A Clicker game about growing your own fire. Link to game HERE: https://www.aokspace.com/
Idle Fire is a clicker game where the aim of the game is to click to create embers and to use those embers to purchase upgrades that help make more embers by either producing embers automatically or increasing the amount of embers you make when you click. Watch out for firemen they want to spoil the fun and slow the growth of your fire.
This project was coded in Reactjs and Typescript and uses React's useReducer to follow the Redux design pattern. A factory design pattern is used for managing the game's upgrades.
The game's immutable state is defined in GlobalAppState.tsx
and keeps track of all game data and functions that control the game.
When the user's action needs to modify the GlobalAppState
, React's useReducer
hook is used with a Record<> that maps actions to GlobalAppState
functions that return a new state with modified values. When the action is needed, React.Dispath is used to dispatch an IAppAction
object that specifies the action and payload to use the the Record<> defined in appActions.ts
.
Example:
When the user clicks on an upgrade a dispatch is made with the "UPGRADE_PURCHASE" action name and a payload of upgradeProps to the reducer which accesses the GlobalAppState.buyUpgrade function through the Record<>. The buyUpgrade() function then return a new state with the updated upgrade.
All data is stored in GlobalAppState
which is saved to the browser's LocalStorage.
The games idle feature of adding embers automatically after an upgrade is purchased is done by having a setting a 1 second interval with a dispatch to addEmbersPerSecondOnTick
in GlobalAppState
the embers added is a sum that is modified when a upgrade is purchased, multipliers are then applied to the sum.
Because React re-renders on any values changed the interval is in a React useEffect
which will not rerender during regular gameplay.
The game's ember producers and click upgrades implement the IUpgrade
interface. The default initialization of upgrades and their requirements for being revealed are managed by the GameUpgradesFactory
in gameUpgrades.ts
.
This project was bootstrapped with Create React App.
In the project directory, you can run:
Runs the app in the development mode.
Open http://localhost:3000 to view it in the browser.
The page will reload if you make edits.
You will also see any lint errors in the console.
Launches the test runner in the interactive watch mode.
See the section about running tests for more information.
Builds the app for production to the build
folder.
It correctly bundles React in production mode and optimizes the build for the best performance.
The build is minified and the filenames include the hashes.
Your app is ready to be deployed!
See the section about deployment for more information.
Note: this is a one-way operation. Once you eject
, you can’t go back!
If you aren’t satisfied with the build tool and configuration choices, you can eject
at any time. This command will remove the single build dependency from your project.
Instead, it will copy all the configuration files and the transitive dependencies (webpack, Babel, ESLint, etc.) right into your project, so you have full control over them. All the commands except eject
will still work, but they will point to the copied scripts so you can tweak them. At this point you’re on your own.
You don’t have to ever use eject
. The curated feature set is suitable for small and middle deployments, and you shouldn’t feel obligated to use this feature. However we understand that this tool wouldn’t be useful if you couldn’t customize it when you are ready for it.
You can learn more in the Create React App documentation.
To learn React, check out the React documentation.