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gooboo's Introduction

gooboo

Project setup

Install dependencies

yarn install

Compiles and hot-reloads for development

yarn serve

Lints and fixes files

yarn lint

Debug mode

To enable debug mode, import the debug.json file as savefile or edit your savefile to include the feature debugFeature. Then you can access tools for debugging and developing by navigating to the debug feature. Please note that the debug feature does not support translations and may break on small screens.

Testing

Unit tests

Run all tests

yarn test:unit

Run tests without parameters. This allows to run only selected tests by passing a name as argument

yarn test:unit-custom

E2E tests

Open cypress

yarn test:e2e

Building for production

Don't forget to set the desired APP_ENV in constants.js before building!

Build for use on a webserver

yarn build

Preview electron app

yarn forge:start

Create electron app

yarn forge:make

Compatibility

Devices

Supports desktop, tablet, and mobile with a screen width of 375px or higher

Browsers

Supports firefox, electron and chromium-based browsers

gooboo's People

Contributors

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gooboo's Issues

Keybind shortcuts

It would be nice to have keyboard shortcuts to each entry to switch quickly between them.

For example [M]ining, [V]illage, [H]orde and so on
And [Tab] could switch between subtab [Mine, Depth Dweller], [Village, Pray]

"Knock on wood" achievement description/impl incorrect

The achievement "Knock on wood" has the following description: "Highest wood, plant fiber or stone amount"

village_basicResources: {
However, the actual achievement is for the total of highest wood + highest plant + highest stone amount:
basicResources: {value: () => Math.max(

 basicResources: {value: () => Math.max(
        store.state.stat.village_woodMax.total +
        store.state.stat.village_plantFiberMax.total +
        store.state.stat.village_stoneMax.total
    ), milestones: lvl => Math.pow(10, lvl) * buildNum(10, 'K'), relic: {3: 'sapling'}},

Clarify cards bonus tooltip

I have 1 gem card and 4 event cards which give bonus 40 topaz capacity. But when I check at topaz capacity tooltip. It show same source name. It should be display more precisely which type of cards that give bonus to.

Untitled11

Depth Dweller goes slower with greater maximum depth

The description says that the dweller slows as it approaches maximum depth, but actually it slows the greater the maximum depth is. This means that the way to get it to move the fastest is to keep it around the current maximum depth, going deeper only when necessary to let it keep descending.

Clarify gallary prestige currency source

I just unlock Gallery feature. I play until I unlock Auction. But when I hover prestige currency (cash) to see how prestige currency come. It only show description, no information about how it gain from existing resource (Ex. Beauty).

Untitled11

Clarify horde enemy's attack source

Enemy's attack have no explanation about base value and increment / decrement value when equipment effect / skill or other applicable source were applied.

Untitled11

vue.runtime error

in school features, I encountered an error as follows:

vue.runtime.esm.js:3049 TypeError: e.$vnode.data.staticClass is not iterable
at fn (PriceTag.vue:1:749)
at r (vue.runtime.esm.js:2404:41)
at a.ce [as _t] (vue.runtime.esm.js:2082:13)
at fn (GoobooTooltip.vue:1:315)
at Object.r [as activator] (vue.runtime.esm.js:2404:41)
at A (helpers.ts:413:28)
at a.genActivator (index.ts:85:20)
at a.render (VTooltip.ts:229:12)
at Pe.t._render (vue.runtime.esm.js:2684:28)
at a.s (vue.runtime.esm.js:3875:27)

bug: Item Mastery progress % is off

The Items progress % displayed doesn't match the numbers.

obraz

There are two ways this info could work:

  1. Total progress
  • this would start already at some few percent after level up
  • this would show lifetime progress towards the next level
  • this would be the most obvious way to interpret the displayed numbers

In this example the number displayed should be 45.25/50 = 90.5%

  1. Progress within current level
  • this would neatly track progress from 0
  • this would show progress since previous level up
  • sorta not intuitive in relation to shown numbers

In this example the number displayed should be (45.25-5)/(50-5) = 89.4%

currently it is counted as
return 100 * (this.item.masteryPoint - before) / this.masteryNeeded;

gooboo/src/components/partial/horde/Item.vue : 221

which is a mix of both worlds

farmFeature bug: Abnormal crop growth time

I just unlocked the farm feature. The growth time of carrots is 5 minutes and the growth time of blueberries is 10 minutes. I planted 4 blueberries. When I closed the webpage and reopened it, I found that the growth time of the blueberries I just planted became 1.5 hours. When I shoveled one of the blueberries, the time returned to normal. There may be a logic bug here.

A little advice:About the display form of large numbers

For some people (including me), the current form of large number display is confusing. Will there be an option for scientific notation like "8.32E14".
As last time, this article was done with a translator, and I hope it won't be weird or hard to read.

Got an JS error, after that website is not loading properly for me

log from console:

TypeError: Cannot read properties of undefined (reading 'sun')
at weatherChaos.js:49:49
at Array.forEach ()
at fishWeights (weatherChaos.js:48:42)
at I.t._wrappedGetters..t._wrappedGetters. (vuex.esm.js:881:12)
at Xs. (vuex.esm.js:140:12)
at t.get (vue.runtime.esm.js:3446:33)
at t.evaluate (vue.runtime.esm.js:3547:27)
at Xs.weatherChaos/fishWeights (vue.runtime.esm.js:5537:25)
at Object.get [as weatherChaos/fishWeights] (vuex.esm.js:671:39)
at Object.get [as fishWeights] (vuex.esm.js:831:41)
(anonymous) @ weatherChaos.js:49
fishWeights @ weatherChaos.js:48
I.t._wrappedGetters..t._wrappedGetters. @ vuex.esm.js:881
(anonymous) @ vuex.esm.js:140
t.get @ vue.runtime.esm.js:3446
t.evaluate @ vue.runtime.esm.js:3547
(anonymous) @ vue.runtime.esm.js:5537
get @ vuex.esm.js:671
get @ vuex.esm.js:831
getCatch @ weatherChaos.js:216
(anonymous) @ vuex.esm.js:851
y.dispatch @ vuex.esm.js:516
dispatch @ vuex.esm.js:406
_n @ tick.js:43
bn @ tick.js:13
tick @ event.js:63
(anonymous) @ tick.js:88
ei @ tick.js:83
Xn @ tick.js:39
QM @ init.js:61
9282 @ main.js:35
a @ bootstrap:19
(anonymous) @ startup:4
a.O @ chunk loaded:25
(anonymous) @ startup:5
(anonymous) @ app.a2086fc4.js:1
Show 10 more frames
Show less

Lock Offering pedestal building on prestige

I built 1 Offering pedestal which unlock offerings and when I prestige I see this building is reset and the tab offerings is not hide and can sacrifice resource even this building is level 0. What the point of resetting this building or is it bug?

Untitled11

Save file broken after update to v1.3.0

After update to v1.3.0 the game is not loaded. And when I inspect at console, I got this message even when I try to load save from another browser.

Untitled11

But when I load old save in early global level (Before Horde) it work fine.

Cinders: Moonglow not working?

I bought the first upgrade of Moonglow which is supposed to triple light gain, it did not do anything at all, or show up in the light gain tooltip.

gem display

TLDR: I think topaz should show in gem tab from the point you know about them.

I unlocked events during the weather event; I think a note somewhere mentioned topaz, but they didn't show up in gem display. A day or two later I noticed that ruby purchases had acquired a new "gems" tab that offered "+200" to "topaz capacity". Thinking maybe the initial capacity was 0 and I was therefore losing out, I immediately saved up for the capacity increase, and was distressed to find that after buying it topaz still didn't show up.

It was only after the end of the event that I got to see the topaz display and could finally discover from the mouseover that they are not generated during events.

Possibly related: during the weather event, fishing rods showed as requiring an unknown currency to purchase. If you clicked on one, it would nonetheless pop up the "you are about to spend a valuable currency" confirmation dialog; I don't think it should pop that up if you can't buy the item anyway.

(BTW I love the spoiler-free patch notes: it's a brilliant idea, and one I haven't seen before. If the code is also spoiler-free I'd be happy to put together a PR.:)

Next upgrade display is off-by-one

image

As can be seen in the image, I am currently at level 8/10, which shows the stats from 8->9
The next upgrade shows 9->10 (the final upgrade), this should be labeled as level 9, not 10. The same off-by-one affects all versions of the display.

Merge Village Collector and Unemployed roles

Issue:

  1. It seems there is no reason to keep any person as unemployed, since they do not generate taxes or any resource.
  2. Collectors pay taxes and generate some minimal resources.
  3. Every time you want to assign people to another job, you have to unassign them from collector and then move the spares back to collector.

If we make "collector" the default instead of "unemployed", we remove this distinction without meaningful difference. Reduce clicking busywork and make it clearer when you have enough collectors to replace them with something non-marginally useful, cause + buttons will shine.

Global level is confusing

The current tooltip for global level reads: "Based on the sum of multiple values. Used to unlock new features"
Then it lists a number of values, each of them listed as a maximum. For instance, "Mining: Deepest ore mine rock broken 46", "Village: Maximum Housing 47", etc.

This gives the impression that the formula for global level is max(mining_level) + max(village_level) + max(horde_level). However, the actual formula is max(mining_level + village_level + horde_level): The highwater mark for those levels reached at the same time.

Either the formula should be changed, or the tooltip should make this more clear.

Error when using Tab-switch hotkey while card-selection dropdown is active

Steps to reproduce:

  1. Go to any zone's Prestige screen
  2. Click on the Card selector to expand its menu
  3. Press a zone-switch hotkey

Expected result:

Switch zones

Observed result:

TypeError: Cannot read properties of undefined (reading 'getTiles')
    at o.<anonymous> (VSelect.ts:669:46)
    at Array.<anonymous> (vue.runtime.esm.js:3143:20)
    at ii (vue.runtime.esm.js:3065:16)
Ke @ vue.runtime.esm.js:3049

Village : Dequeue pending building in queue

Is there any way to dequeue pending building in queue? If the queue have too many pending building in queue, it should be frustrating that if I want to build the more important building first or cancel some pending building to refund materials.

Screen Shot 2566-10-14 at 15 29 40

a bug:mastery experience point display in the mini-boss's 5% XP

The equipment's Mastery XP is incorrectly displayed in the mini-boss's 5% XP
The buff from mastery points doesn't seem to be calculated in the display, but the actual value gained is normal
Well, it's still me, hopefully the article won't be too hard to read
QQ截图20240624151837

Display offline freeze feature production

I freeze Mining feature. When I come back to play it says in Mining feature that how many green crystal I get but I don't know how many freeze exp I get unless I check in Cyro lab. Furthermore, the freezing feature in offline production should display snow icon too.

Untitled11

Inconsistent rounding in displays

image

As discussed in another issue, the actual level of this upgrade is 9. Thus, the cost of this upgrade is 12500*1.35^9 ~= 186171.8.
The gold coin gain being upgraded to is level 10. Thus, the value is 1.12^10 ~= 3.105848.

The cost is being rounded, while the stats are being truncated. (Rounding would be preferable consistently.) AFAICT, this affects a number of displays (certainly all the upgrade displays), the next-level upgrade was just the easiest to demonstrate it with.

TypeError: e.weather[s] is undefined

AFK, come back to a red dialog box that says

Javascript error
TypeError: e.weather[s] is undefined
Source: https://html-classic.itch.zone/html/9100894.js/app.d5fced0e.js
Line 1, column 593442
[REPORT BUG]

I click on [REPORT BUG] and it brings me here. So I'm reporting it.

quota errors

Constantly getting errors:
Failed to execute 'setItem' on 'Storage': Setting the value of 'goobooSavefile' exceeded the quota.

Uncaught QuotaExceededError: Failed to execute 'setItem' on 'Storage': Setting the value of 'goobooSavefile' exceeded the quota.

Add "dense" layout

image

I've made this layout (via CSS grid) and want to see the game to have something like that
The default layout is very undense, and collapsing doesn't help as it hides the data I want to see

Bingo prize popup covers resource mouseover

Chrome Version 125.0.6422.142 (Official Build) (x86_64), MacOS Sonoma

Steps to reproduce:

  1. Play the Bingo event
  2. Win a prize
  3. Mouseover the resource chip to see what the icon means

Expected: see a popup like "Bone"

Observed:
image

Need more information and tooltips

Hey, loving the game a lot!

Some clarification about things would be welcomed. Like I know now but "quests" under Generals with 2 requirements should both happen at the same time but there's no info about that. I'm having trouble figuring out stuff like what does nostalgia do? Same goes for Events, some tooltip would be nice what each event will be about. Like a tooltip for Midnight Anomaly and so much more. So many tooltips are missing making the game at times very cryptic.

Also, before the horde revamp I could equip 10 or 11 items and now I can only do 4 even at around zone 51 . Is that intended or some upgrade got bugged because of relics or something?

Keep up the good work!

Clarify farm fertilizer effect gene

When I select fertilizer effect gene on my crop, I hover one of the avaliable fertilizers to see if the fertilizer effect tooltip change. But I found that the tooltip still show the original effect and when I use fertilizer, the effect is worked more than the original effect. Thus the issue is the fertilizer effect tooltip should display information about gene or any applicable source that applied to the fertilizer effect.

Fertilizer effect gene:
Untitled111

Speed-grow fertilizer effect tooltip (Original is grow x1.75)
Untitled11

why?

image

I've chosen Chinese

Display crop overgrow time

After crop is in overgrow stage, I cannot know time to grow for each overgrow unless I manually calculate it. Growing time is important so I can decide whether I continue overgrow or harvest crop.

Untitled11

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