mirror of
https://github.com/Acamaeda/The-Modding-Tree.git
synced 2024-11-21 16:13:55 +00:00
Added Micro-tabs and probably lots of other small things to that effect
This commit is contained in:
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commit
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9 changed files with 199 additions and 51 deletions
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@ -89,8 +89,9 @@ Key:
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- type: Determines which prestige formula you use.
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"normal": The amount of currency you gain is independent of its current amount (like Prestige).
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formula before bonuses is based on `baseResource^exponent`
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"static: The cost is dependent on your total after reset.
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"static": The cost is dependent on your total after reset.
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formula before bonuses is based on `base^(x^exponent)`
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"custom": You can define everything, from the calculations to the text on the button, yourself. (See more at the bottom)
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- exponent: Used as described above.
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@ -138,4 +139,24 @@ Key:
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for any not-yet-unlocked layers in this list increases. This can be used to make them harder to unlock.
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- should_notify: **optional**, a function to return true if this layer should be highlighted in the tree.
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The layer will automatically be highlighted if you can buy an upgrade whether you have this or not.
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The layer will automatically be highlighted if you can buy an upgrade whether you have this or not.
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# Custom Prestige type only
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(No effect otherwise)
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- prestigeButtonText(): **Only for custom prestige type**, Function that returns the entirety of the text that should
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be displayed on the prestige button.You can use HTML as well!
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- getResetGain(): **Only for custom prestige type**, Returns how many points you should get if you reset now. You can call
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getResetGain(this.layer, useType = "static") or similar to calculate what your gain would be under another
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prestige type (provided you have all of the required features in the layer.)
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- getNextAt(canMax=false): **Only for custom prestige type**, Returns how many of the base currency you need to get to
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the next point. canMax is an optional variable used with Static-ish layers to differentiate between if
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it's looking for the first point you can reset at, or the requirement for any gain at all.
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(Supporting both is good). You can also call getNextAt(this.layer, canMax=false, useType = "static")
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or similar to calculate what your next at would be under another prestige type (provided you have
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all of the required features in the layer.)
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- canReset(): **Only for custom prestige type**, return true only if you have the resources required to do a prestige here.
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@ -29,6 +29,8 @@ Milestone features:
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the value being toggled is stored in, and the second is the internal name of the variable to toggle.
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(e.g. [["b", "auto"], ["g", "auto"])
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**Tip:** Toggles are not de-set if the milestone becomes locked! In this case, you should also check if the player has the milestone.
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- layer: **Assigned automagically**. It's the same value as the name of this layer, so you can do player[this.layer].points or similar
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- id: **Assigned automagically**. It's the id for this milestone.
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11
index.html
11
index.html
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@ -52,6 +52,7 @@
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<h3>v1.3: Tabbing out</h3>
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<ul>
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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 a "custom" prestige formula type, and a number of features to support it.</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, 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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@ -166,15 +167,9 @@
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</div>
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<div v-else>
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<div class="upgTable" v-bind:style="{'margin-top': '-30px', 'margin-bottom': '24px'}">
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<div class="upgRow">
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<div v-for="tab in Object.keys(layers[layer].tabFormat)">
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<button class="tabButton" v-on:click="player[layer].subtab = tab">{{tab}}</button>
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</div>
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</div>
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</div>
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<div v-for="tab in Object.keys(layers[layer].tabFormat)">
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<column v-if="player[layer].subtab == tab" :layer="layer" :data="layers[layer].tabFormat[tab]"></column>
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<tab-buttons :layer="layer" :data="layers[layer].tabFormat" :name="'mainTabs'"></tab-buttons>
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</div>
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<column v-bind:style="readData(layers[layer].tabFormat[player[layer].subtab.mainTabs].style)" :layer="layer" :data="layers[layer].tabFormat[player[layer].subtab.mainTabs].content"></column>
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</div>
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</div>
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</div>
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48
js/game.js
48
js/game.js
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@ -48,38 +48,51 @@ function convertToDecimal() {
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}
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}
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function getResetGain(layer) {
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function getResetGain(layer, useType = null) {
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let type = useType
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if (!useType) type = layers[layer].type
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if (tmp.gainExp[layer].eq(0)) return new Decimal(0)
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if (layers[layer].type=="static") {
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if (type=="static") {
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if ((!layers[layer].canBuyMax()) || tmp.layerAmt[layer].lt(tmp.layerReqs[layer])) return new Decimal(1)
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let gain = tmp.layerAmt[layer].div(tmp.layerReqs[layer]).div(tmp.gainMults[layer]).max(1).log(layers[layer].base).times(tmp.gainExp[layer]).pow(Decimal.pow(layers[layer].exponent, -1))
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return gain.floor().sub(player[layer].points).add(1).max(1);
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} else {
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} else if (type=="normal"){
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if (tmp.layerAmt[layer].lt(tmp.layerReqs[layer])) return new Decimal(0)
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let gain = tmp.layerAmt[layer].div(tmp.layerReqs[layer]).pow(layers[layer].exponent).times(tmp.gainMults[layer]).pow(tmp.gainExp[layer])
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if (gain.gte("e1e7")) gain = gain.sqrt().times("e5e6")
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return gain.floor().max(0);
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} else if (type=="custom"){
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return layers[layer].getResetGain()
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} else {
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return new Decimal(0)
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}
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}
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function getNextAt(layer, disp=false) {
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function getNextAt(layer, canMax=false, useType = null) {
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let type = useType
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if (!useType) type = layers[layer].type
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if (tmp.gainExp[layer].eq(0)) return new Decimal(1/0)
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if (layers[layer].type=="static")
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if (type=="static")
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{
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if (!layers[layer].canBuyMax()) disp = false
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let amt = player[layer].points.plus((disp&&tmp.layerAmt[layer].gte(tmp.nextAt[layer]))?tmp.resetGain[layer]:0)
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if (!layers[layer].canBuyMax()) canMax = false
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let amt = player[layer].points.plus((canMax&&tmp.layerAmt[layer].gte(tmp.nextAt[layer]))?tmp.resetGain[layer]:0)
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let extraCost = Decimal.pow(layers[layer].base, amt.pow(layers[layer].exponent).div(tmp.gainExp[layer])).times(tmp.gainMults[layer])
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let cost = extraCost.times(tmp.layerReqs[layer]).max(tmp.layerReqs[layer])
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if (layers[layer].resCeil) cost = cost.ceil()
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return cost;
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} else {
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} else if (type=="normal"){
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let next = tmp.resetGain[layer].add(1)
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if (next.gte("e1e7")) next = next.div("e5e6").pow(2)
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next = next.root(tmp.gainExp[layer]).div(tmp.gainMults[layer]).root(layers[layer].exponent).times(tmp.layerReqs[layer]).max(tmp.layerReqs[layer])
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if (layers[layer].resCeil) next = next.ceil()
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return next;
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}
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}
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} else if (type=="custom"){
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return layers[layer].getNextAt(canMax)
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} else {
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return new Decimal(0)
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}}
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// Return true if the layer should be highlighted. By default checks for upgrades only.
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function shouldNotify(layer){
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@ -114,6 +127,16 @@ function fullLayerReset(layer) {
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player[layer].upgrades = []
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player[layer].milestones = []
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player[layer].challs = []
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if (layers[layer].tabFormat && !Array.isArray(layers[layer].tabFormat)) {
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if (player[layer].subtab == undefined) player[layer].subtab = {}
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if (player[layer].subtab.mainTabs == undefined) player[layer].subtab.mainTabs = Object.keys(layers[layer].tabFormat)[0]
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}
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if (layers[layer].microtabs) {
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if (player[layer].subtab == undefined) player[layer].subtab = {}
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for (item in layers[layer].microtabs)
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if (player[layer].subtab[item] == undefined) player[layer].subtab[item] = Object.keys(layers[layer].microtabs[item])[0]
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}
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resetBuyables(layer)
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}
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@ -154,7 +177,10 @@ function doReset(layer, force=false) {
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if (tmp.layerAmt[layer].lt(tmp.nextAt[layer])) return;
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gain =(layers[layer].canBuyMax() ? gain : 1)
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}
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if (layers[layer].type=="custom") {
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if (!tmp.canReset[layer]) return;
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}
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if (layers[layer].onPrestige)
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layers[layer].onPrestige(gain)
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95
js/layers.js
95
js/layers.js
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@ -35,6 +35,7 @@ addLayer("c", {
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}},
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effectDescription() { // Optional text to describe the effects
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eff = this.effect();
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eff.waffleBoost = eff.waffleBoost.times(buyableEffect(this.layer, 11).first)
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return "which are boosting waffles by "+format(eff.waffleBoost)+" and increasing the Ice Cream cap by "+format(eff.icecreamCap)
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},
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milestones: {
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@ -171,30 +172,60 @@ addLayer("c", {
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],
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incr_order: [], // Array of layer names to have their order increased when this one is first unlocked
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microtabs: {
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stuff: {
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first: {
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content: ["upgrades", ["display-text", function() {return "confirmed"}]]
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},
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second: {
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content: [["upgrade", 11],
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["row", [["upgrade", 11], "blank", "blank", ["upgrade", 11],]],
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["display-text", function() {return "double confirmed"}]]
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},
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},
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otherStuff: {
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// There could be another set of microtabs here
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}
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},
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// Optional, lets you format the tab yourself by listing components. You can create your own components in v.js.
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tabFormat: {
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main:
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["main-display",
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["prestige-button", function() {return "Melt your points into "}],
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["blank", "5px"], // Height
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["raw-html", function() {return "<button onclick='console.log(`yeet`)'>'HI'</button>"}],
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["display-text",
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function() {return 'I have ' + format(player.points) + ' pointy points!'},
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{"color": "red", "font-size": "32px", "font-family": "Comic Sans MS"}],
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"h-line", "milestones", "blank", "upgrades", "challs"],
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thingies: [
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["buyables", "150px"], "blank",
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["row", [
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["toggle", ["c", "beep"]], ["blank", ["30px", "10px"]], // Width, height
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["display-text", function() {return "Beep"}], "blank", ["v-line", "200px"],
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["column", [
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["prestige-button", function() {return "Be redundant for "}, {'width': '150px', 'height': '30px'}],
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["prestige-button", function() {return "Be redundant for "}, {'width': '150px', 'height': '30px'}],
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]],
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], {'width': '600px', 'height': '350px', 'background-color': 'green', 'border-style': 'solid'}],
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"blank",
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["display-image", "discord.png"],
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],
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main: {
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buttonStyle: {'color': 'orange'},
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content:
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["main-display",
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["prestige-button", function() {return "Melt your points into "}],
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["blank", "5px"], // Height
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["raw-html", function() {return "<button onclick='console.log(`yeet`)'>'HI'</button>"}],
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["display-text",
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function() {return 'I have ' + format(player.points) + ' pointy points!'},
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{"color": "red", "font-size": "32px", "font-family": "Comic Sans MS"}],
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"h-line", "milestones", "blank", "upgrades", "challs"],
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},
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thingies: {
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style: {'background-color': '#222222'},
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buttonStyle: {'border-color': 'orange'},
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content:[
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["buyables", "150px"], "blank",
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["row", [
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["toggle", ["c", "beep"]], ["blank", ["30px", "10px"]], // Width, height
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["display-text", function() {return "Beep"}], "blank", ["v-line", "200px"],
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["column", [
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["prestige-button", function() {return "Be redundant for "}, {'width': '150px', 'height': '30px'}],
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["prestige-button", function() {return "Be redundant for "}, {'width': '150px', 'height': '30px'}],
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]],
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], {'width': '600px', 'height': '350px', 'background-color': 'green', 'border-style': 'solid'}],
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"blank",
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["display-image", "discord.png"],],
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},
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illuminati: {
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content:[
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["raw-html", function() {return "<h1> C O N F I R M E D </h1>"}],
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["microtabs", "stuff", {'width': '600px', 'height': '350px', 'background-color': 'brown', 'border-style': 'solid'}]
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]
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}
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},
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style() {return {
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// 'background-color': '#3325CC'
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}
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})
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// This layer is mostly minimal but it uses a custom prestige type
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addLayer("f", {
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startData() { return {
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unl: false,
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@ -216,7 +248,7 @@ addLayer("f", {
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resource: "farm points",
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baseResource: "candies",
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baseAmount() {return player.points},
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type: "static",
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type: "custom", // A "Custom" type which is effectively static
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exponent: 0.5,
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base: 3,
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resCeil: true,
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},
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row: 1,
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layerShown() {return true},
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branches: [["c", 1]] // Each pair corresponds to a line added to the tree when this node is unlocked. The letter is the other end of the line, and the number affects the color, 1 is default
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branches: [["c", 1]], // Each pair corresponds to a line added to the tree when this node is unlocked. The letter is the other end of the line, and the number affects the color, 1 is default
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// The following are only currently used for "custom" Prestige type:
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prestigeButtonText() { //Is secretly HTML
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if (!this.canBuyMax()) return "Hi! I'm a <u>weird dinosaur</u> and I'll give you a Farm Point in exchange for all of your candies and lollipops! (At least " + formatWhole(tmp.nextAt[layer]) + " candies)"
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if (this.canBuyMax()) return "Hi! I'm a <u>weird dinosaur</u> and I'll give you <b>" + formatWhole(tmp.resetGain[this.layer]) + "</b> Farm Points in exchange for all of your candies and lollipops! (You'll get another one at " + format(tmp.nextAt[layer]) + " candies)"
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},
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getResetGain() {
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return getResetGain(this.layer, useType = "static")
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},
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getNextAt(canMax=false) { //
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return getNextAt(this.layer, canMax, useType = "static")
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},
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canReset() {
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return tmp.layerAmt[this.layer].gte(tmp.nextAt[this.layer])
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},
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},
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)
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@ -46,6 +46,8 @@ function updateTemp() {
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if (!tmp.style) tmp.style = {}
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if (!tmp.notify) tmp.notify = {}
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if (!tmp.nextAtDisp) tmp.nextAtDisp = {}
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if (!tmp.prestigeButtonText) tmp.prestigeButtonText = {}
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if (!tmp.canReset) tmp.canReset = {}
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for (layer in layers) {
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if (layers[layer].color) tmp.layerColor[layer] = layers[layer].color()
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tmp.notify[layer] = shouldNotify(layer)
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tmp.nextAtDisp[layer] = getNextAt(layer, true)
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if (layers[layer].effectDescription) tmp.effectDescription[layer] = layers[layer].effectDescription()
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if (layers[layer].canReset) tmp.canReset[layer] = layers[layer].canReset()
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if (layers[layer].prestigeButtonText) tmp.prestigeButtonText[layer] = layers[layer].prestigeButtonText()
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}
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25
js/utils.js
25
js/utils.js
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@ -92,9 +92,15 @@ function getStartPlayer() {
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playerdata[layer].upgrades = []
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playerdata[layer].milestones = []
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playerdata[layer].challs = []
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if (layers[layer].tabFormat && !Array.isArray(layers[layer].tabFormat))
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playerdata[layer].subtab = Object.keys(layers[layer].tabFormat)[0]
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if (layers[layer].tabFormat && !Array.isArray(layers[layer].tabFormat)) {
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playerdata[layer].subtab = {}
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playerdata[layer].subtab.mainTabs = Object.keys(layers[layer].tabFormat)[0]
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}
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if (layers[layer].microtabs) {
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if (playerdata[layer].subtab == undefined) playerdata[layer].subtab = {}
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for (item in layers[layer].microtabs)
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playerdata[layer].subtab[item] = Object.keys(layers[layer].microtabs[item])[0]
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}
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}
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return playerdata
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}
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@ -133,8 +139,17 @@ function fixSave() {
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}
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}
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if (player[layer].subtab == undefined && layers[layer].tabFormat && !Array.isArray(layers[layer].tabFormat))
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player[layer].subtab = Object.keys(layers[layer].tabFormat)[0]
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if (layers[layer].tabFormat && !Array.isArray(layers[layer].tabFormat)) {
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if (player[layer].subtab == undefined) player[layer].subtab = {}
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if (player[layer].subtab.mainTabs == undefined) player[layer].subtab.mainTabs = Object.keys(layers[layer].tabFormat)[0]
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}
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if (layers[layer].microtabs) {
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if (player[layer].subtab == undefined) player[layer].subtab = {}
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for (item in layers[layer].microtabs)
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if (player[layer].subtab[item] == undefined) player[layer].subtab[item] = Object.keys(layers[layer].microtabs[item])[0]
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}
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}
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}
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33
js/v.js
33
js/v.js
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@ -210,6 +210,7 @@ function loadVue() {
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<span>
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<button v-if="layers[layer].type=='normal'" v-bind:class="{ [layer]: true, reset: true, locked: tmp.layerAmt[layer].lt(tmp.layerReqs[layer]), can: tmp.layerAmt[layer].gte(tmp.layerReqs[layer]) }" v-bind:style="{'background-color': tmp.layerColor[layer]}" v-on:click="doReset(layer)"><span v-if="player[layer].points.lt(1e3)">{{data ? data() : "Reset for "}}</span>+<b>{{formatWhole(tmp.resetGain[layer])}}</b> {{layers[layer].resource}}<span v-if="tmp.resetGain[layer].lt(100) && player[layer].points.lt(1e3)"><br><br>Next at {{ (layers[layer].resCeil ? formatWhole(tmp.nextAt[layer]) : format(tmp.nextAt[layer])) }} {{ layers[layer].baseResource }}</span></button>
|
||||
<button v-if="layers[layer].type=='static'" v-bind:class="{ [layer]: true, reset: true, locked: tmp.layerAmt[layer].lt(tmp.nextAt[layer]), can: tmp.layerAmt[layer].gte(tmp.nextAt[layer]) }" v-bind:style="{'background-color': tmp.layerColor[layer]}" v-on:click="doReset(layer)"><span v-if="player[layer].points.lt(10)">{{data ? data() : "Reset for "}}</span>+<b>{{formatWhole(tmp.resetGain[layer])}}</b> {{layers[layer].resource}}<br><br><span v-if="player[layer].points.lt(10)">{{(tmp.layerAmt[layer].gte(tmp.nextAt[layer])&&layers[layer].canBuyMax && layers[layer].canBuyMax())?"Next":"Req"}}: {{formatWhole(tmp.layerAmt[layer])}} / </span>{{(layers[layer].resCeil ? formatWhole(tmp.nextAtDisp[layer]) : format(tmp.nextAtDisp[layer]))}} {{ layers[layer].baseResource }}</button>
|
||||
<button v-if="layers[layer].type=='custom'" v-bind:class="{ [layer]: true, reset: true, locked: !tmp.canReset[layer], can: tmp.canReset[layer] }" v-bind:style="{'background-color': tmp.layerColor[layer], 'white-space': 'pre-line' }" v-on:click="doReset(layer)" v-html="tmp.prestigeButtonText[layer]"></button>
|
||||
</span>
|
||||
`
|
||||
|
||||
|
@ -256,6 +257,38 @@ function loadVue() {
|
|||
`
|
||||
})
|
||||
|
||||
// data = button size, in px
|
||||
Vue.component('microtabs', {
|
||||
props: ['layer', 'data'],
|
||||
computed: {
|
||||
currentTab() {return player[layer].subtab[data]}
|
||||
},
|
||||
template: `
|
||||
<div v-if="layers[layer].microtabs">
|
||||
<div class="upgTable">
|
||||
<tab-buttons :layer="layer" :data="layers[layer].microtabs[data]" :name="data"></tab-buttons>
|
||||
</div>
|
||||
<column v-bind:style="readData(layers[layer].microtabs[data][player[layer].subtab[data]].style)" :layer="layer" :data="layers[layer].microtabs[data][player[layer].subtab[data]].content"></column>
|
||||
</div>
|
||||
`
|
||||
})
|
||||
|
||||
|
||||
// NOT FOR USE IN STANDARD TAB FORMATTING
|
||||
Vue.component('tab-buttons', {
|
||||
props: ['layer', 'data', 'name'],
|
||||
template: `
|
||||
<div class="upgRow">
|
||||
<div v-for="tab in Object.keys(data)">
|
||||
<button class="tabButton" v-bind:style="[{'border-color': tmp.layerColor[layer]}, readData(data[tab].buttonStyle)]" v-on:click="player[layer].subtab[name] = tab">{{tab}}</button>
|
||||
</div>
|
||||
</div>
|
||||
`
|
||||
})
|
||||
|
||||
|
||||
|
||||
|
||||
app = new Vue({
|
||||
el: "#app",
|
||||
data: {
|
||||
|
|
|
@ -130,7 +130,12 @@ h1, h2, h3, b, input {
|
|||
color: var(--color);
|
||||
font-size: 20px;
|
||||
cursor: pointer;
|
||||
padding: 10px 40px 10px 40px
|
||||
padding: 5px 20px 5px 20px;
|
||||
margin: 5px 5px 5px 5px;
|
||||
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);
|
||||
|
||||
}
|
||||
|
||||
.tabButton:hover {
|
||||
|
|
Loading…
Reference in a new issue