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README.md
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# Voyage of the Indefatigable
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**Voyage of the _Indefatigable_** is a resource management game taking place on the starship _Indefatigable_. The eight crew members are on a journey through space, but their ship's core can only produce enough power to run the cryostasis modules. In order to reach their destination, they must make use of their stored reserves of power to run the life support and other ship systems in order to defenda against threats like stellar storms and radiation fields.
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## Ship positions
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* **Cryo Control:** Any crew member can place themselves in cryostasis, but an active crew member must man Cryo Control to thaw frozen crew members. Crew members in cryostasis take less power to keep alive.
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* **Engine Room:** Man the Engine Room to increase the _Indefatigable_'s speed. Each additional crew member makes the ship faster and more efficient in its power usage.
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* **Life Support:** Man Life Support to decrease the power usage per active crew member.
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* **Medical Bay:** Man the Medical Bay with a healthy crew member to heal an injured crew member in the Medical bay. Injured crew members will worsen and eventually die outside the Medical Bay.
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* **Missile Control:** Man Missile Control to destroy hostile fighters attacking the ship.
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* **Scanner Array:** Man the Scanner Array to increase the range at which oncoming crises are detected.
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* **Shield Gens:** Man the Shield Gens to decrease the damage taken from stellar storms.
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* **Warp Control:** Man Warp Control to build warp charge. When the warp charge is full, the _Indefatigable_ can jump forward to skip past crises.
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## Crises
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* **Stellar storm:** A storm hits the _Indefatigable_, costing power to maintain the shields. Each crew member manning Shield Gens reduces the power loss.
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* **Radiation field:** Radiation hits up to three ship positions, injuring any crew members there. Each crew member manning Life Support reduces the number of positions hit.
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* **Hostile fighters:** Hostile fighters attack the _Indefatigable_, costing energy to fend off. Any hostiles that aren't destroyed will return and attack again. Each crew member manning Missile Control destroys hostile fighters when they attack.
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* **Heat wave:** A heat wave disrupts the cryostasis modules, killing any crew members in cryostasis.
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* **Spatial flux:** Spacetime anomalies require warp charge to weather. The _Indefatigable_ is destroyed unless Warp Control is manned with at least 15% warp charge. All members crewing Warp Control are injured.
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* **Black hole:** The gravitational pull of the black hole captures and consumes all that come too close. The _Indefatigable_ is destroyed and everybody dies. Better warp past this one...
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assets/crew1.png
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assets/crew2.png
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assets/crew3.png
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assets/crew4.png
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assets/crew5.png
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assets/crew6.png
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assets/crew7.png
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assets/crew8.png
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assets/ship.png
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assets/stars-small.png
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assets/stars.png
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index.html
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<html>
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<head>
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<title>Voyage of the Indefatigable</title>
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<style>
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html { background:#000; }
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body { background: url("assets/stars.png"); }
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div#outer-darkness { display:flex;justify-content:center;align-items:center; }
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div#content-wrapper {
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display:inline-block;
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position:relative;
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min-width:1280px; max-width:1280px;
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min-height:720px; max-height:720px;
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background:rgba(255,255,255,0.2);
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}
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div#progress-bg {
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position:absolute;top:0;left:0;width:1276;height:32;
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background-image:url("assets/stars-small.png");
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border: 2px solid #ffd
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}
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img#progress-ship { position:absolute; top:2;left:2; }
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div#logbox {
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position:absolute;right:4;top:40;height:668;border:2px solid black;padding: 2px;width: 320px;
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word-wrap:break-word;overflow-x: hidden;overflow-y:scroll;
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font-size:12px; font-family:monospace; background:rgba(0,0,0,0.8); color:#fff
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}
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div.crew-status { position:absolute;width:364;height:72; background:rgba(255,255,255,0.8); border: 2px solid black; border-radius:5px; }
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img.crew-img { position:absolute;width:64px;height:64px;left:2;top:2;border: 2px solid black;background-color:#444; }
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img.blurred { filter:blur(1px); }
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div.cryo-tint { position:absolute;width:64px;height:64px;left:2;top:2;border: 2px solid black;background-color:rgba(0,255,255,0.4); }
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span.crew-name { position:absolute; left:76;top:2; font-size:20px;font-weight:bold; width:200;align:right; }
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span.crew-job {
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position:absolute; left:76;top:24; font-size:20px;
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//border-bottom: 1px dotted #000;
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}
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span.crew-status { position:absolute; left:76;top:46; font-size:20px; }
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span.crew-name-dead { text-decoration:line-through; }
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span.crew-job-dead { text-decoration:line-through; }
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span.crew-status-normal { color:#0a0; }
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span.crew-status-critical { font-weight:bold; color:#a00; -webkit-animation: red-blink 2s infinite; animation: red-blink 2s infinite; }
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span.crew-status-dead { color:black; }
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@-webkit-keyframes red-blink { 50% {color:#f00;} }
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@keyframes red-blink { 50% {color:#f00;} }
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select.crew-select { position:absolute; left:240; top:4; width:120px;height:38px; }
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button.cryo-button { position:absolute; left:240;bottom:4; width:120px;height:22px; background:#aaf;}
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div#power-emptybg {
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position:absolute; left:4; bottom:4; height:46; width:930px;
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border: 2px solid black;
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border-top-right-radius:23px;
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border-bottom-right-radius:23px;
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background:#444; overflow:hidden;
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}
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div#power-fullbg {
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position:absolute; left:-2; bottom:-2; height:46; width:930px;
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border: 2px solid black;
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border-top-right-radius:23px;
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border-bottom-right-radius:23px;
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background:#0af;
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-webkit-animation: power-pulse 2s infinite; animation: power-pulse 2s infinite;
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}
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div#power-text {
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position:absolute; left:4; bottom:4; height:46; width:930px; padding:2px;
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}
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span#power-left { position:absolute; left:12; font-size:40; }
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span#power-used { position:absolute; right:12; font-size:40; }
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@-webkit-keyframes power-pulse { 50% {background: #0ff;} }
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@keyframes power-pulse { 50% {background: #0ff;} }
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div.stat-display {
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position:absolute;
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border: 2px solid black; background:rgba(255,255,255,0.8);
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text-align:right; line-height:48px; font-family:monospace; padding-right:8px; white-space:nowrap; font-size:24;
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}
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</style>
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<script src="jquery-3.2.1.min.js"></script>
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<script>
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////////////////////
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// GAME VARIABLES //
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////////////////////
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var CREW = 8;
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var CREWNAMES = ["Emil Thomson", "Virgil Redd", "Tanya Baker", "Christina Nast", "Kavz Andronicus", "Gunther", "Kierkegaard", "Liege"];
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var SHORTNAMES = ["Thomson", "Redd", "Baker", "Nast", "Andronicus", "Gunther", "Kierkegaard", "Liege"];
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var CREWJOBS = ["Captain", "Chief Engineer", "Defense Officer", "Medical Officer", "Staff Wizard", "Quantum Engineer", "Data Scientist", "Horse"];
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var POSITIONS = ["Cryo Control", "Engine Room", "Life Support", "Medical Bay", "Missile Control", "Scanner Array", "Shield Gens", "Warp Control"];
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var SPECIALTIES = [[1,4], [1,5], [4,6], [2,3], [2,7], [6,7], [3,5], []];
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var ISHORSE = [false, false, false, false, false, true, true, true];
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var MAXPROGRESS = 100000;
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var PROGBADWIDTH = 1280 - 48 - 4;
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var MAXPOWER = 10000000;
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var POWBARWIDTH = 930;
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var GAINCORE = 300;
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var COSTCRYO = 5;
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var COSTLIFESUP = 30;
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var COSTENGINE = 100;
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var COSTSCANNER = 80;
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var COSTSHIELD = 80;
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var COSTMEDBAY = 15;
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var COSTMISSILE = 40;
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var COSTWARP = 60;
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var GAINLIFESUP = 5;
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var MOVEDELAY = 1500;
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var CRYODELAY = 1000;
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var THAWDELAY = 5000;
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var CRISISMIN = 3;
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var CRISISMAX = 98;
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var HEALCOUNT = 150;
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var MAXHEALTH = 4;
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var WARPBUILDCOUNT = 50;
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var WARPDECAYCOUNT = 120;
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var WARPDIST = 3000;
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var WARPCOST = 400000;
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var WARPTIME = 1000;
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var STORMLOSS = 300000;
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var HOSTILELOSS = 300000;
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var HOSTILEDECR = 100000;
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var NUMBLACKHOLE = 1;
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var NUMSPATIALFLUX = 2;
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var NUMHEATWAVE = 3;
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var NUMRADFIELD = 3;
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var NUMSTARSTORM = 3;
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var NUMHOSTILES = 2;
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var gameLoopId;
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var power = 10000000; // Running out of this
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var progress = 0;
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var currentMilestone = 0;
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var frozen = [false, true, true, true, true, true, true, true];
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var health = [4, 4, 4, 4, 4, 4, 4, 4];
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var crisisEvents = [];
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var horseRevolt = false;
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var usageCryo, usageLifeSup, usageEngine, usageScanner, usageShield, usageMedbay, usageMissile, usageWarp;
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var usageTotal;
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var engineSpeed, scanRange, shieldStr;
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var healBuildTick = 0;
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var hostiles;
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var warpBuildTick = 0;
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var warpDecayTick = 0;
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var warpPerc = 0;
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///////////////
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// FUNCTIONS //
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///////////////
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function makeCrewStatusBox(crewid) {
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// Create the elements
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var id = "crew-status" + crewid;
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var $container = $("<div>", {id:id, "class":"crew-status"});
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$container.css("left", 4);
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$container.css("top", 40 + crewid * (72 + 6));
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var imgSrc = "assets/crew" + (crewid+1) + ".png";
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var $crewImg = $("<img>", {"class":"crew-img blurred", "src":imgSrc});
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var $cryoTint = $("<div>", {"class":"cryo-tint"}).css("display", crewid == 0);
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var $crewName = $("<span>", {"class":"crew-name"}).text(CREWNAMES[crewid]);
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var $crewJob = $("<span>", {"class":"crew-job"})
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.text(CREWJOBS[crewid]);
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//.attr("title", SHORTNAMES[crewid] + " works best in " + POSITIONS[SPECIALTIES[crewid][0]] + " and " + POSITIONS[SPECIALTIES[crewid][1]]);
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//if (SHORTNAMES[crewid] == "Liege") $crewJob.attr("title", "Liege is trying his best");
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var $crewStat = $("<span>", {"class":"crew-status crew-status-normal"}).text("Healthy");
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var $positionSelect = $("<select>", {"class":"crew-select"}).prop("disabled", true)
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.append($("<option>", { value: "Cryo Control", text: "Cryo Control" }))
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.append($("<option>", { value: "Engine Room", text: "Engine Room" }))
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.append($("<option>", { value: "Life Support", text: "Life Support" }))
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.append($("<option>", { value: "Medical Bay", text: "Medical Bay" }))
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.append($("<option>", { value: "Missile Control", text: "Missile Control" }))
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.append($("<option>", { value: "Scanner Array", text: "Scanner Array" }))
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.append($("<option>", { value: "Shield Gens", text: "Shield Gens" }))
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.append($("<option>", { value: "Warp Control", text: "Warp Control" }))
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.change( function(){ positionChanged(crewid); } );
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/*SPECIALTIES[crewid].forEach(function(n){
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$positionSelect.find("option").eq(n).append("**")
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});*/
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var $cryoButton = $("<button>", {"class": "cryo-button", text:"Unfreeze"})
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.click( function() { cryoToggle(crewid); } );
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if (!frozen[crewid]) {
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$crewImg.removeClass("blurred");
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$cryoTint.css("display", "none");
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$cryoButton.text("Cryofreeze");
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$positionSelect.prop("disabled", false);
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}
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// Append the elements
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$crewImg.appendTo($container);
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$cryoTint.appendTo($container);
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$crewName.appendTo($container);
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$crewJob.appendTo($container);
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$crewStat.appendTo($container);
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$positionSelect.appendTo($container);
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$cryoButton.appendTo($container);
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$container.appendTo("#content-wrapper");
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}
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function crisisSetup() {
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var dist, crisis, i, j, k;
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// Black hole
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for (i = 0; i < NUMBLACKHOLE; i++) {
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dist = Math.floor(Math.random()*(60-40+1)+40);
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crisis = [dist, "Black hole", function() {
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logbox('<span style="color:#a00">The <i>Indefatigable</i> has been crushed by a black hole.</span>');
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for (j = 0; j < CREW; j++) {
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if (health[j] >= 1) {
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health[j] = 1;
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injure(j);
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}
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}
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}];
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crisisEvents.push(crisis);
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}
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// Spatial flux
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for (i = 0; i < NUMSPATIALFLUX; i++) {
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dist = Math.floor(Math.random()*(80-20+1)+20);
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crisis = [dist, "Spatial flux", function() {
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var warpStaffed = numActiveIn("Warp Control") > 0;
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if (!warpStaffed || warpPerc < 15) {
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logbox('<span style="color:#a00">The <i>Indefatigable</i> was ripped apart by spatial flux.</span>')
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for (j = 0; j < CREW; j++) {
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if (health[j] >= 1) {
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health[j] = 1;
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injure(j);
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}
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}
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} else {
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warpPerc -= 15;
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for (j = 0; j < CREW; j++) {
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if ($("#crew-status"+j+" .crew-select").val() == "Warp Control")
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injure(j);
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}
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}
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}];
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crisisEvents.push(crisis);
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}
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// Heat wave
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for (i = 0; i < NUMHEATWAVE; i++) {
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dist = Math.floor(Math.random()*(CRISISMAX-CRISISMIN+1)+CRISISMIN);
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crisis = [dist, "Heat wave", function() {
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if (frozen.some(x=>x)) {
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logbox('<span style="color:#a00">A heat wave disrupted the cryogenic modules.</span>');
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for (j = 0; j < CREW; j++) {
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if (frozen[j] && health[j] >= 1) {
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health[j] = 1;
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injure(j);
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}
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}
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}
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}];
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crisisEvents.push(crisis);
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}
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// Radiation field
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for (i = 0; i < NUMRADFIELD; i++) {
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dist = Math.floor(Math.random()*(CRISISMAX-CRISISMIN+1)+CRISISMIN);
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crisis = [dist, "Radiation field", function() {
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var activeLS = numActiveIn("Life Support");
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var hits = 3 - activeLS;
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for (j = 0; j < hits; j++){
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var hitArea = Math.floor(Math.random()*(POSITIONS.length-1+1)+0);
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logbox('<span style="color:#a00">'+POSITIONS[hitArea]+' was hit by radiation.</span>');
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for (k = 0; k < CREW; k++) {
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if ($("#crew-status"+k+" .crew-select").val() == POSITIONS[hitArea] && health[k] > 0 && !frozen[k]) {
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injure(k);
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}
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}
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}
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}];
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crisisEvents.push(crisis);
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}
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// Stellar storm
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for (i = 0; i < NUMSTARSTORM; i++) {
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dist = Math.floor(Math.random()*(CRISISMAX-CRISISMIN+1)+CRISISMIN);
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crisis = [dist, "Stellar storm", function() {
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var powerLoss = STORMLOSS / shieldStr;
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if (shieldStr > 1) {
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logbox("Shields reduced storm damage to " + Math.round(100 / shieldStr) + "%.");
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}
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power = Math.max(0, power - powerLoss);
|
||||
}];
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crisisEvents.push(crisis);
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}
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// Hostile fighters
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for (i = 0; i < NUMHOSTILES; i++) {
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dist = Math.floor(Math.random()*(CRISISMAX-CRISISMIN+1)+CRISISMIN);
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var id = i;
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crisis = [dist, "Hostile fighters", function() {
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var activeMC = numActiveIn("Missile Control");
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console.log("HF id " + id);
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var me = crisisEvents.filter(x => (x[1] == "Hostile fighters")).filter(x => (x[3] == id))[0];
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me[4] -= activeMC * HOSTILEDECR;
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if (me[4] <= 0) {
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logbox("All hostile fighters destroyed.");
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||||
} else {
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||||
power = Math.max(0, power - me[4]);
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logbox("Damage: " + me[4]);
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||||
me[0] += 1;
|
||||
if (activeMC > 0) {
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logbox(activeMC + " hostile fighters destroyed. The remnants have retreated... for now.");
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||||
} else {
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||||
logbox("Automatic ship defenses have repelled the hostile fighters... for now.");
|
||||
}
|
||||
}
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||||
}, id, HOSTILELOSS];
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||||
crisisEvents.push(crisis);
|
||||
}
|
||||
//
|
||||
}
|
||||
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||||
function startGame() {
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||||
// Set up the game
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||||
$(function(){
|
||||
var i;
|
||||
for (i = 0; i < 8; i++)
|
||||
makeCrewStatusBox(i);
|
||||
updateUI();
|
||||
crisisSetup();
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||||
console.log(crisisEvents.sort((a,b) => (a[0]-b[0])).map(x => (x[0] + " " + x[1])).join(" | "));
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||||
//console.log(crisisEvents.map(x => x[0]).sort((a, b) => (a - b)).join(" "));
|
||||
});
|
||||
// Run the game loop
|
||||
setTimeout(function(){
|
||||
//alert("Congratulations, brave explorer! You have been chosen "+
|
||||
// "to lead an expedition.")
|
||||
gameLoopId = setInterval(gameIter, 1000/30);
|
||||
}, 1000);
|
||||
}
|
||||
|
||||
function logbox(s) {
|
||||
var p = "000000" + progress;
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||||
p = p.substr(p.length-6)
|
||||
$("#logbox").append("[" + p + "] " + s + "<br>");
|
||||
$("#logbox").scrollTop($("#logbox")[0].scrollHeight);
|
||||
//$("#logbox").animate({scrollTop: $("#logbox")[0].scrollHeight}, 1000);
|
||||
}
|
||||
|
||||
function gameIter() {
|
||||
// Deduct used energy
|
||||
power = Math.round(Math.max(0, power - usageTotal));
|
||||
$("#power-left").text(power);
|
||||
$("#power-fullbg").css("width", Math.round(930 * power / MAXPOWER));
|
||||
// Progress updates
|
||||
progress = Math.round(Math.min(MAXPROGRESS, progress + engineSpeed));
|
||||
var progressPerc = progress / MAXPROGRESS;
|
||||
var progressProp = 2 + Math.round(progressPerc * PROGBADWIDTH);
|
||||
// Check what progress brings
|
||||
healthCheckTick();
|
||||
warpTick();
|
||||
$("#stat-ratio-left").text(Math.round(10000 * (MAXPROGRESS - progress) / power));
|
||||
var newMilestone = Math.floor(100*progressPerc);
|
||||
if (newMilestone > currentMilestone) {
|
||||
currentMilestone = newMilestone;
|
||||
logbox('<span style="color:#0a0">Progress: ' + currentMilestone + '%</span>');
|
||||
healthCheckMilestone();
|
||||
crisisCheck();
|
||||
updateUI();
|
||||
}
|
||||
|
||||
// Update GUI
|
||||
$("#progress-ship").css("left", progressProp);
|
||||
$("body").css("background-position-x", -progress);
|
||||
// Check if the game ended
|
||||
if (currentMilestone == 100) {
|
||||
logbox('<span style="color:#0a0"><b>You have reached your destination.</b></span>');
|
||||
clearInterval(gameLoopId);
|
||||
}
|
||||
if (power <= 0) {
|
||||
logbox('<span style="color:#a00">You have run out of power. Life support systems have failed.</span>');
|
||||
for (var i = 0; i < CREW; i++) {
|
||||
if (health[i] >= 1) {
|
||||
health[i] = 1;
|
||||
injure(i);
|
||||
}
|
||||
}
|
||||
}
|
||||
if (!health.some(x => x > 0)) {
|
||||
logbox('<span style="color:#a00"><b>All crewmembers have died.</b></span>');
|
||||
clearInterval(gameLoopId);
|
||||
}
|
||||
}
|
||||
|
||||
function healthCheckTick() {
|
||||
var i, j;
|
||||
var injuredInMedbay = false;
|
||||
for (i = 0; i < CREW; i++) {
|
||||
if ($("#crew-status"+i+" .crew-select").val() == "Medical Bay" && health[i] < MAXHEALTH) {
|
||||
injuredInMedbay = true;
|
||||
break;
|
||||
}
|
||||
}
|
||||
var doctorInMedbay = false;
|
||||
for (j = 0; j < CREW; j++) {
|
||||
if ($("#crew-status"+j+" .crew-select").val() == "Medical Bay" && health[j] == MAXHEALTH) {
|
||||
doctorInMedbay = true;
|
||||
break;
|
||||
}
|
||||
}
|
||||
if (injuredInMedbay && doctorInMedbay) {
|
||||
healBuildTick += 1;
|
||||
$("#stat-heal-tick").text(healBuildTick);
|
||||
}
|
||||
if (healBuildTick >= HEALCOUNT) {
|
||||
healBuildTick = 0;
|
||||
$("#stat-heal-tick").text(healBuildTick);
|
||||
health[i] += 1;
|
||||
if (health[i] == MAXHEALTH) {
|
||||
$("#crew-status"+i+" .crew-status").text("Healthy");
|
||||
$("#crew-status"+i+" .crew-status").removeClass("crew-status-critical");
|
||||
$("#crew-status"+i+" .crew-status").addClass("crew-status-normal");
|
||||
}
|
||||
var injuredOut = 0, injuredIn = 0;
|
||||
for (var i = 0; i < CREW; i++) {
|
||||
if (health[i] < MAXHEALTH && health[i] > 0) {
|
||||
if ($("#crew-status"+i+" .crew-select").val() == "Medical Bay")
|
||||
injuredIn += 1;
|
||||
else
|
||||
injuredOut += 1;
|
||||
}
|
||||
}
|
||||
$("#stat-health-critical").text(injuredOut);
|
||||
$("#stat-health-care").text(injuredIn);
|
||||
}
|
||||
}
|
||||
|
||||
function healthCheckMilestone() {
|
||||
for (var i = 0; i < CREW; i++) {
|
||||
if ($("#crew-status"+i+" .crew-select").val() != "Medical Bay" && $("#crew-status"+i+" .crew-status").text() == "Injured") {
|
||||
injure(i);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
function warpTick() {
|
||||
var active = numActiveIn("Warp Control");
|
||||
if (active > 0) {
|
||||
warpBuildTick += active;
|
||||
warpDecayTick = 0;
|
||||
if (warpBuildTick >= WARPBUILDCOUNT) {
|
||||
warpPerc = Math.min(100, warpPerc + 1);
|
||||
warpBuildTick = 0;
|
||||
}
|
||||
} else {
|
||||
warpDecayTick += 1;
|
||||
warpBuildTick = 0;
|
||||
if (warpDecayTick >= WARPDECAYCOUNT) {
|
||||
warpPerc = Math.max(0, warpPerc - 1);
|
||||
warpDecayTick = 0;
|
||||
}
|
||||
}
|
||||
$("#warp-button").attr("disabled", warpPerc < 100);
|
||||
$("#stat-warp-perc").text(warpPerc);
|
||||
}
|
||||
|
||||
function crisisCheck() {
|
||||
crisisEvents.forEach(function(c){
|
||||
// Forewarning
|
||||
if (c[0] > currentMilestone && c[0] - currentMilestone <= scanRange) {
|
||||
logbox('<span style="color:#a00">' + c[1] + ' approaching in ' + (c[0] - currentMilestone) + '</span>');
|
||||
}
|
||||
// Occasion
|
||||
if (c[0] == currentMilestone) {
|
||||
logbox('<span style="color:#a00">' + c[1] + ' encountered!</span>');
|
||||
c[2]();
|
||||
}
|
||||
});
|
||||
// Horse revolt
|
||||
var viveLaRevolution = true;
|
||||
var i;
|
||||
for (i = 0; i < ISHORSE.length; i++) {
|
||||
var $crew = $("#crew-status"+i);
|
||||
if (ISHORSE[i] && (frozen[i] || $crew.find(".crew-status").text() != "Healthy"))
|
||||
viveLaRevolution = false;
|
||||
if (!ISHORSE[i] && $crew.find(".crew-status").text() != "Dead" && !frozen[i])
|
||||
viveLaRevolution = false;
|
||||
}
|
||||
if (viveLaRevolution && !horseRevolt) {
|
||||
horseRevolt = true;
|
||||
logbox('<span style="color:#aa0">The horses have revolted and sabotaged the cryostasis modules,'+
|
||||
' killing all of the humans. Long live the equine revolution!</span>');
|
||||
for (i = 0; i < ISHORSE.length; i++) {
|
||||
if (!ISHORSE[i]) {
|
||||
health[i] = 1;
|
||||
injure(i);
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
function updateUI() {
|
||||
var cryoControlStaffed = $(".crew-select").map(
|
||||
function(){
|
||||
return $(this).val() == "Cryo Control" && !$(this).attr("disabled");
|
||||
}).get().some(function(x){return x;});
|
||||
$(".crew-status").each(function(){
|
||||
$(this).find(".cryo-button").prop("disabled",
|
||||
!cryoControlStaffed ||
|
||||
($(this).find("select").val() != "Cryo Control") ||
|
||||
$(this).find(".cryo-button").text().endsWith("...") ||
|
||||
$(this).find(".crew-status").text() == "Dead"
|
||||
)
|
||||
});
|
||||
for (var i = 0; i < health.length; i++) {
|
||||
if (health[i] <= 0) {
|
||||
$("#crew-status"+i+" .crew-select").prop("disabled", true);
|
||||
$("#crew-status"+i+" .cryo-button").prop("disabled", true);
|
||||
}
|
||||
}
|
||||
updateStats();
|
||||
$("#warp-button").attr("disabled", warpPerc < 100)
|
||||
}
|
||||
|
||||
function updateStats() {
|
||||
var numActive = frozen.filter(x => !x).length;
|
||||
var numFrozen = frozen.filter(x => x).length;
|
||||
$("#stat-crew-cryo").text(numFrozen);
|
||||
$("#stat-crew-active").text(numActive);
|
||||
|
||||
var numLifeSup = numActiveIn("Life Support");
|
||||
var lifeSupCost = Math.max(COSTLIFESUP - GAINLIFESUP * numLifeSup, 3 * COSTCRYO)
|
||||
|
||||
usageCryo = COSTCRYO * numFrozen;
|
||||
usageLifeSup = lifeSupCost * numActive;
|
||||
usageEngine = COSTENGINE + COSTENGINE * numActiveIn("Engine Room");
|
||||
usageScanner = COSTSCANNER + COSTSCANNER * numActiveIn("Scanner Array");
|
||||
usageShield = COSTSHIELD + COSTSHIELD * numActiveIn("Shield Gens");
|
||||
usageMedbay = COSTMEDBAY * numActiveIn("Medical Bay");
|
||||
usageMissile = COSTMISSILE * numActiveIn("Missile Control");
|
||||
usageWarp = COSTWARP * numActiveIn("Warp Control");
|
||||
var usageGross = usageCryo + usageLifeSup + usageEngine + usageScanner + usageShield + usageMedbay + usageMissile + usageWarp;
|
||||
usageTotal = Math.max(0, usageGross - GAINCORE);
|
||||
|
||||
$("#stat-usage-total").text(usageGross);
|
||||
$("#stat-usage-cryo").text(usageCryo);
|
||||
$("#stat-usage-lifesup").text(usageLifeSup);
|
||||
$("#stat-usage-engine").text(usageEngine);
|
||||
$("#stat-usage-scanner").text(usageScanner);
|
||||
$("#stat-usage-shield").text(usageShield);
|
||||
$("#stat-usage-medbay").text(usageMedbay);
|
||||
$("#stat-usage-missile").text(usageMissile);
|
||||
$("#stat-usage-warp").text(usageWarp);
|
||||
$("#stat-gain-core").text(GAINCORE);
|
||||
|
||||
engineSpeed = 1 + 2 * numActiveIn("Engine Room");
|
||||
scanRange = 1 + 2 * numActiveIn("Scanner Array");
|
||||
shieldStr = 1 + 2 * numActiveIn("Shield Gens");
|
||||
var injuredOut = 0, injuredIn = 0;
|
||||
for (var i = 0; i < CREW; i++) {
|
||||
if (health[i] < MAXHEALTH && health[i] > 0) {
|
||||
if ($("#crew-status"+i+" .crew-select").val() == "Medical Bay")
|
||||
injuredIn += 1;
|
||||
else
|
||||
injuredOut += 1;
|
||||
}
|
||||
}
|
||||
|
||||
$("#stat-speed").text(engineSpeed);
|
||||
$("#stat-scan-range").text(scanRange);
|
||||
$("#stat-shield-str").text(shieldStr);
|
||||
$("#stat-health-critical").text(injuredOut);
|
||||
$("#stat-health-care").text(injuredIn);
|
||||
$("#stat-warp-perc").text(warpPerc);
|
||||
|
||||
$("#stat-ratio-now").text(Math.round(10000 * engineSpeed / usageTotal));
|
||||
$("#stat-ratio-left").text(Math.round(10000 * (MAXPROGRESS - progress) / power));
|
||||
|
||||
$("#power-used").text("POWER LOSS: " + usageTotal);
|
||||
$("#power-left").text(power);
|
||||
}
|
||||
|
||||
function positionChanged(which) {
|
||||
var $whichSelect = $("#crew-status"+which+" select");
|
||||
$whichSelect.prop("disabled", true);
|
||||
$("#crew-status"+which+" .cryo-button").prop("disabled", true);
|
||||
updateUI();
|
||||
setTimeout(function(){
|
||||
logbox(SHORTNAMES[which] + " moved to " + $whichSelect.val() + ".")
|
||||
$whichSelect.prop("disabled", false);
|
||||
updateUI();
|
||||
}, MOVEDELAY);
|
||||
}
|
||||
|
||||
function numActiveIn(position) {
|
||||
return $(".crew-select").filter(function(){
|
||||
return $(this).val() == position && !$(this).attr("disabled")
|
||||
}).length;
|
||||
}
|
||||
|
||||
function cryoToggle(which) {
|
||||
if (frozen[which]) {
|
||||
$("#crew-status"+which+" .cryo-button").prop("disabled", true);
|
||||
$("#crew-status"+which+" .cryo-button").text("Unfreezing...");
|
||||
logbox("Unfreezing " + SHORTNAMES[which] + "...");
|
||||
setTimeout(function(){
|
||||
frozen[which] = false;
|
||||
$("#crew-status"+which+" select").prop("disabled", false);
|
||||
$("#crew-status"+which+" .cryo-tint").css("display", "none");
|
||||
$("#crew-status"+which+" .crew-img").removeClass("blurred");
|
||||
$("#crew-status"+which+" .cryo-button").prop("disabled", false);
|
||||
$("#crew-status"+which+" .cryo-button").text("Cryofreeze");
|
||||
updateUI();
|
||||
logbox("Unfroze " + SHORTNAMES[which] + ".");
|
||||
}, THAWDELAY);
|
||||
} else {
|
||||
$("#crew-status"+which+" .cryo-button").prop("disabled", true);
|
||||
$("#crew-status"+which+" .cryo-button").text("Cryofreezing...");
|
||||
$("#crew-status"+which+" select").prop("disabled", true);
|
||||
logbox("Cryofreezing " + SHORTNAMES[which] + "...");
|
||||
setTimeout(function(){
|
||||
frozen[which] = true;
|
||||
$("#crew-status"+which+" .cryo-tint").css("display", "inherit");
|
||||
$("#crew-status"+which+" .crew-img").addClass("blurred");
|
||||
$("#crew-status"+which+" .cryo-button").prop("disabled", false);
|
||||
$("#crew-status"+which+" .cryo-button").text("Unfreeze");
|
||||
updateUI();
|
||||
logbox("Froze " + SHORTNAMES[which] + ".");
|
||||
}, CRYODELAY);
|
||||
}
|
||||
updateUI();
|
||||
}
|
||||
|
||||
function injure(which) {
|
||||
var $status = $("#crew-status"+which+" .crew-status");
|
||||
health[which] -= 1;
|
||||
if (health[which] > 0) {
|
||||
$status.text("Injured");
|
||||
$status.removeClass("crew-status-normal");
|
||||
$status.addClass("crew-status-critical");
|
||||
} else {
|
||||
logbox('<span style="color:#a00">'+CREWNAMES[which]+' has died.</span>');
|
||||
$status.text("Dead");
|
||||
$status.removeClass("crew-status-critical");
|
||||
$status.addClass("crew-status-dead");
|
||||
$("#crew-status"+which+" .crew-name").addClass("crew-name-dead");
|
||||
$("#crew-status"+which+" .crew-job").addClass("crew-job-dead");
|
||||
}
|
||||
updateUI();
|
||||
}
|
||||
|
||||
function warp() {
|
||||
if (warpPerc == 100 && power > WARPCOST) {
|
||||
warpPerc = 0;
|
||||
power -= WARPCOST;
|
||||
$("#warp-button").attr("disabled", warpPerc < 100);
|
||||
$("#stat-warp-perc").text(warpPerc);
|
||||
logbox("Preparing to warp...");
|
||||
setTimeout(function() {
|
||||
if (health.some(x => x > 0)) {
|
||||
logbox("Warp succeeded");
|
||||
progress = Math.min(MAXPROGRESS, progress + WARPDIST);
|
||||
var progressPerc = progress / MAXPROGRESS;
|
||||
var newMilestone = Math.floor(100*progressPerc);
|
||||
if (newMilestone > currentMilestone) {
|
||||
currentMilestone = newMilestone;
|
||||
logbox('<span style="color:#0a0">Progress: ' + currentMilestone + '%</span>');
|
||||
}
|
||||
}
|
||||
}, WARPTIME);
|
||||
}
|
||||
}
|
||||
|
||||
</script>
|
||||
</head>
|
||||
<body onload="startGame()">
|
||||
<div id="outer-darkness">
|
||||
<div id="content-wrapper">
|
||||
<div id="progress-bg"></div>
|
||||
<img id="progress-ship" src="assets/ship.png">
|
||||
<div style="position:absolute; left:440; top:44;width:400px; height:28px;
|
||||
border: 2px solid black; font-size:24px; text-align:center; border-radius:14px; background:rgba(255,255,255,0.8)">
|
||||
<i>Indefatigable</i> Status Panel
|
||||
</div>
|
||||
<div class="stat-display" style="left:380; top:84; width:250px; height:96px;">
|
||||
In cryo: <span id="stat-crew-cryo">-</span><br>
|
||||
Active: <span id="stat-crew-active">-</span>
|
||||
</div>
|
||||
<div class="stat-display" style="left:380; top:190; width:250px; height:144px;">
|
||||
Speed: <span id="stat-speed">-</span>x<br>
|
||||
Scan: <span id="stat-scan-range">-</span><br>
|
||||
Shields: <span id="stat-shield-str">-</span>x
|
||||
</div>
|
||||
<div class="stat-display" style="left:380; top:350; width:250px; height:96px;">
|
||||
Critical: <span id="stat-health-critical">-</span><br>
|
||||
In care: <span id="stat-health-care">-</span>
|
||||
</div>
|
||||
<div class="stat-display" style="left:380; top:502; width:250px; height:48px;">
|
||||
<span id="stat-warp-perc">--</span>%
|
||||
<button id="warp-button" onclick="warp()"
|
||||
style="position:absolute; left:4; top:4; bottom:4; width:150; font-size:24; font-family:monospace;">
|
||||
WARP</button>
|
||||
</div>
|
||||
<div class="stat-display" style="left:380; top:558; width:250px; height:96px;">
|
||||
Efficiency: <span id="stat-ratio-now">--</span>%<br>
|
||||
Required: <span id="stat-ratio-left">--</span>%
|
||||
</div>
|
||||
|
||||
<div class="stat-display" style="right:340; top:84; width:250px; height:96px;">
|
||||
Cryo modules: <span id="stat-usage-cryo">--</span><br>
|
||||
Life Support: <span id="stat-usage-lifesup">--</span>
|
||||
</div>
|
||||
<div class="stat-display" style="right:340; top:190; width:250px; height:144px;">
|
||||
Engine: <span id="stat-usage-engine">--</span><br>
|
||||
Scanner: <span id="stat-usage-scanner">--</span><br>
|
||||
Shield: <span id="stat-usage-shield">--</span>
|
||||
</div>
|
||||
<div class="stat-display" style="right:344; top:374; width:250px; height:48px;">
|
||||
Medbay: <span id="stat-usage-medbay">--</span>
|
||||
</div>
|
||||
<div class="stat-display" style="right:344; top:438; width:250px; height:48px;">
|
||||
Missile: <span id="stat-usage-missile">--</span>
|
||||
</div>
|
||||
<div class="stat-display" style="right:344; top:502; width:250px; height:48px;">
|
||||
Warp: <span id="stat-usage-warp">0</span>
|
||||
</div>
|
||||
<div class="stat-display" style="right:344; top:558; width:250px; height:96px;">
|
||||
Usage: <span id="stat-usage-total">--</span><br>
|
||||
Core: <span id="stat-gain-core">--</span>
|
||||
</div>
|
||||
<div id="logbox">[000000] Liftoff!<br></div>
|
||||
<div id="power-emptybg">
|
||||
<div id="power-fullbg"></div></div>
|
||||
<div id="power-text" style="font-family:monospace">
|
||||
<span id="power-left">--</span>
|
||||
<span id="power-used">POWER LOSS: --</span>
|
||||
</div>
|
||||
</div>
|
||||
</div>
|
||||
</body>
|
||||
</html>
|