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weaponStats.js
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const statBestValues = [0, 0, 0, 0, 0, 0, 0]
const statWorstValues = [Infinity, Infinity, Infinity, Infinity, Infinity, Infinity, Infinity]
const statNames = ['Magazine Size','Fire Rate', 'Run Speed Multiplayer', 'First Bullet Accuracy', "Cost", "Equip Time (s)", 'Reload Time (s)']
let i = 0;
/*
--More = better:--
0-weaponStats.magazineSize
1-weaponStats.fireRate
2-weaponStats.runSpeedMultiplier
3-weaponStats.firstBulletAccuracy
--Less = better:--
4-shopData.cost
5-weaponStats.equipTimeSeconds
6-weaponStats.reloadTimeSeconds
--Not comparable--
7-shopData.categoryText
*/
function appendMoreStat(stat)
{
if(stat > statBestValues[i])
{
statBestValues[i] = stat;
}
i++;
}
function appendLessStat(stat)
{
if(stat < statWorstValues[i])
{
statWorstValues[i] = stat;
}
i++;
}
export const findBestStats = (weapon) =>
{
i=0;
appendMoreStat(weapon.weaponStats.magazineSize);
appendMoreStat(weapon.weaponStats.fireRate);
appendMoreStat(weapon.weaponStats.runSpeedMultiplier);
appendMoreStat(weapon.weaponStats.firstBulletAccuracy);
appendMoreStat(weapon.shopData.cost);
appendMoreStat(weapon.weaponStats.equipTimeSeconds);
appendMoreStat(weapon.weaponStats.reloadTimeSeconds);
i=0;
appendLessStat(weapon.weaponStats.magazineSize);
appendLessStat(weapon.weaponStats.fireRate);
appendLessStat(weapon.weaponStats.runSpeedMultiplier);
appendLessStat(weapon.weaponStats.firstBulletAccuracy);
appendLessStat(weapon.shopData.cost);
appendLessStat(weapon.weaponStats.equipTimeSeconds);
appendLessStat(weapon.weaponStats.reloadTimeSeconds);
}
function BestPercent(value, statNumber)
{
return ((value-statWorstValues[statNumber])/(statBestValues[statNumber]-statWorstValues[statNumber]))*100 + "%";
}
function createWeaponStatTile(stat, statNumber)
{
const weaponStat = document.createElement('div');
weaponStat.classList.add("weapon-stat")
const weaponStatName = document.createElement('div');
weaponStatName.classList.add("weapon-stat-name")
const weaponStatNameP = document.createElement('p');
weaponStatNameP.innerText = statNames[statNumber];
weaponStatName.appendChild(weaponStatNameP);
const weaponStatValue = document.createElement('div');
weaponStatValue.classList.add("weapon-stat-value")
weaponStatValue.innerText = stat;
const weaponStatLvlLeft = document.createElement('div');
weaponStatLvlLeft.classList.add("weapon-stat-lvl-left")
weaponStatLvlLeft.innerText = statWorstValues[statNumber]
const weaponStatLvl = document.createElement('div');
weaponStatLvl.classList.add("weapon-stat-lvl")
const weaponStatLvlMarker = document.createElement('div');
weaponStatLvlMarker.style = "width: " + BestPercent(stat, statNumber);
weaponStatLvlMarker.classList.add("weapon-stat-lvl-marker");
if(statNumber<4)
{
weaponStatLvlMarker.classList.add("good");
}
else
{
weaponStatLvlMarker.classList.add("bad");
}
const weaponStatLvlRight = document.createElement('div');
weaponStatLvlRight.classList.add("weapon-stat-lvl-right");
weaponStatLvlRight.innerText = statBestValues[statNumber];
weaponStatLvl.appendChild(weaponStatLvlMarker);
weaponStat.appendChild(weaponStatName);
weaponStat.appendChild(weaponStatValue);
weaponStat.appendChild(weaponStatLvlLeft);
weaponStat.appendChild(weaponStatLvl);
weaponStat.appendChild(weaponStatLvlRight);
return weaponStat;
}
export const LoadWeaponStats = (item) =>
{
const statValues = [item.weaponStats.magazineSize, item.weaponStats.fireRate, item.weaponStats.runSpeedMultiplier, item.weaponStats.firstBulletAccuracy, item.shopData.cost, item.weaponStats.equipTimeSeconds, item.weaponStats.reloadTimeSeconds];
document.querySelector('.home-main').style = "display: none";
document.querySelector('.weapon-section').style = "display: flex";
const weaponImageDiv = document.createElement('div');
const weaponImage = document.createElement('img');
document.querySelector(".weapon-name>h1").innerText = item.displayName;
document.querySelector(".weapon-image>img").src = item.displayIcon;
const weaponName = document.createElement('div');
const weaponNameH1 = document.createElement('h1');
weaponNameH1.innerText = item.displayName;
weaponName.appendChild(weaponNameH1);
weaponImage.src = item.displayIcon;
weaponImageDiv.appendChild(weaponImage);
for(let i = 0; i < statBestValues.length; i++)
{
document.querySelector('.weapon-stats').appendChild(createWeaponStatTile(statValues[i], i));
}
}