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<!DOCTYPE html>
< head >
< title > The Prestige Tree< / title >
< link rel = "stylesheet" type = "text/css" href = "style.css" / >
< script src = "https://cdn.jsdelivr.net/npm/vue/dist/vue.js" > < / script >
< script type = "text/javascript" src = "js/break_eternity.min.js" > < / script >
< script type = "text/javascript" src = "js/game.js" > < / script >
< script type = "text/javascript" src = "js/v.js" > < / script >
< script type = "text/javascript" src = "js/canvas.js" > < / script >
< / head >
< body onload = "load()" >
< div id = "app" >
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< img id = "optionWheel" v-if = "player.tab!='options'" src = "options_wheel.png" onclick = "showTab('options')" > < / img >
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< div class = "vl" > < / div >
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< br > You have < h2 > {{format(player.points)}}< / h2 > Points
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< div v-if = "player.tab=='options'" class = "col right" >
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< button class = "back" onclick = "showTab('tree')" > ←< / button > < br > < br > < br > < br > < br >
< table >
< tr >
< td > < button class = "opt" onclick = "save()" > Save< / button > < / td >
< td > < button class = "opt" onclick = "hardReset()" > HARD RESET< / button > < / td >
< / tr >
< tr >
< td > < button class = "opt" onclick = "exportSave()" > Export< / button > < / td >
< td > < button class = "opt" onclick = "importSave()" > Import< / button > < / td >
< / tr >
< tr >
< td > < button class = "opt" onclick = "toggleOpt('autosave')" > Autosave: {{ player.autosave?"ON":"OFF" }}< / button > < / td >
< / tr >
< / table >
< / div >
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< div class = "col left" >
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< br > < br > < br > < br > < br >
< table >
< tr >
< td id = "p" > < button onclick = "showTab('p')" v-bind:tooltip = "(player.points.gte(getLayerReq('p'))||player.p.unl) ? (formatWhole(player.p.points)+' prestige points') : ('Reach '+format(getLayerReq('p'))+' points to unlock')" v-bind:class = "{ treeNode: true, p: true, locked: (player.points.lt(getLayerReq('p'))&&!player.p.unl), can: (player.points.gte(getLayerReq('p'))||player.p.unl) }" > P< / button > < / td >
< / tr >
< / table > < table >
< tr >
< td > < button class = "treeNode hidden" > < / button > < / td >
< / tr >
< / table > < table >
< tr >
< td v-if = "player.b.unl||player.g.unl" class = "left" > < br > < br > < img class = "remove" src = "remove.png" onclick = "resetRow(1)" > < / img > < / td >
< td id = "b" v-if = "layerUnl('b')" > < button onclick = "showTab('b')" v-bind:tooltip = "((player.points.gte(getLayerReq('b'))||player.b.unl)&&layerUnl('b')) ? (formatWhole(player.b.points)+' boosters') : ('Reach '+format(getLayerReq('b'))+' points to unlock')" v-bind:class = "{ treeNode: true, b: true, locked: (player.points.lt(getLayerReq('b'))&&!player.b.unl), can: (player.points.gte(getLayerReq('b'))||player.b.unl) }" > B< / button > < / td >
< td id = "g" v-if = "layerUnl('g')" > < button onclick = "showTab('g')" v-bind:tooltip = "((player.points.gte(getLayerReq('g'))||player.g.unl)&&layerUnl('g')) ? (formatWhole(player.g.points)+' generators') : ('Reach '+format(getLayerReq('g'))+' points to unlock')" v-bind:class = "{ treeNode: true, g: true, locked: (player.points.lt(getLayerReq('g'))&&!player.g.unl), can: (player.points.gte(getLayerReq('g'))||player.g.unl) }" > G< / button > < / td >
< / tr >
< / table > < table >
< tr >
< td > < button class = "treeNode hidden" > < / button > < / td >
< / tr >
< / table > < table >
< tr >
< td v-if = "player.e.unl||player.t.unl||player.s.unl" class = "left" > < br > < br > < img class = "remove" src = "remove.png" onclick = "resetRow(2)" > < / img > < / td >
< td id = "t" v-if = "layerUnl('t')" > < button onclick = "showTab('t')" v-bind:tooltip = "((player.points.gte(getLayerReq('t'))||player.t.unl)&&layerUnl('t')) ? (formatWhole(player.t.points)+' time capsules') : ('Reach '+format(getLayerReq('t'))+' points to unlock')" v-bind:class = "{ treeNode: true, t: true, locked: (player.points.lt(getLayerReq('t'))&&!player.t.unl), can: (player.points.gte(getLayerReq('t'))||player.t.unl) }" > T< / button > < / td >
< td id = "e" v-if = "layerUnl('e')" > < button onclick = "showTab('e')" v-bind:tooltip = "((player.points.gte(getLayerReq('e'))||player.e.unl)&&layerUnl('e')) ? (formatWhole(player.e.points)+' enhance points') : ('Reach '+format(getLayerReq('e'))+' points to unlock')" v-bind:class = "{ treeNode: true, e: true, locked: (player.points.lt(getLayerReq('e'))&&!player.e.unl), can: (player.points.gte(getLayerReq('e'))||player.e.unl) }" > E< / button > < / td >
< td id = "s" v-if = "layerUnl('s')" > < button onclick = "showTab('s')" v-bind:tooltip = "((player.points.gte(getLayerReq('s'))||player.s.unl)&&layerUnl('s')) ? (formatWhole(player.s.points)+' space energy') : ('Reach '+format(getLayerReq('s'))+' points to unlock')" v-bind:class = "{ treeNode: true, s: true, locked: (player.points.lt(getLayerReq('s'))&&!player.s.unl), can: (player.points.gte(getLayerReq('s'))||player.s.unl) }" > S< / button > < / td >
< / tr >
< / table >
< canvas id = "treeCanvas" class = "canvas" > < / canvas >
< / div >
< div v-for = "layer in LAYERS" >
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< div v-if = "player.tab==layer" class = "col right" >
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< button class = "back" onclick = "showTab('tree')" > ←< / button > < br > < br > < br >
You have < h2 v-bind:class = "{ [layer+'_txt']: true }" > {{formatWhole(player[layer].points)}}< / h2 > {{LAYER_RES[layer]}}< span v-if = "Object.keys(LAYER_EFFS).includes(layer)" > , {{getLayerEffDesc(layer)}}< / span >
< br > < br >
< div v-if = "layer=='b'" >
< table > < tr > < td v-bind:class = "{ milestone: player.b.best.lt(8), milestoneDone: player.b.best.gte(8) }" > 8 Boosters< br > Keep Prestige Upgrades on reset< / td > < / tr > < tr > < td v-bind:class = "{ milestone: player.b.best.lt(15), milestoneDone: player.b.best.gte(15) }" > 15 Boosters< br > You can buy max Boosters< / td > < / tr > < / table >
< / div >
< div v-if = "layer=='g'" >
You have {{format(player.g.power)}} Generator Power, which multiplies Point gain by {{format(getGenPowerEff())}}< br > < br >
< table > < tr > < td v-bind:class = "{ milestone: player.g.best.lt(8), milestoneDone: player.g.best.gte(8) }" > 8 Generators< br > Keep Prestige Upgrades on reset< / td > < / tr > < tr > < td v-bind:class = "{ milestone: player.g.best.lt(10), milestoneDone: player.g.best.gte(10) }" > 10 Generators< br > Gain 100% of Prestige Point gain every second< / td > < / tr > < tr > < td v-bind:class = "{ milestone: player.g.best.lt(15), milestoneDone: player.g.best.gte(15) }" > 15 Generators< br > You can buy max Generators< / td > < / tr > < / table >
< / div >
< div v-if = "layer=='e'" >
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< table > < tr > < td v-bind:class = "{ milestone: player.e.best.lt(2), milestoneDone: player.e.best.gte(2) }" > 2 enhance points< br > Keep Booster/Generator milestones on reset< / td > < / tr >
< tr > < td v-bind:class = "{ milestone: player.e.best.lt(10), milestoneDone: player.e.best.gte(10) }" > 10 enhance points< br > Keep Prestige Upgrades on reset< / td > < / tr > < / table > < br > < br >
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< button v-bind:class = "{ upgBig: true, can: player.e.points.gte(getEnhancerCost()), locked: player.e.points.lt(getEnhancerCost()), e: true }" onclick = "buyEnhancer()" > Buy an Enhancer< br > Cost: {{formatWhole(getEnhancerCost())}} Enhance Points< br > Amount: {{formatWhole(player.e.enhancers)}}< br > Multiplies Prestige Point gain by {{format(getEnhancerEff())}}< br > Adds to base of Booster/Generator effects by {{format(getEnhancerEff2())}}< / button >
< / div >
< div v-if = "layer=='t'" >
You have {{format(player.t.energy)}} Time Energy, which multiplies Point gain & Prestige Point gain by {{format(getTimeEnergyEff())}}< br > < br >
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< table > < tr > < td v-bind:class = "{ milestone: player.t.best.lt(2), milestoneDone: player.t.best.gte(2) }" > 2 time capsules< br > Keep Booster/Generator milestones on reset< / td > < / tr >
< tr > < td v-bind:class = "{ milestone: player.t.best.lt(3), milestoneDone: player.t.best.gte(3) }" > 3 time capsules< br > Keep Prestige Upgrades on reset< / td > < / tr >
< / table > < br > < br >
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< button v-bind:class = "{ upgBig: true, can: (player.b.points.gte(getExtCapsuleCost())&&player.t.unl), locked: (player.b.points.lt(getExtCapsuleCost())||!player.t.unl), t: true }" onclick = "buyExtCapsule()" > Buy an extra Time Capsule< br > Cost: {{formatWhole(getExtCapsuleCost())}} Boosters< br > Amount: {{formatWhole(player.t.extCapsules)}}< / button >
< / div >
< div v-if = "layer=='s'" >
You have {{formatWhole(getSpace())}} Space.< br > < br >
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< table > < tr > < td v-bind:class = "{ milestone: player.s.best.lt(2), milestoneDone: player.s.best.gte(2) }" > 2 space energy< br > Keep Booster/Generator milestones on reset< / td > < / tr >
< tr > < td v-bind:class = "{ milestone: player.s.best.lt(3), milestoneDone: player.s.best.gte(3) }" > 3 space energy< br > Keep Prestige Upgrades on reset< / td > < / tr > < / table > < br > < br >
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< button onclick = "respecSpaceBuildings()" v-bind:class = "{ longUpg: true, can: player.s.unl, locked: !player.s.unl }" > Respec Space Buildings< / button > < br >
< table > < tr >
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< td v-for = "id in 4" >
< button v-if = "getSpaceBuildingsUnl()>=id" v-bind:class = "{ upg: true, can: (player.g.power.gte(getSpaceBuildingCost(id))&&player.s.unl&&getSpace().gte(1)), locked: (!(player.g.power.gte(getSpaceBuildingCost(id))&&player.s.unl&&getSpace().gte(1))), s: true }" v-on:click = "buyBuilding(id)" > Building {{id}}< br > Level: {{formatWhole(player.s.buildings[id])}}< br > Cost: {{format(getSpaceBuildingCost(id))}} Generator Power< br > Effect: {{getSpaceBuildingEffDesc(id)}}< / button >
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< / td >
< / tr > < / table >
< / div >
< br > < br > < br >
< button v-if = "LAYER_TYPE[layer]=='normal'" v-bind:class = "{ [layer]: true, reset: true, locked: player.points.lt(getLayerReq(layer)), can: player.points.gte(getLayerReq(layer)) }" v-on:click = "doReset(layer)" > +{{formatWhole(getResetGain(layer))}} {{LAYER_RES[layer]}}< br > Next at {{ format(getNextAt(layer)) }} points< / button >
< button v-if = "LAYER_TYPE[layer]=='static'" v-bind:class = "{ [layer]: true, reset: true, locked: player.points.lt(getNextAt(layer)), can: player.points.gte(getNextAt(layer)) }" v-on:click = "doReset(layer)" > +{{formatWhole(getResetGain(layer))}} {{LAYER_RES[layer]}}< br > Req: {{format(getNextAt(layer))}} points< / button >
< br > < br > < br >
< table >
< tr v-for = "row in LAYER_UPGS[layer].rows" >
< td v-for = "col in LAYER_UPGS[layer].cols" > < button v-if = "LAYER_UPGS[layer][row*10+col].unl()" v-on:click = "buyUpg(layer, row*10+col)" v-bind:class = "{ [layer]: true, upg: true, bought: player[layer].upgrades.includes(row*10+col), locked: (player[layer].points.lt(LAYER_UPGS[layer][row*10+col].cost)&&!player[layer].upgrades.includes(row*10+col)), can: (player[layer].points.gte(LAYER_UPGS[layer][row*10+col].cost)&&!player[layer].upgrades.includes(row*10+col)) }" > {{ LAYER_UPGS[layer][row*10+col].desc }}< br > Cost: {{ formatWhole(LAYER_UPGS[layer][row*10+col].cost) }} {{LAYER_RES[layer]}}< span v-if = "LAYER_UPGS[layer][row*10+col].currently" > < br > Currently: {{LAYER_UPGS[layer][row*10+col].effDisp(LAYER_UPGS[layer][row*10+col].currently())}}< / span > < / button > < / td >
< / tr >
< / table >
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< br > < br > < br > < br >
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< / div >
< / div >
< / div >
< / body >