mirror of
https://github.com/Acamaeda/The-Modding-Tree.git
synced 2024-11-21 16:13:55 +00:00
The new update begins.
This commit is contained in:
commit
89ac54bd8d
4 changed files with 141 additions and 40 deletions
39
index.html
39
index.html
|
@ -3,7 +3,7 @@
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|||
<title>The Prestige Tree</title>
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<link rel="stylesheet" type="text/css" href="style.css" />
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<link href="https://fonts.googleapis.com/css?family=Inconsolata" rel="stylesheet">
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<script src="https://cdn.jsdelivr.net/npm/vue/dist/vue.js"></script>
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<script src="https://cdn.jsdelivr.net/npm/vue@2.6.12"></script>
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<script type="text/javascript" src="js/break_eternity.js"></script>
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<script type="text/javascript" src="js/temp.js"></script>
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<script type="text/javascript" src="js/saves.js"></script>
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@ -13,17 +13,45 @@
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</head>
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<body onload="load()">
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<div id="app">
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<div id="vl" class="vl none"></div>
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<div class="vl" v-if="player.tab!='tree'&&player.tab!='gameEnded'"></div>
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<div v-if="player.tab=='gameEnded'" class="fullWidth">
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<h2>Prestige Tree</h2>
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<br>
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<h3>Version 1.1: The Life Update</h3>
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<br><br>
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<h2>Thank you for playing this game!</h2><br><br>
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<h4>It took you {{formatTime(player.timePlayed)}}</h4><br><br><br><br><br>
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If you would like to speedrun this, play again from the beginning and record the whole thing as fast as possible, then submit in <span class="link" onclick="window.open('https://discord.gg/wwQfgPa','mywindow')" target="_blank">my discord</span><br><br><br><br><br>
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<button class="longUpg can" onclick="hardReset(true)">Play Again</button> <button class="longUpg can" onclick="keepGoing()">Keep Going</button>
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</div>
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<div v-if="player.tab=='changelog'" class="col right">
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<button class="back" onclick="showTab('info')">←</button><br>
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<h3>Version 1.1: The Life Update</h3>
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<ul>
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<li>???</li>
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</ul><br>
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<h3>v1.0 Patch 1</h3>
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<ul>
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<li>Added an option to keep going at endgame</li>
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</ul><br>
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<div class="link" onclick="showTab('changelog_beta')">Alpha / Beta</div><br>
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</div>
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<div v-if="player.tab=='changelog_beta'" class="col right">
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<button class="back" onclick="showTab('changelog')">←</button><br>
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<h3>v1.0 Full Release</h3>
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<ul>
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<li>Converted Vue to production mode</li>
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<li>Added an end screen at 1e40,000,000 Points</li>
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</ul><br>
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<h3>v1.0 Beta 4</h3>
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<ul>
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<li>Balanced up to 1e40,000,000 Points & 500,000 Super-Prestige Points</li>
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</ul><br>
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<h3>v1.0 Beta 3</h3>
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<ul>
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<li>Added a hotkey for the fourth Spell</li>
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<li>Balanced up to 1e29,000,000 Points & 10,000 Super-Prestige Points</li>
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</ul><br>
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<h3>v1.0 Beta 2</h3>
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<ul>
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<li>Fixed a bug involving the fourth Spell</li>
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@ -311,8 +339,9 @@
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M: Magic reset<br>
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1: Cast spell 1<br>
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2: Cast spell 2<br>
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3: Cast spell 3
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</span><br>
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3: Cast spell 3<br>
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<span v-if="player.sp.upgrades.includes(13)">4: Cast spell 4<br></span>
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</span>
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<span v-if="player.ba.unl">A: Balance reset</span><br>
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<span v-if="player.sp.unl">Shift+P: Super-Prestige reset</span><br>
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</div>
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@ -335,7 +364,7 @@
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</tr>
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</table>
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</div>
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<div id="treeTab" onscroll="resizeCanvas()" class="col full">
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<div id="treeTab" v-if="player.tab!='gameEnded'" onscroll="resizeCanvas()" class="fullWidth">
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<img id="optionWheel" v-if="player.tab!='options'" src="options_wheel.png" onclick="showTab('options')"></img>
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<div id="info" v-if="player.tab!='info'" onclick="showTab('info')"><br>i</div>
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<span v-if="offTime.remain>0">
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|
|
112
js/game.js
112
js/game.js
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@ -6,6 +6,7 @@ var offTime = {
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};
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var needCanvasUpdate = true;
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var NaNalert = false;
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var gameEnded = false;
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function getStartPlayer() {
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return {
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@ -15,9 +16,10 @@ function getStartPlayer() {
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notify: {},
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msDisplay: "always",
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offlineProd: true,
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versionType: "release",
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versionType: "real",
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version: 1.1,
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timePlayed: 0,
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keepGoing: false,
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hasNaN: false,
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points: new Decimal(10),
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p: {
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|
@ -347,7 +349,9 @@ const LAYER_UPGS = {
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unl: function() { return player.p.upgrades.includes(11) },
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currently: function() {
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if (tmp.hcActive ? tmp.hcActive[32] : true) return new Decimal(1)
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return player.p.points.plus(1).pow(player.g.upgrades.includes(24)?1.1:(player.g.upgrades.includes(14)?0.75:0.5))
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let ret = player.p.points.plus(1).pow(player.g.upgrades.includes(24)?1.1:(player.g.upgrades.includes(14)?0.75:0.5))
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if (ret.gte("1e20000000")) ret = ret.sqrt().times("1e10000000")
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return ret;
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},
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effDisp: function(x) { return format(x)+"x" },
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},
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@ -394,7 +398,9 @@ const LAYER_UPGS = {
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unl: function() { return player.e.upgrades.includes(33) },
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currently: function() {
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let ret = player.p.points.plus(1).log10().plus(1).pow(player.p.points.plus(1).log10().div(200).plus(1)).pow(player.p.upgrades.includes(32) ? LAYER_UPGS.p[32].currently() : 1)
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if (ret.gte("1e1000")) ret = ret.log10().times("1e997")
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let capStart = new Decimal("1e1000")
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if (player.sp.upgrades.includes(32)) capStart = capStart.times(LAYER_UPGS.sp[32].currently())
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if (ret.gte(capStart)) ret = ret.log10().times(capStart.div(1e3))
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if (player.sp.upgrades.includes(11)) ret = ret.pow(100)
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return ret;
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},
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@ -404,7 +410,10 @@ const LAYER_UPGS = {
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desc: "The upgrade to the left is stronger based on your Points.",
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cost: new Decimal("1e5140"),
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unl: function() { return player.e.upgrades.includes(33) },
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currently: function() { return player.points.plus(1).log10().plus(1).root(16) },
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currently: function() {
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let ret = player.points.plus(1).log10().plus(1).root(16);
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return ret;
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},
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effDisp: function(x) { return format(x.sub(1).times(100))+"% stronger" },
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},
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33: {
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@ -465,7 +474,11 @@ const LAYER_UPGS = {
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desc: "Add free Boosters based on your Generator Power.",
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cost: new Decimal(1261),
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unl: function() { return player.hb.upgrades.includes(14) },
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currently: function() { return player.g.power.plus(1).log10().sqrt().floor() },
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currently: function() {
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let ret = player.g.power.plus(1).log10().sqrt().floor();
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if (ret.gte(1e3)) ret = ret.log10().times(1e3/3)
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return ret;
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},
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effDisp: function(x) { return "+"+formatWhole(x) },
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},
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33: {
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@ -507,7 +520,11 @@ const LAYER_UPGS = {
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desc: "Prestige Upgrade 3 is stronger based on your Generators.",
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cost: new Decimal(15),
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unl: function() { return player.g.upgrades.includes(13) },
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currently: function() { return player.g.points.sqrt().plus(1).times((player.e.upgrades.includes(32)&&!(tmp.hcActive?tmp.hcActive[12]:true)) ? LAYER_UPGS.e[32].currently() : 1) },
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currently: function() {
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let ret = player.g.points.sqrt().plus(1).times((player.e.upgrades.includes(32)&&!(tmp.hcActive?tmp.hcActive[12]:true)) ? LAYER_UPGS.e[32].currently() : 1)
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if (ret.gte(400)) ret = ret.cbrt().times(Math.pow(400, 2/3))
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return ret;
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},
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effDisp: function(x) { return "^"+format(x) },
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},
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21: {
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@ -1355,7 +1372,7 @@ const LAYER_UPGS = {
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},
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},
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sp: {
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rows: 2,
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rows: 3,
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cols: 4,
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11: {
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desc: "The Prestige Upgrade 3, 6, & 7 effects are raised to the power of 100.",
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@ -1408,9 +1425,37 @@ const LAYER_UPGS = {
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desc: "Super-Prestige Points boost Super-Prestige Point gain.",
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cost: new Decimal(40),
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unl: function() { return player.sp.upgrades.includes(14)||player.sp.upgrades.includes(23) },
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currently: function() { return player.sp.points.plus(1).sqrt() },
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currently: function() {
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let sp = player.sp.points
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if (sp.gte(2e4)) sp = sp.cbrt().times(Math.pow(2e4, 2/3));
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return sp.plus(1).sqrt()
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},
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effDisp: function(x) { return format(x)+"x" },
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},
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31: {
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desc: "Super-Generators are 45% cheaper.",
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cost: new Decimal(1000),
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unl: function() { return player.sp.upgrades.includes(22) },
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},
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32: {
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desc: "Prestige Upgrade 7 softcaps later based on your Super-Prestige Points.",
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cost: new Decimal(4000),
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unl: function() { return player.sp.upgrades.includes(23)&&player.sp.upgrades.includes(31) },
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currently: function() { return player.sp.points.plus(1).log10().plus(1).pow(1e4) },
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effDisp: function(x) { return format(x.pow(player.sp.upgrades.includes(11)?100:1))+"x later" },
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},
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33: {
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desc: "Points boost Super-Prestige Point gain.",
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cost: new Decimal(1e4),
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unl: function() { return player.sp.upgrades.includes(24)&&player.sp.upgrades.includes(32) },
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currently: function() { return player.points.plus(1).log10().pow(0.1) },
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effDisp: function(x) { return format(x)+"x" },
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},
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34: {
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desc: "Boosters & Generators are 25% stronger.",
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cost: new Decimal(1.5e5),
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unl: function() { return player.sp.upgrades.includes(33) },
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},
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},
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}
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|
@ -1643,6 +1688,7 @@ function checkForVars() {
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if (player.offlineProd === undefined) player.offlineProd = true
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if (player.notify === undefined) player.notify = {}
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if (player.sp === undefined) player.sp = start.sp
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if (player.keepGoing === undefined) player.keepGoing = false
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}
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function convertToDecimal() {
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|
@ -1752,8 +1798,7 @@ function showTab(name) {
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player.tab = name
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if (toTreeTab != onTreeTab) {
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document.getElementById("treeTab").className = "col " + (toTreeTab ? "full" : "left")
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document.getElementById("vl").className = "vl " + (toTreeTab ? "none" : "")
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document.getElementById("treeTab").className = toTreeTab ? "fullWidth" : "col left"
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onTreeTab = toTreeTab
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resizeCanvas()
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}
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|
@ -1865,6 +1910,9 @@ function getLayerGainMult(layer) {
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case "sb":
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if (player.ss.upgrades.includes(14)) mult = mult.div(1.0825)
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break;
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case "sg":
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if (player.sp.upgrades.includes(31)) mult = mult.div(1.45)
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break;
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case "h":
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if (player.h.challs.includes(71)) mult = mult.times(H_CHALLS[71].currently())
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if (player.q.upgrades.includes(22)) mult = mult.times(LAYER_UPGS.q[22].currently().h)
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|
@ -1888,6 +1936,7 @@ function getLayerGainMult(layer) {
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break;
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case "sp":
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if (player.sp.upgrades.includes(24)) mult = mult.times(LAYER_UPGS.sp[24].currently())
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if (player.sp.upgrades.includes(33)) mult = mult.times(LAYER_UPGS.sp[33].currently())
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break;
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}
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return mult
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|
@ -2272,6 +2321,7 @@ function getFreeBoosters() {
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function getBoosterPower() {
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let power = new Decimal(1)
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if (spellActive(1)) power = power.times(tmp.spellEffs[1])
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if (player.sp.upgrades.includes(34)) power = power.times(1.25)
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return power
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}
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|
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|
@ -2292,6 +2342,7 @@ function addToGenBase() {
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function getGenPow() {
|
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let pow = new Decimal(1)
|
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if (player.g.upgrades.includes(34)) pow = pow.times(LAYER_UPGS.g[34].currently())
|
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if (player.sp.upgrades.includes(34)) pow = pow.times(1.25)
|
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return pow
|
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}
|
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|
||||
|
@ -2665,13 +2716,16 @@ function getQuirkLayerCostBase() {
|
|||
}
|
||||
|
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function getQuirkLayerCost() {
|
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let cost = Decimal.pow(tmp.qCB, Decimal.pow(tmp.qCB, player.q.layers)).sub(1)
|
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let layers = player.q.layers
|
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if (layers.gte(20)) layers = Decimal.pow(1.05, layers.sub(20)).times(20)
|
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let cost = Decimal.pow(tmp.qCB, Decimal.pow(tmp.qCB, layers)).sub(1)
|
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return cost.max(1);
|
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}
|
||||
|
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function getQuirkLayerTarg() {
|
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let targ = player.q.points.plus(1).log(tmp.qCB).plus(1).log(tmp.qCB).plus(1).floor()
|
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return targ
|
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let targ = player.q.points.plus(1).log(tmp.qCB).plus(1).log(tmp.qCB)
|
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if (targ.gte(20)) targ = targ.div(20).log(1.05).plus(20)
|
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return targ.plus(1).floor()
|
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}
|
||||
|
||||
function getQuirkLayerMult() {
|
||||
|
@ -3024,8 +3078,13 @@ function getSpellPower(x) {
|
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if (player.m.upgrades.includes(11)) power = power.times(LAYER_UPGS.m[11].currently())
|
||||
if (player.m.upgrades.includes(21) && (x==2||x==3)) power = power.times(LAYER_UPGS.m[21].currently())
|
||||
if (player.m.upgrades.includes(22) && (x==2)) power = power.times(10)
|
||||
if (player.m.upgrades.includes(41)) power = power.times(player.m.casted[x].max(1).log10().plus(1).log10().div(5).plus(1))
|
||||
if (player.m.upgrades.includes(41)) {
|
||||
let casted = player.m.casted[x]
|
||||
power = power.times(casted.max(1).log10().plus(1).log10().div(5).plus(1))
|
||||
}
|
||||
if (player.sp.upgrades.includes(23)) power = power.times(LAYER_UPGS.sp[23].currently())
|
||||
|
||||
if (power.gte(50)) power = power.log10().times(50/Math.log10(50)).min(power)
|
||||
return power.max(1);
|
||||
}
|
||||
|
||||
|
@ -3126,8 +3185,21 @@ function addToSGBase() {
|
|||
return toAdd
|
||||
}
|
||||
|
||||
function keepGoing() {
|
||||
player.keepGoing = true;
|
||||
player.tab = "tree"
|
||||
needCanvasUpdate = true;
|
||||
}
|
||||
|
||||
const ENDGAME = new Decimal(1/0);
|
||||
|
||||
function gameLoop(diff) {
|
||||
if (player.points.gte(ENDGAME)) gameEnded = true;
|
||||
if (isNaN(diff)) diff = 0
|
||||
if (gameEnded && !player.keepGoing) {
|
||||
diff = 0
|
||||
player.tab = "gameEnded"
|
||||
}
|
||||
player.timePlayed += diff
|
||||
player.h.time += diff
|
||||
if (tmp.hcActive ? tmp.hcActive[42] : true) {
|
||||
|
@ -3201,11 +3273,13 @@ function hardReset() {
|
|||
|
||||
var saveInterval = setInterval(function() {
|
||||
if (player===undefined) return;
|
||||
if (gameEnded&&!player.keepGoing) return;
|
||||
if (player.autosave) save();
|
||||
}, 5000)
|
||||
|
||||
var interval = setInterval(function() {
|
||||
if (player===undefined||tmp===undefined) return;
|
||||
if (gameEnded&&!player.keepGoing) return;
|
||||
let diff = (Date.now()-player.time)/1000
|
||||
if (!player.offlineProd) offTime.remain = 0
|
||||
if (offTime.remain>0) {
|
||||
|
@ -3221,6 +3295,7 @@ var interval = setInterval(function() {
|
|||
|
||||
document.onkeydown = function(e) {
|
||||
if (player===undefined) return;
|
||||
if (gameEnded&&!player.keepGoing) return;
|
||||
let shiftDown = e.shiftKey
|
||||
let ctrlDown = e.ctrlKey
|
||||
let key = e.key
|
||||
|
@ -3243,13 +3318,16 @@ document.onkeydown = function(e) {
|
|||
if (player.ss.unl) doReset("ss")
|
||||
break;
|
||||
case "1":
|
||||
if (player.ba.unl) activateSpell(1)
|
||||
if (player.m.unl) activateSpell(1)
|
||||
break;
|
||||
case "2":
|
||||
if (player.ba.unl) activateSpell(2)
|
||||
if (player.m.unl) activateSpell(2)
|
||||
break;
|
||||
case "3":
|
||||
if (player.ba.unl) activateSpell(3)
|
||||
if (player.m.unl) activateSpell(3)
|
||||
break;
|
||||
case "4":
|
||||
if (player.m.unl&&player.sp.upgrades.includes(13)) activateSpell(4)
|
||||
break;
|
||||
case "P":
|
||||
if (player.sp.unl) doReset("sp")
|
||||
|
|
1
js/v.js
1
js/v.js
|
@ -32,6 +32,7 @@ function loadVue() {
|
|||
activateSpell,
|
||||
spellActive,
|
||||
updateToCast,
|
||||
keepGoing,
|
||||
LAYERS,
|
||||
LAYER_RES,
|
||||
LAYER_TYPE,
|
||||
|
|
29
style.css
29
style.css
|
@ -492,18 +492,6 @@ a {
|
|||
transition-duration: 0s
|
||||
}
|
||||
|
||||
.col.full {
|
||||
min-width: 100%;
|
||||
max-width: 100%;
|
||||
width: 100%;
|
||||
height: 100%;
|
||||
min-height: 100%;
|
||||
column-span: 1;
|
||||
position: absolute;
|
||||
overflow-y: auto;
|
||||
overflow-x: hidden
|
||||
}
|
||||
|
||||
.col.right {
|
||||
top: 0;
|
||||
right: 0;
|
||||
|
@ -521,12 +509,7 @@ a {
|
|||
position: absolute;
|
||||
left: 50%;
|
||||
margin-left: -3px;
|
||||
top: 0;
|
||||
transition-duration: 0s
|
||||
}
|
||||
|
||||
.vl.none {
|
||||
left: 100%
|
||||
top: 0
|
||||
}
|
||||
|
||||
ul {
|
||||
|
@ -555,6 +538,16 @@ ul {
|
|||
color: #03858f;
|
||||
}
|
||||
|
||||
.fullWidth {
|
||||
position: absolute;
|
||||
height: 100%;
|
||||
width: 100%;
|
||||
min-width: 100%;
|
||||
overflow-y: auto;
|
||||
overflow-x: auto;
|
||||
transition-duration: 0s
|
||||
}
|
||||
|
||||
[tooltip] {
|
||||
position: relative;
|
||||
z-index: 2;
|
||||
|
|
Loading…
Reference in a new issue