Certainly! Let's start building the foundation for your Chip Tycoon game. We'll set up the basic HTML structure, some initial CSS, and the main JavaScript file to handle the core game logic, including tab switching, basic state, and the click-to-get-potato action.
We've set up the basic HTML structure with placeholders for each game stage and the inventory/website tabs. The CSS provides simple styling for layout and appearance. The JavaScript file initializes the game state, handles clicking the "Get Potato" button, updates the UI for money and potato count, manages tab switching, implements basic save/load using localStorage, and adds navigation buttons between stages.
You can now run this project. Clicking the "Get Potato" button will increase your potato count, and the tabs will switch between the different sections. The game state will auto-save every minute.
Okay, I'll add the emojis to the relevant sections in the HTML file.
Okay, let's add the functionality and UI elements for the Inventory, Peel, Fry, Flavor, Pack, Test, and Sell tabs based on the game brief.
We'll update the index.html to include the necessary buttons and display areas for each tab. We'll also update the script.js to add the game logic for each step, including inventory checks, state updates, and UI refreshes.
Here's what's been added:
HTML Updates:
<span> elements in each tab to display relevant inventory counts (raw-potato-count, peeled-potato-count, etc.).JavaScript Updates:
testedChips to gameState.inventory.elements object.updateInventoryUI to update all the new count displays across different tabs and the main Inventory tab.updateFlavoredChipListUI and updateFlavorButtons functions to dynamically display flavored chips and flavor options.updateWorkerListUI to display workers, their counts, costs, buy buttons, and toggle buttons.peelPotato, fryPotato, handleAddFlavor, packChip, testChip, sellChip. These functions check for required items, update inventory/money, and show relevant alerts.handleBuyWorker and handleToggleWorker for the Inventory tab.runWorkers function and set up an interval to run it periodically. This is where the worker automation logic will eventually go. Currently, only the Farmer and Peeler have basic automation logic implemented as examples.updateUI() is called after state changes and when switching tabs to keep everything synchronized.Now, you can navigate through the tabs, manually process potatoes into chips, add flavors, pack, test, and sell them. The Inventory tab will show your progress, and you can buy and toggle workers (though worker automation is still basic).*
Okay, let's create a dedicated "Workers" tab and move the worker management elements there from the Inventory tab.
Changes made:
div with id="workers" and class tab-content to hold the worker list.<ul id="worker-list"> element from the Inventory tab's HTML to the new Workers tab's HTML.ul and li within #inventory to also apply to #workers (#inventory ul, #workers ul, etc.) to maintain consistent styling.'workers' to the tabs array in updateNavigationButtons.elements object to correctly reference workerList from the new #workers div.updateInventoryUI to remove the call to updateWorkerListUI from the Inventory section, as it's now handled separately for the Workers tab.updateWorkerListUI is called by updateUI (which is called when tabs change and workers run) to keep the Workers tab display updated.runWorkers function. This is a basic implementation and can be expanded later.updateWorkerListUI, handleBuyWorker, and handleToggleWorker for better readability (e.g., "FlavorChef" becomes "Flavor Chef").Now you have a dedicated tab to view, buy, and manage your workers!
The auto-save functionality is already set to save the game state every 1 minute (60000 milliseconds) using localStorage.
Here is the current code which includes this interval:
Okay, I'll add a save indicator in the bottom corner that appears when the game auto-saves.
Changes:
div with id="save-indicator" and the text "(๐พ Save ๐พ)" just before the closing </body> tag..save-indicator to position it fixed in the bottom right, give it a background, padding, rounded corners, and set its initial opacity to 0. Added a .visible class to make it visible.saveIndicator: document.getElementById('save-indicator') to the elements object.saveGame function to add the visible class to the saveIndicator element when saving starts and remove it after a 2-second delay using setTimeout.Okay, let's add the Rebirth tab and its associated logic.
Here's a summary of the changes:
div with id="rebirth" and class tab-content.ul and li to include the #rebirth tab.#rebirth-button to the button styling rules..stats to allow wrapping for more stats.rebirthLevel, rebirthMultiplier, baseRebirthCost, rebirthCostIncrease, and maxRebirthLevel to gameState.elements object.'rebirth' to the tabs array in updateNavigationButtons.calculateNextRebirthCost and calculateCurrentPriceMultiplier.updateRebirthUI to update the display in the Rebirth tab.updateInventoryUI to call updateRebirthUI.updateStatsUI to display the rebirth level in the header.handleRebirth: Checks cost, deducts money, increments level, updates multiplier, resets inventory and worker counts (setting workers to inactive), resets money to 0, updates UI, shows alert, and triggers a save.clickPotato and the Farmer logic in runWorkers to apply the rebirthMultiplier to potato gain.sellChip and the Seller logic in runWorkers to apply the rebirthMultiplier to money gain.handleAddFlavor, handleBuyWorker, updateFlavorButtons, updateWorkerListUI, and the FlavorChef worker logic in runWorkers to apply the calculateCurrentPriceMultiplier() to costs.rebirthButton.loadGame to handle loading the new rebirth properties and recalculate the multiplier based on the loaded level for robustness. It also includes checks to ensure inventory and worker properties exist when loading older saves.Now you have a functional Rebirth tab!
Okay, let's double-check the code for updating the "Peeled Potatoes" count. The logic for peeling potatoes (both manual and worker) and updating the UI elements seems correct in the current script.
It's possible there was a temporary issue, or perhaps the count was resetting due to the rebirth mechanic.
I will provide the complete code again, ensuring the parts related to peeling and updating the UI are correct.
I've reviewed the code for peeling potatoes and updating the UI.
peelPotato function correctly increments gameState.inventory.peeledPotatoes and calls updateUI().runWorkers also correctly increments gameState.inventory.peeledPotatoes and runWorkers calls updateUI().updateInventoryUI function correctly sets the textContent of both elements.peeledPotatoCount (in the Peel tab) and elements.invPeeledPotatoCount (in the Inventory tab) to the value of gameState.inventory.peeledPotatoes.The code appears correct for updating the count. Please ensure you are actively peeling potatoes (either by clicking the button or having active Peeler workers) and that you are looking at the correct display elements. Also, remember that performing a Rebirth resets your inventory, including peeled potatoes.*