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https://github.com/Acamaeda/The-Modding-Tree.git
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Moved getter/setter functions
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parent
70949f593d
commit
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7 changed files with 103 additions and 72 deletions
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@ -2,6 +2,7 @@
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- You can now use non-numeric ids for upgrades, buyables, etc.
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- Fixed an exploit that let you buy an extra buyable.
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- Moved basic getter/setter functions to easyAccess.js.
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# v2.5.5.2 - 5/12/21
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- Fixed a major issue with buyables.
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@ -18,6 +18,7 @@
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<script src="js/game.js"></script>
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<script src="js/utils.js"></script>
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<script src="js/utils/easyAccess.js"></script>
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<script src="js/technical/systemComponents.js"></script>
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<script src="js/components.js"></script>
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<script src="js/technical/canvas.js"></script>
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@ -17,6 +17,7 @@
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<script src="js/technical/displays.js"></script>
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<script src="js/game.js"></script>
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<script src="js/utils.js"></script>
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<script src="js/utils/easyAccess.js"></script>
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<script src="js/technical/systemComponents.js"></script>
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<script src="js/components.js"></script>
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<script src="js/technical/canvas.js"></script>
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@ -376,6 +376,7 @@ addLayer("c", {
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// Layer will automatically highlight if an upgrade is purchasable.
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return (player.c.buyables[11] == 1)
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},
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marked: "discord.png",
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resetDescription: "Melt your points into ",
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})
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@ -524,5 +525,33 @@ addLayer("a", {
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onComplete() {console.log("Bork bork bork!")}
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},
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},
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midsection: ["grid", "blank"],
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grid: {
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maxRows: 3,
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rows: 2,
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cols: 2,
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getStartData(id) {
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return id
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},
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getUnlocked(id) { // Default
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return true
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},
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getCanClick(data, id) {
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return player.points.eq(10)
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},
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getStyle(data, id) {
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return {'background-color': '#'+ (data*1234%999999)}
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},
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onClick(data, id) { // Don't forget onHold
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player[this.layer].grid[id]++
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},
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getTitle(data, id) {
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return "Gridable #" + id
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},
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getDisplay(data, id) {
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return data
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},
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},
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},
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)
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72
js/utils.js
72
js/utils.js
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@ -21,78 +21,6 @@ function canBuyBuyable(layer, id) {
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return (b.unlocked && run(b.canAfford, b) && player[layer].buyables[id].lt(b.purchaseLimit))
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}
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function hasUpgrade(layer, id) {
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return (player[layer].upgrades.includes(toNumber(id)) || player[layer].upgrades.includes(id.toString()))
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}
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function hasMilestone(layer, id) {
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return (player[layer].milestones.includes(toNumber(id)) || player[layer].milestones.includes(id.toString()))
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}
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function hasAchievement(layer, id) {
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return (player[layer].achievements.includes(toNumber(id)) || player[layer].achievements.includes(id.toString()))
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}
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function hasChallenge(layer, id) {
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return (player[layer].challenges[id])
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}
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function maxedChallenge(layer, id) {
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return (player[layer].challenges[id] >= tmp[layer].challenges[id].completionLimit)
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}
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function challengeCompletions(layer, id) {
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return (player[layer].challenges[id])
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}
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function getBuyableAmount(layer, id) {
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return (player[layer].buyables[id])
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}
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function setBuyableAmount(layer, id, amt) {
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player[layer].buyables[id] = amt
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}
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function getClickableState(layer, id) {
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return (player[layer].clickables[id])
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}
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function setClickableState(layer, id, state) {
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player[layer].clickables[id] = state
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}
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function getGridData(layer, id) {
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return (player[layer].grid[id])
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}
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function setGridData(layer, id, data) {
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player[layer].grid[id] = data
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}
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function upgradeEffect(layer, id) {
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return (tmp[layer].upgrades[id].effect)
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}
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function challengeEffect(layer, id) {
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return (tmp[layer].challenges[id].rewardEffect)
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}
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function buyableEffect(layer, id) {
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return (tmp[layer].buyables[id].effect)
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}
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function clickableEffect(layer, id) {
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return (tmp[layer].clickables[id].effect)
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}
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function achievementEffect(layer, id) {
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return (tmp[layer].achievements[id].effect)
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}
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function gridEffect(layer, id) {
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return (gridRun(layer, 'getEffect', player[layer].grid[id], id))
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}
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function canAffordPurchase(layer, thing, cost) {
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71
js/utils/easyAccess.js
Normal file
71
js/utils/easyAccess.js
Normal file
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@ -0,0 +1,71 @@
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function hasUpgrade(layer, id) {
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return (player[layer].upgrades.includes(toNumber(id)) || player[layer].upgrades.includes(id.toString()))
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}
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function hasMilestone(layer, id) {
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return (player[layer].milestones.includes(toNumber(id)) || player[layer].milestones.includes(id.toString()))
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}
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function hasAchievement(layer, id) {
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return (player[layer].achievements.includes(toNumber(id)) || player[layer].achievements.includes(id.toString()))
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}
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function hasChallenge(layer, id) {
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return (player[layer].challenges[id])
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}
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function maxedChallenge(layer, id) {
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return (player[layer].challenges[id] >= tmp[layer].challenges[id].completionLimit)
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}
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function challengeCompletions(layer, id) {
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return (player[layer].challenges[id])
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}
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function getBuyableAmount(layer, id) {
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return (player[layer].buyables[id])
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}
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function setBuyableAmount(layer, id, amt) {
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player[layer].buyables[id] = amt
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}
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function getClickableState(layer, id) {
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return (player[layer].clickables[id])
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}
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function setClickableState(layer, id, state) {
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player[layer].clickables[id] = state
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}
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function getGridData(layer, id) {
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return (player[layer].grid[id])
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}
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function setGridData(layer, id, data) {
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player[layer].grid[id] = data
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}
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function upgradeEffect(layer, id) {
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return (tmp[layer].upgrades[id].effect)
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}
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function challengeEffect(layer, id) {
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return (tmp[layer].challenges[id].rewardEffect)
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}
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function buyableEffect(layer, id) {
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return (tmp[layer].buyables[id].effect)
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}
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function clickableEffect(layer, id) {
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return (tmp[layer].clickables[id].effect)
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}
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function achievementEffect(layer, id) {
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return (tmp[layer].achievements[id].effect)
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}
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function gridEffect(layer, id) {
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return (gridRun(layer, 'getEffect', player[layer].grid[id], id))
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}
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