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'use strict'; |
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angular |
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.module('game') |
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.controller('main-loop', ['$scope', |
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'$interval', |
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'$timeout', |
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'savegame', |
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'state', |
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'data', |
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'util', |
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function($scope, $interval, $timeout, savegame, state, data, util) { |
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$scope.state = state; |
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let self = this; |
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let playerCopy = null; |
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self.update = function() { |
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// do the update in a copy |
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playerCopy = angular.copy(state.player); |
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state.update(playerCopy); |
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// and update all at once |
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state.player = playerCopy; |
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}; |
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self.updateLoop = function() { |
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self.update(); |
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$timeout(self.updateLoop, 1000); |
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}; |
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self.processOffline = function() { |
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let remaining = state.offlineCyclesTotal-state.offlineCyclesCurrent; |
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let cycles = Math.min(32, remaining); |
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for(let i = 0; i < cycles; i++){ |
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self.update(); |
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state.offlineCyclesCurrent++; |
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remaining--; |
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} |
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if(remaining > 0 && !state.cancelOffline){ |
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$timeout(self.processOffline); |
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}else{ |
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// we are done processing, turn off the screens |
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state.processingOffline = false; |
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state.loading = false; |
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// trigger the game loop |
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$timeout(self.updateLoop, 1000); |
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$interval(savegame.save, 10000); |
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} |
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}; |
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self.startup = function() { |
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savegame.load(); |
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let elapsed = Math.floor(Date.now()/1000)-state.player.last_login; |
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// lets limit the offline elapsed time |
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elapsed = Math.min(util.calculateValue(data.global_upgrades.offline_time.power.base, |
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data.global_upgrades.offline_time.power, |
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state.player.global_upgrades.offline_time), elapsed); |
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state.offlineCyclesTotal = elapsed; |
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state.offlineCyclesCurrent = 0; |
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if(elapsed > 32){ |
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state.loading = false; |
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state.processingOffline = true; |
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} |
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$timeout(self.processOffline); |
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}; |
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$timeout(self.startup); |
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} |
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]); |
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