mirror of
https://github.com/Acamaeda/The-Modding-Tree.git
synced 2024-11-22 00:21:32 +00:00
Merge branch 'master' of https://github.com/Acamaeda/The-Modding-Tree
This commit is contained in:
commit
b0007f25a7
5 changed files with 45 additions and 26 deletions
|
@ -1,28 +1,27 @@
|
||||||
# 2.0 format changes
|
# 2.0 format changes
|
||||||
|
|
||||||
- Temp format is changed from temp.something[layer] to temp[layer]. something, for consistency
|
- Temp format is changed from `temp.something[layer]` to `temp[layer].something`, for consistency
|
||||||
- Challenges are now saved as an object with the amount of completions in each spot. (This will break saves.)
|
- Challenges are now saved as an object with the amount of completions in each spot. (This will break saves.)
|
||||||
- effectDisplay in Challenges and Upgrades no longer takes an argument, and neither does effect for Buyables
|
- `effectDisplay` in Challenges and Upgrades no longer takes an argument, and neither does `effect` for Buyables
|
||||||
- Buyable cost can take an argument for amount of buyables, but it needs to function if no argument is supplied (it should do the cost for the next purchase).
|
- Buyable cost can take an argument for amount of buyables, but it needs to function if no argument is supplied (it should do the cost for the next purchase).
|
||||||
- Generation of Points now happens in the main game loop (not in a layer update function), enabled by canGenPoints in game.js.
|
- Generation of Points now happens in the main game loop (not in a layer update function), enabled by `canGenPoints` in [game.js](js/game.js).
|
||||||
- Changed fullLayerReset to layerDataReset, which takes an array of names of values to keep
|
- Changed `fullLayerReset` to `layerDataReset`, which takes an array of names of values to keep
|
||||||
|
|
||||||
In addition, many names were changed, mostly expanding abbreviations:
|
In addition, many names were changed, mostly expanding abbreviations:
|
||||||
|
|
||||||
All instances of:
|
All instances of:
|
||||||
chall -> challenge
|
- chall -> challenge
|
||||||
unl -> unlocked
|
- unl -> unlocked
|
||||||
upg -> upgrade (besides CSS)
|
- upg -> upgrade (besides CSS)
|
||||||
amt -> amount
|
- amt -> amount
|
||||||
desc -> description
|
- desc -> description
|
||||||
resCeil -> roundUpCost
|
- resCeil -> roundUpCost
|
||||||
order -> unlockOrder
|
- order -> unlockOrder
|
||||||
incr_order -> increaseUnlockOrder
|
- incr_order -> increaseUnlockOrder
|
||||||
|
|
||||||
Challenges:
|
Challenges:
|
||||||
desc -> challengeDescription
|
- desc -> challengeDescription
|
||||||
reward -> rewardDescription
|
- reward -> rewardDescription
|
||||||
effect -> rewardEffect
|
- effect -> rewardEffect
|
||||||
effectDisplay -> rewardDisplay
|
- effectDisplay -> rewardDisplay
|
||||||
active -> challengeActive
|
- active -> challengeActive
|
||||||
|
|
||||||
|
|
|
@ -6,7 +6,7 @@ Useful functions for dealing with Upgrades and implementing their effects:
|
||||||
- upgradeEffect(layer, id): Returns the current effects of the upgrade, if any
|
- upgradeEffect(layer, id): Returns the current effects of the upgrade, if any
|
||||||
- buyUpgrade(layer, id): Buys an upgrade directly (if affordable)
|
- buyUpgrade(layer, id): Buys an upgrade directly (if affordable)
|
||||||
|
|
||||||
Hint: Basic point gain is calculated in game.js's "getPointGain".
|
Hint: Basic point gain is calculated in mod.js's "getPointGen".
|
||||||
|
|
||||||
Upgrades are stored in the following format:
|
Upgrades are stored in the following format:
|
||||||
|
|
||||||
|
@ -15,7 +15,7 @@ Upgrades are stored in the following format:
|
||||||
rows: # of rows
|
rows: # of rows
|
||||||
cols: # of columns
|
cols: # of columns
|
||||||
11: {
|
11: {
|
||||||
desc: "Blah",
|
description: "Blah",
|
||||||
more features
|
more features
|
||||||
}
|
}
|
||||||
etc
|
etc
|
||||||
|
|
11
index.html
11
index.html
|
@ -25,7 +25,7 @@
|
||||||
<br>
|
<br>
|
||||||
<h2>{{modInfo.name}} {{VERSION.withoutName}}</h2><br><br>
|
<h2>{{modInfo.name}} {{VERSION.withoutName}}</h2><br><br>
|
||||||
<h3>Congratulations! You have reached the end and beaten this game, but for now...</h3><br>
|
<h3>Congratulations! You have reached the end and beaten this game, but for now...</h3><br>
|
||||||
<h3>Please check the Discord to see there are new content updates!</h3><br><br>
|
<h3>Please check the Discord to see if there are new content updates!</h3><br><br>
|
||||||
<div v-if="!player.timePlayedReset">It took you {{formatTime(player.timePlayed)}} to beat the game.</div>
|
<div v-if="!player.timePlayedReset">It took you {{formatTime(player.timePlayed)}} to beat the game.</div>
|
||||||
<div v-if="player.timePlayedReset">Make sure that you record the time in your stream or else your speedrun won't count!</div>
|
<div v-if="player.timePlayedReset">Make sure that you record the time in your stream or else your speedrun won't count!</div>
|
||||||
<br>
|
<br>
|
||||||
|
@ -99,7 +99,14 @@
|
||||||
<div id="version" class="overlayThing" style="margin-right: 13px">{{VERSION.withoutName}}</div>
|
<div id="version" class="overlayThing" style="margin-right: 13px">{{VERSION.withoutName}}</div>
|
||||||
<img id="optionWheel" class="overlayThing" v-if="player.tab!='options'" src="options_wheel.png" onclick="showTab('options')"></img>
|
<img id="optionWheel" class="overlayThing" v-if="player.tab!='options'" src="options_wheel.png" onclick="showTab('options')"></img>
|
||||||
<div id="info" v-if="player.tab!='info'" class="overlayThing" onclick="showTab('info')"><br>i</div>
|
<div id="info" v-if="player.tab!='info'" class="overlayThing" onclick="showTab('info')"><br>i</div>
|
||||||
<img id="discord" class="overlayThing" onclick="window.open((modInfo.discordLink ? modInfo.discordLink : 'https://discord.gg/F3xveHV'),'mywindow')" src="discord.png" target="_blank"></img>
|
<div id="discord" class="overlayThing">
|
||||||
|
<img onclick="window.open((modInfo.discordLink ? modInfo.discordLink : 'https://discord.gg/F3xveHV'),'mywindow')" src="discord.png" target="_blank"></img>
|
||||||
|
<ul id="discord-links">
|
||||||
|
<li v-if="modInfo.discordLink"><a class="link" v-bind:href="modInfo.discordLink" target="_blank">{{modInfo.discordName}}</a><br></li>
|
||||||
|
<li><a class="link" href="https://discord.gg/F3xveHV" target="_blank" v-bind:style="modInfo.discordLink ? {'font-size': '16px'} : {}">The Modding Tree Discord</a><br></li>
|
||||||
|
<li><a class="link" href="http://discord.gg/wwQfgPa" target="_blank" v-bind:style="{'font-size': '16px'}">Main Prestige Tree server</a></li>
|
||||||
|
</ul>
|
||||||
|
</div>
|
||||||
<div class="overlayThing" style="padding-bottom:7px; width: 90%">
|
<div class="overlayThing" style="padding-bottom:7px; width: 90%">
|
||||||
<span v-if="player.devSpeed && player.devSpeed != 1" class="overlayThing">
|
<span v-if="player.devSpeed && player.devSpeed != 1" class="overlayThing">
|
||||||
<br>Dev Speed: {{format(player.devSpeed)}}x<br>
|
<br>Dev Speed: {{format(player.devSpeed)}}x<br>
|
||||||
|
|
|
@ -301,7 +301,7 @@ function gameLoop(diff) {
|
||||||
player.autosave = false;
|
player.autosave = false;
|
||||||
NaNalert = true;
|
NaNalert = true;
|
||||||
|
|
||||||
alert("We have detected a corruption in your save. Please visit https://discord.gg/wwQfgPa for help.")
|
alert("We have detected a corruption in your save. Please visit one of the discords in the info panel for help.")
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
|
||||||
|
|
19
style.css
19
style.css
|
@ -300,11 +300,24 @@ h1, h2, h3, b, input {
|
||||||
left: 4px;
|
left: 4px;
|
||||||
width: 40px;
|
width: 40px;
|
||||||
height: 40px;
|
height: 40px;
|
||||||
cursor: pointer
|
|
||||||
}
|
}
|
||||||
|
|
||||||
#discord:hover {
|
#discord img {
|
||||||
transform: scale(1.2, 1.2);
|
width: 100%;
|
||||||
|
height: 100%;
|
||||||
|
}
|
||||||
|
|
||||||
|
#discord-links {
|
||||||
|
position: absolute;
|
||||||
|
top: 0;
|
||||||
|
padding-top: 44px;
|
||||||
|
left: -244px;
|
||||||
|
width: 200px;
|
||||||
|
transition: left .3s ease;
|
||||||
|
}
|
||||||
|
|
||||||
|
#discord:hover #discord-links {
|
||||||
|
left: -4px;
|
||||||
}
|
}
|
||||||
|
|
||||||
#version {
|
#version {
|
||||||
|
|
Loading…
Reference in a new issue