="tool-btn" data-tool="miner">
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<div class="icon miner">⛏</div>
|
||||
<div class="tool-info">
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||||
<div class="name">Miner</div>
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<div class="cost">10 iron plates</div>
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<div class="hotkey">[1]</div>
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</div>
|
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</button>
|
||||
</div>
|
||||
|
||||
<h3 data-category="logistics">Logistics</h3>
|
||||
<div class="tool-category" id="cat-logistics">
|
||||
<button class="tool-btn" data-tool="belt">
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<div class="icon belt">→</div>
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<div class="tool-info">
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<div class="name">Belt</div>
|
||||
<div class="cost">1 iron plate</div>
|
||||
<div class="hotkey">[2]</div>
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</div>
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</button>
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<button class="tool-btn" data-tool="inserter">
|
||||
<div class="icon inserter">⤵</div>
|
||||
<div class="tool-info">
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||||
<div class="name">Inserter</div>
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<div class="cost">2 iron, 1 gear</div>
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||||
<div class="hotkey">[3]</div>
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||||
</div>
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</button>
|
||||
<button class="tool-btn" data-tool="chest">
|
||||
<div class="icon chest">📦</div>
|
||||
<div class="tool-info">
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||||
<div class="name">Chest</div>
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<div class="cost">5 iron plates</div>
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<div class="hotkey">[4]</div>
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||||
</div>
|
||||
</button>
|
||||
</div>
|
||||
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||||
<h3 data-category="production">Production</h3>
|
||||
<div class="tool-category" id="cat-production">
|
||||
<button class="tool-btn" data-tool="furnace">
|
||||
<div class="icon furnace">🔥</div>
|
||||
<div class="tool-info">
|
||||
<div class="name">Furnace</div>
|
||||
<div class="cost">10 iron ore</div>
|
||||
<div class="hotkey">[5]</div>
|
||||
</div>
|
||||
</button>
|
||||
<button class="tool-btn" data-tool="assembler">
|
||||
<div class="icon assembler">⚙</div>
|
||||
<div class="tool-info">
|
||||
<div class="name">Assembler</div>
|
||||
<div class="cost">5 iron, 3 gears</div>
|
||||
<div class="hotkey">[6]</div>
|
||||
</div>
|
||||
</button>
|
||||
</div>
|
||||
|
||||
<h3 data-category="defense">Defense</h3>
|
||||
<div class="tool-category" id="cat-defense">
|
||||
<button class="tool-btn" data-tool="gun_turret">
|
||||
<div class="icon gun_turret">🔫</div>
|
||||
<div class="tool-info">
|
||||
<div class="name">Gun Turret</div>
|
||||
<div class="cost">20 iron, 10 gear</div>
|
||||
<div class="hotkey">[7]</div>
|
||||
</div>
|
||||
</button>
|
||||
<button class="tool-btn" data-tool="flame_turret">
|
||||
<div class="icon flame_turret">🔥</div>
|
||||
<div class="tool-info">
|
||||
<div class="name">Flame Turret</div>
|
||||
<div class="cost">15i, 20c, 50 coal</div>
|
||||
<div class="hotkey">[8]</div>
|
||||
</div>
|
||||
</button>
|
||||
<button class="tool-btn" data-tool="laser_turret">
|
||||
<div class="icon laser_turret">⚡</div>
|
||||
<div class="tool-info">
|
||||
<div class="name">Laser Turret</div>
|
||||
<div class="cost">30i, 30c, 20 circuit</div>
|
||||
<div class="hotkey">[9]</div>
|
||||
</div>
|
||||
</button>
|
||||
<button class="tool-btn" data-tool="tesla_turret">
|
||||
<div class="icon tesla_turret">⚡</div>
|
||||
<div class="tool-info">
|
||||
<div class="name">Tesla Coil</div>
|
||||
<div class="cost">25i, 50c, 15 circuit</div>
|
||||
<div class="hotkey">[0]</div>
|
||||
</div>
|
||||
</button>
|
||||
<button class="tool-btn" data-tool="cannon_turret">
|
||||
<div class="icon cannon_turret">💣</div>
|
||||
<div class="tool-info">
|
||||
<div class="name">Cannon</div>
|
||||
<div class="cost">50i, 20 gear, 30 coal</div>
|
||||
<div class="hotkey">[-]</div>
|
||||
</div>
|
||||
</button>
|
||||
</div>
|
||||
|
||||
<h3 data-category="speed">Game Speed</h3>
|
||||
<div class="tool-category" id="cat-speed">
|
||||
<div class="game-speed">
|
||||
<button class="speed-btn" data-speed="0.5">0.5x</button>
|
||||
<button class="speed-btn active" data-speed="1">1x</button>
|
||||
<button class="speed-btn" data-speed="2">2x</button>
|
||||
<button class="speed-btn" data-speed="4">4x</button>
|
||||
</div>
|
||||
</div>
|
||||
|
||||
<div class="instructions">
|
||||
<strong>Controls:</strong><br>
|
||||
<kbd>R</kbd> Rotate | <kbd>E</kbd> Mine<br>
|
||||
<kbd>WASD</kbd> Pan | <kbd>Scroll</kbd> Zoom<br>
|
||||
<strong>Dev:</strong> <kbd>\`</kbd> Toggle<br>
|
||||
<kbd>F1</kbd> Wave <kbd>F2</kbd> Kill <kbd>F3</kbd> Res
|
||||
</div>
|
||||
`;
|
||||
|
||||
// Category collapse handlers
|
||||
toolbar.querySelectorAll('h3[data-category]').forEach(header => {
|
||||
header.addEventListener('click', () => {
|
||||
Audio.playUIClick();
|
||||
header.classList.toggle('collapsed');
|
||||
const category = document.getElementById('cat-' + header.dataset.category);
|
||||
if (category) {
|
||||
category.classList.toggle('collapsed');
|
||||
}
|
||||
});
|
||||
});
|
||||
|
||||
// Tool button handlers
|
||||
toolbar.querySelectorAll('.tool-btn').forEach(btn => {
|
||||
btn.addEventListener('click', () => {
|
||||
Audio.playUIClick();
|
||||
Input.selectTool(btn.dataset.tool);
|
||||
});
|
||||
});
|
||||
|
||||
// Speed button handlers
|
||||
toolbar.querySelectorAll('.speed-btn').forEach(btn => {
|
||||
btn.addEventListener('click', () => {
|
||||
Audio.playUIClick();
|
||||
Simulation.setSpeed(parseFloat(btn.dataset.speed));
|
||||
toolbar.querySelectorAll('.speed-btn').forEach(b => b.classList.remove('active'));
|
||||
btn.classList.add('active');
|
||||
});
|
||||
});
|
||||
|
||||
// Create wave indicator
|
||||
this.createWaveIndicator();
|
||||
|
||||
// Create minimap
|
||||
this.createMinimap();
|
||||
|
||||
// Create sound toggle
|
||||
this.createSoundToggle();
|
||||
},
|
||||
|
||||
// Create wave indicator element
|
||||
createWaveIndicator() {
|
||||
const indicator = document.createElement('div');
|
||||
indicator.id = 'wave-indicator';
|
||||
indicator.className = 'wave-indicator peaceful';
|
||||
indicator.innerHTML = `
|
||||
<div class="wave-title">Peaceful</div>
|
||||
<div class="wave-info">Next wave in: --:--</div>
|
||||
`;
|
||||
document.querySelector('.canvas-container').appendChild(indicator);
|
||||
},
|
||||
|
||||
// Create minimap
|
||||
createMinimap() {
|
||||
const container = document.createElement('div');
|
||||
container.className = 'minimap-container';
|
||||
container.innerHTML = `
|
||||
<div class="minimap-header">
|
||||
<span>MINIMAP</span>
|
||||
</div>
|
||||
<canvas id="minimap" width="150" height="150"></canvas>
|
||||
`;
|
||||
document.querySelector('.canvas-container').appendChild(container);
|
||||
|
||||
// Click to navigate
|
||||
const minimap = document.getElementById('minimap');
|
||||
minimap.addEventListener('click', (e) => {
|
||||
const rect = minimap.getBoundingClientRect();
|
||||
const x = (e.clientX - rect.left) / minimap.width;
|
||||
const y = (e.clientY - rect.top) / minimap.height;
|
||||
|
||||
Renderer.camera.x = x * CONFIG.MAP_WIDTH * CONFIG.TILE_SIZE * Renderer.camera.zoom - Renderer.canvas.width / 2;
|
||||
Renderer.camera.y = y * CONFIG.MAP_HEIGHT * CONFIG.TILE_SIZE * Renderer.camera.zoom - Renderer.canvas.height / 2;
|
||||
});
|
||||
},
|
||||
|
||||
// Update minimap
|
||||
updateMinimap() {
|
||||
const canvas = document.getElementById('minimap');
|
||||
if (!canvas) return;
|
||||
|
||||
const ctx = canvas.getContext('2d');
|
||||
const scale = canvas.width / CONFIG.MAP_WIDTH;
|
||||
|
||||
// Clear
|
||||
ctx.fillStyle = '#1a2a1a';
|
||||
ctx.fillRect(0, 0, canvas.width, canvas.height);
|
||||
|
||||
// Draw resources
|
||||
for (let y = 0; y < CONFIG.MAP_HEIGHT; y++) {
|
||||
for (let x = 0; x < CONFIG.MAP_WIDTH; x++) {
|
||||
const tile = Terrain.tiles[y]?.[x];
|
||||
if (tile?.resource && tile.amount > 0) {
|
||||
const colors = { iron: '#8899bb', copper: '#cc9966', coal: '#444' };
|
||||
ctx.fillStyle = colors[tile.resource] || '#666';
|
||||
ctx.fillRect(x * scale, y * scale, scale + 0.5, scale + 0.5);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
// Draw buildings
|
||||
ctx.fillStyle = '#ffaa00';
|
||||
Buildings.list.forEach(b => {
|
||||
const size = Utils.getBuildingSize(b.type);
|
||||
ctx.fillRect(b.x * scale, b.y * scale, size.w * scale + 0.5, size.h * scale + 0.5);
|
||||
});
|
||||
|
||||
// Draw towers
|
||||
ctx.fillStyle = '#4a9eff';
|
||||
Towers.list.forEach(t => {
|
||||
ctx.fillRect(t.x * scale, t.y * scale, scale + 0.5, scale + 0.5);
|
||||
});
|
||||
|
||||
// Draw enemies
|
||||
ctx.fillStyle = '#ff4444';
|
||||
Enemies.list.forEach(e => {
|
||||
const ex = e.x / CONFIG.TILE_SIZE * scale;
|
||||
const ey = e.y / CONFIG.TILE_SIZE * scale;
|
||||
ctx.beginPath();
|
||||
ctx.arc(ex, ey, 2, 0, Math.PI * 2);
|
||||
ctx.fill();
|
||||
});
|
||||
|
||||
// Draw viewport
|
||||
const viewX = Renderer.camera.x / (CONFIG.TILE_SIZE * Renderer.camera.zoom) * scale;
|
||||
const viewY = Renderer.camera.y / (CONFIG.TILE_SIZE * Renderer.camera.zoom) * scale;
|
||||
const viewW = Renderer.canvas.width / (CONFIG.TILE_SIZE * Renderer.camera.zoom) * scale;
|
||||
const viewH = Renderer.canvas.height / (CONFIG.TILE_SIZE * Renderer.camera.zoom) * scale;
|
||||
|
||||
ctx.strokeStyle = '#fff';
|
||||
ctx.lineWidth = 1;
|
||||
ctx.strokeRect(viewX, viewY, viewW, viewH);
|
||||
},
|
||||
|
||||
// Create sound toggle
|
||||
createSoundToggle() {
|
||||
const toggle = document.createElement('div');
|
||||
toggle.className = 'sound-toggle';
|
||||
toggle.id = 'sound-toggle';
|
||||
toggle.innerHTML = '🔊 Sound';
|
||||
toggle.addEventListener('click', () => {
|
||||
const enabled = Audio.toggle();
|
||||
toggle.innerHTML = enabled ? '🔊 Sound' : '🔇 Muted';
|
||||
toggle.classList.toggle('muted', !enabled);
|
||||
});
|
||||
document.querySelector('.canvas-container').appendChild(toggle);
|
||||
},
|
||||
|
||||
// Update wave indicator
|
||||
updateWaveIndicator() {
|
||||
const indicator = document.getElementById('wave-indicator');
|
||||
if (!indicator) return;
|
||||
|
||||
const waveActive = Enemies.waveActive;
|
||||
const timeUntil = Enemies.getTimeUntilWave();
|
||||
|
||||
indicator.className = 'wave-indicator ' + (waveActive ? '' : 'peaceful');
|
||||
|
||||
if (waveActive) {
|
||||
indicator.innerHTML = `
|
||||
<div class="wave-title">⚔ WAVE ${Enemies.wave} ⚔</div>
|
||||
<div class="wave-info">Enemies remaining: ${Enemies.enemiesRemaining}</div>
|
||||
`;
|
||||
} else {
|
||||
const minutes = Math.floor(timeUntil / 60);
|
||||
const seconds = Math.floor(timeUntil % 60);
|
||||
indicator.innerHTML = `
|
||||
<div class="wave-title">Wave ${Enemies.wave + 1} incoming</div>
|
||||
<div class="wave-info">Time until wave: ${minutes}:${seconds.toString().padStart(2, '0')}</div>
|
||||
`;
|
||||
}
|
||||
|
||||
// Dev mode indicator
|
||||
this.updateDevModeIndicator();
|
||||
},
|
||||
|
||||
// Show dev mode notification
|
||||
showDevModeNotification() {
|
||||
const existing = document.getElementById('dev-notification');
|
||||
if (existing) existing.remove();
|
||||
|
||||
const notification = document.createElement('div');
|
||||
notification.id = 'dev-notification';
|
||||
notification.style.cssText = `
|
||||
position: fixed;
|
||||
top: 50%;
|
||||
left: 50%;
|
||||
transform: translate(-50%, -50%);
|
||||
background: ${CONFIG.DEV_MODE ? 'rgba(68, 255, 68, 0.9)' : 'rgba(255, 68, 68, 0.9)'};
|
||||
color: #000;
|
||||
padding: 20px 40px;
|
||||
border-radius: 10px;
|
||||
font-size: 24px;
|
||||
font-weight: bold;
|
||||
z-index: 9999;
|
||||
pointer-events: none;
|
||||
`;
|
||||
notification.textContent = CONFIG.DEV_MODE ? '🛠 DEV MODE ON' : '🎮 DEV MODE OFF';
|
||||
document.body.appendChild(notification);
|
||||
|
||||
setTimeout(() => notification.remove(), 1500);
|
||||
},
|
||||
|
||||
// Update dev mode indicator
|
||||
updateDevModeIndicator() {
|
||||
let indicator = document.getElementById('dev-mode-indicator');
|
||||
|
||||
if (CONFIG.DEV_MODE) {
|
||||
if (!indicator) {
|
||||
indicator = document.createElement('div');
|
||||
indicator.id = 'dev-mode-indicator';
|
||||
indicator.style.cssText = `
|
||||
position: fixed;
|
||||
top: 10px;
|
||||
left: 10px;
|
||||
background: rgba(68, 255, 68, 0.8);
|
||||
color: #000;
|
||||
padding: 5px 10px;
|
||||
border-radius: 5px;
|
||||
font-size: 12px;
|
||||
font-weight: bold;
|
||||
z-index: 9999;
|
||||
`;
|
||||
indicator.textContent = '🛠 DEV MODE';
|
||||
document.body.appendChild(indicator);
|
||||
}
|
||||
} else {
|
||||
if (indicator) indicator.remove();
|
||||
}
|
||||
},
|
||||
|
||||
// Setup event listeners
|
||||
setupEventListeners() {
|
||||
// Menu buttons
|
||||
document.getElementById('btn-new').addEventListener('click', () => this.showModal('new-modal'));
|
||||
document.getElementById('btn-save').addEventListener('click', () => {
|
||||
SaveLoad.updateSaveSlots();
|
||||
this.showModal('save-modal');
|
||||
});
|
||||
document.getElementById('btn-load').addEventListener('click', () => {
|
||||
SaveLoad.updateLoadSlots();
|
||||
this.showModal('load-modal');
|
||||
});
|
||||
document.getElementById('save-new').addEventListener('click', () => {
|
||||
SaveLoad.saveToNewSlot();
|
||||
this.closeModal('save-modal');
|
||||
});
|
||||
document.getElementById('confirm-new').addEventListener('click', () => {
|
||||
game.newGame();
|
||||
this.closeModal('new-modal');
|
||||
});
|
||||
|
||||
// Recipe select
|
||||
document.querySelectorAll('.recipe-option').forEach(opt => {
|
||||
opt.addEventListener('click', () => {
|
||||
if (this.selectedBuilding && this.selectedBuilding.type === 'assembler') {
|
||||
this.selectedBuilding.recipe = opt.dataset.recipe;
|
||||
this.recipeSelect.style.display = 'none';
|
||||
}
|
||||
});
|
||||
});
|
||||
|
||||
// Close recipe select when clicking elsewhere
|
||||
document.addEventListener('click', (e) => {
|
||||
if (!this.recipeSelect.contains(e.target)) {
|
||||
this.recipeSelect.style.display = 'none';
|
||||
}
|
||||
});
|
||||
},
|
||||
|
||||
// Update resource display
|
||||
updateResources() {
|
||||
CONFIG.RESOURCE_ORDER.forEach(res => {
|
||||
const el = document.getElementById(`res-${res}`);
|
||||
if (el) {
|
||||
el.textContent = Utils.formatNumber(Resources.get(res));
|
||||
}
|
||||
});
|
||||
},
|
||||
|
||||
// Update tool button states
|
||||
updateToolButtons(activeTool) {
|
||||
document.querySelectorAll('.tool-btn[data-tool]').forEach(btn => {
|
||||
const tool = btn.dataset.tool;
|
||||
btn.classList.toggle('active', tool === activeTool);
|
||||
|
||||
// Disable if can't afford
|
||||
if (CONFIG.COSTS[tool]) {
|
||||
btn.classList.toggle('disabled', !Resources.canAfford(CONFIG.COSTS[tool]));
|
||||
}
|
||||
});
|
||||
},
|
||||
|
||||
// Update tooltip
|
||||
updateTooltip(clientX, clientY, mouseWorld) {
|
||||
const building = Buildings.getAt(mouseWorld.x, mouseWorld.y);
|
||||
const tile = Terrain.getTile(mouseWorld.x, mouseWorld.y);
|
||||
|
||||
if (building) {
|
||||
let info = `<strong style="color:#4a9eff">${building.type.toUpperCase()}</strong><br>`;
|
||||
if (building.type === 'assembler') {
|
||||
info += `Recipe: ${building.recipe || 'None'}<br>`;
|
||||
}
|
||||
const invItems = Object.entries(building.inventory).filter(([k, v]) => v > 0);
|
||||
const outItems = Object.entries(building.output).filter(([k, v]) => v > 0);
|
||||
if (invItems.length > 0) {
|
||||
info += '<span style="color:#aaa">Input:</span> ' + invItems.map(([k, v]) => `${k}: ${v}`).join(', ') + '<br>';
|
||||
}
|
||||
if (outItems.length > 0) {
|
||||
info += '<span style="color:#aaa">Output:</span> ' + outItems.map(([k, v]) => `${k}: ${v}`).join(', ');
|
||||
}
|
||||
this.tooltip.innerHTML = info;
|
||||
this.tooltip.style.display = 'block';
|
||||
this.tooltip.style.left = (clientX + 15) + 'px';
|
||||
this.tooltip.style.top = (clientY + 15) + 'px';
|
||||
} else if (tile?.resource && tile.amount > 0) {
|
||||
this.tooltip.innerHTML = `<strong style="color:#4a9eff">${tile.resource.toUpperCase()} ORE</strong><br>Amount: ${Utils.formatNumber(tile.amount)}<br><span style="color:#88cc44">Click with Mine tool [E] to harvest</span>`;
|
||||
this.tooltip.style.display = 'block';
|
||||
this.tooltip.style.left = (clientX + 15) + 'px';
|
||||
this.tooltip.style.top = (clientY + 15) + 'px';
|
||||
} else {
|
||||
this.tooltip.style.display = 'none';
|
||||
}
|
||||
},
|
||||
|
||||
// Show recipe select
|
||||
showRecipeSelect(clientX, clientY, building) {
|
||||
this.selectedBuilding = building;
|
||||
this.recipeSelect.style.display = 'block';
|
||||
this.recipeSelect.style.left = (clientX + 10) + 'px';
|
||||
this.recipeSelect.style.top = (clientY + 10) + 'px';
|
||||
},
|
||||
|
||||
// Show modal
|
||||
showModal(id) {
|
||||
document.getElementById(id).style.display = 'flex';
|
||||
},
|
||||
|
||||
// Close modal
|
||||
closeModal(id) {
|
||||
document.getElementById(id).style.display = 'none';
|
||||
}
|
||||
};
|
||||
63
js/utils.js
Normal file
63
js/utils.js
Normal file
@@ -0,0 +1,63 @@
|
||||
// Utility Functions
|
||||
const Utils = {
|
||||
// Convert screen coordinates to world tile coordinates
|
||||
screenToWorld(sx, sy, camera) {
|
||||
return {
|
||||
x: Math.floor((sx + camera.x) / (CONFIG.TILE_SIZE * camera.zoom)),
|
||||
y: Math.floor((sy + camera.y) / (CONFIG.TILE_SIZE * camera.zoom))
|
||||
};
|
||||
},
|
||||
|
||||
// Convert world tile coordinates to screen coordinates
|
||||
worldToScreen(wx, wy, camera) {
|
||||
return {
|
||||
x: wx * CONFIG.TILE_SIZE * camera.zoom - camera.x,
|
||||
y: wy * CONFIG.TILE_SIZE * camera.zoom - camera.y
|
||||
};
|
||||
},
|
||||
|
||||
// Draw a rounded rectangle
|
||||
drawRoundedRect(ctx, x, y, w, h, r) {
|
||||
ctx.beginPath();
|
||||
ctx.moveTo(x + r, y);
|
||||
ctx.lineTo(x + w - r, y);
|
||||
ctx.quadraticCurveTo(x + w, y, x + w, y + r);
|
||||
ctx.lineTo(x + w, y + h - r);
|
||||
ctx.quadraticCurveTo(x + w, y + h, x + w - r, y + h);
|
||||
ctx.lineTo(x + r, y + h);
|
||||
ctx.quadraticCurveTo(x, y + h, x, y + h - r);
|
||||
ctx.lineTo(x, y + r);
|
||||
ctx.quadraticCurveTo(x, y, x + r, y);
|
||||
ctx.closePath();
|
||||
},
|
||||
|
||||
// Get building size from config
|
||||
getBuildingSize(type) {
|
||||
return CONFIG.BUILDING_SIZES[type] || { w: 1, h: 1 };
|
||||
},
|
||||
|
||||
// Deep clone an object
|
||||
deepClone(obj) {
|
||||
return JSON.parse(JSON.stringify(obj));
|
||||
},
|
||||
|
||||
// Format number with commas
|
||||
formatNumber(num) {
|
||||
return num.toLocaleString();
|
||||
},
|
||||
|
||||
// Clamp a value between min and max
|
||||
clamp(value, min, max) {
|
||||
return Math.max(min, Math.min(max, value));
|
||||
},
|
||||
|
||||
// Linear interpolation
|
||||
lerp(a, b, t) {
|
||||
return a + (b - a) * t;
|
||||
},
|
||||
|
||||
// Check if a point is within bounds
|
||||
inBounds(x, y) {
|
||||
return x >= 0 && x < CONFIG.MAP_WIDTH && y >= 0 && y < CONFIG.MAP_HEIGHT;
|
||||
}
|
||||
};
|
||||
Reference in New Issue
Block a user