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Added unlocking hotkeys

This commit is contained in:
Harley White 2021-04-27 02:01:02 -04:00
parent b003027098
commit c8bc53ca50
4 changed files with 9 additions and 5 deletions

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@ -3,6 +3,7 @@
- Completely reworked tooltips. Shift-click a node to force its tooltip to stay displayed. (And hopefully finally fixed flickering!)
- Added text-input and slider components.
- The red layer highlight will not appear before a layer is unlocked.
- Added unlocking hotkeys.
- Node symbols can use HTML.
# 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
{
key: "p", // What the hotkey button is. Use uppercase if it's combined with shift, or "ctrl+x" for holding down ctrl.
description: "p: reset your points for prestige points", // The description of the hotkey that is displayed in the game's How To Play tab
onPress() { if (player.p.unlocked) doReset("p") }
onPress() { if (player.p.unlocked) doReset("p") },
unlocked() {return hasMilestone('p', 3)} // Determines if you can use the hotkey, optional
}
]
```

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@ -212,8 +212,8 @@ addLayer("c", {
}, // 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.
hotkeys: [
{key: "c", description: "C: reset for lollipops or whatever", onPress(){if (canReset(this.layer)) doReset(this.layer)}, unlocked() {return player.points.gte(10)}},
{key: "ctrl+c", description: "Ctrl+c: respec things", onPress(){if (player[this.layer].unlocked) respecBuyables(this.layer)}},
{key: "c", description: "C: reset for lollipops or whatever", onPress(){if (canReset(this.layer)) doReset(this.layer)}},
{key: "ctrl+c", description: "Ctrl+c: respec things", onPress(){respecBuyables(this.layer)}, unlocked() {return hasUpgrade('c', '22')}} ,
],
increaseUnlockOrder: [], // Array of layer names to have their order increased when this one is first unlocked

View file

@ -329,8 +329,10 @@ document.onkeydown = function (e) {
if (onFocused) return
if (ctrlDown && hotkeys[key]) e.preventDefault()
if (hotkeys[key]) {
if (player[hotkeys[key].layer].unlocked)
hotkeys[key].onPress()
let k = hotkeys[key]
console.log(tmp[k.layer].hotkeys)
if (player[k.layer].unlocked && tmp[k.layer].hotkeys[k.id].unlocked)
k.onPress()
}
}