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unl is now optional for Big Components, spacing isn't messed up by absent components
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5 changed files with 28 additions and 10 deletions
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@ -3,6 +3,7 @@
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Almost every value in layer data can be a function or a constant value!
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effectDisplay in Challenges and Upgrades no longer takes an argument
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You don't have to have the same amount of upgrades in every row (and challs and buyables)
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Unl is optional for all Big Components (defaults to true).
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##v1.3.5
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- Completely automated convertToDecimal, now you never have to worry about it again.
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@ -34,6 +34,8 @@ function updateLayers(){
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if (!isNaN(thing)){
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layers[layer].upgrades[thing].id = thing
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layers[layer].upgrades[thing].layer = layer
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if (layers[layer].upgrades[thing].unl === undefined)
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layers[layer].upgrades[thing].unl = true
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}
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}
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}
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@ -42,6 +44,8 @@ function updateLayers(){
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if (!isNaN(thing)){
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layers[layer].milestones[thing].id = thing
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layers[layer].milestones[thing].layer = layer
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if (layers[layer].milestones[thing].unl === undefined)
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layers[layer].milestones[thing].unl = true
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}
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}
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}
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@ -50,6 +54,8 @@ function updateLayers(){
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if (!isNaN(thing)){
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layers[layer].challs[thing].id = thing
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layers[layer].challs[thing].layer = layer
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if (layers[layer].challs[thing].unl === undefined)
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layers[layer].challs[thing].unl = true
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}
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}
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}
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@ -59,7 +65,8 @@ function updateLayers(){
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if (!isNaN(thing)){
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layers[layer].buyables[thing].id = thing
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layers[layer].buyables[thing].layer = layer
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if (layers[layer].buyables[thing].unl === undefined)
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layers[layer].buyables[thing].unl = true
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}
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}
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}
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@ -59,8 +59,8 @@ addLayer("c", {
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},
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},
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challs: {
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rows: 1,
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cols: 1,
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rows: 2,
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cols: 12,
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11: {
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name:() => "Fun",
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desc:() => "Makes the game 0% harder",
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@ -129,7 +129,7 @@ addLayer("c", {
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},
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buyables: {
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rows: 1,
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cols: 1,
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cols: 12,
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respec() { // Optional, reset things and give back your currency. Having this function makes a respec button appear
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player[this.layer].points = player[this.layer].points.add(player[this.layer].spentOnBuyables) // A built-in thing to keep track of this but only keeps a single value
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resetBuyables(this.layer)
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10
js/temp.js
10
js/temp.js
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@ -76,4 +76,14 @@ function updateTempData(layerData, tmpData) {
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tmpData[item] = layerData[item]()
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}
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}
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}
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function updateChallTemp(layer)
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{
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updateTempData(layers[layer].challs, tmp[layer].challs)
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}
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function updateBuyableTemp(layer)
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{
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updateTempData(layers[layer].buyables, tmp[layer].buyables)
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}
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12
js/v.js
12
js/v.js
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@ -92,7 +92,7 @@ function loadVue() {
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<div v-if="layers[layer].challs" class="upgTable">
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<div v-for="row in tmp[layer].challs.rows" class="upgRow">
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<div v-for="col in tmp[layer].challs.cols">
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<chall :layer = "layer" :data = "row*10+col" v-bind:style="tmp[layer].componentStyles.chall"></chall>
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<chall v-if="layers[layer].challs[row*10+col]!== undefined && tmp[layer].challs[row*10+col].unl" :layer = "layer" :data = "row*10+col" v-bind:style="tmp[layer].componentStyles.chall"></chall>
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</div>
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</div>
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</div>
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@ -119,9 +119,9 @@ function loadVue() {
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template: `
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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="col in layers[layer].upgrades.cols" class="upgAlign">
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<div v-for="col in layers[layer].upgrades.cols"><div v-if="layers[layer].upgrades[row*10+col]!== undefined && tmp[layer].upgrades[row*10+col].unl" class="upgAlign">
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<upgrade :layer = "layer" :data = "row*10+col" v-bind:style="tmp[layer].componentStyles.upgrade"></upgrade>
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</div>
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</div></div>
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</div>
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<br>
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</div>
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@ -201,13 +201,13 @@ function loadVue() {
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<div v-if="layers[layer].buyables" class="upgTable">
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<button v-if="tmp[layer].buyables.respec" v-on:click="respecBuyables(layer)" v-bind:class="{ longUpg: true, can: player[layer].unl, locked: !player[layer].unl }">{{tmp[layer].buyables.respecText ? tmp[layer].buyables.respecText : "Respec"}}</button><br>
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<div v-for="row in tmp[layer].buyables.rows" class="upgRow">
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<div v-for="col in tmp[layer].buyables.cols" class="upgAlign" v-bind:style="{'margin-left': '7px', 'margin-right': '7px', 'height': (data ? data : '200px'),}">
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<div v-for="col in tmp[layer].buyables.cols"><div v-if="layers[layer].buyables[row*10+col]!== undefined && tmp[layer].buyables[row*10+col].unl" class="upgAlign" v-bind:style="{'margin-left': '7px', 'margin-right': '7px', 'height': (data ? data : '200px'),}">
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<buyable :layer = "layer" :data = "row*10+col" :size = "data" v-bind:style="tmp[layer].componentStyles.buyable"></buyable>
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</div>
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</div></div>
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<br>
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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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// data = id of buyable
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