diff --git a/docs/buyables.md b/docs/buyables.md index 592c9b1..49002a2 100644 --- a/docs/buyables.md +++ b/docs/buyables.md @@ -3,6 +3,8 @@ Buyables are things that can be bought multiple times with scaling costs. If you set a respec function, the player can reset the purchases to get their currency back. +You can use buyableEffect(layer, id) to get the current effects of a buyable. + Buyables should be formatted like this: ```js diff --git a/docs/challenges.md b/docs/challenges.md index 01de2b3..60fcbe3 100644 --- a/docs/challenges.md +++ b/docs/challenges.md @@ -1,5 +1,12 @@ # Challenges +Useful functions for dealing with Challenges and implementing their effects: + +- inChall(layer, id): determine if the player is in a given challenge (or another challenge on the same layer that counts as this one) +- hasChall(layer, id): determine if the player has completed the challenge +- challEffect(layer, id): Returns the current effects of the challenge, if any + + Challenges are stored in the following format: ```js @@ -14,11 +21,8 @@ Challenges are stored in the following format: } ``` -You can use inChall(layer, id) and hasChall(layer, id) to determine if the player is currently in a challenge, -or has completed the challenge, respectively. These are useful for implementing effects. - Each challenge should have an id where the first digit is the row and the second digit is the column. -Individual upgrades can have these features: +Individual Challenges can have these features: - name: Name of the challenge, can be a string or a function diff --git a/docs/custom-tab-layouts.md b/docs/custom-tab-layouts.md index 604c642..05472d7 100644 --- a/docs/custom-tab-layouts.md +++ b/docs/custom-tab-layouts.md @@ -38,6 +38,9 @@ These are the existing components, but you can create more in v.js: - buyables: Display all of the buyables for this layer, as appropriate. The argument optional, and is the size of the boxes in pixels. +- upgrade, milestone, chall, buyable: An individual upgrade, challenge, etc. The argument is the id. + This can be used if you want to have upgrades split up across multiple subtabs, for example. + - toggle: A toggle button that toggles a bool value. The data is a pair that identifies what bool to toggle, [layer, id] - row: Display a list of components horizontally. The argument is an array of components in the tab layout format. diff --git a/docs/milestones.md b/docs/milestones.md index 874c899..9af8fd2 100644 --- a/docs/milestones.md +++ b/docs/milestones.md @@ -11,7 +11,7 @@ Milestones should be formatted like this: } ``` -You can use inChall(layer, id) and hasChall(layer, id) to determine if the player is currently in a challenge, +You can use hasMilestone(layer, id) to determine if the player has a given milestone Milestone features: diff --git a/docs/upgrades.md b/docs/upgrades.md index e58f347..9ee6675 100644 --- a/docs/upgrades.md +++ b/docs/upgrades.md @@ -2,21 +2,26 @@ Upgrades are stored in the following format: +Useful functions for dealing with Upgrades and implementing their effects: + +- hasUpg(layer, id): determine if the player has the upgrade +- ugpEffect(layer, id): Returns the current effects of the upgrade, if any + +Hint: Basic point gain is calculated in game.js's "getPointGain". + + ```js upgrades: { rows: # of rows cols: # of columns 11: { desc:() => "Blah", - etc + more features } etc } ``` -You can use hasUpg(layer, id) to determine if the player has an upgrade. This is useful for implementing bonuses. -Hint: Basic point gain is calculated in game.js's "getPointGain". - Each upgrade should have an id where the first digit is the row and the second digit is the column. Individual upgrades can have these features: diff --git a/index.html b/index.html index 39ce8a2..bc761c1 100644 --- a/index.html +++ b/index.html @@ -49,11 +49,12 @@

-

v1.3: Finally some real progress!

+

v1.3: Tabbing out