vibing epic

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billy 2025-03-30 02:55:55 -04:00
commit 9fdcc2d99e
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# Logs
logs
*.log
npm-debug.log*
yarn-debug.log*
yarn-error.log*
pnpm-debug.log*
lerna-debug.log*
node_modules
dist
dist-ssr
*.local
# Editor directories and files
.vscode/*
!.vscode/extensions.json
.idea
.DS_Store
*.suo
*.ntvs*
*.njsproj
*.sln
*.sw?

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# React + TypeScript + Vite
This template provides a minimal setup to get React working in Vite with HMR and some ESLint rules.
Currently, two official plugins are available:
- [@vitejs/plugin-react](https://github.com/vitejs/vite-plugin-react/blob/main/packages/plugin-react/README.md) uses [Babel](https://babeljs.io/) for Fast Refresh
- [@vitejs/plugin-react-swc](https://github.com/vitejs/vite-plugin-react-swc) uses [SWC](https://swc.rs/) for Fast Refresh
## Expanding the ESLint configuration
If you are developing a production application, we recommend updating the configuration to enable type-aware lint rules:
```js
export default tseslint.config({
extends: [
// Remove ...tseslint.configs.recommended and replace with this
...tseslint.configs.recommendedTypeChecked,
// Alternatively, use this for stricter rules
...tseslint.configs.strictTypeChecked,
// Optionally, add this for stylistic rules
...tseslint.configs.stylisticTypeChecked,
],
languageOptions: {
// other options...
parserOptions: {
project: ['./tsconfig.node.json', './tsconfig.app.json'],
tsconfigRootDir: import.meta.dirname,
},
},
})
```
You can also install [eslint-plugin-react-x](https://github.com/Rel1cx/eslint-react/tree/main/packages/plugins/eslint-plugin-react-x) and [eslint-plugin-react-dom](https://github.com/Rel1cx/eslint-react/tree/main/packages/plugins/eslint-plugin-react-dom) for React-specific lint rules:
```js
// eslint.config.js
import reactX from 'eslint-plugin-react-x'
import reactDom from 'eslint-plugin-react-dom'
export default tseslint.config({
plugins: {
// Add the react-x and react-dom plugins
'react-x': reactX,
'react-dom': reactDom,
},
rules: {
// other rules...
// Enable its recommended typescript rules
...reactX.configs['recommended-typescript'].rules,
...reactDom.configs.recommended.rules,
},
})
```

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import js from '@eslint/js'
import globals from 'globals'
import reactHooks from 'eslint-plugin-react-hooks'
import reactRefresh from 'eslint-plugin-react-refresh'
import tseslint from 'typescript-eslint'
export default tseslint.config(
{ ignores: ['dist'] },
{
extends: [js.configs.recommended, ...tseslint.configs.recommended],
files: ['**/*.{ts,tsx}'],
languageOptions: {
ecmaVersion: 2020,
globals: globals.browser,
},
plugins: {
'react-hooks': reactHooks,
'react-refresh': reactRefresh,
},
rules: {
...reactHooks.configs.recommended.rules,
'react-refresh/only-export-components': [
'warn',
{ allowConstantExport: true },
],
},
},
)

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<!doctype html>
<html lang="en">
<head>
<meta charset="UTF-8" />
<link rel="icon" type="image/svg+xml" href="/vite.svg" />
<meta name="viewport" content="width=device-width, initial-scale=1.0" />
<title>Vite + React + TS</title>
</head>
<body>
<div id="root"></div>
<script type="module" src="/src/main.tsx"></script>
</body>
</html>

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{
"name": "viber",
"private": true,
"version": "0.0.0",
"type": "module",
"scripts": {
"dev": "vite",
"build": "tsc -b && vite build",
"lint": "eslint .",
"preview": "vite preview"
},
"dependencies": {
"@chakra-ui/react": "^2.8.2",
"@emotion/react": "^11.11.3",
"@emotion/styled": "^11.11.0",
"@radix-ui/react-dialog": "^1.1.6",
"@radix-ui/react-separator": "^1.1.2",
"@radix-ui/react-slot": "^1.1.2",
"@shadcn/ui": "^0.0.4",
"@types/node": "^22.13.14",
"class-variance-authority": "^0.7.1",
"clsx": "^2.1.1",
"framer-motion": "^11.0.3",
"lucide-react": "^0.485.0",
"react": "^18.2.0",
"react-dom": "^18.2.0",
"tailwind-merge": "^3.0.2",
"tailwindcss-animate": "^1.0.7",
"zustand": "^5.0.3"
},
"devDependencies": {
"@eslint/js": "^9.21.0",
"@types/react": "^19.0.12",
"@types/react-dom": "^19.0.4",
"@vitejs/plugin-react": "^4.3.4",
"autoprefixer": "^10.4.21",
"eslint": "^9.21.0",
"eslint-plugin-react-hooks": "^5.1.0",
"eslint-plugin-react-refresh": "^0.4.19",
"globals": "^15.15.0",
"postcss": "^8.5.3",
"tailwindcss": "^4.0.17",
"typescript": "~5.7.2",
"typescript-eslint": "^8.24.1",
"vite": "^6.2.0"
}
}

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<svg xmlns="http://www.w3.org/2000/svg" xmlns:xlink="http://www.w3.org/1999/xlink" aria-hidden="true" role="img" class="iconify iconify--logos" width="31.88" height="32" preserveAspectRatio="xMidYMid meet" viewBox="0 0 256 257"><defs><linearGradient id="IconifyId1813088fe1fbc01fb466" x1="-.828%" x2="57.636%" y1="7.652%" y2="78.411%"><stop offset="0%" stop-color="#41D1FF"></stop><stop offset="100%" stop-color="#BD34FE"></stop></linearGradient><linearGradient id="IconifyId1813088fe1fbc01fb467" x1="43.376%" x2="50.316%" y1="2.242%" y2="89.03%"><stop offset="0%" stop-color="#FFEA83"></stop><stop offset="8.333%" stop-color="#FFDD35"></stop><stop offset="100%" stop-color="#FFA800"></stop></linearGradient></defs><path fill="url(#IconifyId1813088fe1fbc01fb466)" d="M255.153 37.938L134.897 252.976c-2.483 4.44-8.862 4.466-11.382.048L.875 37.958c-2.746-4.814 1.371-10.646 6.827-9.67l120.385 21.517a6.537 6.537 0 0 0 2.322-.004l117.867-21.483c5.438-.991 9.574 4.796 6.877 9.62Z"></path><path fill="url(#IconifyId1813088fe1fbc01fb467)" d="M185.432.063L96.44 17.501a3.268 3.268 0 0 0-2.634 3.014l-5.474 92.456a3.268 3.268 0 0 0 3.997 3.378l24.777-5.718c2.318-.535 4.413 1.507 3.936 3.838l-7.361 36.047c-.495 2.426 1.782 4.5 4.151 3.78l15.304-4.649c2.372-.72 4.652 1.36 4.15 3.788l-11.698 56.621c-.732 3.542 3.979 5.473 5.943 2.437l1.313-2.028l72.516-144.72c1.215-2.423-.88-5.186-3.54-4.672l-25.505 4.922c-2.396.462-4.435-1.77-3.759-4.114l16.646-57.705c.677-2.35-1.37-4.583-3.769-4.113Z"></path></svg>

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#root {
max-width: 1280px;
margin: 0 auto;
padding: 2rem;
text-align: center;
}
.logo {
height: 6em;
padding: 1.5em;
will-change: filter;
transition: filter 300ms;
}
.logo:hover {
filter: drop-shadow(0 0 2em #646cffaa);
}
.logo.react:hover {
filter: drop-shadow(0 0 2em #61dafbaa);
}
@keyframes logo-spin {
from {
transform: rotate(0deg);
}
to {
transform: rotate(360deg);
}
}
@media (prefers-reduced-motion: no-preference) {
a:nth-of-type(2) .logo {
animation: logo-spin infinite 20s linear;
}
}
.card {
padding: 2em;
}
.read-the-docs {
color: #888;
}

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import { Mouse } from './components/Mouse'
import { ResourceDisplay } from './components/ResourceDisplay'
import { BuildingButton } from './components/BuildingButton'
import { MultiplierShop } from './components/MultiplierShop'
import { NextBuildingPreview } from './components/NextBuildingPreview'
import { useGameStore } from './store/gameStore'
import {
ChakraProvider,
Box,
Container,
Heading,
Text,
VStack,
SimpleGrid,
Button
} from '@chakra-ui/react'
import theme from './theme'
import { useEffect } from 'react'
type BuildingId = 'mouseFarms' | 'keyboardFactories' | 'monitorDisplays' | 'serverRooms' | 'dataCenters' |
'dataCities' | 'dataCountries' | 'dataContinents' | 'dataWorlds' | 'dataMoons' |
'dataSolarSystems' | 'dataGalaxies' | 'dataUniverses' | 'dataGods'
type BuildingLevelKey = `${BuildingId}Level`
const BUILDING_INFO = {
mouseFarms: {
title: 'Mouse Farm',
description: 'A basic facility that produces computer mice. Each mouse farm generates points automatically.',
production: { points: 0.1 }
},
keyboardFactories: {
title: 'Keyboard Factory',
description: 'Manufactures mechanical keyboards and generates tech parts. Essential for advanced upgrades.',
production: { techParts: 0.05 }
},
monitorDisplays: {
title: 'Monitor Display',
description: 'High-resolution displays that generate both points and tech parts. A balanced production facility.',
production: { points: 0.2, techParts: 0.1 }
},
serverRooms: {
title: 'Server Room',
description: 'A powerful facility that generates significant amounts of both resources. Requires proper cooling.',
production: { points: 1, techParts: 0.5 }
},
dataCenters: {
title: 'Data Center',
description: 'The ultimate production facility. Generates massive amounts of resources but requires significant investment.',
production: { points: 5, techParts: 2 }
},
dataCities: {
title: 'Data City',
description: 'A massive network of data centers spanning an entire city. Requires level 5 to unlock.',
production: { points: 25, techParts: 10 }
},
dataCountries: {
title: 'Data Country',
description: 'A country-wide network of data cities. Requires level 10 to unlock.',
production: { points: 100, techParts: 40 }
},
dataContinents: {
title: 'Data Continent',
description: 'A continent-spanning network of data countries. Requires level 20 to unlock.',
production: { points: 500, techParts: 200 }
},
dataWorlds: {
title: 'Data World',
description: 'A world-wide network of data continents. Requires level 30 to unlock.',
production: { points: 2500, techParts: 1000 }
},
dataMoons: {
title: 'Data Moon',
description: 'A moon-sized data processing facility. Requires level 40 to unlock.',
production: { points: 10000, techParts: 4000 }
},
dataSolarSystems: {
title: 'Data Solar System',
description: 'A solar system-wide network of data moons. Requires level 50 to unlock.',
production: { points: 50000, techParts: 20000 }
},
dataGalaxies: {
title: 'Data Galaxy',
description: 'A galaxy-spanning network of data solar systems. Requires level 60 to unlock.',
production: { points: 250000, techParts: 100000 }
},
dataUniverses: {
title: 'Data Universe',
description: 'A universe-wide network of data galaxies. Requires level 70 to unlock.',
production: { points: 1000000, techParts: 400000 }
},
dataGods: {
title: 'Data God',
description: 'The ultimate data processing entity. Requires level 80 to unlock.',
production: { points: 5000000, techParts: 2000000 }
}
}
function App() {
const {
points,
playerLevel,
getAvailableBuildings,
tick
} = useGameStore()
const availableBuildings = getAvailableBuildings()
// Set up game tick interval
useEffect(() => {
const interval = setInterval(tick, 100) // 100ms = 10 ticks per second
return () => clearInterval(interval)
}, [tick])
return (
<ChakraProvider theme={theme}>
<Box minH="100vh" bg="gray.900" color="white" py={8}>
<Container maxW="container.xl">
<VStack spacing={8}>
<Box textAlign="center">
<Heading as="h1" size="2xl" mb={4}>Clicker Clicker 2</Heading>
<Text fontSize="xl" color="yellow.400" mb={4}>Level {playerLevel}</Text>
<ResourceDisplay />
</Box>
<Mouse />
<VStack spacing={8} w="full">
{/* Shop Section */}
<Box bg="gray.800" p={6} borderRadius="lg" w="full">
<Heading as="h2" size="xl" mb={6} color="blue.400">Shop</Heading>
<SimpleGrid columns={{ base: 1, md: 2, lg: 3 }} gap={4}>
{availableBuildings.map((building) => (
<BuildingButton
key={building.id}
title={building.title}
cost={building.cost}
owned={useGameStore.getState()[building.id as BuildingId]}
level={useGameStore.getState()[`${building.id}Level` as BuildingLevelKey] as number}
onClick={() => useGameStore.getState().buyBuilding(building.id as BuildingId)}
description={building.description}
production={building.production}
buildingType={building.id}
levelRequirement={building.levelRequirement}
/>
))}
<NextBuildingPreview />
</SimpleGrid>
</Box>
<Box h="1px" bg="gray.600" w="full" />
{/* Upgrades Section */}
<Box bg="gray.800" p={6} borderRadius="lg" w="full">
<Heading as="h2" size="xl" mb={6} color="green.400">Upgrades</Heading>
<SimpleGrid columns={{ base: 1, md: 2, lg: 3 }} gap={4}>
<Button
onClick={() => useGameStore.getState().buyUpgrade('clickPower')}
isDisabled={points < 20}
bg="gray.700"
_hover={{ bg: 'gray.600' }}
>
Upgrade Click Power (20 points)
</Button>
</SimpleGrid>
</Box>
</VStack>
<MultiplierShop />
</VStack>
</Container>
</Box>
</ChakraProvider>
)
}
export default App

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import {
Box,
Button,
VStack,
Text,
Badge,
Tooltip
} from '@chakra-ui/react'
import { useGameStore } from '../store/gameStore'
interface BuildingButtonProps {
title: string
cost: number
owned: number
level: number
onClick: () => void
description: string
production: {
points?: number
techParts?: number
}
buildingType: string
levelRequirement: number
}
export function BuildingButton({
title,
cost,
owned,
level,
onClick,
description,
production,
buildingType,
levelRequirement
}: BuildingButtonProps) {
const { points, playerLevel } = useGameStore()
const canAfford = points >= cost
const meetsLevelRequirement = playerLevel >= levelRequirement
const isDisabled = !canAfford || !meetsLevelRequirement
const buttonContent = (
<VStack align="stretch" spacing={2}>
<Box display="flex" justifyContent="space-between" alignItems="center">
<Text fontWeight="bold">{title}</Text>
<Badge colorScheme={level > 1 ? 'green' : 'gray'}>Level {level}</Badge>
</Box>
<Text fontSize="sm" color="gray.400">{description}</Text>
<Box display="flex" justifyContent="space-between" alignItems="center">
<Text>Owned: {owned}</Text>
<Text>Cost: {cost} points</Text>
</Box>
<Box>
<Text fontSize="sm">Production:</Text>
{production.points && (
<Text fontSize="sm">Points: {production.points}/s</Text>
)}
{production.techParts && (
<Text fontSize="sm">Tech Parts: {production.techParts}/s</Text>
)}
</Box>
</VStack>
)
return (
<Tooltip
label={
!meetsLevelRequirement
? `Requires level ${levelRequirement}`
: !canAfford
? 'Not enough points'
: ''
}
isDisabled={!isDisabled}
>
<Button
onClick={onClick}
disabled={isDisabled}
bg="gray.700"
_hover={{ bg: 'gray.600' }}
_disabled={{ bg: 'gray.800' }}
p={4}
height="auto"
whiteSpace="normal"
textAlign="left"
>
{buttonContent}
</Button>
</Tooltip>
)
}

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import { motion, AnimatePresence } from 'framer-motion'
interface BuildingInfoProps {
isOpen: boolean
onClose: () => void
title: string
description: string
production: {
points?: number
techParts?: number
}
}
export const BuildingInfo = ({ isOpen, onClose, title, description, production }: BuildingInfoProps) => {
if (!isOpen) return null
return (
<AnimatePresence>
<motion.div
initial={{ opacity: 0 }}
animate={{ opacity: 1 }}
exit={{ opacity: 0 }}
className="fixed inset-0 bg-black bg-opacity-50 flex items-center justify-center z-50"
onClick={onClose}
>
<motion.div
initial={{ scale: 0.9, opacity: 0 }}
animate={{ scale: 1, opacity: 1 }}
exit={{ scale: 0.9, opacity: 0 }}
className="bg-gray-800 p-6 rounded-lg max-w-md w-full mx-4"
onClick={e => e.stopPropagation()}
>
<div className="flex justify-between items-start mb-4">
<h3 className="text-xl font-bold">{title}</h3>
<button
onClick={onClose}
className="text-gray-400 hover:text-white"
>
</button>
</div>
<p className="text-gray-300 mb-4">{description}</p>
<div className="bg-gray-700 p-4 rounded-lg">
<h4 className="font-semibold mb-2">Production:</h4>
{production.points && (
<div className="text-green-400">+{production.points} points/s</div>
)}
{production.techParts && (
<div className="text-blue-400">+{production.techParts} tech parts/s</div>
)}
</div>
</motion.div>
</motion.div>
</AnimatePresence>
)
}

28
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import { Box, Image } from '@chakra-ui/react'
import { useGameStore } from '../store/gameStore'
export function Mouse() {
const { click } = useGameStore()
return (
<Box
as="button"
onClick={click}
bg="gray.800"
_hover={{ bg: 'gray.700' }}
p={4}
borderRadius="lg"
cursor="pointer"
transition="all 0.2s"
_active={{ transform: 'scale(0.95)' }}
>
<Image
src="/mouse.png"
alt="Click me!"
width="100px"
height="100px"
objectFit="contain"
/>
</Box>
)
}

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import { Box, Button, VStack, HStack, Text } from '@chakra-ui/react'
import { useGameStore } from '../store/gameStore'
const MULTIPLIER_PURCHASES = [
{ duration: 30, multiplier: 2, cost: 10, name: '30s 2x Click Power' },
{ duration: 60, multiplier: 2, cost: 15, name: '1m 2x Click Power' },
{ duration: 30, multiplier: 3, cost: 25, name: '30s 3x Click Power' },
{ duration: 60, multiplier: 3, cost: 35, name: '1m 3x Click Power' },
{ duration: 30, multiplier: 5, cost: 50, name: '30s 5x Click Power' },
{ duration: 60, multiplier: 5, cost: 75, name: '1m 5x Click Power' },
]
export function MultiplierShop() {
const { techParts, buyMultiplier } = useGameStore()
return (
<Box bg="gray.800" p={6} borderRadius="lg">
<VStack spacing={4} align="stretch">
<Text fontSize="xl" fontWeight="bold">Multiplier Shop</Text>
<HStack spacing={4}>
<Button
onClick={() => buyMultiplier(30, 2)}
isDisabled={techParts < 100}
bg="gray.700"
_hover={{ bg: 'gray.600' }}
>
Buy Points Multiplier (100 tech parts)
</Button>
<Button
onClick={() => buyMultiplier(30, 2)}
isDisabled={techParts < 100}
bg="gray.700"
_hover={{ bg: 'gray.600' }}
>
Buy Tech Parts Multiplier (100 tech parts)
</Button>
</HStack>
</VStack>
</Box>
)
}

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import {
Box,
VStack,
Text,
Badge,
Tooltip
} from '@chakra-ui/react'
import { useGameStore } from '../store/gameStore'
import { BUILDING_INFO } from '../store/gameStore'
interface BuildingInfo {
cost: number
levelRequirement: number
title: string
description: string
production: {
points?: number
techParts?: number
}
}
export function NextBuildingPreview() {
const { playerLevel } = useGameStore()
// Find the next building that's not yet available
const nextBuilding = Object.entries(BUILDING_INFO)
.find(([_, info]) => info.levelRequirement > playerLevel)
if (!nextBuilding) return null
const [id, info] = nextBuilding as [string, BuildingInfo]
return (
<Tooltip label={`Requires level ${info.levelRequirement}`}>
<Box
bg="gray.800"
p={4}
borderRadius="lg"
border="1px"
borderColor="gray.700"
opacity={0.7}
cursor="not-allowed"
>
<VStack align="stretch" spacing={2}>
<Box display="flex" justifyContent="space-between" alignItems="center">
<Text fontWeight="bold">{info.title}</Text>
<Badge colorScheme="red">Locked</Badge>
</Box>
<Text fontSize="sm" color="gray.400">{info.description}</Text>
<Box display="flex" justifyContent="space-between" alignItems="center">
<Text>Cost: {info.cost} points</Text>
<Text>Level Required: {info.levelRequirement}</Text>
</Box>
<Box>
<Text fontSize="sm">Production:</Text>
{info.production.points && (
<Text fontSize="sm">Points: {info.production.points}/s</Text>
)}
{info.production.techParts && (
<Text fontSize="sm">Tech Parts: {info.production.techParts}/s</Text>
)}
</Box>
</VStack>
</Box>
</Tooltip>
)
}

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import { Box, HStack, Text } from '@chakra-ui/react'
import { useGameStore } from '../store/gameStore'
export function ResourceDisplay() {
const { points, techParts, pointsPerSecond, techPartsPerSecond } = useGameStore()
return (
<HStack spacing={8} justify="center">
<Box textAlign="center">
<Text fontSize="xl" fontWeight="bold">Points</Text>
<Text fontSize="2xl">{Math.floor(points)}</Text>
<Text fontSize="sm" color="green.400">+{pointsPerSecond}/s</Text>
</Box>
<Box textAlign="center">
<Text fontSize="xl" fontWeight="bold">Tech Parts</Text>
<Text fontSize="2xl">{Math.floor(techParts)}</Text>
<Text fontSize="sm" color="blue.400">+{techPartsPerSecond}/s</Text>
</Box>
</HStack>
)
}

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@tailwind base;
@tailwind components;
@tailwind utilities;
:root {
font-family: system-ui, Avenir, Helvetica, Arial, sans-serif;
line-height: 1.5;
font-weight: 400;
color-scheme: light dark;
color: rgba(255, 255, 255, 0.87);
background-color: #242424;
font-synthesis: none;
text-rendering: optimizeLegibility;
-webkit-font-smoothing: antialiased;
-moz-osx-font-smoothing: grayscale;
}
a {
font-weight: 500;
color: #646cff;
text-decoration: inherit;
}
a:hover {
color: #535bf2;
}
body {
margin: 0;
display: flex;
place-items: center;
min-width: 320px;
min-height: 100vh;
}
h1 {
font-size: 3.2em;
line-height: 1.1;
}
button {
border-radius: 8px;
border: 1px solid transparent;
padding: 0.6em 1.2em;
font-size: 1em;
font-weight: 500;
font-family: inherit;
background-color: #1a1a1a;
cursor: pointer;
transition: border-color 0.25s;
}
button:hover {
border-color: #646cff;
}
button:focus,
button:focus-visible {
outline: 4px auto -webkit-focus-ring-color;
}
@media (prefers-color-scheme: light) {
:root {
color: #213547;
background-color: #ffffff;
}
a:hover {
color: #747bff;
}
button {
background-color: #f9f9f9;
}
}

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import { StrictMode } from 'react'
import { createRoot } from 'react-dom/client'
import './index.css'
import App from './App.tsx'
createRoot(document.getElementById('root')!).render(
<StrictMode>
<App />
</StrictMode>,
)

446
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import { create } from 'zustand'
import { persist } from 'zustand/middleware'
interface BuildingInfo {
id: string
cost: number
levelRequirement: number
title: string
description: string
production: {
points?: number
techParts?: number
}
}
interface GameState {
// Resources
points: number
techParts: number
// Buildings
mouseFarms: number
keyboardFactories: number
monitorDisplays: number
serverRooms: number
dataCenters: number
dataCities: number
dataCountries: number
dataContinents: number
dataWorlds: number
dataMoons: number
dataSolarSystems: number
dataGalaxies: number
dataUniverses: number
dataGods: number
// Building Levels
mouseFarmsLevel: number
keyboardFactoriesLevel: number
monitorDisplaysLevel: number
serverRoomsLevel: number
dataCentersLevel: number
dataCitiesLevel: number
dataCountriesLevel: number
dataContinentsLevel: number
dataWorldsLevel: number
dataMoonsLevel: number
dataSolarSystemsLevel: number
dataGalaxiesLevel: number
dataUniversesLevel: number
dataGodsLevel: number
// Upgrades
autoClickers: number
clickPower: number
// Production rates
pointsPerSecond: number
techPartsPerSecond: number
// Special purchases
clickMultiplier: number
multiplierEndTime: number | null
// Player level
playerLevel: number
// Actions
click: () => void
buyBuilding: (buildingType: BuildingType) => void
buyUpgrade: (upgradeType: UpgradeType) => void
resetGame: () => void
tick: () => void
buyMultiplier: (duration: number, multiplier: number) => void
upgradeBuilding: (buildingType: BuildingType) => void
// New getter for available buildings
getAvailableBuildings: () => BuildingInfo[]
}
type BuildingType =
| 'mouseFarms'
| 'keyboardFactories'
| 'monitorDisplays'
| 'serverRooms'
| 'dataCenters'
| 'dataCities'
| 'dataCountries'
| 'dataContinents'
| 'dataWorlds'
| 'dataMoons'
| 'dataSolarSystems'
| 'dataGalaxies'
| 'dataUniverses'
| 'dataGods'
type UpgradeType = 'autoClickers' | 'clickPower'
const initialState = {
points: 0,
techParts: 0,
mouseFarms: 0,
keyboardFactories: 0,
monitorDisplays: 0,
serverRooms: 0,
dataCenters: 0,
dataCities: 0,
dataCountries: 0,
dataContinents: 0,
dataWorlds: 0,
dataMoons: 0,
dataSolarSystems: 0,
dataGalaxies: 0,
dataUniverses: 0,
dataGods: 0,
mouseFarmsLevel: 1,
keyboardFactoriesLevel: 1,
monitorDisplaysLevel: 1,
serverRoomsLevel: 1,
dataCentersLevel: 1,
dataCitiesLevel: 1,
dataCountriesLevel: 1,
dataContinentsLevel: 1,
dataWorldsLevel: 1,
dataMoonsLevel: 1,
dataSolarSystemsLevel: 1,
dataGalaxiesLevel: 1,
dataUniversesLevel: 1,
dataGodsLevel: 1,
autoClickers: 0,
clickPower: 1,
pointsPerSecond: 0,
techPartsPerSecond: 0,
clickMultiplier: 1,
multiplierEndTime: null,
playerLevel: 1,
}
// Production rates per building
const PRODUCTION_RATES = {
mouseFarms: { points: 0.1, techParts: 0 },
keyboardFactories: { points: 0, techParts: 0.05 },
monitorDisplays: { points: 0.2, techParts: 0.1 },
serverRooms: { points: 1, techParts: 0.5 },
dataCenters: { points: 5, techParts: 2 },
dataCities: { points: 25, techParts: 10 },
dataCountries: { points: 100, techParts: 40 },
dataContinents: { points: 500, techParts: 200 },
dataWorlds: { points: 2500, techParts: 1000 },
dataMoons: { points: 10000, techParts: 4000 },
dataSolarSystems: { points: 50000, techParts: 20000 },
dataGalaxies: { points: 250000, techParts: 100000 },
dataUniverses: { points: 1000000, techParts: 400000 },
dataGods: { points: 5000000, techParts: 2000000 },
}
// Building costs
const BUILDING_COSTS = {
mouseFarms: 10,
keyboardFactories: 50,
monitorDisplays: 100,
serverRooms: 500,
dataCenters: 1000,
dataCities: 5000,
dataCountries: 25000,
dataContinents: 100000,
dataWorlds: 500000,
dataMoons: 2000000,
dataSolarSystems: 10000000,
dataGalaxies: 50000000,
dataUniverses: 200000000,
dataGods: 1000000000,
}
// Building level requirements
const BUILDING_LEVEL_REQUIREMENTS = {
mouseFarms: 1,
keyboardFactories: 1,
monitorDisplays: 1,
serverRooms: 1,
dataCenters: 1,
dataCities: 5,
dataCountries: 10,
dataContinents: 20,
dataWorlds: 30,
dataMoons: 40,
dataSolarSystems: 50,
dataGalaxies: 60,
dataUniverses: 70,
dataGods: 80,
}
// Special multiplier purchases
const MULTIPLIER_PURCHASES = [
{ duration: 30, multiplier: 2, cost: 10, name: '30s 2x Click Power' },
{ duration: 60, multiplier: 2, cost: 15, name: '1m 2x Click Power' },
{ duration: 30, multiplier: 3, cost: 25, name: '30s 3x Click Power' },
{ duration: 60, multiplier: 3, cost: 35, name: '1m 3x Click Power' },
{ duration: 30, multiplier: 5, cost: 50, name: '30s 5x Click Power' },
{ duration: 60, multiplier: 5, cost: 75, name: '1m 5x Click Power' },
]
// Calculate upgrade cost based on current level
const calculateUpgradeCost = (buildingType: BuildingType, currentLevel: number): number => {
const baseCost = BUILDING_COSTS[buildingType]
return Math.floor(baseCost * Math.pow(1.5, currentLevel - 1))
}
// Building costs and level requirements
export const BUILDING_INFO = {
mouseFarms: {
cost: 10,
levelRequirement: 1,
title: 'Mouse Farm',
description: 'A basic facility that produces computer mice. Each mouse farm generates points automatically.',
production: { points: 0.1 }
},
keyboardFactories: {
cost: 50,
levelRequirement: 1,
title: 'Keyboard Factory',
description: 'Manufactures mechanical keyboards and generates tech parts. Essential for advanced upgrades.',
production: { techParts: 0.05 }
},
monitorDisplays: {
cost: 100,
levelRequirement: 1,
title: 'Monitor Display',
description: 'High-resolution displays that generate both points and tech parts. A balanced production facility.',
production: { points: 0.2, techParts: 0.1 }
},
serverRooms: {
cost: 500,
levelRequirement: 1,
title: 'Server Room',
description: 'A powerful facility that generates significant amounts of both resources. Requires proper cooling.',
production: { points: 1, techParts: 0.5 }
},
dataCenters: {
cost: 1000,
levelRequirement: 1,
title: 'Data Center',
description: 'The ultimate production facility. Generates massive amounts of resources but requires significant investment.',
production: { points: 5, techParts: 2 }
},
dataCities: {
cost: 5000,
levelRequirement: 5,
title: 'Data City',
description: 'A massive network of data centers spanning an entire city. Requires level 5 to unlock.',
production: { points: 25, techParts: 10 }
},
dataCountries: {
cost: 25000,
levelRequirement: 10,
title: 'Data Country',
description: 'A country-wide network of data cities. Requires level 10 to unlock.',
production: { points: 100, techParts: 40 }
},
dataContinents: {
cost: 100000,
levelRequirement: 20,
title: 'Data Continent',
description: 'A continent-spanning network of data countries. Requires level 20 to unlock.',
production: { points: 500, techParts: 200 }
},
dataWorlds: {
cost: 500000,
levelRequirement: 30,
title: 'Data World',
description: 'A world-wide network of data continents. Requires level 30 to unlock.',
production: { points: 2500, techParts: 1000 }
},
dataMoons: {
cost: 2000000,
levelRequirement: 40,
title: 'Data Moon',
description: 'A moon-sized data processing facility. Requires level 40 to unlock.',
production: { points: 10000, techParts: 4000 }
},
dataSolarSystems: {
cost: 10000000,
levelRequirement: 50,
title: 'Data Solar System',
description: 'A solar system-wide network of data moons. Requires level 50 to unlock.',
production: { points: 50000, techParts: 20000 }
},
dataGalaxies: {
cost: 50000000,
levelRequirement: 60,
title: 'Data Galaxy',
description: 'A galaxy-spanning network of data solar systems. Requires level 60 to unlock.',
production: { points: 250000, techParts: 100000 }
},
dataUniverses: {
cost: 200000000,
levelRequirement: 70,
title: 'Data Universe',
description: 'A universe-wide network of data galaxies. Requires level 70 to unlock.',
production: { points: 1000000, techParts: 400000 }
},
dataGods: {
cost: 1000000000,
levelRequirement: 80,
title: 'Data God',
description: 'The ultimate data processing entity. Requires level 80 to unlock.',
production: { points: 5000000, techParts: 2000000 }
}
}
// Helper function to get available buildings based on player level
const getAvailableBuildings = (playerLevel: number) => {
return Object.entries(BUILDING_INFO)
.filter(([_, info]) => info.levelRequirement <= playerLevel)
.map(([key, info]) => ({
id: key,
...info
}))
.sort((a, b) => a.cost - b.cost)
}
export const useGameStore = create<GameState>()(
persist(
(set, get) => ({
...initialState,
click: () => {
const { clickPower, autoClickers, clickMultiplier } = get()
const pointsPerClick = clickPower * (1 + autoClickers * 0.1) * clickMultiplier
set((state) => ({
points: state.points + pointsPerClick,
}))
},
buyBuilding: (buildingType: BuildingType) => {
const state = get()
const cost = BUILDING_COSTS[buildingType]
if (state.points >= cost) {
set((state) => {
const newCount = state[buildingType] + 1
const rates = PRODUCTION_RATES[buildingType]
const level = state[`${buildingType}Level` as keyof GameState] as number
return {
points: state.points - cost,
[buildingType]: newCount,
pointsPerSecond: state.pointsPerSecond + rates.points * level,
techPartsPerSecond: state.techPartsPerSecond + rates.techParts * level,
}
})
}
},
upgradeBuilding: (buildingType: BuildingType) => {
const state = get()
const currentLevel = state[`${buildingType}Level` as keyof GameState] as number
const upgradeCost = calculateUpgradeCost(buildingType, currentLevel)
if (state.points >= upgradeCost) {
set((state) => {
const rates = PRODUCTION_RATES[buildingType]
const count = state[buildingType]
const newLevel = currentLevel + 1
return {
points: state.points - upgradeCost,
[`${buildingType}Level`]: newLevel,
pointsPerSecond: state.pointsPerSecond + rates.points * count,
techPartsPerSecond: state.techPartsPerSecond + rates.techParts * count,
}
})
}
},
buyUpgrade: (upgradeType: UpgradeType) => {
const state = get()
const upgradeCosts: Record<UpgradeType, number> = {
autoClickers: 50,
clickPower: 20,
}
const cost = upgradeCosts[upgradeType]
if (state.points >= cost) {
set((state) => ({
points: state.points - cost,
[upgradeType]: state[upgradeType] + 1,
}))
}
},
buyMultiplier: (duration: number, multiplier: number) => {
const state = get()
const purchase = MULTIPLIER_PURCHASES.find(
p => p.duration === duration && p.multiplier === multiplier
)
if (purchase && state.techParts >= purchase.cost) {
const now = Date.now()
set((state) => ({
techParts: state.techParts - purchase.cost,
clickMultiplier: multiplier,
multiplierEndTime: now + duration * 1000,
}))
}
},
tick: () => {
const state = get()
const now = Date.now()
// Check if multiplier has expired
if (state.multiplierEndTime && now >= state.multiplierEndTime) {
set({ clickMultiplier: 1, multiplierEndTime: null })
}
// Update player level based on points per second
const newLevel = Math.floor(Math.log10(state.pointsPerSecond + 1)) + 1
if (newLevel !== state.playerLevel) {
set({ playerLevel: newLevel })
}
// Calculate resources gained in this tick (1/10th of a second)
const pointsGained = state.pointsPerSecond / 10
const techPartsGained = state.techPartsPerSecond / 10
set({
points: state.points + pointsGained,
techParts: state.techParts + techPartsGained,
})
},
resetGame: () => {
set(initialState)
},
// Add new getter for available buildings
getAvailableBuildings: () => {
const state = get()
return getAvailableBuildings(state.playerLevel)
},
}),
{
name: 'game-storage',
}
)
)

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import { extendTheme } from '@chakra-ui/react'
const theme = extendTheme({
config: {
initialColorMode: 'dark',
useSystemColorMode: false,
},
styles: {
global: {
body: {
bg: 'gray.900',
color: 'white',
},
},
},
components: {
Button: {
defaultProps: {
colorScheme: 'blue',
},
},
},
})
export default theme

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src/vite-env.d.ts vendored Normal file
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/// <reference types="vite/client" />

11
tailwind.config.js Normal file
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/** @type {import('tailwindcss').Config} */
export default {
content: [
"./index.html",
"./src/**/*.{js,ts,jsx,tsx}",
],
theme: {
extend: {},
},
plugins: [],
}

26
tsconfig.app.json Normal file
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{
"compilerOptions": {
"tsBuildInfoFile": "./node_modules/.tmp/tsconfig.app.tsbuildinfo",
"target": "ES2020",
"useDefineForClassFields": true,
"lib": ["ES2020", "DOM", "DOM.Iterable"],
"module": "ESNext",
"skipLibCheck": true,
/* Bundler mode */
"moduleResolution": "bundler",
"allowImportingTsExtensions": true,
"isolatedModules": true,
"moduleDetection": "force",
"noEmit": true,
"jsx": "react-jsx",
/* Linting */
"strict": true,
"noUnusedLocals": true,
"noUnusedParameters": true,
"noFallthroughCasesInSwitch": true,
"noUncheckedSideEffectImports": true
},
"include": ["src"]
}

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{
"files": [],
"references": [
{ "path": "./tsconfig.app.json" },
{ "path": "./tsconfig.node.json" }
]
}

24
tsconfig.node.json Normal file
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{
"compilerOptions": {
"tsBuildInfoFile": "./node_modules/.tmp/tsconfig.node.tsbuildinfo",
"target": "ES2022",
"lib": ["ES2023"],
"module": "ESNext",
"skipLibCheck": true,
/* Bundler mode */
"moduleResolution": "bundler",
"allowImportingTsExtensions": true,
"isolatedModules": true,
"moduleDetection": "force",
"noEmit": true,
/* Linting */
"strict": true,
"noUnusedLocals": true,
"noUnusedParameters": true,
"noFallthroughCasesInSwitch": true,
"noUncheckedSideEffectImports": true
},
"include": ["vite.config.ts"]
}

7
vite.config.ts Normal file
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import { defineConfig } from 'vite'
import react from '@vitejs/plugin-react'
// https://vite.dev/config/
export default defineConfig({
plugins: [react()],
})