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Added custom branch widths

This commit is contained in:
Harley White 2021-06-07 00:13:18 -04:00
parent 99b92daa91
commit 8ae89bd098
6 changed files with 10 additions and 5 deletions

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@ -1,6 +1,7 @@
# The Modding Tree changelog:
- Added backgroundStyle to mod.js.
- Added global background style to mod.js.
- Tree branches can have custom line widths.
- If an upgrade has both canAfford and cost, it checks both.
- Releasing a held buyable/clickable with onHold doesn't click it again.
- Attempt to fix buttons sometimes not updating.

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@ -135,7 +135,7 @@ You can make almost any value dynamic by using a function in its place, includin
- position: **optional**. Determines the horizontal position of the layer in its row in a standard tree. By default, it uses the layer id, and layers are sorted in alphabetical order.
- branches: **optional**. An array of layer/node ids. On a tree, a line will appear from this layer to all of the layers in the list. Alternatively, an entry in the array can be a 2-element array consisting of the layer id and a color value. The color value can either be a string with a hex color code, or a number from 1-3 (theme-affected colors).
- branches: **optional**. An array of layer/node ids. On a tree, a line will appear from this layer to all of the layers in the list. Alternatively, an entry in the array can be a 2-element array consisting of the layer id and a color value. The color value can either be a string with a hex color code, or a number from 1-3 (theme-affected colors). A third element in the array optionally specifies line width.
- nodeStyle: **optional**. A CSS object, where the keys are CSS attributes, which styles this layer's node on the tree.

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@ -54,6 +54,8 @@ function addedPlayerData() { return {
Less important things beyond this point!
- backgroundStyle: A CSS object containing the styling for the background of the full game. Can be a function!
- maxTickLength(): Returns the maximum tick length, in milliseconds. Only really useful if you have something that reduces over time, which long ticks mess up (usually a challenge).
- fixOldSave(): Can be used to modify a save file when loading into a new version of the game. Use this to undo inflation, never forcibly hard reset your players.

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@ -65,4 +65,4 @@ If you want to do something more complicated like upgrades that cost two currenc
- branches: **optional**, This is primarially useful for upgrade trees. An array of upgrade ids. A line will appear from this upgrade to all of the upgrades in the list. Alternatively, an entry in the array can be a 2-element array consisting of the upgrade id and a color value. The color value can either be a string with a hex color code, or a number from 1-3 (theme-affected colors).
- branches: **optional**, This is primarially useful for upgrade trees. An array of upgrade ids. A line will appear from this upgrade to all of the upgrades in the list. Alternatively, an entry in the array can be a 2 or 3-element array consisting of the upgrade id and a color value. The color value can either be a string with a hex color code, or a number from 1-3 (theme-affected colors). The third element optionally specifies line width.

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@ -21,7 +21,7 @@ addNode("spook", {
// A "ghost" layer which offsets f in the tree
addNode("g", {
symbol: "TH",
branches: ["c"],
branches: [["c", "red", 4]],
color: '#6d3678',
layerShown: true,
canClick() {return player.points.gte(10)},

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@ -49,9 +49,11 @@ function drawTree() {
function drawTreeBranch(num1, data, prefix) { // taken from Antimatter Dimensions & adjusted slightly
let num2 = data
let color_id = 1
let width = 15
if (Array.isArray(data)){
num2 = data[0]
color_id = data[1]
width = data[2] || width
}
if(typeof(color_id) == "number")
@ -69,7 +71,7 @@ function drawTreeBranch(num1, data, prefix) { // taken from Antimatter Dimension
let y1 = start.top + (start.height / 2) + document.body.scrollTop;
let x2 = end.left + (end.width / 2) + document.body.scrollLeft;
let y2 = end.top + (end.height / 2) + document.body.scrollTop;
ctx.lineWidth = 15;
ctx.lineWidth = width;
ctx.beginPath();
ctx.strokeStyle = color_id
ctx.moveTo(x1, y1);