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Alpha Build 2

This commit is contained in:
Jacorb90 2020-08-19 18:12:31 -04:00
parent eac0ef7411
commit 220b9fd841
3 changed files with 119 additions and 13 deletions

View file

@ -11,8 +11,19 @@
<body onload="load()">
<div id="app">
<img id="optionWheel" v-if="player.tab!='options'" src="options_wheel.png" onclick="showTab('options')"></img>
<div id="info" v-if="player.tab=='tree'" onclick="showTab('info')"><br>i</div>
<div class="vl"></div>
<br>You have <h2>{{format(player.points)}}</h2> Points
<br><br>
<div v-if="player.tab=='info'" class="col right">
<button class="back" onclick="showTab('tree')"></button><br><br><br><br><br>
<h3>Hotkeys</h3><br><br>
P: Prestige reset<br>
<span v-if="player.b.unl">B: Booster reset</span><br>
<span v-if="player.g.unl">G: Generator reset</span><br>
<span v-if="player.t.unl">T: Time reset</span><br>
<span v-if="player.e.unl">E: Enhance reset</span><br>
<span v-if="player.s.unl">S: Space reset</span><br>
</div>
<div v-if="player.tab=='options'" class="col right">
<button class="back" onclick="showTab('tree')"></button><br><br><br><br><br>
<table>
@ -30,6 +41,7 @@
</table>
</div>
<div class="col left">
You have <h2>{{format(player.points)}}</h2> Points
<br><br><br><br><br>
<table>
<tr>
@ -80,13 +92,16 @@
You have {{format(player.t.energy)}} Time Energy, which multiplies Point gain & Prestige Point gain by {{format(getTimeEnergyEff())}}<br><br>
<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>
<tr><td v-bind:class="{ milestone: player.t.best.lt(4), milestoneDone: player.t.best.gte(4) }">4 time capsules<br>Keep Booster Upgrades on all row 3 resets</td></tr>
</table><br><br>
<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>
<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>
<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>
<tr><td v-bind:class="{ milestone: player.s.best.lt(4), milestoneDone: player.s.best.gte(4) }">4 space energy<br>Keep Generator Upgrades on all row 3 resets</td></tr>
</table><br><br>
<button onclick="respecSpaceBuildings()" v-bind:class="{ longUpg: true, can: player.s.unl, locked: !player.s.unl }">Respec Space Buildings</button><br>
<table><tr>
<td v-for="id in 4">

View file

@ -126,7 +126,7 @@ const LAYER_EFFS = {
b: function() { return Decimal.pow(Decimal.add(2, addToBoosterBase()), player.b.points) },
g: function() { return Decimal.pow(Decimal.add(2, addToGenBase()), player.g.points).sub(1).times(getGenPowerGainMult()) },
t: function() { return {
gain: Decimal.pow(3, player.t.points.plus(player.t.extCapsules.plus(getFreeExtCapsules()))).sub(1),
gain: Decimal.pow(3, player.t.points.plus(player.t.extCapsules.plus(getFreeExtCapsules()))).sub(1).times(getTimeEnergyGainMult()),
limit: Decimal.pow(2, player.t.points.plus(player.t.extCapsules.plus(getFreeExtCapsules()))).sub(1).times(100).times(getTimeEnergyLimitMult()),
}},
}
@ -196,7 +196,7 @@ const LAYER_UPGS = {
desc: "Generators add to the Booster effect.",
cost: new Decimal(7),
unl: function() { return player.g.unl },
currently: function() { return player.g.points.plus(1).log10().sqrt().div(3).times(player.t.upgrades.includes(14)?5:1) },
currently: function() { return player.g.points.plus(1).log10().sqrt().div(3).times(player.t.upgrades.includes(14)?8.5:1) },
effDisp: function(x) { return "+"+format(x)+" to base" },
},
13: {
@ -238,7 +238,7 @@ const LAYER_UPGS = {
desc: "Boosters boost Generator Power gain.",
cost: new Decimal(7),
unl: function() { return player.b.unl },
currently: function() { return player.b.points.plus(1).log10().sqrt().div(3).times(player.t.upgrades.includes(14)?2.75:1) },
currently: function() { return player.b.points.plus(1).log10().sqrt().div(3).times(player.t.upgrades.includes(14)?3.75:1) },
effDisp: function(x) { return "+"+format(x)+" to base" },
},
13: {
@ -318,7 +318,7 @@ const LAYER_UPGS = {
},
},
t: {
rows: 1,
rows: 2,
cols: 4,
11: {
desc: "Non-extra Time Capsules boost the Booster effect.",
@ -342,13 +342,35 @@ const LAYER_UPGS = {
effDisp: function(x) { return "+"+format(x) },
},
14: {
desc: "Generator Upgrades 2 & 10 is 175% stronger, and Booster Upgrade 2 is 400% stronger.",
desc: "Generator Upgrades 2 & 10 are 275% stronger, and Booster Upgrade 2 is 750% stronger.",
cost: new Decimal(4),
unl: function() { return player.t.upgrades.includes(12)||player.t.upgrades.includes(13) },
},
21: {
desc: "Time Energy boosts its own production & cap, and the Time Energy effect uses a better formula.",
cost: new Decimal(4),
unl: function() { return player.t.upgrades.includes(14) },
currently: function() { return player.t.energy.plus(1).log10().pow(1.1).plus(1) },
effDisp: function(x) { return format(x)+"x" },
},
22: {
desc: "???",
cost: new Decimal(1/0),
unl: function() { return false },
},
23: {
desc: "???",
cost: new Decimal(1/0),
unl: function() { return false },
},
24: {
desc: "???",
cost: new Decimal(1/0),
unl: function() { return false },
},
},
s: {
rows: 1,
rows: 2,
cols: 4,
11: {
desc: "Add a free level to all Space Buildings.",
@ -374,12 +396,35 @@ const LAYER_UPGS = {
cost: new Decimal(4),
unl: function() { return player.s.upgrades.includes(12)&&player.s.upgrades.includes(13) },
},
21: {
desc: "All Space Buildings are stronger based on your Generators.",
cost: new Decimal(4),
unl: function() { return player.s.upgrades.includes(14) },
currently: function() { return player.g.points.plus(1).log10().div(1.5).plus(1) },
effDisp: function(x) { return format(x.sub(1).times(100))+"% stronger" },
},
22: {
desc: "???",
cost: new Decimal(1/0),
unl: function() { return false },
},
23: {
desc: "???",
cost: new Decimal(1/0),
unl: function() { return false },
},
24: {
desc: "???",
cost: new Decimal(1/0),
unl: function() { return false },
},
},
}
const TAB_REQS = {
tree: function() { return true },
options: function() { return true },
info: function() { return true },
p: function() { return (player.p.unl||player.points.gte(getLayerReq('p')))&&layerUnl('p') },
b: function() { return (player.b.unl||player.points.gte(getLayerReq('b')))&&layerUnl('b') },
g: function() { return (player.g.unl||player.points.gte(getLayerReq('g')))&&layerUnl('g') },
@ -634,11 +679,11 @@ function rowReset(row, layer) {
case 2:
player.b.points = new Decimal(0);
player.b.best = new Decimal(0);
player.b.upgrades = [];
if (!player.t.best.gte(4)) player.b.upgrades = [];
player.g.points = new Decimal(0);
player.g.power = new Decimal(0);
player.g.best = new Decimal(0);
player.g.upgrades = [];
if (!player.s.best.gte(4)) player.g.upgrades = [];
player.t.energy = new Decimal(0);
if (layer=="t"||layer=="e"||layer=="s") {
if (player[layer].best.gte(2)) {
@ -802,14 +847,24 @@ function getFreeExtCapsules() {
function getTimeEnergyEff() {
if (!player.t.unl) return new Decimal(1)
let eff = player.t.energy.plus(1).pow(1.2)
let exp = 1.2
if (player.t.upgrades.includes(21)) exp = 1.75
let eff = player.t.energy.plus(1).pow(exp)
return eff;
}
function getTimeEnergyGainMult() {
if (!player.t.unl) return new Decimal(1)
let mult = new Decimal(1);
if (player.t.upgrades.includes(21)) mult = mult.times(LAYER_UPGS.t[21].currently())
return mult;
}
function getTimeEnergyLimitMult() {
if (!player.t.unl) return new Decimal(1)
let mult = new Decimal(1);
if (player.t.upgrades.includes(12)) mult = mult.times(LAYER_UPGS.t[12].currently())
if (player.t.upgrades.includes(21)) mult = mult.times(LAYER_UPGS.t[21].currently())
return mult;
}
@ -839,6 +894,13 @@ function getSpaceBuildingCost(x) {
return cost
}
function getSpaceBuildingPow() {
if (!player.s.unl) return new Decimal(0)
let pow = new Decimal(1)
if (player.s.upgrades.includes(21)) pow = pow.times(LAYER_UPGS.s[21].currently())
return pow
}
function getExtraBuildingLevels(x) {
let lvl = new Decimal(0)
if (player.s.upgrades.includes(11)) lvl = lvl.plus(1);
@ -850,6 +912,8 @@ function getSpaceBuildingEff(x) {
let bought = player.s.buildings[x].plus(getExtraBuildingLevels(x));
if (!player.s.unl) bought = new Decimal(0);
if (getSpaceBuildingsUnl()<x) bought = new Decimal(0);
let power = getSpaceBuildingPow()
bought = bought.times(power)
switch(x) {
case 1:
return Decimal.pow(Decimal.add(1, bought), player.s.points.sqrt()).times(Decimal.mul(4, bought)).max(1)
@ -897,7 +961,7 @@ function buyBuilding(x) {
function respecSpaceBuildings() {
if (!player.s.unl) return;
if (!confirm("Are you sure you want to reset your Space Buildings? This will force you to do a Space reset as well!")) return
for (let i=1;i<=3;i++) player.s.buildings[i] = new Decimal(0)
for (let i=1;i<=4;i++) player.s.buildings[i] = new Decimal(0)
player.s.spent = new Decimal(0)
doReset("s", true)
}
@ -935,3 +999,10 @@ var interval = setInterval(function() {
if (needCanvasUpdate && player.tab=="tree") resizeCanvas();
gameLoop(diff)
}, 50)
document.onkeydown = function(e) {
let shiftDown = e.shiftKey
let key = e.key
if (!LAYERS.includes(key)) return
if (player[key].unl) doReset(key)
}

View file

@ -8,6 +8,7 @@
*:focus {
outline: none;
webkit-outline: none;
}
body {
@ -172,6 +173,25 @@ h1, h2 {
transform: rotate(360deg);
}
#info {
font-size: 20px;
color: white;
position: absolute;
top: 0px;
right: 0px;
cursor: pointer;
width: 40px;
height: 40px;
-webkit-text-stroke-width: 1px;
-webkit-text-stroke-color: #02f2f2;
}
#info:hover {
transform: scale(1.2, 1.2);
text-shadow: 5px 0px 10px #02f2f2,
-3px 0px 12px #02f2f2;
}
.opt {
height: 100px;
width: 100px;