generated from nhcarrigan/template
feat: add equipment, achievements, and visual polish
- Equipment system: 12 items across weapon/armour/trinket slots with common/rare/epic/legendary rarities; starter commons auto-equipped, higher tiers drop from boss victories - Achievement system: 15 milestones with typed conditions; checked each tick and crystal rewards applied automatically - Achievement toast: slide-in notification, auto-dismisses after 4s - Floating click text: +X gold floats on each manual click - Expanded quests (9 total) and upgrades (12 total) - Upgrade panel now shows locked upgrades so players can see their progression path - formatNumber utility (K/M/B/T) used consistently across all panels - Backfill logic for existing saves to add new content gracefully - types package now emits .d.ts declarations
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@@ -1,6 +1,8 @@
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import type { GameState, Player, PrestigeData } from "@elysium/types";
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import { DEFAULT_ACHIEVEMENTS } from "./achievements.js";
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import { DEFAULT_ADVENTURERS } from "./adventurers.js";
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import { DEFAULT_BOSSES } from "./bosses.js";
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import { DEFAULT_EQUIPMENT } from "./equipment.js";
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import { DEFAULT_QUESTS } from "./quests.js";
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import { DEFAULT_UPGRADES } from "./upgrades.js";
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@@ -28,6 +30,8 @@ export const INITIAL_GAME_STATE = (player: Player, characterName: string): GameS
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upgrades: structuredClone(DEFAULT_UPGRADES),
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quests: structuredClone(DEFAULT_QUESTS),
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bosses: structuredClone(DEFAULT_BOSSES),
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equipment: structuredClone(DEFAULT_EQUIPMENT),
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achievements: structuredClone(DEFAULT_ACHIEVEMENTS),
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prestige: INITIAL_PRESTIGE,
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baseClickPower: 1,
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lastTickAt: Date.now(),
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