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Added unlocking hotkeys
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parent
b003027098
commit
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4 changed files with 9 additions and 5 deletions
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@ -3,6 +3,7 @@
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- Completely reworked tooltips. Shift-click a node to force its tooltip to stay displayed. (And hopefully finally fixed flickering!)
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- Completely reworked tooltips. Shift-click a node to force its tooltip to stay displayed. (And hopefully finally fixed flickering!)
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- Added text-input and slider components.
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- Added text-input and slider components.
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- The red layer highlight will not appear before a layer is unlocked.
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- The red layer highlight will not appear before a layer is unlocked.
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- Added unlocking hotkeys.
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- Node symbols can use HTML.
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- Node symbols can use HTML.
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# v2.π.1 - 4/7/21
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# v2.π.1 - 4/7/21
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@ -46,7 +46,8 @@ You can make almost any value dynamic by using a function in its place, includin
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{
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{
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key: "p", // What the hotkey button is. Use uppercase if it's combined with shift, or "ctrl+x" for holding down ctrl.
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key: "p", // What the hotkey button is. Use uppercase if it's combined with shift, or "ctrl+x" for holding down ctrl.
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description: "p: reset your points for prestige points", // The description of the hotkey that is displayed in the game's How To Play tab
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description: "p: reset your points for prestige points", // The description of the hotkey that is displayed in the game's How To Play tab
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onPress() { if (player.p.unlocked) doReset("p") }
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onPress() { if (player.p.unlocked) doReset("p") },
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unlocked() {return hasMilestone('p', 3)} // Determines if you can use the hotkey, optional
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}
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}
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]
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]
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```
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```
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@ -212,8 +212,8 @@ addLayer("c", {
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}, // Useful for if you gain secondary resources or have other interesting things happen to this layer when you reset it. You gain the currency after this function ends.
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}, // Useful for if you gain secondary resources or have other interesting things happen to this layer when you reset it. You gain the currency after this function ends.
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hotkeys: [
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hotkeys: [
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{key: "c", description: "C: reset for lollipops or whatever", onPress(){if (canReset(this.layer)) doReset(this.layer)}, unlocked() {return player.points.gte(10)}},
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{key: "c", description: "C: reset for lollipops or whatever", onPress(){if (canReset(this.layer)) doReset(this.layer)}},
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{key: "ctrl+c", description: "Ctrl+c: respec things", onPress(){if (player[this.layer].unlocked) respecBuyables(this.layer)}},
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{key: "ctrl+c", description: "Ctrl+c: respec things", onPress(){respecBuyables(this.layer)}, unlocked() {return hasUpgrade('c', '22')}} ,
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],
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],
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increaseUnlockOrder: [], // Array of layer names to have their order increased when this one is first unlocked
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increaseUnlockOrder: [], // Array of layer names to have their order increased when this one is first unlocked
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@ -329,8 +329,10 @@ document.onkeydown = function (e) {
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if (onFocused) return
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if (onFocused) return
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if (ctrlDown && hotkeys[key]) e.preventDefault()
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if (ctrlDown && hotkeys[key]) e.preventDefault()
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if (hotkeys[key]) {
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if (hotkeys[key]) {
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if (player[hotkeys[key].layer].unlocked)
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let k = hotkeys[key]
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hotkeys[key].onPress()
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console.log(tmp[k.layer].hotkeys)
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if (player[k.layer].unlocked && tmp[k.layer].hotkeys[k.id].unlocked)
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k.onPress()
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}
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}
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}
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}
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