Add freshness bar, enhance overlays and renderers

- Add enemy freshness tracking (novelty bonus for repeated deploys)
- Add freshness bar to sidepanel enemy cards with penalty indicator
- Major overhaul of renderer-overlays.js (790+ lines for UI polish)
- Enhanced combat log, shop overlays, and inventory UI
- Improved weapon/upgrade display with partial ownership colors
- Added element icons and weakness/resistance indicators to cards
- Enhanced radial menu and tooltip system
- Add "stale/%" penalty text when freshness depleted
- Update play link to ffazeshift.net in index.html
This commit is contained in:
2026-06-17 11:58:17 -04:00
parent 6a710c3f03
commit 626879ed0c
21 changed files with 1884 additions and 312 deletions
+129 -7
View File
@@ -51,7 +51,7 @@ function perfNow() {
function setPaused(paused, showOverlay = true) {
G.paused = paused;
document.body.classList.toggle('paused',
!!paused && showOverlay && !G.shopOpen &&
!!paused && showOverlay && !G.armoryOpen && !G.commandOpen &&
!document.body.classList.contains('inventory-open') && !G.gameOver);
}
@@ -161,8 +161,12 @@ function updateHUD() {
// ── COMBAT LOG ────────────────────────────────────────────────
function addLog(msg, type = '') {
if (!G.logLines) G.logLines = [];
G.logLines.unshift({ text: msg, type });
if (G.logLines.length > 40) G.logLines.length = 40;
if (G.logLines.length > 0 && G.logLines[0].text === msg && G.logLines[0].type === type) {
G.logLines[0].count = (G.logLines[0].count || 1) + 1;
} else {
G.logLines.unshift({ text: msg, type, count: 1 });
if (G.logLines.length > 40) G.logLines.length = 40;
}
}
// ── BANKRUPTCY CHECK ──────────────────────────────────────────
@@ -189,7 +193,8 @@ function checkBankruptcy() {
// ── GAME OVER ─────────────────────────────────────────────────
function endGame() {
if (G.shopOpen) closeShop();
if (G.armoryOpen) closeArmory();
if (G.commandOpen) closeCommand();
setPaused(false);
G.gameOver = true;
G.isBankrupt = false;
@@ -201,7 +206,8 @@ function endGame() {
}
function endBankrupt() {
if (G.shopOpen) closeShop();
if (G.armoryOpen) closeArmory();
if (G.commandOpen) closeCommand();
setPaused(false);
G.gameOver = true;
G.isBankrupt = true;
@@ -214,13 +220,130 @@ function endBankrupt() {
}
function restartGame() {
const savedBonuses = G.permanentBonuses ? { ...G.permanentBonuses } : {};
const savedTiers = G.unlockedTiers ? [...G.unlockedTiers] : [0];
const savedPrestige = G.prestigeLevel || 0;
G = makeGameState();
G.permanentBonuses = savedBonuses;
G.unlockedTiers = savedTiers;
G.difficultyTier = savedTiers.includes(0) ? 0 : savedTiers[0];
G.prestigeLevel = savedPrestige;
applyPermanentBonuses();
setPaused(false);
_sidePanelScrollY = 0;
_logScrollY = 0;
updateHUD();
addLog('System online. Deploy enemies to earn credits.', 'info');
addLog('[10] deploy [scroll] qty [Space] shop [Esc/P] pause [I] inventory', 'info');
if (savedPrestige > 0) addLog(`PRESTIGE ${savedPrestige} active — permanent bonuses applied.`, 'win');
}
// ── THREAT / PRESTIGE PANEL CONTROLS ─────────────────────────
function openThreatPanel() {
if (G.gameOver) return;
G.threatOpen = true;
G.prestigeOpen = false;
}
function closeThreatPanel() {
G.threatOpen = false;
}
function openPrestigeDialog() {
if (G.gameOver) return;
G.prestigeOpen = true;
G.threatOpen = false;
}
function closePrestigeDialog() {
G.prestigeOpen = false;
}
// ── THREAT LEVEL ─────────────────────────────────────────────
function unlockThreatTier(tierId) {
const tierDef = DIFFICULTY_TIERS[tierId];
if (!tierDef) return;
if (G.unlockedTiers.includes(tierId)) {
// Already unlocked — just switch
setThreatTier(tierId);
return;
}
if (spendableCredits() < tierDef.unlockCost) {
addLog(`Need ${tierDef.unlockCost}¢ to unlock ${tierDef.name}.`, 'info');
return;
}
G.credits -= tierDef.unlockCost;
G.unlockedTiers.push(tierId);
setThreatTier(tierId);
addLog(`THREAT LEVEL: ${tierDef.name} unlocked and activated.`, 'win');
updateHUD();
renderShop();
}
function setThreatTier(tierId) {
if (!G.unlockedTiers.includes(tierId)) return;
G.difficultyTier = tierId;
const tierDef = DIFFICULTY_TIERS[tierId];
if (tierDef && tierId > 0) {
addLog(`THREAT LEVEL: ${tierDef.name} — enemies at ×${tierDef.hpMult} HP, ×${tierDef.rewardMult} rewards.`, 'info');
} else {
addLog('THREAT LEVEL: NORMAL — standard difficulty.', 'info');
}
updateHUD();
renderShop();
}
// ── PRESTIGE ─────────────────────────────────────────────────
function prestigeCost() {
const base = [5000, 25000, 60000, 120000, 200000];
const lvl = G.prestigeLevel || 0;
return base[lvl] ?? (200000 + (lvl - 4) * 100000);
}
function applyPermanentBonuses() {
const b = G.permanentBonuses || {};
if (b.maxHp) { G.tower.maxHp += Math.floor(b.maxHp); G.tower.hp = Math.min(G.tower.hp, G.tower.maxHp); }
if (b.armor) { G.tower.armor += Math.floor(b.armor); }
if (b.range) { G.tower.range += Math.floor(b.range); }
if (b.aimSpeed) { G.tower.aimSpeed += b.aimSpeed; }
}
function prestige() {
const cost = prestigeCost();
if (G.credits < cost) {
addLog(`Need ${cost}¢ to prestige.`, 'info');
return;
}
const FRACTION = 0.25;
const newBonuses = { ...(G.permanentBonuses || {}) };
// Convert all owned tower upgrades into fractional permanent bonuses
for (const upg of TOWER_UPGRADE_TREE) {
if (!G.towerUpgradesBought.includes(upg.id) || upg.repeatable) continue;
const e = upg.effect;
if (e.maxHp) newBonuses.maxHp = (newBonuses.maxHp || 0) + e.maxHp * FRACTION;
if (e.armor) newBonuses.armor = (newBonuses.armor || 0) + e.armor * FRACTION;
if (e.aimSpeed) newBonuses.aimSpeed = (newBonuses.aimSpeed || 0) + e.aimSpeed * FRACTION;
if (e.range) newBonuses.range = (newBonuses.range || 0) + e.range * FRACTION;
}
const prevTiers = [...G.unlockedTiers];
const newPrestige = (G.prestigeLevel || 0) + 1;
G = makeGameState();
G.permanentBonuses = newBonuses;
G.unlockedTiers = prevTiers;
G.difficultyTier = prevTiers.includes(0) ? 0 : prevTiers[0];
G.prestigeLevel = newPrestige;
applyPermanentBonuses();
setPaused(false);
_sidePanelScrollY = 0;
_logScrollY = 0;
updateHUD();
renderShop();
addLog(`PRESTIGE ${newPrestige} — permanent bonuses banked. New run starts at 150¢.`, 'win');
if (newBonuses.maxHp) addLog(` Hull: +${Math.floor(newBonuses.maxHp)} HP permanent`, 'win');
if (newBonuses.armor) addLog(` Plating: +${Math.floor(newBonuses.armor)} armor permanent`, 'win');
if (newBonuses.range) addLog(` Scanner: +${Math.floor(newBonuses.range)} range permanent`, 'win');
}
// ── INIT ──────────────────────────────────────────────────────
@@ -229,7 +352,6 @@ function init() {
updateHUD();
initInput();
addLog('SIEGE PROTOCOL initialized.', 'info');
addLog('[10] deploy [scroll] qty [Space] shop [Esc/P] pause [I] inventory', 'info');
gameLoop();
}