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addLayer ( "c" , {
layer : "c" , // This is assigned automatically, both to the layer and all upgrades, etc. Shown here so you know about it
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name : "Candies" , // This is optional, only used in a few places, If absent it just uses the layer id.
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symbol : "C" , // This appears on the layer's node. Default is the id with the first letter capitalized
position : 0 , // Horizontal position within a row. By default it uses the layer id and sorts in alphabetical order
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startData ( ) { return {
unl : true ,
points : new Decimal ( 0 ) ,
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best : new Decimal ( 0 ) ,
total : new Decimal ( 0 ) ,
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buyables : { } , // You don't actually have to initialize this one
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beep : false ,
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} } ,
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color : ( ) => "#4BDC13" ,
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requires : ( ) => new Decimal ( 10 ) , // Can be a function that takes requirement increases into account
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resource : "lollipops" , // Name of prestige currency
baseResource : "candies" , // Name of resource prestige is based on
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baseAmount ( ) { return player . points } , // Get the current amount of baseResource
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type : "normal" , // normal: cost to gain currency depends on amount gained. static: cost depends on how much you already have
exponent : 0.5 , // Prestige currency exponent
base : 5 , // Only needed for static layers, base of the formula (b^(x^exp))
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resCeil : false , // True if the cost needs to be rounded up (use when baseResource is static?)
canBuyMax ( ) { } , // Only needed for static layers with buy max
gainMult ( ) { // Calculate the multiplier for main currency from bonuses
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mult = new Decimal ( 1 )
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if ( hasUpg ( this . layer , 166 ) ) mult = mult . times ( 2 ) // These upgrades don't exist
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if ( hasUpg ( this . layer , 120 ) ) mult = mult . times ( upgEffect ( this . layer , 120 ) )
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return mult
} ,
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gainExp ( ) { // Calculate the exponent on main currency from bonuses
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return new Decimal ( 1 )
} ,
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row : 0 , // Row the layer is in on the tree (0 is the first row)
effect ( ) {
return { // Formulas for any boosts inherent to resources in the layer. Can return a single value instead of an object if there is just one effect
waffleBoost : ( true == false ? 0 : Decimal . pow ( player [ this . layer ] . points , 0.2 ) ) ,
icecreamCap : ( player [ this . layer ] . points * 10 )
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} } ,
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effectDescription ( ) { // Optional text to describe the effects
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eff = this . effect ( ) ;
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eff . waffleBoost = eff . waffleBoost . times ( buyableEffect ( this . layer , 11 ) . first )
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return "which are boosting waffles by " + format ( eff . waffleBoost ) + " and increasing the Ice Cream cap by " + format ( eff . icecreamCap )
} ,
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milestones : {
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0 : { requirementDesc : ( ) => "3 Lollipops" ,
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done ( ) { return player [ this . layer ] . best . gte ( 3 ) } , // Used to determine when to give the milestone
effectDesc : ( ) => "Unlock the next milestone" ,
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} ,
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1 : { requirementDesc : ( ) => "4 Lollipops" ,
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unl ( ) { return hasMilestone ( this . layer , 0 ) } ,
done ( ) { return player [ this . layer ] . best . gte ( 4 ) } ,
effectDesc : ( ) => "You can toggle beep and boop (which do nothing)" ,
toggles : [
[ "c" , "beep" ] , // Each toggle is defined by a layer and the data toggled for that layer
[ "f" , "boop" ] ] ,
style ( ) {
if ( hasMilestone ( this . layer , this . id ) ) return {
'background-color' : '#1111DD'
} } ,
} ,
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} ,
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challs : {
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rows : 2 ,
cols : 12 ,
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11 : {
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name : ( ) => "Fun" ,
completionLimit : 3 ,
desc ( ) { return "Makes the game 0% harder<br>" + challCompletions ( this . layer , this . id ) + "/" + this . completionLimit + " completions" } ,
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unl ( ) { return player [ this . layer ] . best . gt ( 0 ) } ,
goal : ( ) => new Decimal ( "20" ) ,
currencyDisplayName : "lollipops" , // Use if using a nonstandard currency
currencyInternalName : "points" , // Use if using a nonstandard currency
currencyLayer : this . layer , // Leave empty if not in a layer
effect ( ) {
let ret = player [ this . layer ] . points . add ( 1 ) . tetrate ( 0.02 )
return ret ;
} ,
effectDisplay ( x ) { return format ( x ) + "x" } ,
countsAs : [ 12 , 21 ] , // Use this for if a challenge includes the effects of other challenges. Being in this challenge "counts as" being in these.
reward : ( ) => "Says hi" ,
onComplete ( ) { console . log ( "hiii" ) } // Called when you complete the challenge
} ,
} ,
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upgrades : {
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rows : 2 ,
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cols : 3 ,
11 : {
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title : ( ) => "Generator of Genericness" ,
desc : ( ) => "Gain 1 Point every second." ,
cost : ( ) => new Decimal ( 1 ) ,
unl ( ) { return player [ this . layer ] . unl } , // The upgrade is only visible when this is true
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} ,
12 : {
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desc : ( ) => "Candy generation is faster based on your unspent Lollipops." ,
cost : ( ) => new Decimal ( 1 ) ,
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unl ( ) { return ( hasUpg ( this . layer , 11 ) ) } ,
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effect ( ) { // Calculate bonuses from the upgrade. Can return a single value or an object with multiple values
let ret = player [ this . layer ] . points . add ( 1 ) . pow ( player [ this . layer ] . upgrades . includes ( 24 ) ? 1.1 : ( player [ this . layer ] . upgrades . includes ( 14 ) ? 0.75 : 0.5 ) )
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if ( ret . gte ( "1e20000000" ) ) ret = ret . sqrt ( ) . times ( "1e10000000" )
return ret ;
} ,
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effectDisplay ( ) { return format ( this . effect ( ) ) + "x" } , // Add formatting to the effect
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} ,
13 : {
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desc : ( ) => "Unlock a <b>secret subtab</b> and make this layer act if you unlocked it first." ,
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cost : ( ) => new Decimal ( 69 ) ,
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currencyDisplayName : "candies" , // Use if using a nonstandard currency
currencyInternalName : "points" , // Use if using a nonstandard currency
currencyLayer : "" , // Leave empty if not in a layer "e.g. points"
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unl ( ) { return ( hasUpg ( this . layer , 12 ) ) } ,
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onPurchase ( ) { // This function triggers when the upgrade is purchased
player [ this . layer ] . order = 0
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} ,
style ( ) {
if ( hasUpg ( this . layer , this . id ) ) return {
'background-color' : '#1111dd'
}
else if ( ! canAffordUpg ( this . layer , this . id ) ) {
return {
'background-color' : '#dd1111'
}
} // Otherwise use the default
} ,
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} ,
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22 : {
title : ( ) => "This upgrade doesn't exist" ,
desc : ( ) => "Or does it?." ,
cost : ( ) => new Decimal ( 1 ) ,
unl ( ) { return player [ this . layer ] . unl } , // The upgrade is only visible when this is true
} ,
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} ,
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buyables : {
rows : 1 ,
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cols : 12 ,
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respec ( ) { // Optional, reset things and give back your currency. Having this function makes a respec button appear
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player [ this . layer ] . points = player [ this . layer ] . points . add ( player [ this . layer ] . spentOnBuyables ) // A built-in thing to keep track of this but only keeps a single value
resetBuyables ( this . layer )
doReset ( this . layer , true ) // Force a reset
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} ,
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respecText : ( ) => "Respec Thingies" , // Text on Respec button, optional
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11 : {
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title : ( ) => "Exhancers" , // Optional, displayed at the top in a larger font
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cost ( x = player [ this . layer ] . buyables [ this . id ] ) { // cost for buying xth buyable, can be an object if there are multiple currencies
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if ( x . gte ( 25 ) ) x = x . pow ( 2 ) . div ( 25 )
let cost = Decimal . pow ( 2 , x . pow ( 1.5 ) )
return cost . floor ( )
} ,
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effect ( x = player [ this . layer ] . buyables [ this . id ] ) { // Effects of owning x of the items, x is a decimal
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let eff = { }
if ( x . gte ( 0 ) ) eff . first = Decimal . pow ( 25 , x . pow ( 1.1 ) )
else eff . first = Decimal . pow ( 1 / 25 , x . times ( - 1 ) . pow ( 1.1 ) )
if ( x . gte ( 0 ) ) eff . second = x . pow ( 0.8 )
else eff . second = x . times ( - 1 ) . pow ( 0.8 ) . times ( - 1 )
return eff ;
} ,
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display ( ) { // Everything else displayed in the buyable button after the title
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let data = tmp [ this . layer ] . buyables [ this . id ]
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return "Cost: " + format ( data . cost ) + " lollipops \ n \
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Amount : " + player[this.layer].buyables[this.id] + " \ n \
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Adds + " + format(data.effect.first) + " things and multiplies stuff by " + format ( data . effect . second )
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} ,
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unl ( ) { return player [ this . layer ] . unl } ,
canAfford ( ) {
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return player [ this . layer ] . points . gte ( tmp [ this . layer ] . buyables [ this . id ] . cost ) } ,
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buy ( ) {
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cost = tmp [ this . layer ] . buyables [ this . id ] . cost
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player [ this . layer ] . points = player [ this . layer ] . points . sub ( cost )
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player [ this . layer ] . buyables [ this . id ] = player [ this . layer ] . buyables [ this . id ] . add ( 1 )
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player [ this . layer ] . spentOnBuyables = player [ this . layer ] . spentOnBuyables . add ( cost ) // This is a built-in system that you can use for respeccing but it only works with a single Decimal value
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} ,
buyMax ( ) { } , // You'll have to handle this yourself if you want
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style : { 'height' : '222px' }
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} ,
} ,
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doReset ( resettingLayer ) { // Triggers when this layer is being reset, along with the layer doing the resetting. Not triggered by lower layers resetting, but is by layers on the same row.
if ( layers [ resettingLayer ] . row > this . row ) fullLayerReset ( this . layer ) // This is actually the default behavior
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} ,
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layerShown ( ) { return true } , // Condition for when layer appears on the tree
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automate ( ) {
} , // Do any automation inherent to this layer if appropriate
resetsNothing ( ) { return false } ,
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onPrestige ( gain ) {
return
} , // Useful for if you gain secondary resources or have other interesting things happen to this layer when you reset it. You gain the currency after this function ends.
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hotkeys : [
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{ key : "c" , desc : "C: reset for lollipops or whatever" , onPress ( ) { if ( player [ this . layer ] . unl ) doReset ( this . layer ) } } ,
{ key : "ctrl+c" + this . layer , desc : "Ctrl+c: respec things" , onPress ( ) { if ( player [ this . layer ] . unl ) respecBuyables ( this . layer ) } } ,
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] ,
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incr _order : [ ] , // Array of layer names to have their order increased when this one is first unlocked
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microtabs : {
stuff : {
first : {
content : [ "upgrades" , [ "display-text" , function ( ) { return "confirmed" } ] ]
} ,
second : {
content : [ [ "upgrade" , 11 ] ,
[ "row" , [ [ "upgrade" , 11 ] , "blank" , "blank" , [ "upgrade" , 11 ] , ] ] ,
[ "display-text" , function ( ) { return "double confirmed" } ] ]
} ,
} ,
otherStuff : {
// There could be another set of microtabs here
}
} ,
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gagues : {
longBoi : {
fillColor : ( ) => "#4BEC13" ,
// fillStyle:(),
baseColor : ( ) => "#333333" ,
// baseStyle:(),
// textStyle:(),
borderStyle ( ) { return { 'border-color' : '#321188' } } ,
direction : ( ) => RIGHT ,
width : ( ) => "250px" ,
height : ( ) => "250px" ,
progress ( ) {
return ( player . points . log ( ) . div ( 10 ) )
} ,
display ( ) {
return format ( player . points ) + " / 1e10"
} ,
unl : ( ) => true ,
} ,
} ,
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// Optional, lets you format the tab yourself by listing components. You can create your own components in v.js.
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tabFormat : {
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"main tab" : {
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buttonStyle ( ) { return { 'color' : 'orange' } } ,
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content :
[ "main-display" ,
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"prestige-button" ,
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[ "blank" , "5px" ] , // Height
[ "raw-html" , function ( ) { return "<button onclick='console.log(`yeet`)'>'HI'</button>" } ] ,
[ "display-text" ,
function ( ) { return 'I have ' + format ( player . points ) + ' pointy points!' } ,
{ "color" : "red" , "font-size" : "32px" , "font-family" : "Comic Sans MS" } ] ,
"h-line" , "milestones" , "blank" , "upgrades" , "challs" ] ,
} ,
thingies : {
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style ( ) { return { 'background-color' : '#222222' } } ,
buttonStyle ( ) { return { 'border-color' : 'orange' } } ,
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content : [
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[ "buyables" , "" ] , "blank" ,
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[ "row" , [
[ "toggle" , [ "c" , "beep" ] ] , [ "blank" , [ "30px" , "10px" ] ] , // Width, height
[ "display-text" , function ( ) { return "Beep" } ] , "blank" , [ "v-line" , "200px" ] ,
[ "column" , [
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[ "prestige-button" , "" , { 'width' : '150px' , 'height' : '80px' } ] ,
[ "prestige-button" , "" , { 'width' : '100px' , 'height' : '150px' } ] ,
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] ] ,
] , { 'width' : '600px' , 'height' : '350px' , 'background-color' : 'green' , 'border-style' : 'solid' } ] ,
"blank" ,
[ "display-image" , "discord.png" ] , ] ,
} ,
illuminati : {
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unl ( ) { return ( hasUpg ( "c" , 13 ) ) } ,
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content : [
[ "raw-html" , function ( ) { return "<h1> C O N F I R M E D </h1>" } ] ,
[ "microtabs" , "stuff" , { 'width' : '600px' , 'height' : '350px' , 'background-color' : 'brown' , 'border-style' : 'solid' } ]
]
}
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} ,
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style ( ) { return {
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'background-color' : '#3325CC'
} } ,
nodeStyle ( ) { return { // Style on the layer node
'color' : '#3325CC' ,
'text-decoration' : 'underline'
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} } ,
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componentStyles : {
"chall" ( ) { return { 'height' : '200px' } } ,
"prestige-button" ( ) { return { 'color' : '#AA66AA' } } ,
} ,
tooltip ( ) { // Optional, tooltip displays when the layer is unlocked
let tooltip = formatWhole ( player [ this . layer ] . points ) + " " + this . resource
if ( player [ this . layer ] . buyables [ 11 ] . gt ( 0 ) ) tooltip += "\n" + formatWhole ( player [ this . layer ] . buyables [ 11 ] ) + " Exhancers"
return tooltip
} ,
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shouldNotify ( ) { // Optional, layer will be highlighted on the tree if true.
// Layer will automatically highlight if an upgrade is purchasable.
return ( player . c . buyables [ 11 ] == 1 )
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} ,
resetDesc : "Melt your points into " ,
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} )
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// This layer is mostly minimal but it uses a custom prestige type and a clickable
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addLayer ( "f" , {
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startData ( ) { return {
unl : false ,
points : new Decimal ( 0 ) ,
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boop : false ,
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clickables : { [ 11 ] : "Start" } // Optional default Clickable state
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} } ,
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color : ( ) => "#FE0102" ,
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requires ( ) { return new Decimal ( 10 ) } ,
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resource : "farm points" ,
baseResource : "candies" ,
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baseAmount ( ) { return player . points } ,
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type : "custom" , // A "Custom" type which is effectively static
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exponent : 0.5 ,
base : 3 ,
resCeil : true ,
canBuyMax : ( ) => true ,
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gainMult ( ) {
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return new Decimal ( 1 )
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} ,
gainExp ( ) {
return new Decimal ( 1 )
} ,
row : 1 ,
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layerShown ( ) { return true } ,
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branches : [ "c" ] , // When this layer appears, a branch will appear from this layer to any layers here. Each entry can be a pair consisting of a layer id and a color.
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tooltipLocked ( ) { // Optional, tooltip displays when the layer is locked
return ( "This weird farmer dinosaur will only see you if you have at least " + this . requires ( ) + " candies. You only have " + formatWhole ( player . points ) )
} ,
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midsection : [
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"blank" , [ 'display-image' , 'https://images.beano.com/store/24ab3094eb95e5373bca1ccd6f330d4406db8d1f517fc4170b32e146f80d?auto=compress%2Cformat&dpr=1&w=390' ] ,
[ "display-text" , "Bork bork!" ]
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] ,
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// The following are only currently used for "custom" Prestige type:
prestigeButtonText ( ) { //Is secretly HTML
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if ( ! this . canBuyMax ( ) ) return "Hi! I'm a <u>weird dinosaur</u> and I'll give you a Farm Point in exchange for all of your candies and lollipops! (At least " + formatWhole ( tmp [ this . layer ] . nextAt ) + " candies)"
if ( this . canBuyMax ( ) ) return "Hi! I'm a <u>weird dinosaur</u> and I'll give you <b>" + formatWhole ( tmp [ this . layer ] . resetGain ) + "</b> Farm Points in exchange for all of your candies and lollipops! (You'll get another one at " + formatWhole ( tmp [ layer ] . nextAtDisp ) + " candies)"
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} ,
getResetGain ( ) {
return getResetGain ( this . layer , useType = "static" )
} ,
getNextAt ( canMax = false ) { //
return getNextAt ( this . layer , canMax , useType = "static" )
} ,
canReset ( ) {
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return tmp [ this . layer ] . baseAmount . gte ( tmp [ this . layer ] . nextAt )
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} ,
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// This is also non minimal, a Clickable!
clickables : {
rows : 1 ,
cols : 1 ,
masterButtonPress ( ) { // Optional, reset things and give back your currency. Having this function makes a respec button appear
if ( getClickableState ( this . layer , 11 ) == "Borkened..." )
player [ this . layer ] . clickables [ 11 ] = "Start"
} ,
masterButtonText ( ) { return ( getClickableState ( this . layer , 11 ) == "Borkened..." ) ? "Fix the clickable!" : "Does nothing" } , // Text on Respec button, optional
11 : {
title : ( ) => "Clicky clicky!" , // Optional, displayed at the top in a larger font
display ( ) { // Everything else displayed in the buyable button after the title
let data = getClickableState ( this . layer , this . id )
return "Current state:<br>" + data
} ,
unl ( ) { return player [ this . layer ] . unl } ,
canClick ( ) {
return getClickableState ( this . layer , this . id ) !== "Borkened..." } ,
onClick ( ) {
switch ( getClickableState ( this . layer , this . id ) ) {
case "Start" :
player [ this . layer ] . clickables [ this . id ] = "A new state!"
break ;
case "A new state!" :
player [ this . layer ] . clickables [ this . id ] = "Keep going!"
break ;
case "Keep going!" :
player [ this . layer ] . clickables [ this . id ] = "Maybe that's a bit too far..."
break ;
case "Maybe that's a bit too far..." :
player [ this . layer ] . clickables [ this . id ] = "Borkened..."
break ;
default :
player [ this . layer ] . clickables [ this . id ] = "Start"
break ;
}
} ,
style ( ) {
switch ( getClickableState ( this . layer , this . id ) ) {
case "Start" :
return { 'background-color' : 'green' }
break ;
case "A new state!" :
return { 'background-color' : 'yellow' }
break ;
case "Keep going!" :
return { 'background-color' : 'orange' }
break ;
case "Maybe that's a bit too far..." :
return { 'background-color' : 'red' }
break ;
default :
return { }
break ;
} } ,
} ,
} ,
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} ,
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)
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