main game loop and state
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b92661e934
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13
src/main.ts
13
src/main.ts
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@ -1,20 +1,25 @@
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/// <reference path="./model/GameConfig.ts" />
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/// <reference path="./model/GameState.ts" />
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let globalStartTime = 0;
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function gameLoop (config: GameConfig): void {
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function gameLoop (state: GameState): void {
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// figure out how much actual time has passed
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const elapsedTime = globalStartTime > 0
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? (new Date()).getTime() - globalStartTime : 0;
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state.advance(elapsedTime);
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// run again in 1sec
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globalStartTime = (new Date()).getTime();
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setTimeout(() => gameLoop(config), 1000);
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setTimeout(() => gameLoop(state), 1000);
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}
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// run with default config at startup
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(() => {
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const config = new GameConfig();
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if (document.readyState !== 'loading') gameLoop(config);
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else document.addEventListener('DOMContentLoaded', () => gameLoop(config));
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const state = config.generateState();
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if (document.readyState !== 'loading') gameLoop(state);
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else document.addEventListener('DOMContentLoaded', () => gameLoop(state));
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})();
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@ -1,3 +1,4 @@
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/// <reference path="./GameState.ts" />
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/// <reference path="./IResource.ts" />
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/// <reference path="./resource/Religion.ts" />
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@ -14,5 +15,42 @@ class GameConfig {
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public relOtherShare:number = 0.02;
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public relNoneShare: number = 0.16;
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constructor () {}
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public generateState(): GameState {
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const state = new GameState();
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// create world religions
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state.addResource('xtian', new Religion(
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'Christianity', 'God, Jesus, Bible, churches.',
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this.relChristianityShare * this.worldPopulation));
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state.addResource('islam', new Religion(
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'Islam', 'God, Muhammad, Quran, mosques.',
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this.relIslamShare * this.worldPopulation));
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state.addResource('hindu', new Religion(
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'Hinduism', 'Dogma-free spiritualism.',
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this.relHinduismShare * this.worldPopulation));
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state.addResource('buddh', new Religion(
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'Buddhism', 'The minimization of suffering.',
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this.relBuddhismShare * this.worldPopulation));
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state.addResource('sikhi', new Religion(
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'Sikhism', 'Meditation and ten Gurus',
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this.relSikhismShare * this.worldPopulation));
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state.addResource('judah', new Religion(
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'Judaism', 'God, Abraham, Torah, synagogues.',
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this.relJudaismShare * this.worldPopulation));
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state.addResource('other', new Religion(
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'Other', 'A variety of belief systems.',
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this.relOtherShare * this.worldPopulation));
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state.addResource('agnos', new Religion(
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'Non-Religious', 'Atheists and agnostics.',
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this.relNoneShare * this.worldPopulation));
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return state;
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}
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}
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@ -0,0 +1,13 @@
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/// <reference path="./IResource.ts" />
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class GameState {
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private _resources: {[key: string]: IResource} = {};
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public addResource (key: string, resource: IResource): void {
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this._resources[key] = resource;
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}
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public advance (time: number): void {
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console.log(`Advancing state by ${time}ms...`);
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}
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}
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@ -7,5 +7,6 @@ interface IResource {
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description: string,
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resourceType: ResourceType,
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value: number,
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max: number
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max?: number,
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unlocked: boolean
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}
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@ -1,20 +1,14 @@
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/// <reference path="../GameConfig.ts" />
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/// <reference path="../IResource.ts" />
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class Religion implements IResource {
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public readonly description: string;
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public readonly resourceType: ResourceType = ResourceType.Religion;
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public value: number;
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public max: number;
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public readonly resourceType = ResourceType.Religion;
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public readonly max?: number = null;
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public readonly unlocked = true;
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constructor (
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config: GameConfig,
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public readonly name: string,
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populationShare: number
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public readonly description: string,
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public readonly value: number,
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) {
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this.description = name;
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this.max = config.worldPopulation;
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this.value = config.worldPopulation * populationShare;
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}
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}
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