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9 changes: 4 additions & 5 deletions src/audio/audioManager.js
Original file line number Diff line number Diff line change
@@ -1,6 +1,7 @@
import sounds from "./sound.js";
import music from "./music.js";
import settings from "../data/settings.js";
import { on } from "../core/gameEvents.js";

let activeMusic = null;

Expand Down Expand Up @@ -37,8 +38,6 @@ export function playMusic(name) {
activeMusic.loop = true;

activeMusic.play().catch(() => {});

console.log("Music Playing!");
}

export function stopMusic() {
Expand All @@ -55,13 +54,13 @@ export function stopMusic() {

let currentPhase = "low";

export function updateGameplayMusic(heat) {
if (heat >= 2 && currentPhase === "low") {
on("heatUp", (heat) => {
if (heat >= 4 && currentPhase === "low") {
currentPhase = "high";

playMusic("high");
}
}
});

export function isGameplayMusicPlaying() {
return activeMusicName === "low" || activeMusicName === "high";
Expand Down
189 changes: 143 additions & 46 deletions src/data/gameData.js
Original file line number Diff line number Diff line change
@@ -1,68 +1,162 @@
import {
resetGameplayMusic,
updateGameplayMusic,
} from "../audio/audioManager.js";
import { emit } from "../core/gameEvents.js";
import { resetGameplayMusic } from "../audio/audioManager.js";
import { on, emit } from "../core/gameEvents.js";
import { getRandomRecipe } from "./items.js";

const gameData = {
essence: 0,
heat: 1,
};

let heatListeners = [];
function attachHeatListener(observer) {
if (heatListeners.includes(observer)) return false;
const difficultyLevels = [
{
requiredEssence: 0,
},
{
requiredEssence: 100,
},
{
requiredEssence: 300,
},
{
requiredEssence: 600,
},
{
requiredEssence: 900,
},
{
requiredEssence: 1200,
},
];

heatListeners.push(observer);
return true;
}
function detachHeatListener(observer) {
const index = heatListeners.indexOf(observer);
if (index === -1) return false;
const dynamicDifficulty = {
scale: 1,
performance: 0,
};

heatListeners.splice(index, 1);
return true;
}
let lastDelivery = performance.now();
function adjustDynamicDifficulty(orderIndex, ratio) {
if (currentState.ordersFullfilled === 1) {
lastDelivery = performance.now();
activeOrders.splice(orderIndex, 1);
return;
}
const now = performance.now();
const sinceLastRatio =
(now - lastDelivery) /
(currentState.baseTime * currentState.timeToNextOrder);
lastDelivery = now;

let performanceDelta = 0;

// consistency
if (sinceLastRatio < 0.4) performanceDelta += 14;
else if (sinceLastRatio < 0.8) performanceDelta += 8;
else if (sinceLastRatio < 1.2) performanceDelta += 2;
else if (sinceLastRatio < 1.6) performanceDelta -= 5;
else performanceDelta -= 12;

// delivery quality
if (ratio > 0.7) performanceDelta += 10;
else if (ratio > 0.45) performanceDelta += 5;
else if (ratio > 0.3) performanceDelta += 0;
else if (ratio > 0.1) performanceDelta -= 6;
else performanceDelta -= 12;

if (activeOrders.length <= 2) performanceDelta *= 1.1;
else if (activeOrders.length <= 1) performanceDelta *= 1.2;

function callHeatListeners() {
heatListeners.forEach((observer) => observer(gameData.heat));
dynamicDifficulty.performance *= 0.9;
dynamicDifficulty.performance += performanceDelta;
dynamicDifficulty.performance = Math.max(
-100,
Math.min(100, dynamicDifficulty.performance)
);
dynamicDifficulty.scale = 1 + dynamicDifficulty.performance * 0.0025;
dynamicDifficulty.scale = Math.max(
0.85,
Math.min(1.25, dynamicDifficulty.scale)
);
}

function increaseHeat() {
if (gameData.heat >= defaultState.maxHeat) return;
if (gameData.heat >= difficultyLevels.length) return;
gameData.heat++;
updateGameplayMusic(gameData.heat);
callHeatListeners();
emit("heatUp", gameData.heat);
}

const activeOrders = [];
function makeDelivery() {
gameData.essence += 25;

on("delivered", (orderIndex) => {
currentState.ordersFullfilled++;
if (currentState.ordersFullfilled >= currentState.nextHeat) {
increaseHeat();

const ratio =
activeOrders[orderIndex].timeRemaining / activeOrders[orderIndex].maxTime;
if (ratio >= 0.48) {
gameData.essence += 15 + Math.ceil(100 * ratio);
} else {
gameData.essence += 25 + Math.ceil(50 * ratio);
}
}

if (gameData.essence >= currentState.nextHeat) increaseHeat();

adjustDynamicDifficulty(orderIndex, ratio);
activeOrders.splice(orderIndex, 1);
for (const order of activeOrders) {
order.timeRemaining = Math.min(
order.maxTime,
order.timeRemaining + (ratio / 3) * order.maxTime
);
}

if (activeOrders.length === 0 && ratio > 0.6) {
addOrder(getRandomRecipe());
}
});

function addOrder(recipe) {
if (activeOrders.length > 2) return;

activeOrders.push({
recipe: recipe.recipe,
timeRemaining:
currentState.baseTime * defaultState.orderDurationRatio * recipe.count,
(currentState.baseTime * defaultState.orderDurationRatio * recipe.count) /
dynamicDifficulty.scale,
maxTime:
currentState.baseTime * defaultState.orderDurationRatio * recipe.count,
(currentState.baseTime * defaultState.orderDurationRatio * recipe.count) /
dynamicDifficulty.scale,
});
emit("new_order");

currentState.timeToNextOrder =
(defaultState.orderAdditionRatio * currentState.baseTime) /
dynamicDifficulty.scale;
}

function progressOrders(timeStep) {
let timedOutPots = 0;
for (let i = activeOrders.length - 1; i >= 0; i--) {
const order = activeOrders[i];

order.timeRemaining -= timeStep;
if (order.timeRemaining <= 0) {
timedOutPots++;
dynamicDifficulty.performance -= 10;
activeOrders.splice(i, 1);
}
}

dynamicDifficulty.scale = 1 + dynamicDifficulty.performance * 0.0025;
dynamicDifficulty.scale = Math.max(
0.85,
Math.min(1.25, dynamicDifficulty.scale)
);
return timedOutPots;
}

const defaultState = Object.freeze({
baseTime: 15000, // in ms
maxHeat: 6,
orderAdditionRatio: 12,
orderDurationRatio: 6,
baseTime: 9000, // in ms
orderAdditionRatio: 10,
orderDurationRatio: 8,
cookRatio: 3,
stationRatio: 2 / 3,
});
Expand All @@ -76,30 +170,33 @@ const currentState = {
};

function resetState() {
lastDelivery = performance.now();

gameData.essence = 0;
gameData.heat = 1;

currentState.ordersFullfilled = 0;
resetGameplayMusic();
dynamicDifficulty.scale = 1;
dynamicDifficulty.performance = 0;

heatListeners.length = 0;
attachHeatListener((heatLevel) => {
currentState.nextHeat += heatLevel + 1;
currentState.baseTime = defaultState.baseTime / (2 + heatLevel);
currentState.timeToNextOrder =
defaultState.orderAdditionRatio * currentState.baseTime;
});
callHeatListeners();
resetGameplayMusic();
emit("heatUp", 1);
}

on("heatUp", (heatLevel) => {
currentState.nextHeat = difficultyLevels[heatLevel].requiredEssence;
currentState.baseTime = defaultState.baseTime / (1 + heatLevel * 0.55);
currentState.timeToNextOrder =
(defaultState.orderAdditionRatio * currentState.baseTime) /
dynamicDifficulty.scale;
});

export {
gameData,
activeOrders,
addOrder,
makeDelivery,
progressOrders,
defaultState,
currentState,
resetState,
attachHeatListener,
detachHeatListener,
increaseHeat,
};
2 changes: 1 addition & 1 deletion src/data/settings.js
Original file line number Diff line number Diff line change
@@ -1,5 +1,5 @@
const settings = {
musicVolume: 0.4,
musicVolume: 0.2,
sfxVolume: 0.5,
};

Expand Down
17 changes: 2 additions & 15 deletions src/entities/station.js
Original file line number Diff line number Diff line change
Expand Up @@ -3,16 +3,9 @@ import {
VARIATION_COUNT,
BREW,
OVERBREWED,
getRandomRecipe,
hasRecipe,
} from "../data/items.js";
import {
gameData,
defaultState,
activeOrders,
addOrder,
makeDelivery,
} from "../data/gameData.js";
import { gameData, defaultState, activeOrders } from "../data/gameData.js";
import { emit } from "../core/gameEvents.js";
import { CUT } from "../data/items.js";

Expand Down Expand Up @@ -103,16 +96,10 @@ class DeliveryStation {
);

if (orderIndex !== -1) {
emit("delivered");
activeOrders.splice(orderIndex, 1);
makeDelivery();
emit("delivered", orderIndex);
} else {
gameData.essence++;
}
if (activeOrders.length === 0) {
addOrder(getRandomRecipe());
}

playerInv.glass = 0;
};

Expand Down
29 changes: 9 additions & 20 deletions src/logic/update.js
Original file line number Diff line number Diff line change
Expand Up @@ -14,7 +14,7 @@ import { takePlace, work } from "./actions.js";
import { GAME_STATES, setGameState } from "../core/gameState.js";
import {
activeOrders,
defaultState,
progressOrders,
currentState,
resetState,
addOrder,
Expand Down Expand Up @@ -120,35 +120,20 @@ function calculatePosition(timeStep) {
}
}

function progressOrders(timeStep) {
for (let i = activeOrders.length - 1; i >= 0; i--) {
const order = activeOrders[i];

order.timeRemaining -= timeStep;
if (order.timeRemaining <= 0) {
activeOrders.splice(i, 1);

player.lives--;
if (player.lives <= 0) {
setGameState(GAME_STATES.GAME_OVER);
}
}
}
}

function update(timeStep) {
// UPDATE STATIONS
for (let st of stations) {
st.station.doWork(timeStep);
}

// UPDATE ORDERS
progressOrders(timeStep);
player.lives -= progressOrders(timeStep);
if (player.lives <= 0) {
setGameState(GAME_STATES.GAME_OVER);
}

currentState.timeToNextOrder -= timeStep;
if (currentState.timeToNextOrder < 0) {
currentState.timeToNextOrder =
currentState.baseTime * defaultState.orderAdditionRatio;
addOrder(getRandomRecipe());
}

Expand All @@ -166,6 +151,10 @@ function update(timeStep) {
if (justPressed["f"]) {
const active = getActiveInteractable(stations);
if (active) currentInteraction = work(active, currentState.baseTime);
if (currentInteraction) {
player.velocityX = 0;
player.velocityY = 0;
}
}
} else {
if (!currentInteraction._work_lock) currentInteraction = null;
Expand Down