From 33f493f593e7b04256e0e0e126996ea4afd5d8c4 Mon Sep 17 00:00:00 2001 From: Acamaeda Date: Thu, 15 Oct 2020 17:41:18 -0400 Subject: [PATCH] Fixed an error in the documentation and changelog. --- 2.0-format-changes.md | 2 +- docs/layer-features.md | 2 +- 2 files changed, 2 insertions(+), 2 deletions(-) diff --git a/2.0-format-changes.md b/2.0-format-changes.md index 3475732..d1f1844 100644 --- a/2.0-format-changes.md +++ b/2.0-format-changes.md @@ -5,7 +5,7 @@ - effectDisplay in Challenges and Upgrades no longer takes an argument, and neither does effect for Buyables - Buyable cost can take an argument for amount of buyables, but it needs to function if no argument is supplied (it should do the cost for the next purchase). - Generation of Points now happens in the main game loop (not in a layer update function), enabled by canGenPoints in game.js. -- Changed fullLayerReset to resetLayerData, which takes an array of names of values to keep +- Changed fullLayerReset to layerDataReset, which takes an array of names of values to keep In addition, many names were changed, mostly expanding abbreviations: diff --git a/docs/layer-features.md b/docs/layer-features.md index 3ae4cbe..1e19261 100644 --- a/docs/layer-features.md +++ b/docs/layer-features.md @@ -162,7 +162,7 @@ Key: It can include things like "points", "best", "total" (for this layer's prestige currency), "upgrades", any unique variables like "generatorPower", etc. If you want to only keep specific upgrades or something like that, save them in a separate variable, then - call resetLayerData, and then set player[layer].upgrades to the saved upgrades. + call layerDataReset, and then set player[layer].upgrades to the saved upgrades. - update(diff): **optional**, this function is called every game tick. Use it for any passive resource production or time-based things. diff is the time since the last tick.