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Home Page: https://lukelavan.github.io/SD-D-TeamIdle/
License: Mozilla Public License 2.0
kittens-inspired bee-themed idle game
Home Page: https://lukelavan.github.io/SD-D-TeamIdle/
License: Mozilla Public License 2.0
If the user is too fast in making several bees at a time, the honey and royal jelly values can both become negative. This obviously shouldn't be possible. Interestingly, I've only been able to make this happen at the very beginning of the game when the user makes their first bees.
Steps to recreate:
The UI for the hatchery is (barely) functional but needs to be refined (no pun intended), alongside the mechanics of gaining bees
Implement random events in App.tsx. In the future this probably won't be in the App.tsx file, but for now it will be.
Right now the Beehive is always colored pink. I'd like to change this so whatever tab you're on is pink, not just the beehive
Now that users can generate honeycomb, they should be able to put it to use and build structures out of it.
While there does exist a list of structures that we had talked about implementing, the bulk of the work for this issue should go into developing an abstract class for structures, which specific buildings that can be decided upon later will be able to extend.
My initial thoughts are that each structure would have some internal representation of how good it is at performing its purpose, likely a number that goes up additively with the number of workers assigned to it and multiplicatively with how many times it's built (such that a structure with 0 bees assigned to it won't do anything). Upgrades would probably tweak the multipliers on these factors (eg, making each assigned bee worth more points).
Currently the README.md file is the default from create-react-app's boilerplate, but it should be personalized to this repository. It should include instructions to run npm install
or yarn
in order to properly set up husky.
implement the functionality of the technology tree
Add unit tests for the basic functions of harvesting nectar, crafting honey, and gaining bees
see fde4a34
with the upcoming addition of more resources than just bees that may affect how ticks should be processed, we should figure out how to circumvent this issue before merging those changes into main.
the deployed site at https://lukelavan.github.io/SD-D-TeamIdle/ showcases the original bug: pressing the buzz buzz buzz button quicker than once per second prevents ticks from ever arriving, so the honey count is never updated by the bee count as it would be otherwise.
the previous commit showcases the bug introduced by preventing the timer from ever restarting: the amount added to honey will always be the bee count when the useEffect
hook triggers - which only happens once on page load and never else. Refreshing the page causes the hook to fire, resulting in the correct amount being added to honey each tick.
the current commit attempts to mitigate this issue by only restarting the timer if the bees
value is changed. however, this means that the original bug is present for changes to bees
: acquiring a new bee quicker than once per second will prevent a tick from ever arriving. this is certainly less of a problem than for when spamming buzz buzz buzz caused this, but if more variables become required to correctly process a tick, they too will need to restart the tick timer which will cause this issue.
if there is a way to have the timer never need to restart, like in the previous commit, but also have the most up-to-date state be available for use by the timer started under a previous state, then this would solve both problems simultaneously.
There's a lot of copy-pasting between the structure code files. This could be simplified if the common code is shared across a common abstract class, or whatever is the equivalent in React
drones should somehow facilitate the creation of pupae, either automatically or manually by user.
not really sure what the best answer is here.
bees that won't become drones will become workers, which should then be assignable to different roles that only workers can fill. This seems closely related to #18 so depending on the status of relevant assignees this part can be addressed in either resultant PR
user stories, use cases, work breakdown structure, product mockup + presentation, supplemental specifications, deployment diagrams, updated project schedule
When playing bee game on Firefox browser, when a button is disabled it can still be clicked on and it will look like the active state button for a brief moment. Clicking on this button doesn't do anything but it is weird and we should try and fix it.
users should be able to close the tab, leave for some amount of time, and re-open the tab coming back to the game with all the ticks that would have happened during that time simulated to represent things happening offline.
I imagine this will involve saving a timestamp into localStorage, comparing that timestamp to the current time on initial render, determining how many seconds have elapsed, and processing that many ticks in succession
The repository currently has no license. The contributors should decide on which license to use so that it can be added.
Newly acquired bees should start as pupae and evolve towards adulthood, mimicking the life cycle of actual bees.
Not sure what kind of functionality pupae and larvae should implement - this can come after at least the skeleton is laid out and we've discussed it.
When a new pupa is acquired, the user should be able to select whether or not the new bee will become a drone or a worker when that pupa reaches adulthood - until then the pupae and larvae are probably functionally identical despite differences in destiny
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