function buildSlotMachine() { build(state.slotmachinePrice); slotMachine(); } function buildStraw() { build(state.strawPrice); updateState("cocoPS", state.cocoPS + 1); upgradeAnimation("Suck that coco!","swirlyStraw",goAsteroid); } function buildWorkshop() { build(state.workshopPrice); goWorkshop(); } function upgradeAxe() { buy(axes[state.axeNr]); if (state.burgerDoing == "wood") { updateState("woodPS", state.woodPS - state.burgerWoodPS); } updateState("burgerWoodPS", axes[state.axeNr][4]); if (state.burgerDoing == "wood") { updateState("woodPS", state.woodPS + state.burgerWoodPS); } if (axes.length > state.axeNr) { updateState("axeNr", state.axeNr + 1); } upgradeAnimation("Axe upgraded!","axe",goWorkshop); } function upgradeDrill() { buy(drills[state.drillNr]); updateState("burgerGoldPS", drills[state.drillNr][4]); updateState("goldChance", drills[state.drillNr][5]); if (drills.length > state.drillNr) { updateState("drillNr", state.drillNr + 1); } upgradeAnimation("Gold drill upgraded!","drill",goWorkshop); } function buyHealthPotion() { if (state.healthPotions < state.healthPotionCapacity) { buy(healthPotionPrice); updateState("healthPotions", state.healthPotions + 1); changeArt("healthPotion"); newHandling("Hehehehe. Now you have " + state.healthPotions + "/" + state.healthPotionCapacity + " potions"); setTimeout(function() { newHandling("Can I help you? Can I?"); changeArt("space_ben"); },1000); document.getElementById("buyHealthPotionBut-buildButtonDescription").innerHTML = "it heals like 50 health.. You have " + state.healthPotions + "/" + state.healthPotionCapacity + " potions"; } else { newHandling("Sorry, you only have space for " + state.healthPotionCapacity + " health potions"); } } function buyStarmap() { buy(state.shopPrices[4][state.starmapNr]); useStarmap(); } function buildFriendHouse() { buy(state.friendHousePrice); var newFriendHousePrice = state.friendHousePrice; newFriendHousePrice[4] = true; updateState("friendHousePrice", newFriendHousePrice); goFriendHouse(); } function buyRedUSB() { buy(redUsbPrice); var newShopPrices = state.shopPrices; newShopPrices[1][5] = false; updateState("shopPrices",newShopPrices); var newFriends = state.friends; newFriends[0].found = true; updateState("friends",newFriends); findFriend(state.friends[0]); } function buyGreenUSB() { buy(greenUsbPrice); var newShopPrices = state.shopPrices; newShopPrices[2][5] = false; updateState("shopPrices",newShopPrices); var newFriends = state.friends; newFriends[1].found = true; updateState("friends",newFriends); findFriend(state.friends[1]); } function buyOrangeUSB() { buy(orangeUsbPrice); var newShopPrices = state.shopPrices; newShopPrices[3][5] = false; updateState("shopPrices",newShopPrices); var newFriends = state.friends; newFriends[2].found = true; updateState("friends",newFriends); findFriend(state.friends[2]); } var H_wonNothing1 = "Nothing.. Wonder if this machine even works."; var H_wonNothing2 = "We didn't win anything. How unfortunate!"; var H_wonNothing3 = "Shoot! So close"; var H_wonNothing4 = "Nada.. Lame!"; var H_wond1000Gold = "What the!? What are the odds? 1000 gold!. Otherworldly!"; function playSlots(stake) { console.log(relativeChance); playSound(soundEffect.slotMachine); var smallChance = playSmallPrice[1]; var mediumChance = playMediumPrice[1]; var bigChance = playBigPrice[1]; var chances = [smallChance,mediumChance,bigChance]; if (state.gold >= chances[stake]) { updateState("gold", state.gold - chances[stake]); if (Math.random() <= relativeChance) { relativeChance = 0.1; playSound(soundEffect.win); if (stake == 2) { changeScene("You are the luckiest planet in the universe! You won a big massive present!","bigMassivePresent","newPresent"); newPresent("big massive present","bigMassivePresent"); if (censoredWords) { createButton("Open it now!",goOpenPresent,yourPresents.length - 1); } else { createButton("Open it damnit!",goOpenPresent,yourPresents.length - 1); } } else if (stake == 1) { changeScene("Score! A medium hard present for you","mediumHardPresent","newPresent"); newPresent("medium hard present","mediumHardPresent"); createButton("Open it!",goOpenPresent,yourPresents.length - 1); } else if (stake == 0) { changeScene("Look at this. You won a small soft present","smallSoftPresent","newPresent"); newPresent("small soft present","smallSoftPresent"); createButton("Open",goOpenPresent,yourPresents.length - 1); } } else { relativeChance += 0.03; playSound(soundEffect.loose); var ran_H = Math.random() * 10; var h = ""; if (ran_H > 9) { h = H_wonNothing1; } else if (ran_H > 6) { h = H_wonNothing2; } else if (ran_H > 3) { h = H_wonNothing3; } else if (ran_H > 1) { h = H_wonNothing4; } changeScene(h,"nitte","nitte"); nitte(); } } else { newHandling("You can't afford it. Stop trying already!"); } } function planetTradeCoco() { buy(state.planetUdTrade); updateState("gold", state.gold + 5); goPlanetud(); if (!state.firstCocoTrade) { updateState("firstCocoTrade", true); } } function build(list) { playSound(soundEffect.buy); var afford = true; if (list[0] > state.wood) { afford = false; } if (list[1] > state.gold) { afford = false; } if (list[2] > state.coco) { afford = false; } if (list[3] > state.stardust) { afford = false; } if (afford) { updateState("wood", state.wood - list[0]); updateState("gold", state.gold - list[1]); updateState("coco", state.coco - list[2]); updateState("stardust", state.stardust - list[3]); list[4] = true; // var updatedList = list; // updatedList[4] = true; // updateState(list, updatedList); } } function buy(list,burgulon) { playSound(soundEffect.buy); var afford = true; if (burgulon) { if (list[0] > state.bWood) { afford = false; } if (list[1] > state.bGold) { afford = false; } if (list[2] > state.bCoco) { afford = false; } if (list[3] > state.bStardust) { afford = false; } if (afford) { updateState("bWood", state.bWood - list[0]); updateState("bGold", state.bGold - list[1]); updateState("bCoco", state.bCoco - list[2]); updateState("bStardust", state.bStardust - list[3]); } else { console.log("can't afford that"); } } else { if (list[0] > state.wood) { afford = false; } if (list[1] > state.gold) { afford = false; } if (list[2] > state.coco) { afford = false; } if (list[3] > state.stardust) { afford = false; } if (afford) { updateState("wood", state.wood - list[0]); updateState("gold", state.gold - list[1]); updateState("coco", state.coco - list[2]); updateState("stardust", state.stardust - list[3]); } else { console.log("can't afford that"); } } } function upgradeAnimation(text,image,fnct,parameter) { changeScene("BAM!","explosion","upgradeAnimation"); playSound(soundEffect.explosion); if (state.impatientMode) { setTimeout(function() { changeArt(image); newHandling(text); },50); setTimeout(function() { fnct(parameter); },100); } else { setTimeout(function() { changeArt(image); newHandling(text); },500); setTimeout(function() { fnct(parameter); },2000); } }