I am making a very simple incremental game but I can't figure out a good way to implement upgrades.
I want to make a button which makes the cursor loop go faster. Basically, you get 1 coins for every cursor every second. And the upgrade should make it so it will take less millieseconds for every loop.
I'm trying to do this with window.setInterval
but I can't figure out how to make it variable, my method does not work.
var coins = 0;
function coinClick(number){
coins = coins + number;
document.getElementById("coins").innerHTML = coins;
}
var cursors = 0;
var cursorCost = Math.floor(10 * Math.pow(1.1,cursors));
var nextCost = Math.floor(10 * Math.pow(1.1,cursors));
var cursorUpgrades = 0;
var cursorUpgradeCost = Math.floor(100 * Math.pow(2,cursorUpgrades));
function buyCursor(){
var cursorCost = Math.floor(10 * Math.pow(1.1,cursors));
if(coins >= cursorCost){
cursors = cursors + 1;
coins = coins - cursorCost;
document.getElementById('cursors').innerHTML = cursors;
document.getElementById('coins').innerHTML = coins;
};
var nextCost = Math.floor(10 * Math.pow(1.1,cursors));
document.getElementById('cursorCost').innerHTML = nextCost;
};
function buyCursorUpgrade(){
if(coins >= cursorUpgradeCost){
cursorUpgrades = cursorUpgrades + 1;
coins = coins - cursorUpgradeCost;
document.getElementById('cursorUpgrades').innerHTML = cursorUpgrades;
document.getElementById('coins').innerHTML = coins;
};
var nextUpgradeCost = Math.floor(100 * Math.pow(2,cursorUpgrades));
document.getElementById('cursorUpgradeCost').innerHTML = nextUpgradeCost;
};
window.setInterval(function(){
coinClick(cursors);
}, Math.round(1000 - 100 * cursorUpgrades));
function save(){
localStorage.setItem("coins",JSON.stringify(coins));
localStorage.setItem("cursors",JSON.stringify(cursors));
localStorage.setItem("cursorCost",JSON.stringify(cursorCost));
console.log('Saved.');
};
function load(){
console.log('Loaded.');
coins = JSON.parse(localStorage.getItem('coins'));
cursors = JSON.parse(localStorage.getItem('cursors'));
cursorCost = Math.floor(10 * Math.pow(1.1,cursors));
document.getElementById('cursors').innerHTML = cursors;
document.getElementById('coins').innerHTML = coins;
document.getElementById('cursorCost').innerHTML = cursorCost;
};
function resetgame(){
coins = 0;
cursors = 0;
cursorCost = Math.floor(10 * Math.pow(1.1,cursors));
document.getElementById('cursors').innerHTML = cursors;
document.getElementById('coins').innerHTML = coins;
document.getElementById('cursorCost').innerHTML = cursorCost;
};
var savegamecoins = JSON.parse(localStorage.getItem("coins"));
var savegamecursors = JSON.parse(localStorage.getItem("cursors"));
if (coins == 0 && cursors == 0) {
coins = savegamecoins;
cursors = savegamecursors;
cursorCost = Math.floor(10 * Math.pow(1.1,cursors));
document.getElementById('cursors').innerHTML = cursors;
document.getElementById('coins').innerHTML = coins;
document.getElementById('cursorCost').innerHTML = cursorCost;
};
<html>
<head>
<link rel="stylesheet" type="text/css" href="interface.css" />
</head>
<body>
<button onClick="coinClick(1)">Click Me!</button>
<br />
Coins: <span id="coins">0</span>
<br />
<button onClick="buyCursor()">Buy cursor</button>
<br />
Cursors: <span id="cursors">0</span>
<br />
Cursor Cost: <span id="cursorCost">10</span>
<br />
<button onClick="buyCursorUpgrade()">Buy Cursor Upgrade</button>
<br />
Cursor Upgrades: <span id="cursorUpgrades">0</span>
<br />
Cursor Upgrade Cost: <span id="cursorUpgradeCost">100</span>
<br />
<button onClick="save()">Save Game</button>
<br />
<button onClick="load()">Load Game</button>
<br />
<button onClick="resetgame()">Reset Game</button>
<br />
<script type="text/javascript" src="main.js"></script>
</body>
</html>