diff --git a/index.html b/index.html index 66e7609..694f8f9 100644 --- a/index.html +++ b/index.html @@ -42,18 +42,20 @@

-

v0.0.1: Technically something

+

v1.1: Enhanced Edition




-

v0.0 Literally nothing

+

v1.0 Something


@@ -140,7 +142,7 @@ Your best {{layers[layer].resource}} is {{formatWhole(player[layer].best)}}
You have made a total of {{formatWhole(player[layer].total)}} {{layers[layer].resource}}
-

+

@@ -148,7 +150,7 @@
-
+
diff --git a/js/game.js b/js/game.js index 1f0e090..40e8ecd 100644 --- a/js/game.js +++ b/js/game.js @@ -4,6 +4,11 @@ var needCanvasUpdate = true; var NaNalert = false; var gameEnded = false; +let VERSION = { + num: 1.1, + name: "Enhanced Edition" +} + function startPlayerBase() { return { tab: "tree", @@ -26,6 +31,9 @@ function getStartPlayer() { playerdata = startPlayerBase() for (layer in layers){ playerdata[layer] = layers[layer].startData() + playerdata[layer].buyables = getStartBuyables(layer) + playerdata[layer].spentOnBuyables = new Decimal(0) + } return playerdata } @@ -63,6 +71,18 @@ function fixSave() { player[layer][datum] = defaultData[datum] } } + + if (player[layer].spentOnBuyables == undefined) + player[layer].spentOnBuyables = new Decimal(0) + + if (layers[layer].buyables) { + if (player[layer].buyables == undefined) player[layer].buyables = {} + + for (id in layers[layer].buyables){ + if (player[layer].buyables[id] == undefined && !isNaN(id)) + player[layer].buyables[id] = new Decimal(0) + } + } } } @@ -138,6 +158,14 @@ function convertToDecimal() { player[layer].points = new Decimal(player[layer].points) if (player[layer].best != undefined) player[layer].best = new Decimal(player[layer].best) if (player[layer].total !== undefined) player[layer].total = new Decimal(player[layer].total) + player[layer].spentOnBuyables = new Decimal(player[layer].spentOnBuyables) + + if (player[layer].buyables != undefined) { + for (id in player[layer].buyables) + player[layer].buyables[id] = new Decimal(player[layer].buyables[id]) + } + player[layer].best = new Decimal(player[layer].best) + if (layers[layer].convertToDecimal) layers[layer].convertToDecimal(); } } @@ -177,7 +205,7 @@ function sumValues(x) { return x.reduce((a, b) => Decimal.add(a, b)) } -function format(decimal, precision=3) { +function format(decimal, precision=2) { decimal = new Decimal(decimal) if (isNaN(decimal.sign)||isNaN(decimal.layer)||isNaN(decimal.mag)) { player.hasNaN = true; @@ -281,6 +309,23 @@ function rowReset(row, layer) { function fullLayerReset(layer) { player[layer] = layers[layer].startData(); + resetBuyables(layer) +} + +function resetBuyables(layer){ + if (layers[layer].buyables) + player[layer].buyables = getStartBuyables(layer) + player[layer].spentOnBuyables = new Decimal(0) +} + +function getStartBuyables(layer){ + let data = {} + if (layers[layer].buyables) { + for (id in layers[layer].buyables) + if (!isNaN(id)) + data[id] = new Decimal(0) + } + return data } function addPoints(layer, gain) { @@ -340,21 +385,32 @@ function doReset(layer, force=false) { updateTemp() } +function respecBuyables(layer) { + if (!layers[layer].buyables) return + if (!layers[layer].buyables.respec) return + if (!confirm("Are you sure you want to respec? This will force you to do a \"" + layer + "\" reset as well!")) return + layers[layer].buyables.respec() +} + function canAffordUpg(layer, id) { upg = layers[layer].upgrades[id] + cost = upg.cost + return canAffordPurchase(layer, upg, cost) +} - if (upg.currencyInternalName){ - let name = upg.currencyInternalName - if (upg.currencyLayer){ - let lr = upg.currencyLayer - return !(player[lr][name].lt(upg.cost)) +function canAffordPurchase(layer, thing, cost) { + if (thing.currencyInternalName){ + let name = thing.currencyInternalName + if (thing.currencyLayer){ + let lr = thing.currencyLayer + return !(player[lr][name].lt(cost)) } else { - return !(player[name].lt(upg.cost)) + return !(player[name].lt(cost)) } } else { - return !(player[layer].points.lt(upg.cost)) + return !(player[layer].points.lt(cost)) } } @@ -385,6 +441,13 @@ function buyUpg(layer, id) { upg.onPurchase() } +function buyBuyable(layer, id) { + if (!player[layer].unl) return + if (!layers[layer].buyables[id].unl()) return + if (!layers[layer].buyables[id].canAfford()) return + + layers[layer].buyables[id].buy() +} function resetRow(row) { if (prompt('Are you sure you want to reset this row? It is highly recommended that you wait until the end of your current run before doing this! Type "I WANT TO RESET THIS" to confirm')!="I WANT TO RESET THIS") return @@ -482,10 +545,6 @@ function milestoneShown(layer, id) { } -let VERSION = { - num: 1.0, - name: "Something" -} VERSION.withoutName = "v" + VERSION.num + (VERSION.pre ? " Pre-Release " + VERSION.pre : VERSION.pre ? " Beta " + VERSION.beta : "") VERSION.withName = VERSION.withoutName + (VERSION.name ? ": " + VERSION.name : "") diff --git a/js/layers.js b/js/layers.js index ae397ef..6825bb4 100644 --- a/js/layers.js +++ b/js/layers.js @@ -7,6 +7,7 @@ var layers = { total: new Decimal(0), upgrades: [], milestones: [], + buyables: {}, // You don't actually have to initialize this one beep: false, }}, color: "#4BEC13", @@ -67,7 +68,7 @@ var layers = { if (ret.gte("1e20000000")) ret = ret.sqrt().times("1e10000000") return ret; }, - effDisp(x) { return format(x)+"x" }, + effDisp(fx) { return format(fx)+"x" }, }, 13: { desc: "Make this layer act like you bought it first.", @@ -81,6 +82,48 @@ var layers = { } }, }, + buyables: { + rows: 1, + cols: 1, + respec() { // Optional, reset things and give back your currency. Having this function makes a respec button appear + player.c.points = player.c.points.add(player.c.spentOnBuyables) // A built-in thing to keep track of this but only keeps a single value + resetBuyables("c") + doReset("c", true) // Force a reset + }, + respecText: "Respec Thingies", // Text on Respec button, optional + 11: { + title: "Exhancers", // Optional, displayed at the top in a larger font + cost(x) { // cost for buying xth buyable, can be an object if there are multiple currencies + if (x.gte(25)) x = x.pow(2).div(25) + let cost = Decimal.pow(2, x.pow(1.5)) + return cost.floor() + }, + effects(x) { // Effects of owning x of the items, x is a decimal + 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; + }, + display (){ + let data = tmp.buyables.c["11"] + return "Cost: " + format(data.cost) + " lollipops\n\ + Amount: " + player.c.buyables["11"] + "\n\ + Adds + " + format(data.effects.first) + " things and multiplies stuff by " + format(data.effects.second) + }, + unl() { return player.c.unl }, + canAfford() {return player.c.points.gte(tmp.buyables.c[11].cost)}, + buy() { + cost = tmp.buyables.c[11].cost + player.c.points = player.c.points.sub(cost) + player.c.buyables[11] = player.c.buyables[11].add(1) + player.c.spentOnBuyables = player.c.spentOnBuyables.add(cost) // This is a built-in system that you can use for respeccing but it only works with a single Decimal value + }, + buyMax() {}, // You'll have to handle this yourself if you want + }, + }, doReset(layer){ if(layers[layer].row > layers["c"].row) fullLayerReset('c') // This is actually the default behavior }, @@ -105,9 +148,9 @@ var layers = { ["display-text", function() {return 'I have ' + format(player.points) + ' pointy points!'}, {"color": "red", "font-size": "32px", "font-family": "Comic Sans MS"}], - "blank", + ["buyables", "150px"], ["toggle", ["c", "beep"]], - "milestones", "blank", "blank", "upgrades"], + "milestones", "upgrades"], style: { 'background-color': 'blue' }, diff --git a/js/temp.js b/js/temp.js index 942608c..b905c21 100644 --- a/js/temp.js +++ b/js/temp.js @@ -15,11 +15,23 @@ function updateTemp() { if (!tmp.layerReqs) tmp.layerReqs = {} for (layer in layers) tmp.layerReqs[layer] = layers[layer].requires() + if (!tmp.buyables) tmp.buyables = {} + for (layer in layers) if (layers[layer].buyables) { + if (!tmp.buyables[layer]) tmp.buyables[layer] = {} + for (id in player[layer].buyables){ + if (!tmp.buyables[layer][id]) tmp.buyables[layer][id] = {} + tmp.buyables[layer][id] + tmp.buyables[layer][id].cost = layers[layer].buyables[id].cost(player[layer].buyables[id]) + tmp.buyables[layer][id].effects = layers[layer].buyables[id].effects(player[layer].buyables[id]) + } + } + if (!tmp.gainMults) tmp.gainMults = {} if (!tmp.gainExp) tmp.gainExp = {} if (!tmp.resetGain) tmp.resetGain = {} if (!tmp.nextAt) tmp.nextAt = {} if (!tmp.layerAmt) tmp.layerAmt = {} + for (layer in layers) { tmp.layerAmt[layer] = layers[layer].baseAmount() tmp.gainMults[layer] = layers[layer].gainMult() diff --git a/js/v.js b/js/v.js index 926f452..36e3b61 100644 --- a/js/v.js +++ b/js/v.js @@ -57,6 +57,7 @@ function loadVue() {
+
` }) @@ -70,6 +71,7 @@ function loadVue() {

{{layers[layer].milestones[id].requirementDesc}}


{{layers[layer].milestones[id].effectDesc}}
  +
` }) @@ -100,11 +102,44 @@ function loadVue() { ` }) - // data = a function returning the content, data2 = a CSS object with the formatting (optional) - Vue.component('display-text', { - props: ['layer', 'data' , 'data2'], + // data = button size, in px + Vue.component('buyables', { + props: ['layer', 'data'], template: ` - {{data()}} +
+
+
+
+ +
+
+
+
+ ` + }) + + // data = id of buyable + Vue.component('buyable', { + props: ['layer', 'data', 'size'], + template: ` +
+ +
+ ` + }) + + // data = a function returning the content + Vue.component('display-text', { + props: ['layer', 'data'], + template: ` + {{data()}} ` }) diff --git a/sampleLayers.js b/sampleLayers.js index 84d20c0..063f028 100644 --- a/sampleLayers.js +++ b/sampleLayers.js @@ -108,6 +108,48 @@ var layers = { onComplete() {console.log("hiii")} // Called when you complete the challenge }, }, + buyables: { + rows: 1, + cols: 1, + respec() { // Optional, reset things and give back your currency. Having this function makes a respec button appear + player.c.points = player.c.points.add(player.c.spentOnBuyables) // A built-in thing to keep track of this but only keeps a single value + resetBuyables("c") + doReset("c", true) // Force a reset + }, + respecText: "Respec Thingies", // Text on Respec button, optional + 11: { + title: "Exhancers", // Optional, displayed at the top in a larger font + cost(x) { // cost for buying xth buyable, can be an object if there are multiple currencies + if (x.gte(25)) x = x.pow(2).div(25) + let cost = Decimal.pow(2, x.pow(1.5)) + return cost.floor() + }, + effects(x) { // Effects of owning x of the items, x is a decimal + 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; + }, + display (){ + let data = tmp.buyables.c["11"] + return "Cost: " + format(data.cost) + " lollipops\n\ + Amount: " + player.c.buyables["11"] + "\n\ + Adds + " + format(data.effects.first) + " things and multiplies stuff by " + format(data.effects.second) + }, + unl() { return player.c.unl }, + canAfford() {return player.c.points.gte(tmp.buyables.c[11].cost)}, + buy() { + cost = tmp.buyables.c[11].cost + player.c.points = player.c.points.sub(cost) + player.c.buyables[11] = player.c.buyables[11].add(1) + player.c.spentOnBuyables = player.c.spentOnBuyables.add(cost) // This is a built-in system that you can use for respeccing but it only works with a single Decimal value + }, + buyMax() {}, // You'll have to handle this yourself if you want + }, + }, convertToDecimal() { // Convert any layer-specific values (besides points, total, and best) to Decimal after loading }, diff --git a/style.css b/style.css index ed20b14..83ec050 100644 --- a/style.css +++ b/style.css @@ -53,6 +53,11 @@ td { vertical-align: 0 } +.bigUpgAlign { + height: 200px; + vertical-align: 0 +} + h1, h2, h3, b, input { display: inline; font-family: "Lucida Console", "Courier New", monospace