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'use strict'; |
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2
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3
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angular |
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4
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.module('game') |
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5
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.controller('main-loop', ['$scope', |
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6
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'$interval', |
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7
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'$timeout', |
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8
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'savegame', |
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9
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'state', |
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10
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'data', |
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'util', |
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12
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function($scope, $interval, $timeout, savegame, state, data, util) { |
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$scope.state = state; |
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14
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15
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let self = this; |
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16
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let playerCopy = null; |
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17
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18
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self.update = function() { |
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19
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// do the update in a copy |
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20
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playerCopy = angular.copy(state.player); |
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21
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state.update(playerCopy); |
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23
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24
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// and update all at once |
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state.player = playerCopy; |
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26
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}; |
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27
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28
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self.updateLoop = function() { |
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29
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self.update(); |
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30
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$timeout(self.updateLoop, 1000); |
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31
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}; |
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32
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33
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self.processOffline = function() { |
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34
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let remaining = state.offlineCyclesTotal-state.offlineCyclesCurrent; |
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35
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let cycles = Math.min(32, remaining); |
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36
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37
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for(let i = 0; i < cycles; i++){ |
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38
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self.update(); |
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state.offlineCyclesCurrent++; |
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remaining--; |
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} |
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42
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43
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if(remaining > 0 && !state.cancelOffline){ |
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$timeout(self.processOffline); |
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45
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}else{ |
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46
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// we are done processing, turn off the screens |
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state.processingOffline = false; |
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48
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state.loading = false; |
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49
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// trigger the game loop |
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50
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$timeout(self.updateLoop, 1000); |
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51
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$interval(savegame.save, 10000); |
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52
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} |
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53
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}; |
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54
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55
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self.startup = function() { |
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56
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savegame.load(); |
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57
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let elapsed = Math.floor(Date.now()/1000)-state.player.last_login; |
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58
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// lets limit the offline elapsed time |
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59
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elapsed = Math.min(util.calculateValue(data.global_upgrades.offline_time.power.base, |
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60
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data.global_upgrades.offline_time.power, |
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61
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state.player.global_upgrades.offline_time), elapsed); |
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62
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state.offlineCyclesTotal = elapsed; |
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63
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state.offlineCyclesCurrent = 0; |
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64
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if(elapsed > 32){ |
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state.loading = false; |
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66
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state.processingOffline = true; |
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67
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} |
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68
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$timeout(self.processOffline); |
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69
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}; |
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70
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71
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$timeout(self.startup); |
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72
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} |
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73
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]); |
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74
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