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Moved getter/setter functions

This commit is contained in:
Harley White 2021-05-13 17:44:07 -04:00
parent 70949f593d
commit 94f677b641
7 changed files with 103 additions and 72 deletions

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@ -2,6 +2,7 @@
- You can now use non-numeric ids for upgrades, buyables, etc.
- Fixed an exploit that let you buy an extra buyable.
- Moved basic getter/setter functions to easyAccess.js.
# v2.5.5.2 - 5/12/21
- Fixed a major issue with buyables.

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@ -18,6 +18,7 @@
<script src="js/game.js"></script>
<script src="js/utils.js"></script>
<script src="js/utils/easyAccess.js"></script>
<script src="js/technical/systemComponents.js"></script>
<script src="js/components.js"></script>
<script src="js/technical/canvas.js"></script>

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@ -17,6 +17,7 @@
<script src="js/technical/displays.js"></script>
<script src="js/game.js"></script>
<script src="js/utils.js"></script>
<script src="js/utils/easyAccess.js"></script>
<script src="js/technical/systemComponents.js"></script>
<script src="js/components.js"></script>
<script src="js/technical/canvas.js"></script>

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@ -376,6 +376,7 @@ addLayer("c", {
// Layer will automatically highlight if an upgrade is purchasable.
return (player.c.buyables[11] == 1)
},
marked: "discord.png",
resetDescription: "Melt your points into ",
})
@ -524,5 +525,33 @@ addLayer("a", {
onComplete() {console.log("Bork bork bork!")}
},
},
midsection: ["grid", "blank"],
grid: {
maxRows: 3,
rows: 2,
cols: 2,
getStartData(id) {
return id
},
getUnlocked(id) { // Default
return true
},
getCanClick(data, id) {
return player.points.eq(10)
},
getStyle(data, id) {
return {'background-color': '#'+ (data*1234%999999)}
},
onClick(data, id) { // Don't forget onHold
player[this.layer].grid[id]++
},
getTitle(data, id) {
return "Gridable #" + id
},
getDisplay(data, id) {
return data
},
},
},
)

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@ -21,78 +21,6 @@ function canBuyBuyable(layer, id) {
return (b.unlocked && run(b.canAfford, b) && player[layer].buyables[id].lt(b.purchaseLimit))
}
function hasUpgrade(layer, id) {
return (player[layer].upgrades.includes(toNumber(id)) || player[layer].upgrades.includes(id.toString()))
}
function hasMilestone(layer, id) {
return (player[layer].milestones.includes(toNumber(id)) || player[layer].milestones.includes(id.toString()))
}
function hasAchievement(layer, id) {
return (player[layer].achievements.includes(toNumber(id)) || player[layer].achievements.includes(id.toString()))
}
function hasChallenge(layer, id) {
return (player[layer].challenges[id])
}
function maxedChallenge(layer, id) {
return (player[layer].challenges[id] >= tmp[layer].challenges[id].completionLimit)
}
function challengeCompletions(layer, id) {
return (player[layer].challenges[id])
}
function getBuyableAmount(layer, id) {
return (player[layer].buyables[id])
}
function setBuyableAmount(layer, id, amt) {
player[layer].buyables[id] = amt
}
function getClickableState(layer, id) {
return (player[layer].clickables[id])
}
function setClickableState(layer, id, state) {
player[layer].clickables[id] = state
}
function getGridData(layer, id) {
return (player[layer].grid[id])
}
function setGridData(layer, id, data) {
player[layer].grid[id] = data
}
function upgradeEffect(layer, id) {
return (tmp[layer].upgrades[id].effect)
}
function challengeEffect(layer, id) {
return (tmp[layer].challenges[id].rewardEffect)
}
function buyableEffect(layer, id) {
return (tmp[layer].buyables[id].effect)
}
function clickableEffect(layer, id) {
return (tmp[layer].clickables[id].effect)
}
function achievementEffect(layer, id) {
return (tmp[layer].achievements[id].effect)
}
function gridEffect(layer, id) {
return (gridRun(layer, 'getEffect', player[layer].grid[id], id))
}
function canAffordPurchase(layer, thing, cost) {

71
js/utils/easyAccess.js Normal file
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@ -0,0 +1,71 @@
function hasUpgrade(layer, id) {
return (player[layer].upgrades.includes(toNumber(id)) || player[layer].upgrades.includes(id.toString()))
}
function hasMilestone(layer, id) {
return (player[layer].milestones.includes(toNumber(id)) || player[layer].milestones.includes(id.toString()))
}
function hasAchievement(layer, id) {
return (player[layer].achievements.includes(toNumber(id)) || player[layer].achievements.includes(id.toString()))
}
function hasChallenge(layer, id) {
return (player[layer].challenges[id])
}
function maxedChallenge(layer, id) {
return (player[layer].challenges[id] >= tmp[layer].challenges[id].completionLimit)
}
function challengeCompletions(layer, id) {
return (player[layer].challenges[id])
}
function getBuyableAmount(layer, id) {
return (player[layer].buyables[id])
}
function setBuyableAmount(layer, id, amt) {
player[layer].buyables[id] = amt
}
function getClickableState(layer, id) {
return (player[layer].clickables[id])
}
function setClickableState(layer, id, state) {
player[layer].clickables[id] = state
}
function getGridData(layer, id) {
return (player[layer].grid[id])
}
function setGridData(layer, id, data) {
player[layer].grid[id] = data
}
function upgradeEffect(layer, id) {
return (tmp[layer].upgrades[id].effect)
}
function challengeEffect(layer, id) {
return (tmp[layer].challenges[id].rewardEffect)
}
function buyableEffect(layer, id) {
return (tmp[layer].buyables[id].effect)
}
function clickableEffect(layer, id) {
return (tmp[layer].clickables[id].effect)
}
function achievementEffect(layer, id) {
return (tmp[layer].achievements[id].effect)
}
function gridEffect(layer, id) {
return (gridRun(layer, 'getEffect', player[layer].grid[id], id))
}