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84 Commits

Author SHA1 Message Date
YouHaveTrouble 5aa8ef1d0e update depends 2024-11-24 16:08:30 +01:00
YouHaveTrouble bfd30c935b centralized save data 2024-11-22 22:53:11 +01:00
YouHaveTrouble dd92009cba restore a little bit of loading data logic 2024-11-21 20:57:02 +01:00
YouHaveTrouble 7ab0bfbf67 add adventurer identities 2024-11-21 20:56:40 +01:00
YouHaveTrouble b956152edb normalize some styles 2024-11-21 20:56:20 +01:00
YouHaveTrouble dc9cc5c74c remove attack exponent 2024-11-21 20:54:57 +01:00
YouHaveTrouble 06278ca11e move quests to a single file 2024-11-21 20:54:23 +01:00
YouHaveTrouble 53865f1349 framework for adventurers 2024-11-20 21:29:54 +01:00
YouHaveTrouble 98cd9d829f clean the heck up samurai, we have a game to rewrite 2024-11-19 20:13:49 +01:00
YouHaveTrouble c26c425c6d update news 2024-08-23 23:01:07 +02:00
YouHaveTrouble 423444a139 configure vite plugin for pwa handling 2023-09-24 23:56:10 +02:00
YouHaveTrouble b49a30bb6e actually bearable mobile view for quests board 2023-09-23 15:29:47 +02:00
YouHaveTrouble 2a38461a47 move icon svgs to components, so they can load along everything else 2023-09-16 15:58:54 +02:00
YouHaveTrouble 52c340be26 bump version 2023-09-16 15:39:23 +02:00
YouHaveTrouble f2c5304643 don't load paths dynamically to allow offline play 2023-09-16 15:26:36 +02:00
YouHaveTrouble b6aefde9da add / to the path 2023-09-16 14:29:29 +02:00
YouHaveTrouble f31a0013a9 Merge pull request #11 from xYundy/fix-quest-button-on-ios
Fix select button color for iOS Safari
2023-09-15 12:04:09 +02:00
Wojciech 'xYundy' Zięciak e4af877358 Add missing empty line at EOF 2023-09-15 12:03:48 +02:00
YouHaveTrouble d162771749 Merge pull request #10 from xYundy/public-testing
Add script which allow to test app on external devices
2023-09-15 12:03:15 +02:00
YouHaveTrouble f53644119a Merge pull request #9 from xYundy/pwa-mobile-icon
Add PWA icons and manifest
2023-09-15 12:02:21 +02:00
Wojciech 'xYundy' Zięciak 34999a27b7 add PWA icons and manifest 2023-09-15 11:59:11 +02:00
Wojciech 'xYundy' Zięciak 6e23f9a7b4 Fix select button color for iOS Safar 2023-09-15 11:55:27 +02:00
Wojciech 'xYundy' Zięciak d852f6fd96 Add script which allow to test app on ext. devices 2023-09-15 11:47:43 +02:00
YouHaveTrouble 0e0c133f6f swap meta image 2023-09-07 19:06:29 +02:00
YouHaveTrouble 8a6b581981 bump version 2023-09-07 18:39:53 +02:00
YouHaveTrouble 5497717605 have enough portraits for now 2023-09-07 18:38:11 +02:00
YouHaveTrouble 85fa53b16e add gradient background for adventurer portraits 2023-09-07 18:23:36 +02:00
YouHaveTrouble 9feab73fd2 small tool to automatically merge data and portraits into one file 2023-09-07 18:23:17 +02:00
YouHaveTrouble ed7c9e66ec add new adventurers and their assets 2023-09-07 18:22:22 +02:00
YouHaveTrouble 82350c6c42 new loading screen 2023-08-28 19:33:44 +02:00
YouHaveTrouble 0b7489b21f add new assets 2023-08-28 19:33:29 +02:00
YouHaveTrouble 21fb2c5f72 update depends 2023-08-20 17:20:29 +02:00
YouHaveTrouble 20e7af41ae bump version 2023-07-26 00:24:44 +02:00
YouHaveTrouble 17a091bec8 stop changelog from bumping the page when loading 2023-07-26 00:18:57 +02:00
YouHaveTrouble 13cb2c5a55 don't save possibly heavy adventurer portraits and load them from global data 2023-07-26 00:01:24 +02:00
YouHaveTrouble 28fe055f32 cleanup 2023-07-23 22:38:59 +02:00
YouHaveTrouble b35de64cea move most assets to components and use base64 versions of them 2023-07-23 22:24:43 +02:00
YouHaveTrouble 1e7eb5c750 move adventurer portraits to the data to make sure they load along with everything else 2023-07-23 17:27:20 +02:00
YouHaveTrouble 1b1695bf1f bump version 2023-07-03 23:52:34 +02:00
YouHaveTrouble f524ce5e2e make a and s rank quests appear more often 2023-07-03 23:51:25 +02:00
YouHaveTrouble d14ef20fb1 rebalance adventurer capacity cost 2023-07-03 23:25:27 +02:00
YouHaveTrouble 83070b632b update depends 2023-07-03 23:25:16 +02:00
YouHaveTrouble 2723801c9c update depends 2023-07-03 22:51:40 +02:00
YouHaveTrouble 5d1ce0a262 make gold update actually work 2023-07-03 22:38:50 +02:00
YouHaveTrouble 74ebac9862 rebalance upgrades 2023-07-03 22:38:38 +02:00
YouHaveTrouble 2a5b162605 bump version 2023-06-26 19:44:57 +02:00
YouHaveTrouble d6e897c289 save data export and import 2023-06-26 19:44:32 +02:00
YouHaveTrouble a2b8b40464 download news once per hour 2023-06-26 18:02:38 +02:00
YouHaveTrouble bdaa3bc029 news 2023-06-26 17:43:12 +02:00
YouHaveTrouble 816c1fb0e7 make adventurer choice closeable by clicking on the slot again 2023-06-26 17:12:46 +02:00
YouHaveTrouble acdd8f6964 prevent phones from turning off display when the game's running 2023-06-26 16:03:39 +02:00
YouHaveTrouble 5fa8f2cf15 tooltip on technical menu 2023-06-26 15:54:14 +02:00
YouHaveTrouble 5a818fb142 prototype tooltips 2023-06-22 14:18:08 +02:00
YouHaveTrouble 6625a5b9de move title styles to global file 2023-06-20 20:06:54 +02:00
YouHaveTrouble cf69b92934 bump version 2023-06-20 19:58:31 +02:00
YouHaveTrouble 005cde4a01 remove debug 2023-06-20 19:57:34 +02:00
YouHaveTrouble 1b94d676e7 minor fixes 2023-06-20 19:56:36 +02:00
YouHaveTrouble 7cda820a99 add metadata 2023-06-20 19:56:28 +02:00
YouHaveTrouble 7281fdab60 dynamically load home view 2023-06-20 19:39:13 +02:00
YouHaveTrouble 3b9441b555 improve loading process 2023-06-20 19:37:27 +02:00
YouHaveTrouble c2abfd6dfd add loading screen to hide loading assets and not yet loaded gamestate 2023-06-20 19:18:50 +02:00
YouHaveTrouble f05c393600 new favicon 2023-06-20 19:18:09 +02:00
YouHaveTrouble 23b6f4b4f8 update packages and fix breaking changes 2023-06-20 18:12:20 +02:00
YouHaveTrouble d5195aa157 bump version 2023-05-12 21:52:06 +02:00
YouHaveTrouble 15072fe2c8 fix up ts errors 2023-05-12 21:52:00 +02:00
YouHaveTrouble ba4a6cb2a2 add quest auto-finish upgrade 2023-05-12 21:47:23 +02:00
YouHaveTrouble 4847d22f7e cancel update and save tasks on main component unload 2023-05-12 19:58:47 +02:00
YouHaveTrouble 2c053cc3eb increased cost of adventurer capacity upgrade 2023-05-12 19:13:48 +02:00
YouHaveTrouble c55e0c8bb6 added quest gold modifier upgrade 2023-05-12 18:41:40 +02:00
YouHaveTrouble 29aafedcfa fix max guild level being displayed on level 7 when upgraded to it 2023-05-12 18:25:45 +02:00
YouHaveTrouble 8070c855a0 drastically reduce price and scaling of exp modifier upgrade 2023-05-12 18:24:59 +02:00
YouHaveTrouble aaf0eb6546 bump version 2023-04-23 15:24:59 +02:00
YouHaveTrouble c14a135c94 display release date of an update next to its title 2023-04-23 15:22:59 +02:00
YouHaveTrouble 40d5a876b8 add quest exp modifier upgrade 2023-04-23 15:22:40 +02:00
YouHaveTrouble 3b47ed1bed bump version 2023-04-09 23:58:14 +02:00
YouHaveTrouble fdc5d370de Merge pull request #8 from YouHaveTrouble/adventurer-details
Adventurer details
2023-04-09 23:57:37 +02:00
YouHaveTrouble 19c4a3f7ac adjust adventurer exp scaling from linear to exponential 2023-04-09 23:55:34 +02:00
YouHaveTrouble 2dad283de9 fix already recruited adventurers showing up again 2023-04-09 16:22:42 +02:00
YouHaveTrouble 61ff80b69f style buttons and fix up number formatting 2023-04-09 15:35:56 +02:00
YouHaveTrouble a185bc2153 prestige feature 2023-04-09 13:59:19 +02:00
YouHaveTrouble b213cae62b fix the game not properly saving/loading adventurers for hire 2023-04-07 22:23:16 +02:00
YouHaveTrouble 19d3dd5515 exit button for adventurer details popup 2023-04-07 22:22:26 +02:00
YouHaveTrouble 4f2d742284 fix lack of gold formatting on guild upgrade button on game load 2023-04-07 20:45:08 +02:00
YouHaveTrouble a0b7db1bf6 popup window with adventurer details 2023-04-05 22:56:52 +02:00
110 changed files with 9104 additions and 3950 deletions
+21 -8
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@@ -1,18 +1,31 @@
<!DOCTYPE html> <!DOCTYPE html>
<html lang="en"> <html lang="en">
<head> <head>
<meta charset="UTF-8"> <meta charset="UTF-8">
<link rel="icon" href="/favicon.ico"> <link rel="icon" href="/favicon.ico">
<meta name="viewport" content="width=device-width, initial-scale=1.0"> <meta name="viewport" content="width=device-width, initial-scale=1.0">
<title>Guild Master - Adventurer's guild management game</title> <title>Guild Master - Adventurer's guild management game</title>
<link rel="preconnect" href="https://fonts.googleapis.com"> <link rel="preconnect" href="https://fonts.googleapis.com">
<link rel="preconnect" href="https://fonts.gstatic.com" crossorigin> <link rel="preconnect" href="https://fonts.gstatic.com" crossorigin>
<link href="https://fonts.googleapis.com/css2?family=EB+Garamond&display=swap" rel="stylesheet"> <link href="https://fonts.googleapis.com/css2?family=EB+Garamond&display=swap" rel="stylesheet">
<link rel="manifest" href="/manifest.json" />
<link rel="preload" href="/img/promo/chicken_mage.jpg" as="image">
<meta name="description"
content="Guild Master is a browser game where you manage your own adventurer's guild!"/>
<meta property="twitter:title" content="Guild Master - Adventurer's guild management game"/>
<meta property="twitter:image" content="https://guildmaster.yht.one/img/app-icons/icon.png"/>
<meta property="twitter:description"
content="Guild Master is a browser game where you manage your own adventurer's guild!"/>
<meta property="og:title" content="Guild Master - Adventurer's guild management game"/>
<meta property="og:url" content="https://guildmaster.yht.one/"/>
<meta property="og:description"
content="Guild Master is a browser game where you manage your own adventurer's guild!"/>
<meta property="og:image" content="https://guildmaster.yht.one/img/app-icons/icon.png"/>
</head> </head>
<body> <body>
<div id="app"></div> <div id="app"></div>
<noscript> <noscript>
This is a javascript game. You need to enable javascript for it to work. This is a javascript game. You need to enable javascript for it to work.
</noscript> </noscript>
<script type="module" src="/src/main.ts"></script> <script type="module" src="/src/main.ts"></script>
</body> </body>
+8231 -1773
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+16 -14
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@@ -1,29 +1,31 @@
{ {
"name": "adventurers-guild", "name": "adventurers-guild",
"version": "0.4.0", "version": "0.14.0",
"private": true, "private": true,
"scripts": { "scripts": {
"dev": "vite", "dev": "vite",
"build": "run-p type-check build-only && cp -r CNAME dist/CNAME", "dev-public": "vite --host",
"build": "run-p build-only && cp -r CNAME dist/CNAME",
"preview": "vite preview", "preview": "vite preview",
"build-only": "vite build", "build-only": "vite build",
"type-check": "vue-tsc --noEmit" "type-check": "vue-tsc --noEmit"
}, },
"dependencies": { "dependencies": {
"@vueuse/components": "^9.13.0", "@vueuse/components": "^11.3.0",
"sass": "^1.59.3", "sass": "^1.81.0",
"vue": "^3.2.45", "vue": "^3.5.13",
"vue-router": "^4.1.6" "vue-router": "^4.4.5"
}, },
"devDependencies": { "devDependencies": {
"@types/node": "^18.11.12", "@types/node": "^18.19.64",
"@vitejs/plugin-vue": "^4.0.0", "@vitejs/plugin-vue": "^5.2.0",
"@vue/tsconfig": "^0.1.3", "@vue/tsconfig": "^0.6.0",
"eslint": "^8.36.0", "eslint": "^9.15.0",
"eslint-plugin-vue": "^9.9.0", "eslint-plugin-vue": "^9.31.0",
"npm-run-all": "^4.1.5", "npm-run-all": "^4.1.5",
"typescript": "~4.7.4", "typescript": "~5.7.2",
"vite": "^4.0.0", "vite": "5.4.11",
"vue-tsc": "^1.0.12" "vite-plugin-pwa": "^0.21.0",
"vue-tsc": "^2.1.10"
} }
} }
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+115
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{
"levelRequirement": {
"F": 1,
"E": 5,
"D": 10,
"C": 25,
"B": 50,
"A": 100,
"S": 250
},
"ranks": {
"F": [
{
"title": "Frog Frenzy",
"text": "Kill 10 demon frogs."
},
{
"title": "Rats!",
"text": "Get rid of the rats from someone's basement."
},
{
"title": "Herb gathering",
"text": "Collect medicinal herbs."
},
{
"title": "Big pile of rubble",
"text": "Tavern collapsed. Again. Help clean up the debris."
}
],
"E": [
{
"title": "Gnoblin subjugation",
"text": "Kill 3 gnoblins."
},
{
"title": "Phantom menace",
"text": "Exorcise ghosts out of someone's apartment."
},
{
"title": "Scratchy in peril",
"text": "Get Scratchy the cat from the tree safe onto the ground."
}
],
"D": [
{
"title": "Caravan escort",
"text": "Escort a merchant caravan."
},
{
"title": "Rare ore",
"text": "Obtain laudanium ore for town's blacksmith."
},
{
"title": "Demonic pests!",
"text": "Clear the fields from cabbage imps."
}
],
"C": [
{
"title": "Scratchy, the butcher",
"text": "Scratchy turned evil and is terrorizing its victims. Put a stop to it!"
},
{
"title": "Hobgnoblin subjegation",
"text": "Gnoblins evolved and are back for vengeance."
},
{
"title": "Holy",
"text": "Gnoblins summoned their machine god and it started going haywire on everything around it. Destroy it!"
}
],
"B": [
{
"title": "Undead horde",
"text": "Due to the spillage of necromancy potion at nearby graveyard we now have an undead army on our doorstep."
},
{
"title": "Runaway prisoner",
"text": "During the last prison guard strike a prisoner managed to escape. Bring them back to their cell."
},
{
"title": "The aristocrats",
"text": "Royalty wants an escort for one of their carriages."
}
],
"A": [
{
"title": "Ogre king",
"text": "Ogres have chosen a new king through democratic vote. They all voted for the strongest ogre."
},
{
"title": "Devilish dungeon",
"text": "New dungeon was discovered. It needs to be mapped and explored so lower rank adventurers can enter."
},
{
"title": "Eater of Worlds",
"text": "A giant worm emerged from the ground and appears to be consuming the ground itself."
}
],
"S": [
{
"title": "The Demon King",
"text": "Demon King has awoken and is a threat to whole existence. Heroes needed."
},
{
"title": "Scratchy, Destruction Incarnate",
"text": "Scratchy was reborn as a machine of pure destruction and needs to be stopped."
},
{
"title": "Jiggly Jungle",
"text": "A jungle south began rapidly expanding and experts think arson is our only option."
}
]
}
}
-14
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@@ -1,14 +0,0 @@
[
{
"title": "Ogre king",
"text": "Ogres have chosen a new king through democratic vote. They all voted for the strongest ogre."
},
{
"title": "Devilish dungeon",
"text": "New dungeon was discovered. It needs to be mapped and explored so lower rank adventurers can enter."
},
{
"title": "Eater of Worlds",
"text": "A giant worm emerged from the ground and appears to be consuming the ground itself."
}
]
-14
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@@ -1,14 +0,0 @@
[
{
"title": "Undead horde",
"text": "Due to the spillage of necromancy potion at nearby graveyard we now have an undead army on our doorstep."
},
{
"title": "Runaway prisoner",
"text": "During the last prison guard strike a prisoner managed to escape. Bring them back to their cell."
},
{
"title": "The aristocrats",
"text": "Royalty wants an escort for one of their carriages."
}
]
-14
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@@ -1,14 +0,0 @@
[
{
"title": "Scratchy, the butcher",
"text": "Scratchy turned evil and is terrorizing its victims. Put a stop to it!"
},
{
"title": "Hobgnoblin subjegation",
"text": "Gnoblins evolved and are back for vengeance."
},
{
"title": "Holy",
"text": "Gnoblins summoned their machine god and it started going haywire on everything around it. Destroy it!"
}
]
-14
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@@ -1,14 +0,0 @@
[
{
"title": "Caravan escort",
"text": "Escort a merchant caravan."
},
{
"title": "Rare ore",
"text": "Obtain laudanium ore for town's blacksmith."
},
{
"title": "Demonic pests!",
"text": "Clear the fields from cabbage imps."
}
]
-14
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@@ -1,14 +0,0 @@
[
{
"title": "Gnoblin subjegation",
"text": "Kill 3 gnoblins."
},
{
"title": "Phantom menace",
"text": "Exorcise ghosts out of someone's apartment."
},
{
"title": "Scratchy in peril",
"text": "Get Scratchy the cat from the tree safe onto the ground."
}
]
-18
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@@ -1,18 +0,0 @@
[
{
"title": "Frog Frenzy",
"text": "Kill 10 demon frogs."
},
{
"title": "Rats!",
"text": "Get rid of the rats from someone's basement."
},
{
"title": "Herb gathering",
"text": "Collect medicinal herbs."
},
{
"title": "Big pile of rubble",
"text": "Tavern collapsed. Again. Help clean up the debris."
}
]
-14
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@@ -1,14 +0,0 @@
[
{
"title": "The Demon King",
"text": "Demon King has awoken and is a threat to whole existence. Heroes needed."
},
{
"title": "Scratchy, Destruction Incarnate",
"text": "Scratchy was reborn as a machine of pure destruction and needs to be stopped."
},
{
"title": "Jiggly Jungle",
"text": "A jungle south began rapidly expanding and experts think arson is our only option."
}
]
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+59
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{
"name": "Guild Master - Adventurer's guild management game",
"short_name": "Guild Master",
"theme_color": "#3C2114",
"background_color": "#d9c8b3",
"display": "standalone",
"scope": "./",
"start_url": "./",
"icons": [
{
"src": "img/app-icons/icon-72x72.png",
"sizes": "72x72",
"type": "image/png",
"purpose": "maskable any"
},
{
"src": "img/app-icons/icon-96x96.png",
"sizes": "96x96",
"type": "image/png",
"purpose": "maskable any"
},
{
"src": "img/app-icons/icon-128x128.png",
"sizes": "128x128",
"type": "image/png",
"purpose": "maskable any"
},
{
"src": "img/app-icons/icon-144x144.png",
"sizes": "144x144",
"type": "image/png",
"purpose": "maskable any"
},
{
"src": "img/app-icons/icon-152x152.png",
"sizes": "152x152",
"type": "image/png",
"purpose": "maskable any"
},
{
"src": "img/app-icons/icon-192x192.png",
"sizes": "192x192",
"type": "image/png",
"purpose": "maskable any"
},
{
"src": "img/app-icons/icon-384x384.png",
"sizes": "384x384",
"type": "image/png",
"purpose": "maskable any"
},
{
"src": "img/app-icons/icon.png",
"sizes": "512x512",
"type": "image/png",
"purpose": "maskable any"
}
]
}
+82
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[
{
"id": "aldek",
"name": "Aldek"
},
{
"id": "aria",
"name": "Aria"
},
{
"id": "burnett",
"name": "Burnett"
},
{
"id": "charlotte",
"name": "Charlotte"
},
{
"id": "ella",
"name": "Ella"
},
{
"id": "elyza",
"name": "Elyza"
},
{
"id": "emille",
"name": "Emille"
},
{
"id": "garret",
"name": "Garret"
},
{
"id": "gryza",
"name": "Gryza"
},
{
"id": "lestat",
"name": "Lestat"
},
{
"id": "lydia",
"name": "Lydia"
},
{
"id": "noor",
"name": "Noor"
},
{
"id": "noron",
"name": "Noron"
},
{
"id": "oola",
"name": "Oola"
},
{
"id": "owen",
"name": "Owen"
},
{
"id": "ryslette",
"name": "Ryslette"
},
{
"id": "sally",
"name": "Sally"
},
{
"id": "tovu",
"name": "Tovu"
},
{
"id": "wrydio",
"name": "Wrydio"
},
{
"id": "xarya",
"name": "Xarya"
}
]

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<script setup lang="ts"> <script setup lang="ts">
import {RouterLink, RouterView} from 'vue-router'</script> import {RouterLink, RouterView} from 'vue-router'
import {version} from "../package.json"
</script>
<template> <template>
<section class="loading-screen" :class="{disabled: !loading}">
<div class="title panel note-paper">
<h1>Guild Master</h1>
<h3>Adventurer's guild management game</h3>
<small>v{{ version }}</small>
<div class="lds-ring">
<div></div>
<div></div>
<div></div>
<div></div>
</div>
<h3>Loading assets...</h3>
</div>
</section>
<header> <header>
<nav> <nav>
<RouterLink :to="{name: 'guild'}">Guild</RouterLink> <RouterLink
<RouterLink :to="{name: 'quests'}">Quests</RouterLink> :to="{name: 'guild'}"
<RouterLink :to="{name: 'adventurers'}">Adventurers</RouterLink> >
<RouterLink :to="{name: 'technical'}"><img class="icon" src="/img/icons/cog.svg" alt="Technical"></RouterLink> Guild
</RouterLink>
</nav> </nav>
</header> </header>
<RouterView <RouterView/>
:guild="guild"
:adventurers="adventurers"
:quests="missives"
:adventurerForHire="adventurerForHire"
@finalizeQuest="finalizeQuest($event)"
@wipeSave="resetSave()"
@recruitActionTaken="recruitAction($event)"
/>
</template> </template>
<script lang="ts"> <script lang="ts">
import {defineComponent} from "vue"; import {defineComponent} from "vue";
import {Adventurer} from "@/classes/Adventurer"; import AdventurerIdentity from "@/models/AdventurerIdentity.ts";
import {getQuestWithRewards, Quest} from "@/classes/Quest"; import SaveData from "@/models/SaveData.ts";
import {Guild} from "@/classes/Guild";
import {getFromString, QuestRank} from "@/classes/QuestRank";
import {GameData, loadAdventurersForHire, loadAvailableQuests, loadGame, saveGame} from "@/GameData";
import type {GuildUpgrade} from "@/classes/GuildUpgrade";
import {AdventurerCapacityUpgrade} from "@/classes/guildUpgrades/AdventurerCapacityUpgrade";
import {getNewAdventurerForHire} from "@/classes/Recruitment";
export default defineComponent({ export default defineComponent({
name: "GuildView", name: "GuildMaster",
data: () => ({ data: () => ({
guild: new Guild(1, 500), loading: true,
lastQuestGot: { screenWakeLock: null as null | WakeLockSentinel,
S: null as null|number, possibleRecruits: {} as { [key: string]: AdventurerIdentity },
A: null as null|number, saveData: null as null | SaveData,
B: null as null|number,
C: null as null|number,
D: null as null|number,
E: null as null|number,
F: null as null|number,
} as { [key: string]: null|number },
lastRecruitHandled: null as null|number,
adventurerForHire: null as Adventurer|null,
adventurersDatabase: {} as Array<Adventurer>,
adventurers: {} as { [key: string]: Adventurer },
quests: {} as { [key: string]: { [key: string]: Quest } },
missives: {
F: {} as { [key: string]: Quest },
E: {} as { [key: string]: Quest },
D: {} as { [key: string]: Quest },
C: {} as { [key: string]: Quest },
B: {} as { [key: string]: Quest },
A: {} as { [key: string]: Quest },
S: {} as { [key: string]: Quest },
} as { [key: string]: { [key: string]: Quest } },
}), }),
methods: { methods: {
async updateMissives() { async acquireScreenWakeLock(): Promise<void> {
for (const missiveRank in this.missives) { if (!("wakeLock" in navigator)) {
const rank = getFromString(missiveRank as QuestRank);
for (const missiveId in this.missives[rank.toString() as QuestRank]) {
const missive = this.missives[rank.toString()][missiveId];
if (missive.adventurers.length <= 0) {
missive.progressPoints = 0;
continue;
}
if (missive.progressPoints >= missive.maxProgress) continue;
for (const adventurerId in missive.adventurers) {
const adventurer = missive.adventurers[adventurerId];
const attack = adventurer.getAttack();
missive.progressPoints = Math.min(missive.progressPoints + attack, missive.maxProgress);
}
}
}
},
async checkForNewRecruit(currentTimestamp: number) {
if (this.lastRecruitHandled === null) {
this.lastRecruitHandled = 0;
}
if (currentTimestamp - this.lastRecruitHandled >= 1000 * 60 * 30 && this.adventurerForHire === null) {
this.adventurerForHire = getNewAdventurerForHire(this.adventurersDatabase);
}
},
recruitAction(adventurer: Adventurer|null): void {
this.lastRecruitHandled = Number(new Date());
this.adventurerForHire = null;
if (adventurer === null) return;
this.adventurers[adventurer.id] = adventurer;
for (const id in this.adventurersDatabase) {
const databaseAdventurer = this.adventurersDatabase[id];
if (databaseAdventurer.id === adventurer.id) {
this.adventurersDatabase.splice(Number(id), 1);
break;
}
}
},
finalizeQuest(missive: Quest) {
missive.progressPoints = 0;
this.guild.gold += missive.goldReward;
for (const adventurerId in missive.adventurers) {
const adventurer = missive.adventurers[adventurerId];
adventurer.addExp(missive.expReward / missive.adventurers.length);
adventurer.busy = false;
}
missive.adventurers = [];
delete this.missives[missive.rank.toString() as QuestRank][missive.id];
},
getRandomQuest(rank: QuestRank): Quest | null {
const keys = Object.keys(this.quests[rank]);
if (keys.length <= 0) return null;
const questsForRank = this.quests[rank] as { [key: string]: Quest };
const randomId = keys.length * Math.random() << 0;
const randomIdString = keys[randomId] as string;
return getQuestWithRewards(questsForRank[randomIdString]);
},
createMissive(questToAdd: Quest, rank: QuestRank) {
const quest = JSON.parse(JSON.stringify(questToAdd));
const newId = Math.random().toString(16).slice(2).toString();
quest.id = newId;
this.missives[rank][newId] = quest;
},
loadGame() {
const saveData = loadGame();
if (saveData === null) return;
this.lastQuestGot = saveData.lastQuestGot;
const guildUpgrades = {} as { [key: string]: GuildUpgrade };
if (saveData.guild.adventurerCapacity) {
guildUpgrades.adventurerCapacity = new AdventurerCapacityUpgrade(saveData.guild.adventurerCapacity.level);
}
this.guild = new Guild(saveData.guild.level, saveData.guild.gold, guildUpgrades);
const adventurers = {} as { [key: string]: Adventurer };
for (const id in saveData.adventurers) {
const data = saveData.adventurers[id];
try {
const adventurer = new Adventurer(
data.id,
data.name,
data.portrait,
data.attackExponent ?? 1.1,
data.level ?? 1,
data.exp ?? 0
);
adventurer.busy = data.busy;
adventurers[data.id] = adventurer;
} catch (e) {}
}
this.adventurers = adventurers;
const missives = {} as { [key: string]: { [key: string]: Quest } };
for (const id in saveData.missives) {
const missiveRank = {} as { [key: string]: Quest }
for (const questId in saveData.missives[id]) {
const data = saveData.missives[id][questId];
const quest = new Quest(questId, getFromString(data.rank), data.title, data.text, data.maxProgress, data.expReward, data.goldReward);
quest.progressPoints = data.progressPoints;
if (data.adventurers.length > 0) {
quest.adventurers.push(this.adventurers[data.adventurers[0].id])
}
missiveRank[questId] = quest;
}
missives[id] = missiveRank;
}
this.missives = missives;
this.lastRecruitHandled = saveData.lastRecruitAction ?? 0;
if (Object.keys(this.adventurers).length <= 0) {
this.adventurerForHire = this.adventurersDatabase[0];
return; return;
} }
if (this.screenWakeLock !== null) {
if (saveData.currentlyForHireId !== null) { return;
for (const id in this.adventurersDatabase) { }
const adventurer = this.adventurersDatabase[id]; try {
if (adventurer.id === saveData.currentlyForHireId) { this.screenWakeLock = await navigator.wakeLock.request("screen");
this.adventurerForHire = adventurer; } catch (e) {
return; setTimeout(() => {
} this.acquireScreenWakeLock();
} }, 1000);
} }
}, },
resetSave() { async loadAdventurerData(): Promise<void> {
if (!confirm("You are about to wipe your save file. Are you sure?")) return; await fetch("/data/adventurers.json")
window.localStorage.removeItem("savedGame"); .then(response => response.json())
window.location.reload(); .then(data => {
if (!Array.isArray(data)) throw new Error("Data was expected to be an array");
for (const rawData of data) {
if (typeof rawData.id !== "string" || typeof rawData.name !== "string" || typeof rawData.portrait !== "string") {
console.error("Failed to load one of the adventurer's data: invalid data");
continue;
}
this.possibleRecruits[rawData.id] = new AdventurerIdentity(
rawData.id,
rawData.name,
rawData.portrait,
);
}
})
.catch(error => {
console.error("Failed to load adventurer data:", error);
});
},
saveGame(): void {
window.localStorage.setItem("saveData", JSON.stringify(this.saveData));
console.debug("Game saved");
},
loadGame(): void {
const saveData = window.localStorage.getItem("saveData");
if (saveData === null) {
this.saveData = new SaveData({}, this.possibleRecruits);
return;
}
const jsonData = JSON.parse(saveData);
if (jsonData === null) return;
this.saveData = new SaveData(jsonData, this.possibleRecruits);
for (const adventurer of this.saveData.adventurers) {
delete this.possibleRecruits[adventurer?.identity?.id];
}
} }
}, },
async mounted() { async mounted() {
await this.acquireScreenWakeLock();
await this.loadAdventurerData();
this.loadGame(); this.loadGame();
this.quests = await loadAvailableQuests();
this.adventurersDatabase = await loadAdventurersForHire(Object.keys(this.adventurers)); this.loading = false;
console.debug("Game loaded");
setInterval(() => { setInterval(() => {
saveGame(new GameData( this.saveGame();
this.guild, }, 10 * 1000);
this.adventurers,
this.missives,
this.lastQuestGot,
this.lastRecruitHandled,
this.adventurerForHire?.id ?? null
)
);
}, 10*1000)
setInterval(() => { },
this.updateMissives();
const now = Number(new Date());
this.checkForNewRecruit(now);
for (const id in this.lastQuestGot) {
const lastTime = this.lastQuestGot[getFromString(id as QuestRank)];
if (lastTime === null) this.lastQuestGot[getFromString(id as QuestRank)] = 0;
}
if (Number(now) - Number(this.lastQuestGot.F) >= 12 * 1000) {
this.lastQuestGot.F = now;
const keys = Object.keys(this.missives[QuestRank.F]);
if (keys.length >= 5) return;
const quest = this.getRandomQuest(QuestRank.F);
if (quest !== null) {
this.createMissive(quest, QuestRank.F);
}
}
if (this.guild.level < 2) return;
if (Number(now) - Number(this.lastQuestGot.E) >= 20 * 1000) {
this.lastQuestGot.E = now;
const keys = Object.keys(this.missives[QuestRank.E]);
if (keys.length >= 5) return;
const quest = this.getRandomQuest(QuestRank.E);
if (quest !== null) {
this.createMissive(quest, QuestRank.E);
}
}
if (this.guild.level < 3) return;
if (Number(now) - Number(this.lastQuestGot.D) >= 50 * 1000) {
this.lastQuestGot.D = now;
const keys = Object.keys(this.missives[QuestRank.D]);
if (keys.length >= 5) return;
const quest = this.getRandomQuest(QuestRank.D);
if (quest !== null) {
this.createMissive(quest, QuestRank.D);
}
}
if (this.guild.level < 4) return;
if (Number(now) - Number(this.lastQuestGot.C) >= 2 * 60 * 1000) {
this.lastQuestGot.C = now;
const keys = Object.keys(this.missives[QuestRank.C]);
if (keys.length >= 5) return;
const quest = this.getRandomQuest(QuestRank.C);
if (quest !== null) {
this.createMissive(quest, QuestRank.C);
}
}
if (this.guild.level < 5) return;
if (Number(now) - Number(this.lastQuestGot.B) >= 2 * 60 * 1000) {
this.lastQuestGot.B = now;
const keys = Object.keys(this.missives[QuestRank.B]);
if (keys.length >= 5) return;
const quest = this.getRandomQuest(QuestRank.B);
if (quest !== null) {
this.createMissive(quest, QuestRank.B);
}
}
if (this.guild.level < 6) return;
if (Number(now) - Number(this.lastQuestGot.A) >= 5 * 60 * 1000) {
this.lastQuestGot.A = now;
const keys = Object.keys(this.missives[QuestRank.A]);
if (keys.length >= 5) return;
const quest = this.getRandomQuest(QuestRank.A);
if (quest !== null) {
this.createMissive(quest, QuestRank.A);
}
}
if (this.guild.level < 6) return;
if (Number(now) - Number(this.lastQuestGot.S) >= 30 * 60 * 1000) {
this.lastQuestGot.S = now;
const keys = Object.keys(this.missives[QuestRank.S]);
if (keys.length >= 5) return;
const quest = this.getRandomQuest(QuestRank.S);
if (quest !== null) {
this.createMissive(quest, QuestRank.S);
}
}
}, 250);
}
}) })
</script> </script>
@@ -332,23 +137,25 @@ nav {
align-items: center; align-items: center;
flex-wrap: wrap; flex-wrap: wrap;
gap: 1rem; gap: 1rem;
padding: 2rem; padding-inline: 2rem;
background-size: 200px; padding-bottom: 2rem;
background-blend-mode: darken; padding-top: 0.5rem;
background-color: rgba(0, 0, 0, 0.65); background-size: 100%;
background-repeat: no-repeat;
background-position: bottom;
filter: drop-shadow(0 0 0.5rem rgba(0, 0, 0, 0.25));
.icon { .icon {
width: 2rem; width: 2rem;
height: 2rem; height: 2rem;
fill: white;
filter: invert(1);
transform: translateY(0.35rem); transform: translateY(0.35rem);
} }
a { a {
font-size: 2rem; font-size: 2rem;
color: #fff; color: #000;
text-decoration: none; text-decoration: none;
&.router-link-active { &.router-link-active {
text-decoration: underline; text-decoration: underline;
} }
@@ -356,4 +163,73 @@ nav {
} }
.loading-screen {
position: fixed;
top: 0;
left: 0;
width: 100vw;
height: 100vh;
z-index: 5;
user-select: none;
background-size: cover;
background-position: center;
background-image: url("/img/promo/chicken_mage.jpg");
background-repeat: no-repeat;
display: flex;
justify-content: flex-start;
align-items: flex-start;
transition: opacity 0.25s linear;
.title {
margin-block: 2.5%;
margin-inline: 2.5%;
}
&.disabled {
opacity: 0;
pointer-events: none;
}
.lds-ring {
display: inline-block;
position: relative;
width: 80px;
height: 80px;
}
.lds-ring div {
box-sizing: border-box;
display: block;
position: absolute;
width: 64px;
height: 64px;
margin: 8px;
border: 8px solid;
border-radius: 50%;
animation: lds-ring 1.2s cubic-bezier(0.5, 0, 0.5, 1) infinite;
border-color: #000 transparent transparent transparent;
}
.lds-ring div:nth-child(1) {
animation-delay: -0.45s;
}
.lds-ring div:nth-child(2) {
animation-delay: -0.3s;
}
.lds-ring div:nth-child(3) {
animation-delay: -0.15s;
}
@keyframes lds-ring {
0% {
transform: rotate(0deg);
}
100% {
transform: rotate(360deg);
}
}
}
</style> </style>
-122
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@@ -1,122 +0,0 @@
import type {Guild} from "@/classes/Guild";
import {Adventurer} from "@/classes/Adventurer";
import {Quest} from "@/classes/Quest";
import {getFromString, QuestRank} from "@/classes/QuestRank";
export class GameData {
guild: Guild;
adventurers: { [key: string]: Adventurer };
missives: { [key: string]: { [key: string]: Quest } };
lastQuestGot: { [key: string]: null | number };
lastRecruitAction: null | number;
currentlyForHireId: string|null;
constructor(
guild: Guild, adventurers: { [key: string]: Adventurer },
missives: { [key: string]: { [key: string]: Quest } },
lastQuestGot: { [key: string]: null | number },
lastRecruitAction: null | number,
currentlyForHireId: string|null = null
) {
this.guild = guild;
this.adventurers = adventurers;
this.missives = missives;
this.lastQuestGot = lastQuestGot;
this.lastRecruitAction = lastRecruitAction;
this.currentlyForHireId = currentlyForHireId;
}
}
/**
* Save the game to local storage
*/
export function saveGame(
data: GameData
): void {
console.debug("Saving game...");
window.localStorage.setItem("savedGame", JSON.stringify({
guild: data.guild,
adventurers: data.adventurers,
missives: data.missives,
lastQuestGot: data.lastQuestGot,
lastRecruitAction: data.lastRecruitAction,
adventurerForHireId: data.currentlyForHireId,
}));
}
export function loadGame(): GameData | null {
const savedGame = window.localStorage.getItem("savedGame");
if (!savedGame) return null;
console.debug("Loading game...");
const parsedGame = JSON.parse(savedGame);
return new GameData(
parsedGame.guild,
parsedGame.adventurers,
parsedGame.missives,
parsedGame.lastQuestGot,
parsedGame.lastRecruitAction
);
}
export async function loadAvailableQuests(): Promise<{ [key: string]: { [key: string]: Quest } }> {
const quests = {
S: {} as { [key: string]: Quest },
A: {} as { [key: string]: Quest },
B: {} as { [key: string]: Quest },
C: {} as { [key: string]: Quest },
D: {} as { [key: string]: Quest },
E: {} as { [key: string]: Quest },
F: {} as { [key: string]: Quest },
} as { [key: string]: { [key: string]: Quest } };
for (const rank in quests) {
const response = await fetch(`data/quests/Rank${rank}.json`);
if (response.status !== 200) {
console.error("Failed to load quests");
alert("Failed to load quests. Please try refreshing the page.");
return quests;
}
const questData = await response.json();
let id = 0;
for (const quest of questData) {
id++;
quests[rank.toString()][id] = new Quest(
id.toString(),
getFromString(rank as QuestRank),
quest.title,
quest.text,
1,
0,
0
);
}
}
return quests;
}
export async function loadAdventurersForHire(currentAdventurerIds: Array<string> = []): Promise<Array<Adventurer>> {
const response = await fetch("data/adventurers.json");
if (response.status !== 200) {
console.error("Failed to load adventurers");
alert("Failed to load adventurers. Please try refreshing the page.");
return [];
}
const adventurerData = await response.json();
const adventurers = [] as Array<Adventurer>;
for (const adventurer of adventurerData) {
if (currentAdventurerIds.includes(adventurer.id)) continue;
adventurers.push(new Adventurer(
adventurer.id,
adventurer.name,
adventurer.portrait,
adventurer.attackExponent,
adventurer.level,
adventurer.exp,
));
}
return adventurers;
}
+62 -48
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@@ -1,64 +1,78 @@
* {
box-sizing: border-box;
margin: 0;
padding: 0;
font-family: system-ui, sans-serif;
font-weight: normal;
vertical-align: baseline;
overflow-wrap: break-word;
-webkit-font-smoothing: antialiased;
}
:root { body {
line-height: 1.5;
}
ol, ul {
list-style: none;
}
blockquote, q {
quotes: none;
}
table {
border-collapse: collapse;
border-spacing: 0;
}
button {
border: none;
background: none;
outline: none;
font-size: inherit;
}
button:focus-visible {
outline: 2px solid black;
}
input {
border: none;
outline: none;
}
input:focus-visible {
outline: 2px solid black;
}
img, picture, video, canvas, svg {
display: block;
max-width: 100%;
} }
body { body {
margin: 0; margin: 0;
padding: 0 0 10rem; padding: 0;
min-height: calc(100vh - 10rem); min-height: 100vh;
font-family: 'EB Garamond', serif; font-family: 'EB Garamond', serif;
overflow-y: scroll; overflow-y: scroll;
user-select: none; user-select: none;
background-size: 25rem; background-color: rgb(19, 16, 14);
background-color: rgba(87, 50, 20, 0.45);
background-image: url("/img/background/wood/cut_wood_background.png");
background-blend-mode: darken; background-blend-mode: darken;
background-repeat: repeat; background-repeat: repeat;
display: flex;
flex-direction: column;
align-items: center;
}
main {
max-width: 69rem;
display: flex;
flex-direction: column;
align-items: center;
} }
#app { #app {
width: 100%; width: 100%;
} }
.panel {
&.pinned-paper {
background-image: url("/img/quests/backgrounds/paper.png");
position: relative;
filter: drop-shadow(-0.15rem 0.2rem 0.1rem rgba(0, 0, 0, 0.25));
.nail {
position: absolute;
width: 2rem;
height: 2rem;
filter: drop-shadow(-0.15rem 0.2rem 0.1rem rgba(0, 0, 0, 0.5));
&.small {
width: 1rem;
height: 1rem;
}
img {
width: 100%;
height: 100%;
}
&.top-left {
top: 1rem;
left: 1rem;
}
&.top-right {
top: 1rem;
right: 1rem;
}
}
}
&.note-paper {
background-image: url("/img/background/paper/small_tile_paper.png");
position: relative;
filter: drop-shadow(-0.15rem 0.2rem 0.1rem rgba(0, 0, 0, 0.25));
border-image: url("/img/borders/metal_corner.png") 30 round;
}
}
-91
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@@ -1,91 +0,0 @@
export class Adventurer {
id: string;
name: string;
portrait: string;
level: number;
exp: number;
attackExponent: number;
prestige: number;
busy: boolean;
constructor(
id: string,
name: string,
portrait: string,
attackExponent: number,
level: number = 1,
exp: number = 0,
prestige: number = 0
) {
this.id = id;
this.name = name;
this.portrait = portrait;
this.attackExponent = attackExponent;
this.level = level;
this.exp = exp;
this.prestige = prestige;
this.busy = false;
}
levelUp(): void {
this.exp = 0;
this.level += 1;
}
prestigeUp(): void {
this.level = 1;
this.exp = 0;
this.prestige += 1;
}
canLevelUp(): boolean {
if (this.level >= this.getMaxLevel()) return false;
return this.exp >= this.getNextLevelExpRequirement();
}
canPrestigeUp(): boolean {
if (this.level < getMaxLevelForPrestige(this.prestige)) return false;
return this.prestige < 5
}
getNextLevelExpRequirement(): number {
return this.level * 3;
}
/**
* Returns the percentage of exp to the next level
*/
getExpPercentage(): number {
return (this.exp / this.getNextLevelExpRequirement()) * 100;
}
addExp(exp: number): void {
if (this.isMaxLevel()) return;
this.exp += exp;
if (this.canLevelUp()) {
this.levelUp();
}
}
getAttack(): number {
const scalingFactor = Math.pow(1.05, this.level - 1);
return (2 * scalingFactor) * Math.pow(this.attackExponent, this.level - 1);
}
getDPS(): number {
return this.getAttack() * 4;
}
getMaxLevel(): number {
return getMaxLevelForPrestige(this.prestige);
}
isMaxLevel(): boolean {
return this.level >= this.getMaxLevel();
}
}
function getMaxLevelForPrestige(prestige: number): number {
return 25 + (prestige * 5);
}
-55
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@@ -1,55 +0,0 @@
import type {GuildUpgrade} from "@/classes/GuildUpgrade";
import {AdventurerCapacityUpgrade} from "@/classes/guildUpgrades/AdventurerCapacityUpgrade";
import formatGold from "@/classes/NumberMagic";
export class Guild {
gold: number;
level: number;
displayUpgradeCost: number|string;
upgradeCost: number|null = null;
adventurerCapacity: AdventurerCapacityUpgrade;
constructor(level: number, gold: number, upgrades: {[index:string]: GuildUpgrade} = {}) {
this.gold = gold;
this.level = level;
this.displayUpgradeCost = this.getUpgradeCost() ?? "Max level";
this.upgradeCost = this.getUpgradeCost();
this.adventurerCapacity = upgrades.adventurerCapacity as AdventurerCapacityUpgrade ?? new AdventurerCapacityUpgrade();
}
upgrade(): void {
const cost = this.getUpgradeCost();
if (cost === null) return;
if (this.gold < cost) return;
this.gold -= cost;
this.level += 1;
if (this.level >= 7) {
this.displayUpgradeCost = "Max level";
this.upgradeCost = null;
} else {
const newCost = this.getUpgradeCost();
if (newCost === null) return;
this.displayUpgradeCost = formatGold(newCost);
this.upgradeCost = newCost;
}
}
getUpgradeCost(): number|null {
return upgradeCosts[this.level] ?? null;
}
isMaxLevel(): boolean {
return this.level >= 7;
}
}
const upgradeCosts = {
"1": 1000,
"2": 2500,
"3": 5000,
"4": 10000,
"5": 25000,
"6": 50000,
} as {[index:string]: number}
-7
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@@ -1,7 +0,0 @@
export class GuildUpgrade {
level: number = 1;
nextLevelCost: number | null = null;
guildLevelRequirement: number = 1;
}
-10
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@@ -1,10 +0,0 @@
const formatter = new Intl.NumberFormat('en-US', {
maximumFractionDigits: 3,
// @ts-ignore - typescript doesn't know about this option for some godforsaken reason
notation: "compact",
useGrouping: true,
});
export default function formatGold(number: number): string {
return formatter.format(number);
}
-84
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@@ -1,84 +0,0 @@
import type {Adventurer} from "@/classes/Adventurer";
import {QuestRank} from "@/classes/QuestRank";
export class Quest {
id: string;
rank: QuestRank;
title: string;
text: string;
adventurers: Array<Adventurer>;
progressPoints: number;
maxProgress: number;
expReward: number;
goldReward: number;
constructor(id: string, rank: QuestRank, title: string, text: string, maxProgress: number, expReward: number, goldReward: number) {
this.id = id;
this.rank = rank;
this.title = title;
this.text = text;
this.maxProgress = maxProgress;
this.expReward = expReward;
this.goldReward = goldReward;
this.progressPoints = 0;
this.adventurers = [];
}
getPercentProgress(): number {
return Math.round(this.progressPoints / this.maxProgress * 100);
}
}
/**
* Generate rewards for a quest and return it
* @param quest
*/
export function getQuestWithRewards(quest: Quest) {
let maxProgress = 1;
switch (quest.rank) {
case QuestRank.S:
// at level 30 adventurers have ~6513 dps, this will take 30 seconds on level 30
maxProgress = 195390;
break;
case QuestRank.A:
// at level 25 adventurers have ~2051 dps, this will take 15 seconds on level 25
maxProgress = 30770;
break;
case QuestRank.B:
// at level 20 adventurers have ~645 dps, this will take 15 seconds on level 20
maxProgress = 9690;
break;
case QuestRank.C:
// at level 15 adventurers have ~203 dps, this will take 15 seconds on level 15
maxProgress = 3045;
break;
case QuestRank.D:
// at level 10 adventurers have ~64 dps, this will take 15 seconds on level 10
maxProgress = 960;
break;
case QuestRank.E:
// at level 5 adventurers have ~20 dps, this will take 15 seconds on level 5
maxProgress = 300;
break;
case QuestRank.F:
// at level 1 adventurers have ~8 dps, this will take 15 seconds on level 1
maxProgress = 120;
break;
}
let goldReward = Math.floor(maxProgress/6);
let expReward = Math.floor(Math.floor(maxProgress/120) - maxProgress/1000);
// add some randomness to the rewards
goldReward = Math.floor(randomNumberBetween(goldReward * 0.95, goldReward * 1.1));
expReward = Math.max(1, Math.floor(randomNumberBetween(expReward * 0.95, expReward * 1.2)));
return new Quest(quest.id, quest.rank, quest.title, quest.text, maxProgress, expReward, goldReward);
}
function randomNumberBetween(min: number, max: number) {
return Math.random() * (max - min) + min;
}
-13
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@@ -1,13 +0,0 @@
export enum QuestRank {
S = "S",
A = "A",
B = "B",
C = "C",
D = "D",
E = "E",
F = "F",
}
export function getFromString(string: keyof typeof QuestRank): QuestRank {
return QuestRank[string];
}
-13
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@@ -1,13 +0,0 @@
import type {Adventurer} from "@/classes/Adventurer";
/**
* Get a random adventurer from the pool
* @param adventurerPool
* @returns {Adventurer|null} null if the pool is empty
*/
export function getNewAdventurerForHire(adventurerPool: Array<Adventurer>): Adventurer|null {
if (adventurerPool.length <= 0) return null;
const randomId = adventurerPool.length * Math.random() << 0;
return adventurerPool[randomId];
}
@@ -1,27 +0,0 @@
import {GuildUpgrade} from "@/classes/GuildUpgrade";
export class AdventurerCapacityUpgrade extends GuildUpgrade {
constructor(level: number = 1) {
super();
this.level = level;
this.nextLevelCost = this.getCostForLevel(this.level);
this.guildLevelRequirement = 1;
}
upgrade(): void {
this.level += 1;
this.nextLevelCost = this.getCostForLevel(this.level);
}
getCostForLevel(level: number): number {
const scalingFactor = Math.pow(1.25, level - 1);
return Math.floor(1500 * scalingFactor * Math.pow(level, 1.25));
}
/**
* Returns the number of adventurers the guild can have
*/
getAdventurerCapacity(): number {
return 1 + this.level ;
}
}
-54
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@@ -1,54 +0,0 @@
<template>
<div class="slots">
<button class="slot" v-for="adventurer in adventurers" :key="adventurer.id">
<AdventurerMiniComponent
:adventurer="currentAdventurer"
:all-adventurers="adventurers"
/>
</button>
</div>
</template>
<script lang="ts">
import {defineComponent, type PropType} from "vue";
import AdventurerMiniComponent from "@/components/AdventurerMiniComponent.vue";
import type {Adventurer} from "@/classes/Adventurer";
export default defineComponent({
name: "AdventurerList",
components: {AdventurerMiniComponent},
data: () => ({
currentAdventurer: null as Adventurer | null
}),
props: {
adventurers: {
type: Object as PropType<{ [key: string]: Adventurer }>,
default() {
return {} as { [key: string]: Adventurer };
},
required: true,
},
},
})
</script>
<style lang="scss" scoped>
.slots {
display: flex;
flex-direction: row;
flex-wrap: wrap;
justify-content: center;
align-items: center;
.slot {
padding: 0;
width: 5rem;
height: 5rem;
border: 2px solid #000;
background-color: rgba(0, 0, 0, 0.2);
cursor: pointer;
border-radius: 0.2rem;
}
}
</style>
-134
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@@ -1,134 +0,0 @@
<script setup lang="ts">
import { vOnClickOutside } from '@vueuse/components'
</script>
<template>
<AdventurerTile
v-if="adventurer"
:adventurer="adventurer"
@click="() => {
$emit('freeAdventurer', adventurer.id)
}"
/>
<article
class="select"
v-else
@click="() => {
if (Object.keys(allAdventurers).length <= 0) return;
selection = !selection;
}"
>
<span>+</span>
</article>
<div class="selection" v-if="selection" v-on-click-outside="closeSelect">
<button
class="slot"
v-for="adventurer in allAdventurers"
:key="adventurer.id"
:class="{busy: adventurer.busy}"
@click="() => {
if (adventurer.busy) return;
$emit('hireAdventurer', adventurer.id);
selection = false;
}"
>
<AdventurerTile
:adventurer="adventurer"
/>
</button>
</div>
</template>
<script lang="ts">
import {defineComponent, type PropType} from "vue";
import type {Adventurer} from "@/classes/Adventurer";
import AdventurerTile from "@/components/AdventurerTile.vue";
export default defineComponent({
name: "AdventurerMiniComponent",
components: {AdventurerTile},
emits: [ "freeAdventurer", "hireAdventurer" ],
data: () => {
return {
selection: false,
}
},
props: {
adventurer: {
type: Object as PropType<Adventurer|null|any>,
default() {
return null as Adventurer|null;
},
},
allAdventurers: {
type: Object as PropType<{[key: string]: Adventurer}>,
default() {
return {} as {[key: string]: Adventurer};
},
required: true,
},
},
methods: {
closeSelect() {
this.selection = false;
}
}
})
</script>
<style lang="scss" scoped>
.selection {
position: absolute;
bottom: 0;
left: 50%;
width: max-content;
max-width: 17rem;
transform: translateX(-50%) translateY(104%);
display: flex;
flex-direction: row;
justify-content: center;
align-items: center;
flex-wrap: wrap;
gap: 0.5rem;
padding: 0.5rem;
background-color: rgba(0,0,0, 0.2);
z-index: 2;
cursor: default;
max-height: 12rem;
overflow-y: auto;
.slot {
width: 5rem;
height: 5rem;
cursor: pointer;
padding: 0;
border-color: #000;
background-color: transparent;
background-blend-mode: darken;
transition: background-color 0.25s linear, filter 0.25s linear;
&.busy {
filter: grayscale(1);
background-color: rgba(0,0,0, 0.6);
&:hover {
cursor: not-allowed;
border-color: #000;
}
}
&:hover {
border-color: #fff;
}
img {
width: 100%;
height: 100%;
}
}
}
.select {
display: flex;
justify-content: center;
align-items: center;
width: 100%;
height: 100%;
font-size: 4.5rem;
}
</style>
-84
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@@ -1,84 +0,0 @@
<template>
<article
class="adventurer"
:title="adventurer.name + (adventurer.busy ? ' (busy)' : '')"
>
<img :src="adventurer.portrait" :alt="adventurer.name" draggable="false">
<div class="level" :title="adventurer.isMaxLevel() ? 'Max level' : ''">{{ adventurer.level }}<span
v-if="adventurer.isMaxLevel()"></span></div>
<div class="exp"></div>
</article>
</template>
<script lang="ts">
import type {Adventurer} from "@/classes/Adventurer";
import {defineComponent, type PropType} from "vue";
export default defineComponent({
name: "AdventurerTile",
props: {
adventurer: {
type: Object as PropType<Adventurer>,
default() {
return {} as Adventurer;
},
required: true,
}
},
data: () => ({
expProgress: "0%",
}),
watch: {
adventurer: {
deep: true,
handler: function (adventurer: Adventurer) {
this.expProgress = adventurer.getExpPercentage() + "%";
},
}
},
mounted() {
if (this.adventurer === undefined) return;
this.expProgress = this.adventurer.getExpPercentage() + "%";
}
});
</script>
<style lang="scss" scoped>
.adventurer {
width: 100%;
height: 100%;
overflow: clip;
font-size: 5rem;
line-height: 1;
color: rgba(0, 0, 0, 0.75);
position: relative;
.level {
position: absolute;
top: 0;
left: 0;
font-size: 1rem;
min-width: 1rem;
background-color: rgba(0, 0, 0, 0.75);
border-bottom-right-radius: 0.2rem;
padding: 0.1rem;
color: #fff;
}
.exp {
position: absolute;
bottom: 0;
left: 0;
width: v-bind(expProgress);
height: 3.5%;
background-color: rgba(203, 33, 213, 0.75);
transition: width 1s linear;
}
img {
width: 100%;
height: 100%;
}
}
</style>
-96
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@@ -1,96 +0,0 @@
<template>
<div class="changelog panel pinned-paper">
<div class="nail top-left">
<img src="/img/quests/overlays/nail.png" alt="" draggable="false"/>
</div>
<div class="nail top-right">
<img src="/img/quests/overlays/nail.png" alt="" draggable="false"/>
</div>
<h1>Changelog</h1>
<div class="changelog-entry" v-for="release in releases">
<hr>
<h2>Version {{ release.name }}</h2>
<pre>{{ release.body }}</pre>
</div>
</div>
</template>
<script lang="ts">
import {defineComponent} from "vue";
export default defineComponent({
name: "ChangelogComponent",
data: () => ({
releases: [] as Array<any>,
lastPage: 1,
}),
methods: {
async getReleases(page: number): Promise<void> {
const result = await fetch("https://api.github.com/repos/YouHaveTrouble/GuildMaster/releases?per_page=10")
.catch((e) => {
return null;
});
if (result === null) return;
const json = await result.json();
for (const release of json) {
const version = {} as any;
version.body = release.body.trim();
version.name = release.name;
if (release.body.length === 0) continue;
this.releases.push(version);
}
}
},
async mounted() {
this.getReleases(1);
}
});
</script>
<style lang="scss" scoped>
.changelog {
padding-block: 3rem;
display: flex;
flex-direction: column;
justify-content: center;
align-items: center;
gap: 1rem;
max-width: 45rem;
width: 100%;
h1 {
font-size: 3rem;
line-height: 1;
margin: 0;
text-align: center;
}
.changelog-entry {
width: 100%;
h2 {
margin: 0;
padding-inline: 1rem;
}
hr {
border: 0;
width: calc(100% - 2rem);
border-bottom: 1px solid black;
}
pre {
line-height: 1.2;
margin: 0;
white-space: pre-wrap;
font-family: 'EB Garamond', serif;
padding-inline: 1rem;
}
}
}
</style>
-260
View File
@@ -1,260 +0,0 @@
<template>
<article
class="missive"
:class="{done: missive.maxProgress <= missive.progressPoints}"
>
<div class="parchment">
<img src="/img/quests/backgrounds/dirty_paper.png" alt="parchment">
</div>
<div class="stain" v-if="stain">
<img src="/img/quests/overlays/water_stain.png" alt="stain">
</div>
<div class="drink-stain" v-if="drinkStain.exists">
<img src="/img/quests/overlays/drink_stain.png" alt="stain">
</div>
<h2>{{ missive.title }}</h2>
<p>{{ missive.text }}</p>
<div class="slots">
<button class="slot">
<AdventurerComponent
:adventurer="missive.adventurers[0]"
:all-adventurers="adventurers"
@hire-adventurer="(id) => {
adventurers[id].busy = true;
missive.adventurers[0] = adventurers[id];
}"
@free-adventurer="(id) => {
if (missive.progressPoints >= missive.maxProgress) return;
adventurers[id].busy = false;
missive.adventurers.splice(0, 1);
if (missive.adventurers.length <= 0) {
missive.progressPoints = 0;
}
}"
/>
</button>
</div>
<div class="progressWrap">
<span class="progress"></span>
<span class="percentage">{{ progressPercentage }}</span>
</div>
<h3>Rewards</h3>
<div class="rewards">
<span>Gold: <b>{{ missive.goldReward }}</b></span>
<span>Exp: <b>{{ missive.expReward }}</b></span>
</div>
</article>
</template>
<script lang="ts">
import type {Quest} from "@/classes/Quest";
import AdventurerComponent from "@/components/AdventurerMiniComponent.vue";
import type {Adventurer} from "@/classes/Adventurer";
import {defineComponent, type PropType} from "vue";
export default defineComponent({
name: "QuestMissive",
components: {AdventurerComponent},
props: {
missive: {
type: Object as PropType<Quest | any>,
default() {
return {} as Quest;
},
required: true,
},
adventurers: {
type: Object as PropType<{ [key: string]: Adventurer }>,
default() {
return {} as { [key: string]: Adventurer };
},
required: true,
},
},
data: () => {
return {
progressPercentage: "0%",
stain: false,
drinkStain: {
exists: false,
offsetX: "0%",
offsetY: "0%",
},
}
},
methods: {
updateProgress() {
if (this.missive === undefined) return;
const progress = (this.missive.progressPoints / this.missive.maxProgress * 100).toFixed(2);
this.progressPercentage = `${progress}%`;
},
randomNumber(min: number, max: number) {
return Math.random() * (max - min) + min;
},
},
mounted() {
this.updateProgress();
this.stain = Math.random() < 0.35;
this.drinkStain.exists = Math.random() < 0.15;
if (this.drinkStain.exists) {
this.drinkStain.offsetX = `${this.randomNumber(-1, 1) * 100}%`;
this.drinkStain.offsetY = `${this.randomNumber(-1, 1) * 100}%`;
}
},
watch: {
missive: {
handler() {
this.updateProgress();
},
deep: true,
}
}
});
</script>
<style lang="scss" scoped>
.missive {
width: min(100%, 14rem);
text-align: center;
border: 2px solid #000;
padding: 0.5rem;
position: relative;
.parchment {
position: absolute;
top: 0;
left: 0;
width: 100%;
height: 100%;
z-index: -5;
overflow: hidden;
img {
width: 100%;
height: 100%;
object-fit: cover;
}
}
h2 {
font-size: 1.5rem;
line-height: 1;
}
h3 {
font-size: 1.15rem;
margin: 0;
}
.progressWrap {
width: 80%;
border: 1px solid #000;
margin: 0.5rem auto;
position: relative;
height: 1.25rem;
.progress {
position: absolute;
top: 0;
left: 0;
height: 100%;
display: block;
width: v-bind(progressPercentage);
background-color: rgba(0, 128, 0, 0.65);
transition: width 250ms linear;
}
.percentage {
position: absolute;
top: 0;
left: 0;
height: 100%;
display: flex;
align-items: center;
justify-content: center;
width: 100%;
}
}
.rewards {
display: flex;
flex-direction: row;
flex-wrap: wrap;
justify-content: center;
align-items: center;
gap: 1rem;
}
&.done {
cursor: pointer;
&::after {
position: absolute;
top: 0;
right: 0;
content: "";
font-size: 5rem;
color: green;
transform: translate(45%, -40%);
}
}
.slots {
display: flex;
flex-direction: row;
flex-wrap: wrap;
justify-content: center;
align-items: center;
.slot {
padding: 0;
width: 5rem;
height: 5rem;
border: 2px solid #000;
background-color: rgba(0, 0, 0, 0.2);
cursor: pointer;
border-radius: 0.2rem;
position: relative;
}
}
.stain {
position: absolute;
top: 0;
left: 0;
width: 100%;
height: 100%;
background-size: contain;
opacity: 1;
z-index: -4;
img {
width: 100%;
height: 100%;
object-fit: cover;
filter: grayscale(0.8);
}
}
.drink-stain {
position: absolute;
top: 0;
left: 0;
width: 100%;
height: 100%;
opacity: 0.45;
z-index: -1;
overflow: hidden;
display: flex;
justify-content: center;
align-items: center;
img {
width: 45%;
height: 35%;
filter: grayscale(0.8);
transform: translate(v-bind("drinkStain.offsetX"), v-bind("drinkStain.offsetY"));
}
}
}
</style>
-73
View File
@@ -1,73 +0,0 @@
<template>
<section class="upgrades">
<h2>Upgrades</h2>
<div class="upgrade">
<span>Adventurer capacity (level {{ guild.adventurerCapacity.level }})</span>
<button
v-if="guild.adventurerCapacity.nextLevelCost"
:disabled="guild.gold < guild.adventurerCapacity.nextLevelCost"
@click="upgradeAdventurerCapacity()"
>
Upgrade ({{ formatGold(guild.adventurerCapacity.nextLevelCost) }} gold)
</button>
</div>
</section>
</template>
<script lang="ts">
import {Guild} from "@/classes/Guild";
import {defineComponent, type PropType} from "vue";
import formatGold from "../classes/NumberMagic";
export default defineComponent({
name: "UpgradesList",
props: {
guild: {
type: Object as PropType<Guild>,
default() {
return new Guild(1, 0) as Guild;
},
required: true,
}
},
methods: {
formatGold,
upgradeAdventurerCapacity(): void {
if (!this.guild.adventurerCapacity) return;
if (!this.guild.adventurerCapacity.nextLevelCost) return;
if (this.guild.gold < this.guild.adventurerCapacity.nextLevelCost) return;
this.guild.gold -= this.guild.adventurerCapacity.nextLevelCost;
this.guild.adventurerCapacity.upgrade();
}
}
});
</script>
<style lang="scss" scoped>
.upgrades {
display: flex;
flex-direction: column;
justify-content: center;
align-items: center;
gap: 1rem;
h2 {
font-size: 1.75rem;
margin: 2rem 0 0;
padding: 0;
}
.upgrade {
text-align: center;
font-size: 1.25rem;
font-weight: bold;
display: flex;
flex-direction: row;
flex-wrap: wrap;
width: min(25rem, 100%);
justify-content: center;
align-items: center;
gap: 1rem;
}
}
</style>
+1 -1
View File
@@ -2,7 +2,7 @@ import { createApp } from 'vue'
import App from './App.vue' import App from './App.vue'
import router from './router' import router from './router'
import './assets/main.scss' import '@/assets/main.scss'
const app = createApp(App) const app = createApp(App)
+39
View File
@@ -0,0 +1,39 @@
import type StatHolder from "@/models/StatHolder.ts";
import AdventurerInventory from "@/models/AdventurerInventory.ts";
import type AdventurerIdentity from "@/models/AdventurerIdentity.ts";
export default class Adventurer implements StatHolder {
identity: AdventurerIdentity;
experience: number = 0;
basePower: number = 0;
baseDefense: number = 0;
inventory: AdventurerInventory;
constructor(
identity: AdventurerIdentity,
experience: number = 0,
basePower: number = 0,
baseDefense: number = 0,
inventory: AdventurerInventory = new AdventurerInventory()
) {
this.identity = identity;
this.experience = experience;
this.basePower = basePower;
this.baseDefense = baseDefense;
this.inventory = inventory;
}
getPower(): number {
let power = this.basePower;
power += this.inventory.getPower();
return power;
}
getDefense(): number {
let defense = this.baseDefense;
defense += this.inventory.getDefense();
return defense;
}
}
+13
View File
@@ -0,0 +1,13 @@
export default class AdventurerIdentity {
id: string;
name: string;
portrait: string;
constructor(id: string, name: string, portrait: string) {
this.id = id;
this.name = name;
this.portrait = portrait;
}
}
+61
View File
@@ -0,0 +1,61 @@
import type Item from "@/models/Item.ts";
import type StatHolder from "@/models/StatHolder.ts";
export default class AdventurerInventory implements StatHolder {
helmetId = 0;
armorId = 1;
bootsId = 2;
weaponId = 3;
items: Array<Item|null> = [];
constructor(
helmet: Item | null = null,
armor: Item | null = null,
boots: Item | null = null,
weapon: Item | null = null
) {
this.items[this.helmetId] = helmet;
this.items[this.armorId] = armor;
this.items[this.bootsId] = boots;
this.items[this.weaponId] = weapon;
}
getHelmet(): Item | null {
return this.items[this.helmetId];
}
getArmor(): Item | null {
return this.items[this.armorId];
}
getBoots(): Item | null {
return this.items[this.bootsId];
}
getWeapon(): Item | null {
return this.items[this.weaponId];
}
getDefense(): number {
let defense = 0;
for (let item of this.items) {
if (item !== null) {
defense += item.getDefense();
}
}
return defense
}
getPower(): number {
let power = 0;
for (let item of this.items) {
if (item !== null) {
power += item.getPower();
}
}
return power;
}
}
+34
View File
@@ -0,0 +1,34 @@
import type StatHolder from "@/models/StatHolder.ts";
import type {ItemType} from "@/models/ItemType.ts";
export default class Item implements StatHolder {
name: string;
description: string;
power: number;
defense: number;
type: ItemType;
constructor(
name: string,
description: string,
power: number,
defense: number,
type: ItemType
) {
this.name = name;
this.description = description;
this.power = power;
this.defense = defense;
this.type = type;
}
getDefense(): number {
return this.defense;
}
getPower(): number {
return this.power;
}
}
+8
View File
@@ -0,0 +1,8 @@
export enum ItemType {
HELMET = 'helmet',
ARMOR = 'armor',
BOOTS = 'boots',
WEAPON = 'weapon',
}

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