-
Notifications
You must be signed in to change notification settings - Fork 0
/
code.js
620 lines (470 loc) · 28.6 KB
/
code.js
1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
71
72
73
74
75
76
77
78
79
80
81
82
83
84
85
86
87
88
89
90
91
92
93
94
95
96
97
98
99
100
101
102
103
104
105
106
107
108
109
110
111
112
113
114
115
116
117
118
119
120
121
122
123
124
125
126
127
128
129
130
131
132
133
134
135
136
137
138
139
140
141
142
143
144
145
146
147
148
149
150
151
152
153
154
155
156
157
158
159
160
161
162
163
164
165
166
167
168
169
170
171
172
173
174
175
176
177
178
179
180
181
182
183
184
185
186
187
188
189
190
191
192
193
194
195
196
197
198
199
200
201
202
203
204
205
206
207
208
209
210
211
212
213
214
215
216
217
218
219
220
221
222
223
224
225
226
227
228
229
230
231
232
233
234
235
236
237
238
239
240
241
242
243
244
245
246
247
248
249
250
251
252
253
254
255
256
257
258
259
260
261
262
263
264
265
266
267
268
269
270
271
272
273
274
275
276
277
278
279
280
281
282
283
284
285
286
287
288
289
290
291
292
293
294
295
296
297
298
299
300
301
302
303
304
305
306
307
308
309
310
311
312
313
314
315
316
317
318
319
320
321
322
323
324
325
326
327
328
329
330
331
332
333
334
335
336
337
338
339
340
341
342
343
344
345
346
347
348
349
350
351
352
353
354
355
356
357
358
359
360
361
362
363
364
365
366
367
368
369
370
371
372
373
374
375
376
377
378
379
380
381
382
383
384
385
386
387
388
389
390
391
392
393
394
395
396
397
398
399
400
401
402
403
404
405
406
407
408
409
410
411
412
413
414
415
416
417
418
419
420
421
422
423
424
425
426
427
428
429
430
431
432
433
434
435
436
437
438
439
440
441
442
443
444
445
446
447
448
449
450
451
452
453
454
455
456
457
458
459
460
461
462
463
464
465
466
467
468
469
470
471
472
473
474
475
476
477
478
479
480
481
482
483
484
485
486
487
488
489
490
491
492
493
494
495
496
497
498
499
500
501
502
503
504
505
506
507
508
509
510
511
512
513
514
515
516
517
518
519
520
521
522
523
524
525
526
527
528
529
530
531
532
533
534
535
536
537
538
539
540
541
542
543
544
545
546
547
548
549
550
551
552
553
554
555
556
557
558
559
560
561
562
563
564
565
566
567
568
569
570
571
572
573
574
575
576
577
578
579
580
581
582
583
584
585
586
587
588
589
590
591
592
593
594
595
596
597
598
599
600
601
602
603
604
605
606
607
608
609
610
611
612
613
614
615
616
617
618
619
620
const app = new PIXI.Application({ width: 900, height: 600, antialias: true }); // creates the PIXI stage
document.body.appendChild(app.view);
app.mozOpaque = true; // Supposedly improves Firefox performance. Testing showed minor improvements.. I think
var skyContainer = new PIXI.Container(); // create the layers
var skyObjectContainer = new PIXI.Container(); //
var textureContainer = new PIXI.Container(); //
var biome4Container = new PIXI.Container(); //
var biome4FGContainer = new PIXI.Container(); //
var foregroundContainer = new PIXI.Container(); //
skyContainer.zIndex = 5; // set the layer depths
skyObjectContainer.zIndex = 10; //
textureContainer.zIndex = 15; //
biome4Container.zIndex = 20; //
biome4FGContainer.zIndex = 21; //
foregroundContainer.zIndex = 25; //
app.stage.addChild(skyContainer); // add the layers to the stage
app.stage.addChild(skyObjectContainer); //
app.stage.addChild(textureContainer); //
app.stage.addChild(biome4Container); //
app.stage.addChild(biome4FGContainer); //
app.stage.addChild(foregroundContainer); //
// const shader = plainGradient(0xFFFFFF, 0xAAAAAA) // Applies gradient overlay to all shapes
// app.stage.filters = [shader]; //
// app.stage.filters = ''; //
// foregroundContainer.filters = [shader]; // Or to one layer
// document.body.addEventListener('click', moo, false);
var cow = {
currentBiome: '',
spawnNewBGgradient: true,
creditsActivated: false,
gameClear: false,
gameStarted: false,
resourceCounterWidthArray: [],
filesPreloaded: 0,
preloaderComplete: false,
userWebBrowser: '',
bgmVolume: 80,
sfxVolume: 80,
audioFormat: '.opus',
hideMusicText: false,
allowClickBoost: true,
boostMultiplier: 0,
boostCounter: 0,
randomBiomesUnlocked: false,
randomBiomesActive: false,
bgTransitionSpeed: 5,
resourceDiamonds: 0,
resourceStars: 0,
resourceHexagons: 0,
resourceTriangles: 0,
resourceCircles: 0,
resourceSquares: 0,
resourceCounterWidth: 115,
diamondBarOwned: false,
resourceStardust: 0,
resourceStardustBiome1: 0,
resourceStardustBiome2: 0,
resourceStardustBiome3: 0,
resourceStardustBiome4: 0,
resourceStardustBiome5: 0,
resourceStardustBiome6: 0,
endgameBarOwned: false,
resourceEndgameBarDiamonds: 0,
resourceEndgameBarStars: 0,
resourceEndgameBarHexagons: 0,
resourceEndgameBarTriangles: 0,
resourceEndgameBarCircles: 0,
resourceEndgameBarSquares: 0,
stardustSpawnBoost1Owned: false,
stardustSpawnBoost2Owned: false,
biome1Owned: true,
biome2Owned: false,
biome3Owned: false,
biome4Owned: false,
biome5Owned: false,
biome6Owned: false,
nextDiamondPrice: 2,
nextStarPrice: 10,
nextHexagonPrice: 20,
nextTrianglePrice: 20,
nextCirclePrice: 10,
nextSquarePrice: 150,
diamondCapacity: 1,
starCapacity: 1,
hexagonCapacity: 0,
bgHexagonCapacity: 40, // Cosmetic graphics in Biome 2, don't mess with it
triangleCapacity: 0,
circleCapacity: 0,
squareCapacity: 0,
maxDiamondCapacity: 10,
maxStarCapacity: 10,
maxHexagonCapacity: 10,
maxTriangleCapacity: 10,
maxCircleCapacity: 10,
maxSquareCapacity: 100,
biome1CurrentDiamondCount: 0,
biome1CurrentStarCount: 0,
biome2CurrentHexagonCount: 0,
biome2CurrentBGHexagonCount: 0,
biome3CurrentTriangleCount: 0,
biome3CurrentCircleCount: 0,
biome4CurrentSquareCount: 0,
biome5CurrentCircleCount: 0,
biome5CurrentHexagonCount: 0,
biome6CurrentCircleCount: 0,
biome6CurrentStarCount: 0
// REMEMBER TO UPDATE THE SAVE AND LOAD FUNCTIONS WHEN YOU ADD MORE STORAGE VARIABLES
}
function updateResourceCounter(shape) {
// .toLocaleString(); adds comma separators
const separator = '»';
switch (shape) {
case 'diamond': diamondCounterText.innerHTML = cow.diamondCapacity + separator + cow.resourceDiamonds.toLocaleString(); break;
case 'star': starCounterText.innerHTML = cow.starCapacity + separator + cow.resourceStars.toLocaleString(); break;
case 'hexagon': hexagonCounterText.innerHTML = cow.hexagonCapacity + separator + cow.resourceHexagons.toLocaleString(); break;
case 'triangle': triangleCounterText.innerHTML = cow.triangleCapacity + separator + cow.resourceTriangles.toLocaleString(); break;
case 'circle': circleCounterText.innerHTML = cow.circleCapacity + separator + cow.resourceCircles.toLocaleString(); break;
case 'square': squareCounterText.innerHTML = cow.squareCapacity + separator + cow.resourceSquares.toLocaleString(); break; // Leaving out the filter check here as a hack for making the load order work. Biome4 only spawns quads and pillars.
case 'pillar': squareCounterText.innerHTML = cow.squareCapacity + separator + cow.resourceSquares.toLocaleString();
checkToDisableBiome4Filter(); break;
case 'quad': squareCounterText.innerHTML = cow.squareCapacity + separator + cow.resourceSquares.toLocaleString();
checkToDisableBiome4Filter(); break;
case 'stardust': stardustCounterText.innerHTML = cow.resourceStardust.toLocaleString();
// Update the Diamond Bar
if (cow.resourceStardustBiome1 >= 1) { diamondBarPart1.value = cow.resourceStardustBiome1; }
if (cow.resourceStardustBiome2 >= 1) { diamondBarPart2.value = cow.resourceStardustBiome2; }
if (cow.resourceStardustBiome3 >= 1) { diamondBarPart3.value = cow.resourceStardustBiome3; }
if (cow.resourceStardustBiome4 >= 1) { diamondBarPart4.value = cow.resourceStardustBiome4; }
if (cow.resourceStardustBiome5 >= 1) { diamondBarPart5.value = cow.resourceStardustBiome5; }
if (cow.resourceStardustBiome6 >= 1) { diamondBarPart6.value = cow.resourceStardustBiome6; }
checkForDiamondBarCompletion(); break;
default: break;
}
if (cow.endgameBarOwned == true) {
switch (shape) {
case 'diamond': if (cow.resourceEndgameBarDiamonds >= 1) { endgameBarPart1.value = cow.resourceEndgameBarDiamonds; } break;
case 'star': if (cow.resourceEndgameBarStars >= 1) { endgameBarPart2.value = cow.resourceEndgameBarStars; } break;
case 'hexagon': if (cow.resourceEndgameBarHexagons >= 1) { endgameBarPart3.value = cow.resourceEndgameBarHexagons; } break;
case 'triangle': if (cow.resourceEndgameBarTriangles >= 1) { endgameBarPart4.value = cow.resourceEndgameBarTriangles; } break;
case 'circle': if (cow.resourceEndgameBarCircles >= 1) { endgameBarPart5.value = cow.resourceEndgameBarCircles; } break;
case 'square': if (cow.resourceEndgameBarSquares >= 1) { endgameBarPart6.value = cow.resourceEndgameBarSquares; } break;
case 'pillar': if (cow.resourceEndgameBarSquares >= 1) { endgameBarPart6.value = cow.resourceEndgameBarSquares; } break;
case 'quad': if (cow.resourceEndgameBarSquares >= 1) { endgameBarPart6.value = cow.resourceEndgameBarSquares; } break;
default: break;
}
}
recheckItemCostHighlighting();
checkForGameVictory();
// Upper left dynamic box resizing
// Throttled in biome 4 and phase 3/postgame because this is performed more than necessary at those points
if (lategameThrottle() == false) {
cow.resourceCounterWidthArray[0] = cow.diamondCapacity.toString().length + cow.resourceDiamonds.toLocaleString().length; // Collect the string lenghts of all the shapes
cow.resourceCounterWidthArray[1] = cow.starCapacity.toString().length + cow.resourceStars.toLocaleString().length;
cow.resourceCounterWidthArray[2] = cow.hexagonCapacity.toString().length + cow.resourceHexagons.toLocaleString().length;
cow.resourceCounterWidthArray[3] = cow.triangleCapacity.toString().length + cow.resourceTriangles.toLocaleString().length;
cow.resourceCounterWidthArray[4] = cow.circleCapacity.toString().length + cow.resourceCircles.toLocaleString().length;
cow.resourceCounterWidthArray[5] = cow.squareCapacity.toString().length + cow.resourceSquares.toLocaleString().length;
const q = Math.max.apply(Math,cow.resourceCounterWidthArray); // Grab the largest number in the array
const newSize = 100 + (q*7);
if (cow.resourceCounterWidth != newSize) { // If the calculated size is different than the current size..
cow.resourceCounterWidth = newSize;
modifyCSS('.upperLeftButton', 'width', newSize); // ..Resize the resource box based on this number
}
}
}
function checkToDisableBiome4Filter() {
if (cow.biome4CurrentSquareCount <= 0) {
biome4Container.filters = '';
}
}
function updateTextSpans(recursionTime) {
// recheckItemCostHighlighting(); // Safer but very CPU intensive. Moved to updateResourceCounter() in v2.0
// Shows or hides the buttons in the lower right biome select
let r = 0; // Used to size the biome select bar
if (cow.biome1Owned == true) { biome1Button.style.display = 'inline'; r++; } else { biome1Button.style.display = 'none'; }
if (cow.biome2Owned == true) { biome2Button.style.display = 'inline'; r++; } else { biome2Button.style.display = 'none'; }
if (cow.biome3Owned == true) { biome3Button.style.display = 'inline'; r++; } else { biome3Button.style.display = 'none'; }
if (cow.biome4Owned == true) { biome4Button.style.display = 'inline'; r++; } else { biome4Button.style.display = 'none'; }
if (cow.biome5Owned == true) { biome5Button.style.display = 'inline'; r++; } else { biome5Button.style.display = 'none'; }
if (cow.biome6Owned == true) { biome6Button.style.display = 'inline'; r++; } else { biome6Button.style.display = 'none'; }
if (cow.randomBiomesUnlocked == true) { biomeRandomButton.style.display = 'inline'; r++; } else { biomeRandomButton.style.display = 'none'; }
if (r >= 2) { // If 2 or more biomes are owned
modifyCSS('#biomeSelectBar', 'margin-left', (875 - (r*25))); // Size the lower right biomes bar based on this number
showBiomeBar();
}
// Shows or hides the buttons in the lower right upgrade bar
// Contains requirements for displaying buttons to buy upgrades and biomes
let s = 0;
if (cow.triangleCapacity >= 6 && cow.biome2Owned == false) { biome2PurchaseButton.style.display = 'inline'; s++; } else { biome2PurchaseButton.style.display = 'none'; }
if (cow.diamondCapacity >= 6 && cow.biome3Owned == false) { biome3PurchaseButton.style.display = 'inline'; s++; } else { biome3PurchaseButton.style.display = 'none'; }
if (cow.starCapacity >= 2 && cow.biome4Owned == false) { biome4PurchaseButton.style.display = 'inline'; s++; } else { biome4PurchaseButton.style.display = 'none'; }
if (cow.diamondCapacity >= 6 && cow.biome5Owned == false) { biome5PurchaseButton.style.display = 'inline'; s++; } else { biome5PurchaseButton.style.display = 'none'; }
if (cow.circleCapacity >= 6 && cow.biome6Owned == false) { biome6PurchaseButton.style.display = 'inline'; s++; } else { biome6PurchaseButton.style.display = 'none'; }
if (cow.diamondCapacity >= 4 && cow.maxDiamondCapacity == 10) { diamondMaxCapacity20PurchaseButton.style.display = 'inline'; s++; } else { diamondMaxCapacity20PurchaseButton.style.display = 'none'; }
if (cow.diamondCapacity >= 17 && cow.maxDiamondCapacity == 20 && (cow.endgameBarOwned == true || cow.gameClear == true)) { diamondMaxCapacity30PurchaseButton.style.display = 'inline'; s++; } else { diamondMaxCapacity30PurchaseButton.style.display = 'none'; }
if (cow.starCapacity >= 7 && cow.maxStarCapacity == 10) { starMaxCapacity20PurchaseButton.style.display = 'inline'; s++; } else { starMaxCapacity20PurchaseButton.style.display = 'none'; }
if (cow.starCapacity >= 17 && cow.maxStarCapacity == 20 && (cow.endgameBarOwned == true || cow.gameClear == true)) { starMaxCapacity30PurchaseButton.style.display = 'inline'; s++; } else { starMaxCapacity30PurchaseButton.style.display = 'none'; }
if (cow.hexagonCapacity >= 7 && cow.maxHexagonCapacity == 10) { hexagonMaxCapacity20PurchaseButton.style.display = 'inline'; s++; } else { hexagonMaxCapacity20PurchaseButton.style.display = 'none'; }
if (cow.hexagonCapacity >= 17 && cow.maxHexagonCapacity == 20 && (cow.endgameBarOwned == true || cow.gameClear == true)) { hexagonMaxCapacity30PurchaseButton.style.display = 'inline'; s++; } else { hexagonMaxCapacity30PurchaseButton.style.display = 'none'; }
if (cow.triangleCapacity >= 7 && cow.maxTriangleCapacity == 10) { triangleMaxCapacity20PurchaseButton.style.display = 'inline'; s++; } else { triangleMaxCapacity20PurchaseButton.style.display = 'none'; }
if (cow.triangleCapacity >= 17 && cow.maxTriangleCapacity == 20 && (cow.endgameBarOwned == true || cow.gameClear == true)) {triangleMaxCapacity30PurchaseButton.style.display = 'inline'; s++; } else { triangleMaxCapacity30PurchaseButton.style.display = 'none'; }
if (cow.circleCapacity >= 7 && cow.maxCircleCapacity == 10) { circleMaxCapacity20PurchaseButton.style.display = 'inline'; s++; } else { circleMaxCapacity20PurchaseButton.style.display = 'none'; }
if (cow.circleCapacity >= 17 && cow.maxCircleCapacity == 20 && (cow.endgameBarOwned == true || cow.gameClear == true)) { circleMaxCapacity30PurchaseButton.style.display = 'inline'; s++; } else { circleMaxCapacity30PurchaseButton.style.display = 'none'; }
if (cow.squareCapacity >= 70 && cow.maxSquareCapacity == 100) { squareMaxCapacity200PurchaseButton.style.display = 'inline'; s++; } else { squareMaxCapacity200PurchaseButton.style.display = 'none'; }
if (cow.squareCapacity >= 170 && cow.maxSquareCapacity == 200 && (cow.endgameBarOwned == true || cow.gameClear == true)) { squareMaxCapacity300PurchaseButton.style.display = 'inline'; s++; } else { squareMaxCapacity300PurchaseButton.style.display = 'none'; }
if (cow.diamondCapacity >= 17 && cow.starCapacity >= 10 && cow.hexagonCapacity >= 17 && cow.triangleCapacity >= 17 && cow.circleCapacity >= 17 && cow.squareCapacity >= 170 && cow.diamondBarOwned == false && cow.endgameBarOwned == false && cow.gameClear == false) {
diamondBarPurchaseButton.style.display = 'inline'; s++; } else { diamondBarPurchaseButton.style.display = 'none'; }
if ((cow.diamondBarOwned == true || cow.gameClear == true) && cow.stardustSpawnBoost1Owned == false) { stardustChance100PurchaseButton.style.display = 'inline'; s++; } else { stardustChance100PurchaseButton.style.display = 'none'; }
if ((cow.endgameBarOwned == true || cow.gameClear == true) && cow.stardustSpawnBoost1Owned == true && cow.stardustSpawnBoost2Owned == false) { stardustChance20PurchaseButton.style.display = 'inline'; s++; } else { stardustChance20PurchaseButton.style.display = 'none'; }
if (s == 0) { hideUpgradeBar(); } else { // Hide upgrade bar if nothing is buyable
modifyCSS('#upgradeBar', 'margin-left', (875 - (s*25))); // Size the lower right upgrades bar based on this number
if (upgradeBar.style.display == 'none') { // If there is an upgrade available and the bar is hidden..
showUpgradeBar(); // ..display the bar
}
}
// Hide unused currencies
if (cow.starCapacity >= 2 || cow.resourceStars >= 1) { starButtonSpan.style.display = 'inline'; } else { starButtonSpan.style.display = 'none'; }
if (cow.biome2Owned == true || cow.biome5Owned == true || cow.resourceHexagons >= 1 || cow.hexagonCapacity >= 1) { hexagonButtonSpan.style.display = 'inline'; } else { hexagonButtonSpan.style.display = 'none'; }
if (cow.biome3Owned == true || cow.resourceTriangles >= 1 || cow.triangleCapacity >= 1) { triangleButtonSpan.style.display = 'inline'; } else { triangleButtonSpan.style.display = 'none'; }
if (cow.biome3Owned == true || cow.biome5Owned == true || cow.biome6Owned == true || cow.resourceCircles >= 1 || cow.circleCapacity >= 1) { circleButtonSpan.style.display = 'inline'; } else { circleButtonSpan.style.display = 'none'; }
if (cow.biome4Owned == true || cow.resourceSquares >= 1 || cow.squareCapacity >= 1) { squareButtonSpan.style.display = 'inline'; } else { squareButtonSpan.style.display = 'none'; }
if (cow.resourceStardust >= 1 || cow.stardustSpawnBoost1Owned == true || cow.stardustSpawnBoost2Owned == true) { stardustButtonSpan.style.display = 'inline'; } else { stardustButtonSpan.style.display = 'none'; }
// Allows the function to be called recursively or not
if (recursionTime > 1000) { setTimeout(updateTextSpans, recursionTime, recursionTime); }
}
function initializeProgressBars() {
// Maximums
diamondBarPart1.max = 15;
diamondBarPart2.max = 15;
diamondBarPart3.max = 15;
diamondBarPart4.max = 15;
diamondBarPart5.max = 15;
diamondBarPart6.max = 15;
endgameBarPart1.max = 800;
endgameBarPart2.max = 2400;
endgameBarPart3.max = 3200;
endgameBarPart4.max = 4800;
endgameBarPart5.max = 2400;
endgameBarPart6.max = 6400;
// Current progress bar state (somewhat redundant but added for safety after a weird Firefox behavior)
diamondBarPart1.value = cow.resourceStardustBiome1;
diamondBarPart2.value = cow.resourceStardustBiome2;
diamondBarPart3.value = cow.resourceStardustBiome3;
diamondBarPart4.value = cow.resourceStardustBiome4;
diamondBarPart5.value = cow.resourceStardustBiome5;
diamondBarPart6.value = cow.resourceStardustBiome6;
endgameBarPart1.value = cow.resourceEndgameBarDiamonds;
endgameBarPart2.value = cow.resourceEndgameBarStars;
endgameBarPart3.value = cow.resourceEndgameBarHexagons;
endgameBarPart4.value = cow.resourceEndgameBarTriangles;
endgameBarPart5.value = cow.resourceEndgameBarCircles;
endgameBarPart6.value = cow.resourceEndgameBarSquares;
// Prevents IE from displaying annoying pre-progress animation
// These get overwritten later in the loading process if the value is going to be >= 1
if (cow.userWebBrowser == 'IE') {
const q = 0.01;
if (cow.resourceStardustBiome1 == 0) { diamondBarPart1.value = q; }
if (cow.resourceStardustBiome2 == 0) { diamondBarPart2.value = q; }
if (cow.resourceStardustBiome3 == 0) { diamondBarPart3.value = q; }
if (cow.resourceStardustBiome4 == 0) { diamondBarPart4.value = q; }
if (cow.resourceStardustBiome5 == 0) { diamondBarPart5.value = q; }
if (cow.resourceStardustBiome6 == 0) { diamondBarPart6.value = q; }
if (cow.resourceEndgameBarDiamonds == 0) { endgameBarPart1.value = q; }
if (cow.resourceEndgameBarStars == 0) { endgameBarPart2.value = q; }
if (cow.resourceEndgameBarHexagons == 0) { endgameBarPart3.value = q; }
if (cow.resourceEndgameBarTriangles == 0) { endgameBarPart4.value = q; }
if (cow.resourceEndgameBarCircles == 0) { endgameBarPart5.value = q; }
if (cow.resourceEndgameBarSquares == 0) { endgameBarPart6.value = q; }
}
}
function checkForDiamondBarCompletion() {
if (cow.resourceStardustBiome1 >=15 && cow.resourceStardustBiome2 >=15 && cow.resourceStardustBiome3 >=15 && cow.resourceStardustBiome4 >=15 && cow.resourceStardustBiome5 >=15 && cow.resourceStardustBiome6 >=15 && cow.diamondBarOwned == true && cow.resourceEndgameBarDiamonds == 0) {
cow.resourceEndgameBarDiamonds = 1; // Minor hack to prevent this from being called twice if two rare spawns happen at once to finish off the Diamond Bar
setTimeout(hideDiamondBar, 10000); // Bunch of time delays so that you can see the diamond bar be 100% filled for a moment, and so that no player progress is lost
setTimeout(function() { playAudio('SFXc/diamondBarClear', 'sfx', 450, true); }, 10000);
setTimeout(function() { cow.diamondBarOwned = false; }, 14500);
setTimeout(function() { cow.endgameBarOwned = true; }, 14500);
setTimeout(showEndgameBar, 15000);
setTimeout(function() { cow.resourceStardustBiome1 = 0; }, 15500);
setTimeout(function() { cow.resourceStardustBiome2 = 0; }, 15500);
setTimeout(function() { cow.resourceStardustBiome3 = 0; }, 15500);
setTimeout(function() { cow.resourceStardustBiome4 = 0; }, 15500);
setTimeout(function() { cow.resourceStardustBiome5 = 0; }, 15500);
setTimeout(function() { cow.resourceStardustBiome6 = 0; }, 15500);
setTimeout(function() { cow.randomBiomesUnlocked = true; }, 15500);
setTimeout(saveGame, 15555);
}
}
function checkForGameVictory() {
if (cow.resourceEndgameBarDiamonds >=800 && cow.resourceEndgameBarStars >=2400 && cow.resourceEndgameBarHexagons >=3200 && cow.resourceEndgameBarTriangles >=4800 && cow.resourceEndgameBarCircles >=2400 && cow.resourceEndgameBarSquares >=6400
&& cow.creditsActivated == false && cow.endgameBarOwned == true) {
beginCredits();
}
}
function showBiomeBar() {
biomeSelectBar.style.display = 'inline';
modifyCSS('#upgradeBar', 'margin-top', -85); // move up the upgrades bar
}
function showUpgradeBar() {
upgradeBar.style.display = 'inline';
}
function hideUpgradeBar() {
upgradeBar.style.display = 'none';
}
function disableBiomeButtons() {
if (biome1ButtonImage.src.slice(biome1ButtonImage.src.length-16) != 'Images/biome1.png') { biome1ButtonImage.src = 'Images/biome1.png'; } // Sets all the images to white
if (biome2ButtonImage.src.slice(biome2ButtonImage.src.length-16) != 'Images/biome2.png') { biome2ButtonImage.src = 'Images/biome2.png'; } // But not if they're already white
if (biome3ButtonImage.src.slice(biome3ButtonImage.src.length-16) != 'Images/biome3.png') { biome3ButtonImage.src = 'Images/biome3.png'; }
if (biome4ButtonImage.src.slice(biome4ButtonImage.src.length-16) != 'Images/biome4.png') { biome4ButtonImage.src = 'Images/biome4.png'; }
if (biome5ButtonImage.src.slice(biome5ButtonImage.src.length-16) != 'Images/biome5.png') { biome5ButtonImage.src = 'Images/biome5.png'; }
if (biome6ButtonImage.src.slice(biome6ButtonImage.src.length-16) != 'Images/biome6.png') { biome6ButtonImage.src = 'Images/biome6.png'; }
const q = 0.5;
biome1ButtonImage.style.opacity = q; // Turn down all the opacities
biome2ButtonImage.style.opacity = q;
biome3ButtonImage.style.opacity = q;
biome4ButtonImage.style.opacity = q;
biome5ButtonImage.style.opacity = q;
biome6ButtonImage.style.opacity = q;
biomeRandomPNG.style.opacity = q;
biome1Button.disabled = false; // Activate all the biome buttons
biome2Button.disabled = false;
biome3Button.disabled = false;
biome4Button.disabled = false;
biome5Button.disabled = false;
biome6Button.disabled = false;
biomeRandomButton.disabled = false;
}
// Switch biomes
function changeBiome(location, skipStepsForRandomBiomes) {
cow.currentBiome = location; // change the current biome variable
if (skipStepsForRandomBiomes == true) { // set the flag to spawn a new BG gradient
if (rngRange(1,100) > 96) { // and throttle it hard for randomBiomes
cow.spawnNewBGgradient = true;
}
} else {
cow.spawnNewBGgradient = true;
}
if (location == 'biome4') {
// Smog filter for biome4
const shader = plainGradient(0xFFFFFF, 0xAAAAAA) // Applies gradient overlay to all shapes
biome4Container.filters = [shader]; //
}
if (skipStepsForRandomBiomes != true) { // Skips a bunch of stuff if this is being called from the biome randomizer
disableBiomeButtons();
switch (location) {
case 'biome1':
biome1ButtonImage.style.opacity = 0.7; // Turns the opacity up
biome1Button.innerHTML = "<image src='Images/biome1Color" + rngRange(1,3) + ".png' id='biome1ButtonImage' class='diamondButtonImage firefoxHack'></image>"; // color change
biome1Button.disabled = true; // prevent the button from being clicked
break;
case 'biome2':
biome2ButtonImage.style.opacity = 0.7;
biome2Button.innerHTML = "<image src='Images/biome2Color" + rngRange(1,3) + ".png' id='biome2ButtonImage' class='hexagonButtonImage firefoxHack3'></image>";
biome2Button.disabled = true;
break;
case 'biome3':
biome3ButtonImage.style.opacity = 0.7;
biome3Button.innerHTML = "<image src='Images/biome3Color" + rngRange(1,3) + ".png' id='biome3ButtonImage' class='triangleButtonImage firefoxHack'></image>";
biome3Button.disabled = true;
break;
case 'biome4':
biome4ButtonImage.style.opacity = 0.7;
biome4Button.innerHTML = "<image src='Images/biome4Color" + rngRange(1,3) + ".png' id='biome4ButtonImage' class='squareButtonImage firefoxHack'></image>";
biome4Button.disabled = true;
break;
case 'biome5':
biome5ButtonImage.style.opacity = 0.7;
biome5Button.innerHTML = "<image src='Images/biome5Color" + rngRange(1,3) + ".png' id='biome5ButtonImage' class='circleButtonImage firefoxHack'></image>";
biome5Button.disabled = true;
break;
case 'biome6':
biome6ButtonImage.style.opacity = 0.7;
biome6Button.innerHTML = "<image src='Images/biome6Color" + rngRange(1,3) + ".png' id='biome6ButtonImage' class='starButtonImage firefoxHack3'></image>";
biome6Button.disabled = true;
break;
default: break;
}
saveGame();
}
}
function randomBiomes(trigger) {
if (trigger == 'activate') { cow.randomBiomesActive = true; cow.bgTransitionSpeed = 5; }
if (cow.randomBiomesActive == true) {
switch(rngRange(1,6)) {
case 1: changeBiome('biome1', true); break;
case 2: changeBiome('biome2', true); break;
case 3: changeBiome('biome3', true); break;
case 4: if (rngRange(1,2) == 2) { changeBiome('biome4', true); } break; // Lower odds because it clogs up the screen
case 5: changeBiome('biome5', true); break;
case 6: changeBiome('biome6', true); break;
default: break;
}
disableBiomeButtons();
biomeRandomButton.innerHTML = "<image id='biomeRandomPNG' src='Images/diamondBarColor" + rngRange(1,7) + ".png' class='biomeRandomImage firefoxHack6'></image>";
biomeRandomButton.disabled = true;
setTimeout(randomBiomes, 5000); // 5 seconds
}
}
function stopRandomization() {
biomeRandomButton.innerHTML = "<image id='biomeRandomPNG' src='Images/diamondBar.png' class='biomeRandomImage firefoxHack6'></image>";
cow.randomBiomesActive = false;
cow.bgTransitionSpeed = 5;
}
function clearUIwhenMouseExitsWindow() {
clearPricesSpan(); // This whole function triggers on 10% of all Chrome windows mouseclicks, ruining the options menu. Acceptable loss
//newFade(optionsMenu, 0, 0.25); // Maybe they'll fix it later
}
function globalClickBoost() {
if (cow.allowClickBoost == true) { go(); }
function go() {
cow.allowClickBoost = false;
cow.boostMultiplier = Math.sin(cow.boostCounter) * 2;
cow.boostCounter += 0.04;
if (cow.boostCounter >= 3.1) {
cow.boostCounter = 0;
cow.boostMultiplier = 0;
cow.allowClickBoost = true;
} else { window.requestAnimationFrame(go); }
}
}
function newGameStuff() {
if (cow.diamondCapacity == 1 && cow.resourceDiamonds == 0) { // Triggers on a new game only
cow.currentBiome = 'biome1';
}
}
// Activate the game and everything
// Safer to use as an onLoad function in case something (pixi.js) stalls the HTML elements from loading..
// ..which breaks the game when they then get referenced before they exist
function initializeGameOne() {
browserCheck() // We need the CAF/OPUS data for the preloader
audioFormatSetup();
preloadFiles();
}
function initializeGameTwo(gameType) {
// Things that need to load first
if (gameType == 'normal') { loadGame(); }
if (gameType == 'resumeDemo' ) { startGameResumeDemo(); }
newGameStuff();
if (cow.randomBiomesActive == false) { changeBiome(cow.currentBiome); } // Activate biome from last play session
if (cow.randomBiomesActive == true) { randomBiomes('activate'); } // Or randomBiome, if applicable
// Things that should load first to look good
updateTextSpans(3000); // Every 3 seconds
initializeProgressBars();
// Things that affect the UI but can take a while
updateResourceCounter('diamond'); // Takes a few milleseconds each time, noticeable in Firefox
updateResourceCounter('star'); // Includes recheckItemCostHighlighting() as of v2.0
updateResourceCounter('hexagon');
updateResourceCounter('triangle');
updateResourceCounter('circle');
updateResourceCounter('square');
updateResourceCounter('stardust');
document.body.addEventListener('click', globalClickBoost);
resourceCounter.style.display = 'inline'; // Hides resourceCounter until the previous things have completed. Makes startup look cleaner
optionsMenuButton.className = 'visible';
}
function initializeGameThree() {
// Things that don't need to load quickly
initializeVolumeDisplays();
biomeSpawnController(); // Needs to go before updateResourceCounter or the smog filter won't spawn
rareSpawnController();
fadeInBackgroundTexture();
setTimeout(musicSpawnController, 90000); // 90 seconds
setTimeout(forceIconRecolorize, 120000); // 120 seconds
setTimeout(saveGameRecursive, 60000); // 60 seconds
setTimeout(displayGameTitle, 30000); // 30 seconds
}
// Does things at 60FPS
app.ticker.add(function() {
//stardustCounterText.innerHTML = Math.round(app.ticker.FPS) + ' FPS';
});