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55 lines
2.5 KiB
Markdown
55 lines
2.5 KiB
Markdown
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#Achievements
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Achievements are awarded to the player when they meet a certain goal, and give some benefit.
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Currently, they are pretty basic, but additional features will be added later to help.
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You can make global achievements by putting them in a side layer (make its row "side" instead of a number)
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Useful functions for dealing with achievements and implementing their effects:
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- hasAchievement(layer, id): determine if the player has the Achievement
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- achievementEffect(layer, id): Returns the current effects of the achievement, if any
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Achievements should be formatted like this:
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```js
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achievements: {
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rows: # of rows
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cols: # of columns
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11: {
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name: "Blah",
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more features
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}
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etc
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}
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```
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Each achievement should have an id where the first digit is the row and the second digit is the column.
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Individual achievement can have these features:
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- name: **optional**, displayed at the top of the achievement. The only visible text.
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It can also be a function that returns updating text. Can use basic HTML.
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- done(): A function returning a boolean to determine if the achievement should be awarded.
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- goalTooltip: Appears when the achievement is hovered over and locked. This is to display the goal (or a hint).
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It can also be a function that returns updating text. Can use basic HTML.
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- doneTooltip: Appears when the achievement is hovered over and completed. This can display what the player achieved (the goal),
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and the rewards, if any. It can also be a function that returns updating text. Can use basic HTML.
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- effect(): **optional**, A function that calculates and returns the current values of any bonuses from the achievement.
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Can return a value or an object containing multiple values.
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- unlocked(): **optional**, A function returning a bool to determine if the achievement is visible or not. Default is unlocked.
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- onComplete() - **optional**, this function will be called when the achievement is completed.
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- style: **Optional**, Applies CSS to this achievement, in the form of an object where the keys are CSS attributes,
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and the values are the values for those attributes (both as strings)
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- layer: **Assigned automagically**. It's the same value as the name of this layer, so you can do player[this.layer].points or similar
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- id: **Assigned automagically**. It's the "key" which the achievement was stored under, for convenient access.
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The achievement in the example's id is 11.
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