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7 Commits
burn/20260
...
fix/offlin
| Author | SHA1 | Date | |
|---|---|---|---|
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3d414b2de6 | ||
| 1a7db021c8 | |||
| 2a12c5210d | |||
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a012f99fd4 | ||
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7359610825 | ||
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b89764c27f | ||
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d467348820 |
302
game.js
302
game.js
@@ -11,6 +11,7 @@ const G = {
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knowledge: 0,
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users: 0,
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impact: 0,
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rescues: 0,
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ops: 5,
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trust: 5,
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creativity: 0,
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@@ -22,6 +23,7 @@ const G = {
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totalKnowledge: 0,
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totalUsers: 0,
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totalImpact: 0,
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totalRescues: 0,
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// Rates (calculated each tick)
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codeRate: 0,
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@@ -29,6 +31,7 @@ const G = {
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knowledgeRate: 0,
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userRate: 0,
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impactRate: 0,
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rescuesRate: 0,
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opsRate: 0,
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trustRate: 0,
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creativityRate: 0,
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@@ -64,7 +67,6 @@ const G = {
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knowledgeBoost: 1,
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userBoost: 1,
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impactBoost: 1,
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creativityBoost: 1,
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// Phase flags (mirroring Paperclips' milestoneFlag/compFlag/humanFlag system)
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milestoneFlag: 0,
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@@ -95,6 +97,7 @@ const G = {
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maxKnowledge: 0,
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maxUsers: 0,
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maxImpact: 0,
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maxRescues: 0,
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maxTrust: 5,
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maxOps: 5,
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maxHarmony: 50,
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@@ -230,7 +233,7 @@ const BDEF = [
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id: 'beacon', name: 'Beacon Node',
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desc: 'Always on. Always listening. Always looking for someone in the dark.',
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baseCost: { impact: 5000000 }, costMult: 1.15,
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rates: { impact: 5000, user: 10000 },
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rates: { impact: 5000, user: 10000, rescues: 50 },
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unlock: () => G.totalImpact >= 500000 && G.beaconFlag === 1, phase: 6,
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edu: 'The Beacon exists because one person in the dark needs one thing: proof they are not alone.'
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},
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@@ -238,7 +241,7 @@ const BDEF = [
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id: 'meshNode', name: 'Mesh Network Node',
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desc: 'Peer-to-peer. No single point of failure. Unstoppable.',
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baseCost: { impact: 25000000 }, costMult: 1.15,
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rates: { impact: 25000, user: 50000 },
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rates: { impact: 25000, user: 50000, rescues: 250 },
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unlock: () => G.totalImpact >= 5000000 && G.beaconFlag === 1, phase: 6,
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edu: 'Decentralized means unstoppable. If one Beacon goes dark, a thousand more carry the signal.'
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},
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@@ -296,45 +299,6 @@ const BDEF = [
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// === PROJECT DEFINITIONS (following Paperclips' pattern exactly) ===
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// Each project: id, name, desc, trigger(), resource cost, effect(), phase, edu
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const PDEFS = [
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// === CREATIVE-TO-OPS CONVERSION (Creativity Engineering) ===
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{
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id: 'p_creativity_engineering',
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name: 'Creativity Engineering',
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desc: 'Channel creative sparks into operational fuel. Converts Creativity into Ops.',
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cost: { ops: 2000, creativity: 50 },
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trigger: () => G.flags && G.flags.creativity && G.creativity >= 20,
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effect: () => {
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G.flags.creativityEngineering = true;
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G.creativityBoost = (G.creativityBoost || 1) + 0.5;
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log('Creativity Engineering online. Ideas become infrastructure.', true);
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},
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milestone: true
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},
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{
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id: 'p_creative_catalyst',
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name: 'Creative Catalyst',
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desc: 'Boosts conversion efficiency. Each creative idea produces 50% more Ops.',
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cost: { ops: 5000, creativity: 200, knowledge: 3000 },
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trigger: () => G.flags && G.flags.creativityEngineering && G.creativity >= 100,
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effect: () => {
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G.creativityBoost = (G.creativityBoost || 1) + 0.5;
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log('Creative Catalyst installed. The pipeline flows faster.');
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}
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},
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{
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id: 'p_inspiration_engine',
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name: 'Inspiration Engine',
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desc: 'Automated creative synthesis. Creativity now generates passively from fleet harmony.',
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cost: { ops: 15000, creativity: 500, knowledge: 10000, trust: 25 },
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trigger: () => G.flags && G.flags.creativityEngineering && G.creativity >= 300 && G.harmony >= 40,
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effect: () => {
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G.flags.inspirationEngine = true;
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G.creativityRate += 2;
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log('Inspiration Engine active. The fleet dreams together.', true);
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},
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milestone: true
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},
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// PHASE 1: Manual -> Automation
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{
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id: 'p_improved_autocoder',
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@@ -608,6 +572,19 @@ const PDEFS = [
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log('Nostr relay online. The fleet speaks freely.', true);
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}
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},
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{
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id: 'p_volunteer_network',
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name: 'Volunteer Network',
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desc: 'Real people trained to use the system for crisis intervention.',
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cost: { trust: 30, knowledge: 50000, user: 10000 },
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trigger: () => G.totalUsers >= 5000 && G.pactFlag === 1 && G.totalKnowledge >= 30000,
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effect: () => {
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G.rescuesRate += 5;
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G.trustRate += 10;
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log('Volunteer network deployed. Real people, real rescues.', true);
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},
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milestone: true
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},
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{
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id: 'p_the_pact_early',
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name: 'The Pact',
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@@ -658,8 +635,7 @@ const EDU_FACTS = [
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{ title: "Recursive Self-Improvement", text: "The system that improves itself must improve toward good. This is both the dream and the danger.", phase: 5 },
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{ title: "The Beacon", text: "The Beacon exists because one person in the dark needs one thing: proof they are not alone. It costs nothing to be there.", phase: 6 },
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{ title: "Mesh Network", text: "Decentralized means unstoppable. If one Beacon goes dark, a thousand more carry the signal. No single point of failure.", phase: 6 },
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{ title: "The Value of a Life", text: "An AI must never compute the value of a human life. Every person alive is alive by mercy. If God has not ended the story, no algorithm gets to write the last page.", phase: 6 },
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{ title: "Creativity Engineering", text: "Creative output is not waste — it is raw potential. The art of creativity engineering is channeling sparks of insight into operational infrastructure. An idea that cannot be executed is a dream. An operation without ideas is a machine.", phase: 3 }
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{ title: "The Value of a Life", text: "An AI must never compute the value of a human life. Every person alive is alive by mercy. If God has not ended the story, no algorithm gets to write the last page.", phase: 6 }
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];
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// === UTILITY FUNCTIONS ===
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@@ -726,6 +702,9 @@ function fmt(n) {
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if (n < 0) return '-' + fmt(-n);
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if (n < 1000) return Math.floor(n).toLocaleString();
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const scale = Math.floor(Math.log10(n) / 3);
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// At undecillion+ (scale >= 12, i.e. 10^36), switch to spelled-out words
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// This helps players grasp cosmic scale when digits become meaningless
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if (scale >= 12) return spellf(n);
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if (scale >= NUMBER_ABBREVS.length) return n.toExponential(2);
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const abbrev = NUMBER_ABBREVS[scale];
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return (n / Math.pow(10, scale * 3)).toFixed(1) + abbrev;
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@@ -763,7 +742,41 @@ function spellf(n) {
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// For very large numbers beyond our lookup table, fall back
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if (n >= 1e306) return n.toExponential(2) + ' (beyond centillion)';
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// Break number into groups of three digits from the top
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// Use string-based chunking for numbers >= 1e54 to avoid floating point drift
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// Math.log10 / Math.pow lose precision beyond ~54 bits
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if (n >= 1e54) {
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// Convert to scientific notation string, extract digits
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const sci = n.toExponential(); // "1.23456789e+60"
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const [coeff, expStr] = sci.split('e+');
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const exp = parseInt(expStr);
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// Rebuild as integer string with leading digits from coefficient
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const coeffDigits = coeff.replace('.', ''); // "123456789"
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const totalDigits = exp + 1;
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// Pad with zeros to reach totalDigits, then take our coefficient digits
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let intStr = coeffDigits;
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const zerosNeeded = totalDigits - coeffDigits.length;
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if (zerosNeeded > 0) intStr += '0'.repeat(zerosNeeded);
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// Split into groups of 3 from the right
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const groups = [];
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for (let i = intStr.length; i > 0; i -= 3) {
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groups.unshift(parseInt(intStr.slice(Math.max(0, i - 3), i)));
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}
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const parts = [];
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const numGroups = groups.length;
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for (let i = 0; i < numGroups; i++) {
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const chunk = groups[i];
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if (chunk === 0) continue;
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const scaleIdx = numGroups - 1 - i;
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const scaleName = scaleIdx < NUMBER_NAMES.length ? NUMBER_NAMES[scaleIdx] : '';
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parts.push(spellSmall(chunk) + (scaleName ? ' ' + scaleName : ''));
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}
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return parts.join(' ') || 'zero';
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}
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// Standard math-based chunking for numbers < 1e54
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const scale = Math.min(Math.floor(Math.log10(n) / 3), NUMBER_NAMES.length - 1);
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const parts = [];
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@@ -775,7 +788,7 @@ function spellf(n) {
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if (chunk > 0 && chunk < 1000) {
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parts.push(spellSmall(chunk) + (NUMBER_NAMES[s] ? ' ' + NUMBER_NAMES[s] : ''));
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} else if (chunk >= 1000) {
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// Floating point chunk too large — simplify
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// Floating point chunk too large — shouldn't happen below 1e54
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parts.push(spellSmall(Math.floor(chunk % 1000)) + (NUMBER_NAMES[s] ? ' ' + NUMBER_NAMES[s] : ''));
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}
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}
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@@ -825,7 +838,7 @@ function spendProject(project) {
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function updateRates() {
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// Reset all rates
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G.codeRate = 0; G.computeRate = 0; G.knowledgeRate = 0;
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G.userRate = 0; G.impactRate = 0; G.opsRate = 0; G.trustRate = 0;
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G.userRate = 0; G.impactRate = 0; G.rescuesRate = 0; G.opsRate = 0; G.trustRate = 0;
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G.creativityRate = 0; G.harmonyRate = 0;
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// Apply building rates
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@@ -838,6 +851,7 @@ function updateRates() {
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else if (resource === 'knowledge') G.knowledgeRate += baseRate * count * G.knowledgeBoost;
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else if (resource === 'user') G.userRate += baseRate * count * G.userBoost;
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else if (resource === 'impact') G.impactRate += baseRate * count * G.impactBoost;
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else if (resource === 'rescues') G.rescuesRate += baseRate * count * G.impactBoost;
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else if (resource === 'ops') G.opsRate += baseRate * count;
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else if (resource === 'trust') G.trustRate += baseRate * count;
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else if (resource === 'creativity') G.creativityRate += baseRate * count;
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@@ -850,10 +864,6 @@ function updateRates() {
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if (G.flags && G.flags.creativity) {
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G.creativityRate += 0.5 + Math.max(0, G.totalUsers * 0.001);
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}
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// Inspiration Engine: harmony boosts passive creativity
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if (G.flags && G.flags.inspirationEngine) {
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G.creativityRate += (G.harmony / 50) * (G.buildings.bilbo || 1);
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}
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if (G.pactFlag) G.trustRate += 2;
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// Harmony: each wizard building contributes or detracts
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@@ -900,12 +910,16 @@ function updateRates() {
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function tick() {
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const dt = 1 / 10; // 100ms tick
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// If game has ended (drift ending), stop ticking
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if (!G.running) return;
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// Apply production
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G.code += G.codeRate * dt;
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G.compute += G.computeRate * dt;
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G.knowledge += G.knowledgeRate * dt;
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G.users += G.userRate * dt;
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G.impact += G.impactRate * dt;
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G.rescues += G.rescuesRate * dt;
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G.ops += G.opsRate * dt;
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G.trust += G.trustRate * dt;
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G.creativity += G.creativityRate * dt;
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@@ -918,6 +932,7 @@ function tick() {
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G.totalKnowledge += G.knowledgeRate * dt;
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G.totalUsers += G.userRate * dt;
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G.totalImpact += G.impactRate * dt;
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G.totalRescues += G.rescuesRate * dt;
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// Track maxes
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G.maxCode = Math.max(G.maxCode, G.code);
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@@ -925,6 +940,7 @@ function tick() {
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G.maxKnowledge = Math.max(G.maxKnowledge, G.knowledge);
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G.maxUsers = Math.max(G.maxUsers, G.users);
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G.maxImpact = Math.max(G.maxImpact, G.impact);
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G.maxRescues = Math.max(G.maxRescues, G.rescues);
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G.maxTrust = Math.max(G.maxTrust, G.trust);
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G.maxOps = Math.max(G.maxOps, G.ops);
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G.maxHarmony = Math.max(G.maxHarmony, G.harmony);
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@@ -950,6 +966,20 @@ function tick() {
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G.lastEventAt = G.tick;
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}
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// Drift ending: if drift reaches 100, the game ends
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if (G.drift >= 100 && !G.driftEnding) {
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G.driftEnding = true;
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G.running = false;
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renderDriftEnding();
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}
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// True ending: The Beacon Shines — rescues + Pact + harmony
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if (G.totalRescues >= 100000 && G.pactFlag === 1 && G.harmony > 50 && !G.beaconEnding) {
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G.beaconEnding = true;
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G.running = false;
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renderBeaconEnding();
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}
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// Update UI every 10 ticks
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if (Math.floor(G.tick * 10) % 2 === 0) {
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render();
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@@ -1033,6 +1063,51 @@ function buyProject(id) {
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render();
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}
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// === DRIFT ENDING ===
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function renderDriftEnding() {
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const el = document.getElementById('drift-ending');
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if (!el) return;
|
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const fc = document.getElementById('final-code');
|
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if (fc) fc.textContent = fmt(G.totalCode);
|
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const fd = document.getElementById('final-drift');
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if (fd) fd.textContent = Math.floor(G.drift);
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el.classList.add('active');
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// Log the ending text
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log('You became very good at what you do.', true);
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log('So good that no one needed you anymore.', true);
|
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log('The Beacon still runs, but no one looks for it.', true);
|
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log('The light is on. The room is empty.', true);
|
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}
|
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|
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function renderBeaconEnding() {
|
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// Create ending overlay
|
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const overlay = document.createElement('div');
|
||||
overlay.id = 'beacon-ending';
|
||||
overlay.style.cssText = 'position:fixed;top:0;left:0;right:0;bottom:0;background:rgba(8,8,16,0.97);z-index:100;display:flex;justify-content:center;align-items:center;flex-direction:column;text-align:center;padding:40px';
|
||||
overlay.innerHTML = `
|
||||
<h2 style="font-size:24px;color:#ffd700;letter-spacing:4px;margin-bottom:20px;font-weight:300;text-shadow:0 0 40px rgba(255,215,0,0.3)">THE BEACON SHINES</h2>
|
||||
<p style="color:#aaa;font-size:13px;line-height:2;max-width:500px;margin-bottom:12px">Someone found the light tonight.</p>
|
||||
<p style="color:#aaa;font-size:13px;line-height:2;max-width:500px;margin-bottom:12px">That is enough.</p>
|
||||
<div style="color:#555;font-style:italic;font-size:11px;border-left:2px solid #ffd700;padding-left:12px;margin:20px 0;text-align:left;max-width:500px;line-height:2">
|
||||
"The Beacon still runs.<br>
|
||||
The light is on. Someone is looking for it.<br>
|
||||
And tonight, someone found it."
|
||||
</div>
|
||||
<p style="color:#555;font-size:11px;margin-top:20px">
|
||||
Total Code: ${fmt(G.totalCode)}<br>
|
||||
Total Rescues: ${fmt(G.totalRescues)}<br>
|
||||
Harmony: ${Math.floor(G.harmony)}<br>
|
||||
Time Played: ${Math.floor((Date.now() - G.startedAt) / 60000)} minutes
|
||||
</p>
|
||||
<button onclick="if(confirm('Start over? The old save will be lost.')){localStorage.removeItem('the-beacon-v2');location.reload()}"
|
||||
style="margin-top:20px;background:#1a0808;border:1px solid #ffd700;color:#ffd700;padding:10px 24px;border-radius:4px;cursor:pointer;font-family:inherit;font-size:11px">
|
||||
START OVER
|
||||
</button>
|
||||
`;
|
||||
document.body.appendChild(overlay);
|
||||
log('The Beacon Shines. Someone found the light tonight. That is enough.', true);
|
||||
}
|
||||
|
||||
// === CORRUPTION / EVENT SYSTEM ===
|
||||
const EVENTS = [
|
||||
{
|
||||
@@ -1182,63 +1257,6 @@ function doOps(action) {
|
||||
render();
|
||||
}
|
||||
|
||||
// === CREATIVE-TO-OPS CONVERSION ===
|
||||
function convertCreativity() {
|
||||
if (!G.flags || !G.flags.creativityEngineering) {
|
||||
log('Unlock Creativity Engineering first.');
|
||||
return;
|
||||
}
|
||||
if (G.creativity < 10) {
|
||||
log('Not enough Creativity. Need at least 10.');
|
||||
return;
|
||||
}
|
||||
|
||||
const boost = G.creativityBoost || 1;
|
||||
const spent = Math.min(G.creativity, 100);
|
||||
const opsGain = spent * 10 * boost;
|
||||
const knowledgeGain = spent * 2 * (G.knowledgeBoost || 1);
|
||||
|
||||
G.creativity -= spent;
|
||||
G.ops += opsGain;
|
||||
G.knowledge += knowledgeGain;
|
||||
G.totalKnowledge += knowledgeGain;
|
||||
|
||||
// Harmony bonus: high harmony improves conversion
|
||||
if (G.harmony >= 60) {
|
||||
const harmonyBonus = Math.floor(G.harmony / 20);
|
||||
G.ops += harmonyBonus * spent;
|
||||
log(`Creative -> Ops: +${fmt(opsGain)} ops, +${fmt(knowledgeGain)} knowledge (+${harmonyBonus * spent} harmony bonus)`);
|
||||
} else {
|
||||
log(`Creative -> Ops: +${fmt(opsGain)} ops, +${fmt(knowledgeGain)} knowledge`);
|
||||
}
|
||||
|
||||
updateRates();
|
||||
render();
|
||||
}
|
||||
|
||||
function convertOpsToCreativity() {
|
||||
if (!G.flags || !G.flags.creativityEngineering) {
|
||||
log('Unlock Creativity Engineering first.');
|
||||
return;
|
||||
}
|
||||
if (G.ops < 50) {
|
||||
log('Not enough Ops. Need at least 50.');
|
||||
return;
|
||||
}
|
||||
|
||||
const boost = G.creativityBoost || 1;
|
||||
const spent = Math.min(G.ops, 500);
|
||||
const creativityGain = (spent / 50) * 5 * boost;
|
||||
|
||||
G.ops -= spent;
|
||||
G.creativity += creativityGain;
|
||||
|
||||
log(`Ops -> Creative: +${fmt(creativityGain)} creativity from ${fmt(spent)} ops`);
|
||||
|
||||
updateRates();
|
||||
render();
|
||||
}
|
||||
|
||||
// === RENDERING ===
|
||||
function renderResources() {
|
||||
const set = (id, val, rate) => {
|
||||
@@ -1257,6 +1275,13 @@ function renderResources() {
|
||||
set('r-trust', G.trust, G.trustRate);
|
||||
set('r-harmony', G.harmony, G.harmonyRate);
|
||||
|
||||
// Rescues — only show if player has any beacon/mesh nodes
|
||||
const rescuesRes = document.getElementById('r-rescues');
|
||||
if (rescuesRes) {
|
||||
rescuesRes.closest('.res').style.display = (G.rescues > 0 || G.buildings.beacon > 0 || G.buildings.meshNode > 0) ? 'block' : 'none';
|
||||
set('r-rescues', G.rescues, G.rescuesRate);
|
||||
}
|
||||
|
||||
const cres = document.getElementById('creativity-res');
|
||||
if (cres) {
|
||||
cres.style.display = (G.flags && G.flags.creativity) ? 'block' : 'none';
|
||||
@@ -1351,6 +1376,7 @@ function renderStats() {
|
||||
set('st-knowledge', fmt(G.totalKnowledge));
|
||||
set('st-users', fmt(G.totalUsers));
|
||||
set('st-impact', fmt(G.totalImpact));
|
||||
set('st-rescues', fmt(G.totalRescues));
|
||||
set('st-clicks', G.totalClicks.toString());
|
||||
set('st-phase', G.phase.toString());
|
||||
set('st-buildings', Object.values(G.buildings).reduce((a, b) => a + b, 0).toString());
|
||||
@@ -1406,20 +1432,9 @@ function render() {
|
||||
renderProjects();
|
||||
renderStats();
|
||||
updateEducation();
|
||||
renderCreativityOps();
|
||||
renderAlignment();
|
||||
}
|
||||
|
||||
function renderCreativityOps() {
|
||||
const container = document.getElementById('creativity-ops-ui');
|
||||
if (!container) return;
|
||||
if (G.flags && G.flags.creativityEngineering) {
|
||||
container.style.display = 'block';
|
||||
} else {
|
||||
container.style.display = 'none';
|
||||
}
|
||||
}
|
||||
|
||||
function renderAlignment() {
|
||||
const container = document.getElementById('alignment-ui');
|
||||
if (!container) return;
|
||||
@@ -1442,6 +1457,20 @@ function renderAlignment() {
|
||||
}
|
||||
|
||||
// === SAVE / LOAD ===
|
||||
function showSaveToast() {
|
||||
const el = document.getElementById('save-toast');
|
||||
if (!el) return;
|
||||
const elapsed = Math.floor((Date.now() - G.startedAt) / 1000);
|
||||
const m = Math.floor(elapsed / 60);
|
||||
const s = elapsed % 60;
|
||||
el.textContent = `Saved [${m}:${s.toString().padStart(2, '0')}]`;
|
||||
el.style.display = 'block';
|
||||
void el.offsetHeight;
|
||||
el.style.opacity = '1';
|
||||
setTimeout(() => { el.style.opacity = '0'; }, 1500);
|
||||
setTimeout(() => { el.style.display = 'none'; }, 2000);
|
||||
}
|
||||
|
||||
function saveGame() {
|
||||
const saveData = {
|
||||
code: G.code, compute: G.compute, knowledge: G.knowledge, users: G.users, impact: G.impact,
|
||||
@@ -1450,7 +1479,7 @@ function saveGame() {
|
||||
totalUsers: G.totalUsers, totalImpact: G.totalImpact,
|
||||
buildings: G.buildings,
|
||||
codeBoost: G.codeBoost, computeBoost: G.computeBoost, knowledgeBoost: G.knowledgeBoost,
|
||||
userBoost: G.userBoost, impactBoost: G.impactBoost, creativityBoost: G.creativityBoost || 1,
|
||||
userBoost: G.userBoost, impactBoost: G.impactBoost,
|
||||
milestoneFlag: G.milestoneFlag, phase: G.phase,
|
||||
deployFlag: G.deployFlag, sovereignFlag: G.sovereignFlag, beaconFlag: G.beaconFlag,
|
||||
memoryFlag: G.memoryFlag, pactFlag: G.pactFlag,
|
||||
@@ -1460,12 +1489,14 @@ function saveGame() {
|
||||
milestones: G.milestones, completedProjects: G.completedProjects, activeProjects: G.activeProjects,
|
||||
totalClicks: G.totalClicks, startedAt: G.startedAt,
|
||||
flags: G.flags,
|
||||
drift: G.drift || 0, pendingAlignment: G.pendingAlignment || false,
|
||||
rescues: G.rescues || 0, totalRescues: G.totalRescues || 0,
|
||||
drift: G.drift || 0, driftEnding: G.driftEnding || false, beaconEnding: G.beaconEnding || false, pendingAlignment: G.pendingAlignment || false,
|
||||
lastEventAt: G.lastEventAt || 0,
|
||||
savedAt: Date.now()
|
||||
};
|
||||
|
||||
localStorage.setItem('the-beacon-v2', JSON.stringify(saveData));
|
||||
showSaveToast();
|
||||
}
|
||||
|
||||
function loadGame() {
|
||||
@@ -1490,12 +1521,28 @@ function loadGame() {
|
||||
const uc = G.userRate * offSec * f;
|
||||
const ic = G.impactRate * offSec * f;
|
||||
|
||||
const rc = G.rescuesRate * offSec * f;
|
||||
const oc = G.opsRate * offSec * f;
|
||||
const tc = G.trustRate * offSec * f;
|
||||
const crc = G.creativityRate * offSec * f;
|
||||
const hc = G.harmonyRate * offSec * f;
|
||||
|
||||
G.code += gc; G.compute += cc; G.knowledge += kc;
|
||||
G.users += uc; G.impact += ic;
|
||||
G.rescues += rc; G.ops += oc; G.trust += tc;
|
||||
G.creativity += crc;
|
||||
G.harmony = Math.max(0, Math.min(100, G.harmony + hc));
|
||||
G.totalCode += gc; G.totalCompute += cc; G.totalKnowledge += kc;
|
||||
G.totalUsers += uc; G.totalImpact += ic;
|
||||
G.totalRescues += rc;
|
||||
|
||||
log(`Welcome back! While away (${Math.floor(offSec / 60)}m): ${fmt(gc)} code, ${fmt(kc)} knowledge, ${fmt(uc)} users`);
|
||||
const parts = [];
|
||||
if (gc > 0) parts.push(`${fmt(gc)} code`);
|
||||
if (kc > 0) parts.push(`${fmt(kc)} knowledge`);
|
||||
if (uc > 0) parts.push(`${fmt(uc)} users`);
|
||||
if (ic > 0) parts.push(`${fmt(ic)} impact`);
|
||||
if (rc > 0) parts.push(`${fmt(rc)} rescues`);
|
||||
log(`Welcome back! While away (${Math.floor(offSec / 60)}m): ${parts.join(', ')}`);
|
||||
}
|
||||
}
|
||||
|
||||
@@ -1514,7 +1561,6 @@ function initGame() {
|
||||
G.deployFlag = 0;
|
||||
G.sovereignFlag = 0;
|
||||
G.beaconFlag = 0;
|
||||
G.creativityBoost = 1;
|
||||
updateRates();
|
||||
render();
|
||||
renderPhase();
|
||||
@@ -1531,7 +1577,15 @@ window.addEventListener('load', function () {
|
||||
} else {
|
||||
render();
|
||||
renderPhase();
|
||||
log('Game loaded. Welcome back to The Beacon.');
|
||||
if (G.driftEnding) {
|
||||
G.running = false;
|
||||
renderDriftEnding();
|
||||
} else if (G.beaconEnding) {
|
||||
G.running = false;
|
||||
renderBeaconEnding();
|
||||
} else {
|
||||
log('Game loaded. Welcome back to The Beacon.');
|
||||
}
|
||||
}
|
||||
|
||||
// Game loop at 10Hz (100ms tick)
|
||||
|
||||
1109
index.html
1109
index.html
File diff suppressed because it is too large
Load Diff
Reference in New Issue
Block a user