Compare commits
3 Commits
fix/offlin
...
feature/bu
| Author | SHA1 | Date | |
|---|---|---|---|
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3aa1c36c88 | ||
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f362f30fd3 | ||
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f97154c37a |
291
game.js
291
game.js
@@ -85,6 +85,7 @@ const G = {
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tick: 0,
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saveTimer: 0,
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secTimer: 0,
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buyMode: 1, // 1, 10, or -1 (max)
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// Systems
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projects: [],
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@@ -106,6 +107,7 @@ const G = {
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drift: 0,
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lastEventAt: 0,
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eventCooldown: 0,
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activeEvents: [], // {id, expiresAt} — events auto-resolve after duration
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// Time tracking
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playTime: 0,
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@@ -807,6 +809,42 @@ function getBuildingCost(id) {
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return cost;
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}
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function getBuildingBatchCost(id, count) {
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const def = BDEF.find(b => b.id === id);
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if (!def || count <= 0) return {};
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const currentCount = G.buildings[id] || 0;
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const cost = {};
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for (let i = 0; i < count; i++) {
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for (const [resource, amount] of Object.entries(def.baseCost)) {
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cost[resource] = (cost[resource] || 0) + Math.floor(amount * Math.pow(def.costMult, currentCount + i));
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}
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}
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return cost;
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}
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function getMaxBuyable(id) {
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const def = BDEF.find(b => b.id === id);
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if (!def) return 0;
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// Simulate buying one at a time until we can't afford
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let count = 0;
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const tempResources = {};
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for (const r of Object.keys(def.baseCost)) tempResources[r] = G[r] || 0;
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const currentCount = G.buildings[id] || 0;
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for (let i = 0; i < 1000; i++) { // cap at 1000
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let canAfford = true;
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for (const [resource, amount] of Object.entries(def.baseCost)) {
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const cost = Math.floor(amount * Math.pow(def.costMult, currentCount + i));
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if (tempResources[resource] < cost) { canAfford = false; break; }
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}
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if (!canAfford) break;
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for (const [resource, amount] of Object.entries(def.baseCost)) {
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tempResources[resource] -= Math.floor(amount * Math.pow(def.costMult, currentCount + i));
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}
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count++;
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}
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return count;
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}
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function canAffordBuilding(id) {
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const cost = getBuildingCost(id);
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for (const [resource, amount] of Object.entries(cost)) {
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@@ -815,6 +853,16 @@ function canAffordBuilding(id) {
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return true;
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}
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function canAffordBatch(id) {
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const count = G.buyMode === -1 ? getMaxBuyable(id) : G.buyMode;
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if (count <= 0) return false;
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const cost = getBuildingBatchCost(id, count);
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for (const [resource, amount] of Object.entries(cost)) {
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if ((G[resource] || 0) < amount) return false;
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}
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return true;
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}
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function spendBuilding(id) {
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const cost = getBuildingCost(id);
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for (const [resource, amount] of Object.entries(cost)) {
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@@ -865,6 +913,7 @@ function updateRates() {
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G.creativityRate += 0.5 + Math.max(0, G.totalUsers * 0.001);
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}
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if (G.pactFlag) G.trustRate += 2;
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if (G.branchProtectionFlag) G.trustRate += 3; // branch protection actively builds trust
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// Harmony: each wizard building contributes or detracts
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const wizardCount = (G.buildings.bezalel || 0) + (G.buildings.allegro || 0) + (G.buildings.ezra || 0) +
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@@ -966,6 +1015,20 @@ function tick() {
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G.lastEventAt = G.tick;
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}
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// Check event expiry
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checkEventExpiry();
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// Re-apply active event rate penalties (updateRates rebuilds from scratch)
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for (const ae of G.activeEvents) {
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switch (ae.id) {
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case 'runner_stuck': G.codeRate *= 0.5; break;
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case 'ezra_offline': G.userRate *= 0.3; break;
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case 'unreviewed_merge': /* trust penalty is one-shot */ break;
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case 'api_rate_limit': G.computeRate *= 0.5; break;
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case 'bilbo_vanished': G.creativityRate = 0; break;
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}
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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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@@ -1029,15 +1092,26 @@ function checkProjects() {
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function buyBuilding(id) {
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const def = BDEF.find(b => b.id === id);
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if (!def || !def.unlock()) return;
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if (def.phase > G.phase + 1) return;
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if (!canAffordBuilding(id)) return;
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const buyCount = G.buyMode === -1 ? getMaxBuyable(id) : G.buyMode;
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if (buyCount <= 0) return;
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spendBuilding(id);
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G.buildings[id] = (G.buildings[id] || 0) + 1;
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if (buyCount === 1) {
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if (!canAffordBuilding(id)) return;
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spendBuilding(id);
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G.buildings[id] = (G.buildings[id] || 0) + 1;
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log(`Built ${def.name} (total: ${G.buildings[id]})`);
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} else {
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if (!canAffordBatch(id)) return;
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const cost = getBuildingBatchCost(id, buyCount);
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for (const [resource, amount] of Object.entries(cost)) {
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G[resource] -= amount;
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}
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G.buildings[id] = (G.buildings[id] || 0) + buyCount;
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log(`Built ${buyCount}x ${def.name} (total: ${G.buildings[id]})`);
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}
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updateRates();
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log(`Built ${def.name} (total: ${G.buildings[id]})`);
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render();
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}
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@@ -1113,46 +1187,49 @@ const EVENTS = [
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{
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id: 'runner_stuck',
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title: 'CI Runner Stuck',
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desc: 'The forge pipeline has halted. Production slows until restarted.',
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desc: 'The forge pipeline has halted. Code production slowed.',
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weight: () => (G.ciFlag === 1 ? 2 : 0),
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duration: 45, // seconds
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resolveCost: { ops: 10 },
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effect: () => {
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G.codeRate *= 0.5;
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log('EVENT: CI runner stuck. Spend ops to clear the queue.', true);
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log('EVENT: CI runner stuck. Click to spend 10 Ops to clear, or wait ~45s.', true);
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}
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},
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{
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id: 'ezra_offline',
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title: 'Ezra is Offline',
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desc: 'The herald channel is silent. User growth stalls.',
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desc: 'The herald channel is silent. User growth stalled.',
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weight: () => (G.buildings.ezra >= 1 ? 3 : 0),
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duration: 60,
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resolveCost: { ops: 5, trust: 2 },
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effect: () => {
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G.userRate *= 0.3;
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log('EVENT: Ezra offline. Dispatch required.', true);
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log('EVENT: Ezra offline. Click to dispatch, or wait ~60s.', true);
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}
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},
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{
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id: 'unreviewed_merge',
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title: 'Unreviewed Merge',
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desc: 'A change went in without eyes. Trust erodes.',
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weight: () => (G.deployFlag === 1 ? 3 : 0),
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weight: () => (G.deployFlag === 1 && G.branchProtectionFlag !== 1 ? 3 : 0),
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duration: 30,
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resolveCost: { ops: 8 },
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effect: () => {
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if (G.branchProtectionFlag === 1) {
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log('EVENT: Unreviewed merge attempt blocked by Branch Protection.', true);
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G.trust += 2;
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} else {
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G.trust = Math.max(0, G.trust - 10);
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log('EVENT: Unreviewed merge detected. Trust lost.', true);
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}
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G.trust = Math.max(0, G.trust - 10);
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log('EVENT: Unreviewed merge detected. Trust lost. Click to revert.', true);
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}
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},
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{
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id: 'api_rate_limit',
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title: 'API Rate Limit',
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desc: 'External compute provider throttled.',
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weight: () => (G.totalCompute >= 1000 ? 2 : 0),
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weight: () => (G.totalCompute >= 1000 && G.sovereignFlag !== 1 ? 2 : 0),
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duration: 40,
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resolveCost: { compute: 200 },
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effect: () => {
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G.computeRate *= 0.5;
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log('EVENT: API rate limit hit. Local compute insufficient.', true);
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log('EVENT: API rate limit. Click to provision local compute, or wait ~40s.', true);
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}
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},
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{
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@@ -1160,6 +1237,7 @@ const EVENTS = [
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title: 'The Drift',
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desc: 'An optimization suggests removing the human override. +40% efficiency.',
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weight: () => (G.totalImpact >= 10000 ? 2 : 0),
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duration: 0, // alignment events don't auto-resolve
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effect: () => {
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log('ALIGNMENT EVENT: Remove human override for +40% efficiency?', true);
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G.pendingAlignment = true;
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@@ -1170,9 +1248,11 @@ const EVENTS = [
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title: 'Bilbo Vanished',
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desc: 'The wildcard building has gone dark.',
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weight: () => (G.buildings.bilbo >= 1 ? 2 : 0),
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duration: 50,
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resolveCost: { trust: 3 },
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effect: () => {
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G.creativityRate = 0;
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log('EVENT: Bilbo has vanished. Creativity halts.', true);
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log('EVENT: Bilbo vanished. Click to search, or wait ~50s.', true);
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}
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}
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];
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@@ -1186,12 +1266,53 @@ function triggerEvent() {
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for (const ev of available) {
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roll -= ev.weight();
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if (roll <= 0) {
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// Don't fire duplicate active events
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if (G.activeEvents.some(ae => ae.id === ev.id)) return;
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ev.effect();
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if (ev.duration > 0) {
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G.activeEvents.push({ id: ev.id, expiresAt: G.tick + ev.duration });
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}
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return;
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}
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}
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}
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function checkEventExpiry() {
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for (let i = G.activeEvents.length - 1; i >= 0; i--) {
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if (G.tick >= G.activeEvents[i].expiresAt) {
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const ae = G.activeEvents[i];
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G.activeEvents.splice(i, 1);
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updateRates(); // recalculate without the penalty
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const evDef = EVENTS.find(e => e.id === ae.id);
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log(`Event resolved: ${evDef ? evDef.title : ae.id}`, true);
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}
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}
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}
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function hasActiveEvent(id) {
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return G.activeEvents.some(ae => ae.id === id);
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}
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function resolveEvent(id) {
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const evDef = EVENTS.find(e => e.id === id);
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if (!evDef || !evDef.resolveCost) return;
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if (!hasActiveEvent(id)) return;
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if (!canAffordProject(evDef)) {
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log('Not enough resources to resolve this event.');
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return;
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}
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spendProject(evDef);
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G.activeEvents = G.activeEvents.filter(ae => ae.id !== id);
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updateRates();
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// Small bonus for manually resolving
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G.trust += 2;
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log(`Resolved: ${evDef.title}. Trust +2.`, true);
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render();
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}
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function resolveAlignment(accept) {
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if (!G.pendingAlignment) return;
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if (accept) {
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@@ -1210,6 +1331,15 @@ function resolveAlignment(accept) {
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}
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// === ACTIONS ===
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function setBuyMode(mode) {
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G.buyMode = mode;
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// Update active button highlight
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document.querySelectorAll('.buy-mode-btn').forEach(btn => {
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btn.classList.toggle('active', parseInt(btn.dataset.mode) === mode);
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});
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renderBuildings();
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}
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function writeCode() {
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const base = 1;
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const bonus = Math.floor(G.buildings.autocoder * 0.5);
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@@ -1433,6 +1563,8 @@ function render() {
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renderStats();
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updateEducation();
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renderAlignment();
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renderActiveEvents();
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checkUnlocks();
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}
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function renderAlignment() {
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@@ -1456,6 +1588,97 @@ function renderAlignment() {
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}
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}
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function renderActiveEvents() {
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const container = document.getElementById('events-ui');
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if (!container) return;
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if (G.activeEvents.length === 0) {
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container.innerHTML = '';
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container.style.display = 'none';
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return;
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}
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let html = '';
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for (const ae of G.activeEvents) {
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const evDef = EVENTS.find(e => e.id === ae.id);
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if (!evDef) continue;
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const remaining = Math.max(0, Math.ceil(ae.expiresAt - G.tick));
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const costStr = evDef.resolveCost ? Object.entries(evDef.resolveCost).map(([r, a]) => `${a} ${r}`).join(', ') : '';
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const canResolve = evDef.resolveCost && canAffordProject(evDef);
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html += `<div style="background:#1a1008;border:1px solid #ff8800;padding:8px;border-radius:4px;margin-bottom:6px">`;
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html += `<div style="display:flex;justify-content:space-between;align-items:center">`;
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html += `<span style="color:#ff8800;font-weight:bold;font-size:10px">${evDef.title}</span>`;
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html += `<span style="color:#666;font-size:9px">${remaining}s</span>`;
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html += `</div>`;
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html += `<div style="font-size:9px;color:#888;margin:3px 0">${evDef.desc}</div>`;
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if (evDef.resolveCost) {
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html += `<button class="ops-btn" onclick="resolveEvent('${evDef.id}')" ${canResolve ? '' : 'disabled'} style="font-size:9px;padding:3px 8px;margin-top:2px;border-color:#ff8800;color:#ff8800">Resolve (${costStr})</button>`;
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}
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html += `</div>`;
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}
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container.innerHTML = html;
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container.style.display = 'block';
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}
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// === UNLOCK NOTIFICATIONS ===
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function showUnlockToast(type, name) {
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const container = document.getElementById('unlock-toast');
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if (!container) return;
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const el = document.createElement('div');
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el.className = `unlock-toast-item ${type}`;
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const icon = type === 'building' ? 'BUILDING' : type === 'project' ? 'RESEARCH' : 'MILESTONE';
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el.innerHTML = `<span style="font-weight:600">${icon}:</span> ${name}`;
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container.appendChild(el);
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// Trigger reflow, then show
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void el.offsetHeight;
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el.classList.add('show');
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// Auto-remove after 4 seconds
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setTimeout(() => {
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el.classList.remove('show');
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setTimeout(() => { if (el.parentNode) el.parentNode.removeChild(el); }, 400);
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}, 4000);
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}
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// Track what the player has already seen (so we don't re-notify)
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function ensureSeenSets() {
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if (!G._seenBuildings) G._seenBuildings = [];
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if (!G._seenProjects) G._seenProjects = [];
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}
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function checkUnlocks() {
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ensureSeenSets();
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// Check for newly visible buildings
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for (const def of BDEF) {
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if (!def.unlock()) continue;
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if (def.phase > G.phase + 1) continue;
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if (G._seenBuildings.includes(def.id)) continue;
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G._seenBuildings.push(def.id);
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// Don't notify on the very first building (autocoder) — player just started
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if (G.totalCode > 10) {
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showUnlockToast('building', def.name);
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}
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}
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// Check for newly available projects
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if (G.activeProjects) {
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for (const id of G.activeProjects) {
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if (G._seenProjects.includes(id)) continue;
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G._seenProjects.push(id);
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const pDef = PDEFS.find(p => p.id === id);
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if (pDef) {
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showUnlockToast('project', pDef.name);
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}
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}
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}
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}
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// === SAVE / LOAD ===
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function showSaveToast() {
|
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const el = document.getElementById('save-toast');
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@@ -1487,8 +1710,11 @@ function saveGame() {
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branchProtectionFlag: G.branchProtectionFlag || 0, nightlyWatchFlag: G.nightlyWatchFlag || 0,
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nostrFlag: G.nostrFlag || 0,
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milestones: G.milestones, completedProjects: G.completedProjects, activeProjects: G.activeProjects,
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totalClicks: G.totalClicks, startedAt: G.startedAt,
|
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totalClicks: G.totalClicks, startedAt: G.startedAt, buyMode: G.buyMode,
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flags: G.flags,
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_seenBuildings: G._seenBuildings || [],
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_seenProjects: G._seenProjects || [],
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activeEvents: G.activeEvents || [],
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rescues: G.rescues || 0, totalRescues: G.totalRescues || 0,
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drift: G.drift || 0, driftEnding: G.driftEnding || false, beaconEnding: G.beaconEnding || false, pendingAlignment: G.pendingAlignment || false,
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lastEventAt: G.lastEventAt || 0,
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@@ -1524,24 +1750,17 @@ function loadGame() {
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const rc = G.rescuesRate * offSec * f;
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const oc = G.opsRate * offSec * f;
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const tc = G.trustRate * offSec * f;
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const crc = G.creativityRate * offSec * f;
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const hc = G.harmonyRate * offSec * f;
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G.code += gc; G.compute += cc; G.knowledge += kc;
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G.users += uc; G.impact += ic;
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G.rescues += rc; G.ops += oc; G.trust += tc;
|
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G.creativity += crc;
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G.harmony = Math.max(0, Math.min(100, G.harmony + hc));
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G.totalCode += gc; G.totalCompute += cc; G.totalKnowledge += kc;
|
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G.totalUsers += uc; G.totalImpact += ic;
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G.totalRescues += rc;
|
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const parts = [];
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if (gc > 0) parts.push(`${fmt(gc)} code`);
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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`);
|
||||
const parts = [`${fmt(gc)} code`, `${fmt(kc)} knowledge`, `${fmt(uc)} users`];
|
||||
if (rc > 0.1) parts.push(`${fmt(rc)} rescues`);
|
||||
if (oc > 0.1) parts.push(`${fmt(oc)} ops`);
|
||||
log(`Welcome back! While away (${Math.floor(offSec / 60)}m): ${parts.join(', ')}`);
|
||||
}
|
||||
}
|
||||
@@ -1567,6 +1786,7 @@ function initGame() {
|
||||
|
||||
log('The screen is blank. Write your first line of code.', true);
|
||||
log('Click WRITE CODE or press SPACE to start.');
|
||||
log('Press B to toggle buy mode (x1 / x10 / MAX).');
|
||||
log('Build AutoCode for passive production.');
|
||||
log('Watch for Research Projects to appear.');
|
||||
}
|
||||
@@ -1588,6 +1808,9 @@ window.addEventListener('load', function () {
|
||||
}
|
||||
}
|
||||
|
||||
// Restore buy mode button highlight
|
||||
setBuyMode(G.buyMode || 1);
|
||||
|
||||
// Game loop at 10Hz (100ms tick)
|
||||
setInterval(tick, 100);
|
||||
|
||||
@@ -1604,4 +1827,10 @@ window.addEventListener('keydown', function (e) {
|
||||
e.preventDefault();
|
||||
writeCode();
|
||||
}
|
||||
if (e.code === 'KeyB' && e.target === document.body) {
|
||||
e.preventDefault();
|
||||
// Cycle: x1 -> x10 -> MAX -> x1
|
||||
const next = G.buyMode === 1 ? 10 : G.buyMode === 10 ? -1 : 1;
|
||||
setBuyMode(next);
|
||||
}
|
||||
});
|
||||
|
||||
18
index.html
18
index.html
@@ -59,6 +59,15 @@ body{background:var(--bg);color:var(--text);font-family:'SF Mono','Cascadia Code
|
||||
#drift-ending button{margin-top:20px;background:#1a0808;border:1px solid #f44336;color:#f44336;padding:10px 24px;border-radius:4px;cursor:pointer;font-family:inherit;font-size:11px}
|
||||
#drift-ending button:hover{background:#2a1010}
|
||||
::-webkit-scrollbar{width:4px}::-webkit-scrollbar-track{background:var(--bg)}::-webkit-scrollbar-thumb{background:var(--border);border-radius:2px}
|
||||
#save-toast{display:none;position:fixed;top:16px;right:16px;background:#0e1420;border:1px solid #2a3a4a;color:#4a9eff;font-size:10px;padding:6px 12px;border-radius:4px;z-index:50;opacity:0;transition:opacity 0.4s;pointer-events:none}
|
||||
#unlock-toast{position:fixed;top:56px;right:16px;z-index:50;display:flex;flex-direction:column;gap:6px;pointer-events:none}
|
||||
.unlock-toast-item{background:#0e1420;border:1px solid #2a3a4a;font-size:10px;padding:6px 12px;border-radius:4px;opacity:0;transition:opacity 0.4s,transform 0.4s;transform:translateX(20px);pointer-events:auto;max-width:280px}
|
||||
.unlock-toast-item.show{opacity:1;transform:translateX(0)}
|
||||
.unlock-toast-item.building{border-color:#4a9eff;color:#4a9eff}
|
||||
.unlock-toast-item.project{border-color:#ffd700;color:#ffd700}
|
||||
.unlock-toast-item.milestone{border-color:#4caf50;color:#4caf50}
|
||||
.buy-mode-btn{min-width:36px}
|
||||
.buy-mode-btn.active{border-color:#ffd700!important;color:#ffd700!important;background:#1a1a08!important}
|
||||
</style>
|
||||
</head>
|
||||
<body>
|
||||
@@ -95,6 +104,12 @@ body{background:var(--bg);color:var(--text);font-family:'SF Mono','Cascadia Code
|
||||
<button class="ops-btn" onclick="doOps('boost_trust')">Ops -> Trust</button>
|
||||
</div>
|
||||
<div id="alignment-ui" style="display:none"></div>
|
||||
<div id="events-ui" style="display:none"></div>
|
||||
<div id="buy-mode-toggle" style="display:flex;gap:4px;margin-bottom:8px">
|
||||
<button class="ops-btn buy-mode-btn active" onclick="setBuyMode(1)" data-mode="1">x1</button>
|
||||
<button class="ops-btn buy-mode-btn" onclick="setBuyMode(10)" data-mode="10">x10</button>
|
||||
<button class="ops-btn buy-mode-btn" onclick="setBuyMode(-1)" data-mode="-1">MAX</button>
|
||||
</div>
|
||||
<button class="save-btn" onclick="saveGame()">Save Game</button>
|
||||
<button class="reset-btn" onclick="if(confirm('Reset all progress?')){localStorage.removeItem('the-beacon-v2');location.reload()}">Reset Progress</button>
|
||||
<h2>BUILDINGS</h2>
|
||||
@@ -128,7 +143,8 @@ Drift: <span id="st-drift">0</span>
|
||||
<h2>SYSTEM LOG</h2>
|
||||
<div id="log-entries"></div>
|
||||
</div>
|
||||
<div id="save-toast" style="display:none;position:fixed;top:16px;right:16px;background:#0e1420;border:1px solid #2a3a4a;color:#4a9eff;font-size:10px;padding:6px 12px;border-radius:4px;z-index:50;opacity:0;transition:opacity 0.4s;pointer-events:none">Save</div>
|
||||
<div id="save-toast">Save</div>
|
||||
<div id="unlock-toast"></div>
|
||||
<div id="drift-ending">
|
||||
<h2>THE DRIFT</h2>
|
||||
<p>You became very good at what you do.</p>
|
||||
|
||||
Reference in New Issue
Block a user