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vampscript.js
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vampscript.js
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import { vamp_load_vals, flavor_events, hunt_encounters, nests } from './constants.js';
window.onload = function() {
// Listeners
document.getElementById("hunt").addEventListener('click', function() {hunt()}, false);
document.getElementById("save").addEventListener('click', function() {save()}, false);
document.getElementById("delete_save").addEventListener('click', function() {delete_save()}, false);
// Check for localStorage
if (typeof(Storage) !== "undefined") {
if(localStorage.blood) {
// Making the quick and dirty assumption that if there is any saved data, all data was saved.
// I recognize the danger in this.
vamp_load_vals.forEach(
function (val) {
vamp_object[val] = parseInt(localStorage.getItem(val), 10);
var el = document.getElementById(val);
if (el) el.innerHTML = vamp_object[val];
}
);
// Handle money upgrades
vamp_object.money_flag = parseInt(localStorage.money_flag, 10);
if (vamp_object.money_flag) {
document.getElementById("money_outer").style.display = 'inline';
document.getElementById('mechanics_upgrades').style.display = 'block';
}
else if (vamp_object.experience >= 10) {
var loot_unlock_butt = document.createElement('button');
loot_unlock_butt.id = 'loot_unlock_butt';
loot_unlock_butt.innerHTML = 'Loot victims: 10 xp';
document.getElementById('mechanics_upgrades').appendChild(loot_unlock_butt);
loot_unlock_butt.addEventListener('click', function() {loot_unlock()}, false);
document.getElementById('mechanics_upgrades').style.display = 'block';
}
// Handle energy upgrades
vamp_object.energy_upgrade_flag = localStorage.energy_upgrade_flag;
if (vamp_object.energy_upgrade_flag) {
var energy_upgrade_butt = document.createElement('button');
energy_upgrade_butt.id = 'energy_upgrade_butt';
energy_upgrade_butt.innerHTML = 'Infuse Muscles With Blood: ' + vamp_object.energy_upgrade_cost + ' blood';
document.getElementById('mechanics_upgrades').appendChild(energy_upgrade_butt);
energy_upgrade_butt.addEventListener('click', function() {energy_upgrade()}, false);
}
// Handle housing upgrades
if (vamp_object.nest < 0 && vamp_object.experience >= 25) {
var nest_unlock_butt = document.createElement('button');
nest_unlock_butt.id = 'nest_unlock_butt';
nest_unlock_butt.innerHTML = 'Seek Housing: 25 xp';
document.getElementById('mechanics_upgrades').appendChild(nest_unlock_butt);
nest_unlock_butt.addEventListener('click', function() {nest_unlock()}, false);
}
message(localStorage.buffer);
message('Loaded from localStorage'); // Not the other way around, because then you'd never see this
}
}
else {
// No sense trying to store things if storage isn't a thing
document.getElementById("save").style.display = 'none';
document.getElementById("delete_save").style.display = 'none';
}
};
// Primary game object
var vamp_object = {
blood : 1,
energy : 1,
energy_max : 1,
experience : 0,
money : 0,
night : 1,
energy_upgrade_cost : 3,
buffer : "You are a blood-sucking creature of the night. <br> " +
"<br>You require the blood of the living to animate your soulless corpse every sunset. " +
"<br>Perhaps as you grow and learn about the night, you will become able to do more than simply feed and sleep. " +
"<br>Perhaps. Or perhaps not. ",
nest: -1,
// Flags
money_flag : 0,
energy_upgrade_flag : false,
};
/*
* Actions
*/
// Spend one energy hunting for food
function hunt() {
// Update object values
vamp_object.blood += 1;
vamp_object.energy -= 1;
vamp_object.experience += 1;
// Feeding message
var rand = Math.floor(Math.random() * 9),
rand2 = Math.floor(Math.random() * (vamp_object.money_flag + 1));
message(hunt_encounters[rand2][rand].message);
if (hunt_encounters[rand2][rand].energy_add) {
vamp_object.energy += hunt_encounters[rand2][rand].energy_add;
message('<span class="shaky_text">You feel energized!</span> ');
}
// Money, if applicable
rand = Math.floor(Math.random() * 9);
var money_gained = (rand * vamp_object.money_flag)
vamp_object.money += money_gained;
document.getElementById("money").innerHTML = vamp_object.money;
if (money_gained) message('You abscond with $'+money_gained);
// Speaking of the applicability of money...
if (vamp_object.money_flag == 0 && vamp_object.experience == 10) {
var loot_unlock_butt = document.createElement('button');
loot_unlock_butt.id = 'loot_unlock_butt';
loot_unlock_butt.innerHTML = 'Loot victims: 10 xp';
document.getElementById('mechanics_upgrades').appendChild(loot_unlock_butt);
loot_unlock_butt.addEventListener('click', function() {loot_unlock()}, false);
document.getElementById('mechanics_upgrades').style.display = 'block';
}
// Unlock energy upgrades, if applicable
if (!vamp_object.energy_upgrade_flag && vamp_object.blood >= vamp_object.energy_upgrade_cost) {
vamp_object.energy_upgrade_flag = true;
var energy_upgrade_butt = document.createElement('button');
energy_upgrade_butt.id = 'energy_upgrade_butt';
energy_upgrade_butt.innerHTML = 'Infuse Muscles With Blood: ' + vamp_object.energy_upgrade_cost + ' blood';
document.getElementById('mechanics_upgrades').appendChild(energy_upgrade_butt);
energy_upgrade_butt.addEventListener('click', function() {energy_upgrade()}, false);
}
// Unlock housing, if applicable
if (vamp_object.nest < 0 && vamp_object.experience >= 25 && !document.getElementById('nest_unlock_butt')) {
var nest_unlock_butt = document.createElement('button');
nest_unlock_butt.id = 'nest_unlock_butt';
nest_unlock_butt.innerHTML = 'Seek Housing: 25 xp';
document.getElementById('mechanics_upgrades').appendChild(nest_unlock_butt);
nest_unlock_butt.addEventListener('click', function() {nest_unlock()}, false);
}
// Flavor events
rand = Math.floor(Math.random() * 101);
if (flavor_events[rand]) message(flavor_events[rand]);
// Update HTML values
document.getElementById("blood").innerHTML = vamp_object.blood;
document.getElementById("energy").innerHTML = vamp_object.energy;
document.getElementById("experience").innerHTML = vamp_object.experience;
// Energy check
if (vamp_object.energy <= 0) {
end_night();
}
};
// End the night
function end_night() {
// Update object values
vamp_object.night += 1;
vamp_object.blood -= 1;
vamp_object.energy = vamp_object.energy_max; // Reset energy.
// Update HTML values
document.getElementById('night').innerHTML = vamp_object.night;
document.getElementById('blood').innerHTML = vamp_object.blood;
document.getElementById('energy').innerHTML = vamp_object.energy;
message('<span class="end_night_text">You slink back to your nest before dawn.</span> ');
// Death check
if (vamp_object.blood <= 0) {
message('<br>You have failed to acquire enough blood to survive the day.<br>' +
'Your corpse does not rise at dusk.<br><br>' +
'The End.<br>');
document.getElementById('hunt').style.display = 'none';
document.getElementById('mechanics_upgrades').style.display = 'none';
document.getElementById('stats_upgrades_and_listing').style.display = 'none';
document.getElementById("save").style.display = 'none'; // Oh, no you don't.
return;
}
};
// Unlock money
function loot_unlock() {
if (vamp_object.experience < 10) {
message('You have not learned quite enough, yet.');
return;
}
document.getElementById('loot_unlock_butt').style.display = 'none';
vamp_object.money_flag = 1;
document.getElementById('money_outer').style.display = 'inline';
vamp_object.experience-= 10;
document.getElementById('experience').innerHTML = vamp_object.experience;
message('Memories of life trickle in with the blood, and you remember...<i>money</i>. ');
};
// Energy upgrade: It's like red bull, but made of blood.
function energy_upgrade() {
if (vamp_object.blood < vamp_object.energy_upgrade_cost) {
message('You do not have enough blood.');
return;
}
vamp_object.blood-= vamp_object.energy_upgrade_cost;
vamp_object.energy_max += 1;
vamp_object.energy += 1;
vamp_object.energy_upgrade_cost = Math.floor(1.3 * vamp_object.energy_upgrade_cost) + 10; // Raise cost incrementally
document.getElementById('blood').innerHTML = vamp_object.blood;
document.getElementById('energy').innerHTML = vamp_object.energy;
document.getElementById('energy_max').innerHTML = vamp_object.energy_max;
document.getElementById('energy_upgrade_butt').innerHTML = 'Infuse Muscles With Blood: ' + vamp_object.energy_upgrade_cost + ' blood';
message('You suffuse your muscles with the power of the Blood, and they swell with vigor. ');
};
// Unlock nests
function nest_unlock() {
if (vamp_object.experience < 25) {
message('You have not learned quite enough, yet.');
return;
}
document.getElementById('nest_unlock_butt').style.display = 'none';
vamp_object.nest = 0;
vamp_object.experience -= 25;
document.getElementById('experience').innerHTML = vamp_object.experience;
document.getElementById('stats_upgrades_and_listing').style.display = 'block';
var housing_current_div = document.getElementById('housing_current');
housing_current_div.appendChild(document.createTextNode('You hide from the sun in '));
housing_current_div.appendChild(document.createTextNode(nests[vamp_object.nest].name));
// TODO: put housing stuff in there.
message('You take stock of the places you have been hiding from the sun. ');
message('Perhaps you could find some place safer...and cleaner. ');
};
// Update buffer with new text
function message(in_text) {
// Join the buffer with the new text
var split_buffer = vamp_object.buffer.split('<br>').concat(in_text.split('<br>'));
// Only want the last 10 lines
if (split_buffer.length > 10) {
split_buffer = split_buffer.slice(-10);
}
// Rejoin and update buffer
vamp_object.buffer = split_buffer.join('<br>');
document.getElementById("center_panel").innerHTML = vamp_object.buffer;
};
// Save to localStorage
function save() {
vamp_load_vals.forEach(
function (val) {
localStorage[val] = vamp_object[val];
}
);
// Also save special stuff:
localStorage.money_flag = vamp_object.money_flag;
localStorage.energy_upgrade_flag = vamp_object.energy_upgrade_flag;
localStorage.buffer = vamp_object.buffer;
};
// Wipe save from localStorage
function delete_save() {
vamp_load_vals.forEach(
function (val) {
localStorage.removeItem(val);
}
);
// Also delete special stuff:
localStorage.removeItem('money_flag');
localStorage.removeItem('energy_upgrade_flag');
localStorage.removeItem('buffer');
message('Your local save has been wiped clean.');
};