mirror of
https://github.com/Acamaeda/The-Modding-Tree.git
synced 2024-11-21 16:13:55 +00:00
Many minor additions
Effect-getter functions, components for individual Big Feature things, points/sec display
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10 changed files with 108 additions and 37 deletions
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@ -3,6 +3,8 @@
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Buyables are things that can be bought multiple times with scaling costs. If you set a respec function,
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Buyables are things that can be bought multiple times with scaling costs. If you set a respec function,
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the player can reset the purchases to get their currency back.
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the player can reset the purchases to get their currency back.
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You can use buyableEffect(layer, id) to get the current effects of a buyable.
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Buyables should be formatted like this:
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Buyables should be formatted like this:
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```js
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```js
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@ -1,5 +1,12 @@
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# Challenges
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# Challenges
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Useful functions for dealing with Challenges and implementing their effects:
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- inChall(layer, id): determine if the player is in a given challenge (or another challenge on the same layer that counts as this one)
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- hasChall(layer, id): determine if the player has completed the challenge
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- challEffect(layer, id): Returns the current effects of the challenge, if any
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Challenges are stored in the following format:
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Challenges are stored in the following format:
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```js
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```js
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@ -14,11 +21,8 @@ Challenges are stored in the following format:
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}
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}
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```
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```
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You can use inChall(layer, id) and hasChall(layer, id) to determine if the player is currently in a challenge,
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or has completed the challenge, respectively. These are useful for implementing effects.
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Each challenge should have an id where the first digit is the row and the second digit is the column.
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Each challenge should have an id where the first digit is the row and the second digit is the column.
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Individual upgrades can have these features:
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Individual Challenges can have these features:
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- name: Name of the challenge, can be a string or a function
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- name: Name of the challenge, can be a string or a function
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@ -38,6 +38,9 @@ These are the existing components, but you can create more in v.js:
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- buyables: Display all of the buyables for this layer, as appropriate. The argument optional, and is the size of the
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- buyables: Display all of the buyables for this layer, as appropriate. The argument optional, and is the size of the
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boxes in pixels.
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boxes in pixels.
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- upgrade, milestone, chall, buyable: An individual upgrade, challenge, etc. The argument is the id.
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This can be used if you want to have upgrades split up across multiple subtabs, for example.
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- toggle: A toggle button that toggles a bool value. The data is a pair that identifies what bool to toggle, [layer, id]
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- toggle: A toggle button that toggles a bool value. The data is a pair that identifies what bool to toggle, [layer, id]
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- row: Display a list of components horizontally. The argument is an array of components in the tab layout format.
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- row: Display a list of components horizontally. The argument is an array of components in the tab layout format.
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@ -11,7 +11,7 @@ Milestones should be formatted like this:
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}
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}
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```
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```
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You can use inChall(layer, id) and hasChall(layer, id) to determine if the player is currently in a challenge,
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You can use hasMilestone(layer, id) to determine if the player has a given milestone
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Milestone features:
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Milestone features:
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@ -2,21 +2,26 @@
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Upgrades are stored in the following format:
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Upgrades are stored in the following format:
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Useful functions for dealing with Upgrades and implementing their effects:
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- hasUpg(layer, id): determine if the player has the upgrade
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- ugpEffect(layer, id): Returns the current effects of the upgrade, if any
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Hint: Basic point gain is calculated in game.js's "getPointGain".
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```js
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```js
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upgrades: {
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upgrades: {
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rows: # of rows
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rows: # of rows
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cols: # of columns
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cols: # of columns
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11: {
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11: {
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desc:() => "Blah",
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desc:() => "Blah",
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etc
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more features
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}
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}
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etc
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etc
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}
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}
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```
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```
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You can use hasUpg(layer, id) to determine if the player has an upgrade. This is useful for implementing bonuses.
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Hint: Basic point gain is calculated in game.js's "getPointGain".
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Each upgrade should have an id where the first digit is the row and the second digit is the column.
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Each upgrade should have an id where the first digit is the row and the second digit is the column.
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Individual upgrades can have these features:
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Individual upgrades can have these features:
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15
index.html
15
index.html
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@ -49,11 +49,12 @@
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</div>
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</div>
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<div v-if="player.tab=='changelog'" class="col right">
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<div v-if="player.tab=='changelog'" class="col right">
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<button class="back" onclick="showTab('tree')">←</button><br>
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<button class="back" onclick="showTab('tree')">←</button><br>
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<h3>v1.3: Finally some real progress!</h3>
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<h3>v1.3: Tabbing out</h3>
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<ul>
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<ul>
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<li>Added subtabs! And also a ???Component</li>
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<li>Added subtabs! And also a Micro-tab component to let you make smaller subtab-esque areas anywhere.</li>
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<li>Added ???Big component</li>
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<li>Added points/sec display (can be disabled).</li>
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<li>Added h-line, v-line and image-display components.</li>
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<li>Added h-line, v-line and image-display components, plus components for individual upgrades, challenges, and milestones.</li>
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<li>Added upgEffect, buyableEffect, and challEffect functions.</li>
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<li>Added "hide completed challenges" setting.</li>
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<li>Added "hide completed challenges" setting.</li>
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<li>Moved old changelogs to a separate place.</li>
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<li>Moved old changelogs to a separate place.</li>
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<li></li>
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<li></li>
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@ -67,7 +68,7 @@
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<br>
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<br>
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<h3>{{VERSION.withName}}</h3>
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<h3>{{VERSION.withName}}</h3>
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<br>
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<br>
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The Modding Tree and code refactor by Acamaeda
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The Modding Tree by Acamaeda
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<br>
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<br>
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The Prestige Tree made by Jacorb and Aarex
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The Prestige Tree made by Jacorb and Aarex
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<br>
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<br>
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@ -125,7 +126,9 @@
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<span v-if="player.points.lt('1e1000')">You have </span>
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<span v-if="player.points.lt('1e1000')">You have </span>
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<h2 id="points">{{format(player.points)}}</h2>
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<h2 id="points">{{format(player.points)}}</h2>
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<span v-if="player.points.lt('1e1e6')"> {{modInfo.pointsName}}</span>
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<span v-if="player.points.lt('1e1e6')"> {{modInfo.pointsName}}</span>
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<br><br><br><br><br>
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<br>
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<span v-if="showPointGen()">({{format(getPointGen())}}/sec)</span>
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<br><br><br><br>
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<!-- *************************** Modify the tree in the table below! *************************** -->
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<!-- *************************** Modify the tree in the table below! *************************** -->
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<table>
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<table>
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<td><layer-node layer='c' abb='C'></layer-node></td>
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<td><layer-node layer='c' abb='C'></layer-node></td>
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22
js/game.js
22
js/game.js
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let VERSION = {
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let VERSION = {
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num: "1.3",
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num: "1.3",
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name: "Finally some real progress!"
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name: "Tabbing Out"
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}
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}
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// Calculate points/sec!
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function getPointGen() {
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function getPointGen() {
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let gain = new Decimal(1)
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let gain = new Decimal(1)
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if (hasUpg("c", 12)) gain = gain.times(layers.c.upgrades[12].effect())
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if (hasUpg("c", 12)) gain = gain.times(upgEffect("c", 12))
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return gain
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return gain
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}
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}
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// Determines if it should show points/sec
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function showPointGen(){
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return (true)
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}
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// Function to determine if the player is in a challenge
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// Function to determine if the player is in a challenge
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function inChallenge(layer, id){
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function inChallenge(layer, id){
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let chall = player[layer].active
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let chall = player[layer].active
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@ -206,6 +212,18 @@ function hasChall(layer, id){
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return (player[layer].challs.includes(toNumber(id)))
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return (player[layer].challs.includes(toNumber(id)))
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}
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}
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function upgEffect(layer, id){
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return (tmp.upgrades[layer][id].effect)
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}
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function challEffect(layer, id){
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return (tmp.challs[layer][id].effect)
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}
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function buyableEffect(layer, id){
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return (tmp.buyables[layer][id].effect)
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}
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function canAffordPurchase(layer, thing, cost) {
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function canAffordPurchase(layer, thing, cost) {
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if (thing.currencyInternalName){
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if (thing.currencyInternalName){
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let name = thing.currencyInternalName
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let name = thing.currencyInternalName
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gainMult() { // Calculate the multiplier for main currency from bonuses
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gainMult() { // Calculate the multiplier for main currency from bonuses
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mult = new Decimal(1)
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mult = new Decimal(1)
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if (hasUpg(this.layer, 166)) mult = mult.times(2) // These upgrades don't exist
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if (hasUpg(this.layer, 166)) mult = mult.times(2) // These upgrades don't exist
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if (hasUpg(this.layer, 120)) mult = mult.times(this.upgrades[12].effect())
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if (hasUpg(this.layer, 120)) mult = mult.times(upgEffect(this.layer, 120))
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return mult
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return mult
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},
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},
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gainExp() { // Calculate the exponent on main currency from bonuses
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gainExp() { // Calculate the exponent on main currency from bonuses
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65
js/v.js
65
js/v.js
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@ -114,39 +114,43 @@ function loadVue() {
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`
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`
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})
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})
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Vue.component('challs', {
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Vue.component('challs', {
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props: ['layer'],
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props: ['layer'],
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template: `
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template: `
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<div v-if="layers[layer].challs" class="upgTable">
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<div v-if="layers[layer].challs" class="upgTable">
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<div v-for="row in layers[layer].challs.rows" class="upgRow">
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<div v-for="row in layers[layer].challs.rows" class="upgRow">
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<div v-for="col in layers[layer].challs.cols">
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<div v-for="col in layers[layer].challs.cols">
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<div v-if="tmp.challs[layer][row*10+col].unl && !(player.hideChalls && hasChall(layer, [row*10+col]))" v-bind:class="{hChall: true, done: player[layer].challs.includes(row*10+col), canComplete: tmp.challActive[layer][row*10+col]&&!player[layer].challs.includes(row*10+col)&&canCompleteChall(layer, row*10+col)}">
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<chall :layer = "layer" :data = "row*10+col"></chall>
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<br><h3>{{tmp.challs[layer][row*10+col].name}}</h3><br><br>
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<button v-bind:class="{ longUpg: true, can: true, [layer]: true }" v-bind:style="{'background-color': tmp.layerColor[layer]}" v-on:click="startChall(layer, row*10+col)">{{player[layer].active==(row*10+col)?(canCompleteChall(layer, row*10+col)?"Finish":"Exit Early"):(player[layer].challs.includes(row*10+col)?"Completed":"Start")}}</button><br><br>
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{{tmp.challs[layer][row*10+col].desc}}<br>
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Goal: {{format(tmp.challs[layer][row*10+col].goal)}} {{layers[layer].challs[row*10+col].currencyDisplayName ? layers[layer].challs[row*10+col].currencyDisplayName : "points"}}<br>
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Reward: {{tmp.challs[layer][row*10+col].reward}}<br>
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<span v-if="tmp.challs[layer][row*10+col].effect!==undefined">Currently: {{(tmp.challs[layer][row*10+col].effectDisplay) ? (tmp.challs[layer][row*10+col].effectDisplay) : format(tmp.challs[layer][row*10+col].effect)}}</span>
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</div>
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</div>
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</div>
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</div>
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</div>
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</div>
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</div>
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`
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`
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})
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})
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// data = id
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Vue.component('chall', {
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props: ['layer', 'data'],
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template: `
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<div v-if="layers[layer].challs">
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<div v-if="tmp.challs[layer][data].unl && !(player.hideChalls && hasChall(layer, [data]))" v-bind:class="{hChall: true, done: player[layer].challs.includes(data), canComplete: tmp.challActive[layer][data]&&!player[layer].challs.includes(data)&&canCompleteChall(layer, data)}">
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<br><h3>{{tmp.challs[layer][data].name}}</h3><br><br>
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<button v-bind:class="{ longUpg: true, can: true, [layer]: true }" v-bind:style="{'background-color': tmp.layerColor[layer]}" v-on:click="startChall(layer, data)">{{player[layer].active==(data)?(canCompleteChall(layer, data)?"Finish":"Exit Early"):(player[layer].challs.includes(data)?"Completed":"Start")}}</button><br><br>
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{{tmp.challs[layer][data].desc}}<br>
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Goal: {{format(tmp.challs[layer][data].goal)}} {{layers[layer].challs[data].currencyDisplayName ? layers[layer].challs[data].currencyDisplayName : "points"}}<br>
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Reward: {{tmp.challs[layer][data].reward}}<br>
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<span v-if="tmp.challs[layer][data].effect!==undefined">Currently: {{(tmp.challs[layer][data].effectDisplay) ? (tmp.challs[layer][data].effectDisplay) : format(tmp.challs[layer][data].effect)}}</span>
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</div>
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</div>
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`
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})
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Vue.component('upgrades', {
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Vue.component('upgrades', {
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props: ['layer'],
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props: ['layer'],
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template: `
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template: `
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<div v-if="layers[layer].upgrades" class="upgTable">
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<div v-if="layers[layer].upgrades" class="upgTable">
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<div v-for="row in layers[layer].upgrades.rows" class="upgRow">
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<div v-for="row in layers[layer].upgrades.rows" class="upgRow">
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<div v-for="col in layers[layer].upgrades.cols" class="upgAlign">
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<div v-for="col in layers[layer].upgrades.cols" class="upgAlign">
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<button v-if="tmp.upgrades[layer][row*10+col].unl" v-on:click="buyUpg(layer, row*10+col)" v-bind:class="{ [layer]: true, upg: true, bought: player[layer].upgrades.includes(row*10+col), locked: (!(canAffordUpg(layer, row*10+col))&&!player[layer].upgrades.includes(row*10+col)), can: (canAffordUpg(layer, row*10+col)&&!player[layer].upgrades.includes(row*10+col))}" v-bind:style="{'background-color': tmp.layerColor[layer]}">
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<upgrade :layer = "layer" :data = "row*10+col"></upgrade>
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<span v-if= "tmp.upgrades[layer][row*10+col].title"><h3>{{tmp.upgrades[layer][row*10+col].title}}</h3><br></span>
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{{ tmp.upgrades[layer][row*10+col].desc }}
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<span v-if="tmp.upgrades[layer][row*10+col].effect"><br>Currently: {{(tmp.upgrades[layer][row*10+col].effectDisplay) ? (tmp.upgrades[layer][row*10+col].effectDisplay) : format(tmp.upgrades[layer][row*10+col].effect)}}</span>
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<br><br>Cost: {{ formatWhole(tmp.upgrades[layer][row*10+col].cost) }} {{(layers[layer].upgrades[row*10+col].currencyDisplayName ? layers[layer].upgrades[row*10+col].currencyDisplayName : layers[layer].resource)}}</button>
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</div>
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</div>
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</div>
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</div>
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<br>
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<br>
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@ -154,14 +158,28 @@ function loadVue() {
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`
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`
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})
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})
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// data = id
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Vue.component('upgrade', {
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props: ['layer', 'data'],
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template: `
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<div v-if="layers[layer].challs">
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<button v-if="tmp.upgrades[layer][data].unl" v-on:click="buyUpg(layer, data)" v-bind:class="{ [layer]: true, upg: true, bought: player[layer].upgrades.includes(data), locked: (!(canAffordUpg(layer, data))&&!player[layer].upgrades.includes(data)), can: (canAffordUpg(layer, data)&&!player[layer].upgrades.includes(data))}" v-bind:style="{'background-color': tmp.layerColor[layer]}">
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<span v-if= "tmp.upgrades[layer][data].title"><h3>{{tmp.upgrades[layer][data].title}}</h3><br></span>
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{{ tmp.upgrades[layer][data].desc }}
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<span v-if="tmp.upgrades[layer][data].effect"><br>Currently: {{(tmp.upgrades[layer][data].effectDisplay) ? (tmp.upgrades[layer][data].effectDisplay) : format(tmp.upgrades[layer][data].effect)}}</span>
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<br><br>Cost: {{ formatWhole(tmp.upgrades[layer][data].cost) }} {{(layers[layer].upgrades[data].currencyDisplayName ? layers[layer].upgrades[data].currencyDisplayName : layers[layer].resource)}}
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</button>
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</div>
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`
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})
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Vue.component('milestones', {
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Vue.component('milestones', {
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props: ['layer'],
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props: ['layer'],
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template: `
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template: `
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<div v-if="layers[layer].milestones">
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<div v-if="layers[layer].milestones">
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<table>
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<table>
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<tr v-for="id in Object.keys(layers[layer].milestones)">
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<tr v-for="id in Object.keys(layers[layer].milestones)">
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<td v-if="milestoneShown(layer, id)" v-bind:class="{milestone: !player[layer].milestones.includes(id), milestoneDone: player[layer].milestones.includes(id)}"><h3>{{tmp.milestones[layer][id].requirementDesc}}</h3><br>{{tmp.milestones[layer][id].effectDesc}}<br>
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<milestone :layer = "layer" :data = "id"></milestone>
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||||||
<span v-if="(layers[layer].milestones[id].toggles)&&(player[layer].milestones.includes(id))" v-for="toggle in layers[layer].milestones[id].toggles"><toggle :layer= "layer" :data= "toggle"></toggle> </span></td></tr>
|
|
||||||
</tr>
|
</tr>
|
||||||
</table>
|
</table>
|
||||||
<br>
|
<br>
|
||||||
|
@ -169,6 +187,15 @@ function loadVue() {
|
||||||
`
|
`
|
||||||
})
|
})
|
||||||
|
|
||||||
|
// data = id
|
||||||
|
Vue.component('milestone', {
|
||||||
|
props: ['layer', 'data'],
|
||||||
|
template: `
|
||||||
|
<td v-if="layers[layer].milestones && milestoneShown(layer, data)" v-bind:class="{milestone: !player[layer].milestones.includes(data), milestoneDone: player[layer].milestones.includes(data)}"><h3>{{tmp.milestones[layer][data].requirementDesc}}</h3><br>{{tmp.milestones[layer][data].effectDesc}}<br>
|
||||||
|
<span v-if="(layers[layer].milestones[data].toggles)&&(player[layer].milestones.includes(data))" v-for="toggle in layers[layer].milestones[data].toggles"><toggle :layer= "layer" :data= "toggle"></toggle> </span></td></tr>
|
||||||
|
`
|
||||||
|
})
|
||||||
|
|
||||||
Vue.component('toggle', {
|
Vue.component('toggle', {
|
||||||
props: ['layer', 'data'],
|
props: ['layer', 'data'],
|
||||||
template: `
|
template: `
|
||||||
|
@ -218,8 +245,8 @@ function loadVue() {
|
||||||
<div v-if="layers[layer].buyables">
|
<div v-if="layers[layer].buyables">
|
||||||
<button
|
<button
|
||||||
v-if="tmp.buyables[layer][data].unl"
|
v-if="tmp.buyables[layer][data].unl"
|
||||||
v-bind:class="{ upg: true, can: tmp.buyables[layer][data].canAfford, locked: !tmp.buyables[layer][data].canAfford}"
|
v-bind:class="{ buyable: true, can: tmp.buyables[layer][data].canAfford, locked: !tmp.buyables[layer][data].canAfford}"
|
||||||
v-bind:style="{'background-color': tmp.layerColor[layer], 'height': (size ? size : '200px'), 'width': (size ? size : '200px')}"
|
v-bind:style="{'background-color': tmp.layerColor[layer], 'height': (size ? size : 'inherit'), 'width': (size ? size : '200px')}"
|
||||||
v-on:click="buyBuyable(layer, data)">
|
v-on:click="buyBuyable(layer, data)">
|
||||||
<span v-if= "layers[layer].buyables[data].title"><h2>{{tmp.buyables[layer][data].title}}</h2><br></span>
|
<span v-if= "layers[layer].buyables[data].title"><h2>{{tmp.buyables[layer][data].title}}</h2><br></span>
|
||||||
<span v-bind:style="{'white-space': 'pre-line'}">{{tmp.buyables[layer][data].display}}</span>
|
<span v-bind:style="{'white-space': 'pre-line'}">{{tmp.buyables[layer][data].display}}</span>
|
||||||
|
|
|
@ -155,6 +155,15 @@ h1, h2, h3, b, input {
|
||||||
font-size: 10px;
|
font-size: 10px;
|
||||||
}
|
}
|
||||||
|
|
||||||
|
.buyable {
|
||||||
|
height: 200px;
|
||||||
|
width: 200px;
|
||||||
|
border-radius: 25%;
|
||||||
|
border: 2px solid;
|
||||||
|
border-color: rgba(255, 255, 255, 0.125) rgba(0, 0, 0, 0.25) rgba(0, 0, 0, 0.25) rgba(255, 255, 255, 0.125);
|
||||||
|
font-size: 10px;
|
||||||
|
}
|
||||||
|
|
||||||
.upgBig {
|
.upgBig {
|
||||||
height: 200px;
|
height: 200px;
|
||||||
width: 200px;
|
width: 200px;
|
||||||
|
|
Loading…
Reference in a new issue