mirror of
https://github.com/Acamaeda/The-Modding-Tree.git
synced 2024-11-21 16:13:55 +00:00
Added better support for more files.
This commit is contained in:
parent
9fe8717a66
commit
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11 changed files with 244 additions and 227 deletions
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@ -1,5 +1,9 @@
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# The Modding Tree changelog:
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# v2.6.3 - 6/11/21
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- Added better support for using multiple layer files and similar. See modFiles in modInfo.
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- The demo now has each layer in its own file as well.
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# v2.6.2.2 - 6/10/21
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- Fixed an error message regarding popup.css.
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@ -16,10 +16,12 @@
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<script src="https://cdn.jsdelivr.net/npm/vue@2.6.12"></script>
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<script src="js/technical/break_eternity.js"></script>
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<script src="js/technical/layerSupport.js"></script>
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<script src="js/Demo/demoTree.js"></script>
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<script src="js/Demo/demoLayers.js"></script>
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<script src="js/Demo/demoMod.js"></script>
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<script src="js/technical/temp.js"></script>
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<script src="js/technical/loader.js"></script>
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<script src="js/technical/temp.js" id = "temp"></script>
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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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@ -10,6 +10,8 @@ Here's a breakdown of what's in it:
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- id: The id for your mod, a unique string that is used to determine savefile location. Be sure to set it when you start making a mod, and don't change it later because it will erase all saves.
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- author: The name of the author, displayed in the info tab.
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- pointsName: This changes what is displayed instead of "points" for the main currency. (It does not affect it in the code.)
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- modFiles: An array of file addresses which will be loaded for this mod. Using smaller files makes it easier to find what you're looking for.
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- discordName, discordLink: If you have a Discord server or other discussion place, you can add a link to it.
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"discordName" is the text on the link, and "discordLink" is the url of an invite. If you're using a Discord invite, please make sure it's set to never expire.
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@ -16,9 +16,10 @@
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<script src="https://cdn.jsdelivr.net/npm/vue@2.6.12"></script>
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<script src="js/technical/break_eternity.js"></script>
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<script src="js/technical/layerSupport.js"></script>
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<script src="js/tree.js"></script>
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<script src="js/layers.js"></script>
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<script src="js/mod.js"></script>
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<script src="js/technical/loader.js"></script>
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<script src="js/technical/temp.js"></script>
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<script src="js/technical/displays.js"></script>
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@ -2,16 +2,18 @@ let modInfo = {
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name: "The Modding Tree",
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id: "modbase",
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pointsName: "points",
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modFiles: ["Demo/layers/c.js", "Demo/layers/f.js", "Demo/layers/a.js", "Demo/demoTree.js"],
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discordName: "",
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discordLink: "",
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initialStartPoints: new Decimal (10), // Used for hard resets and new players
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offlineLimit: 1, // In hours
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}
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// Set your version in num and name
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let VERSION = {
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num: "2.6.2.2",
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num: "2.6.3",
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name: "Fixed Reality",
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}
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65
js/Demo/layers/a.js
Normal file
65
js/Demo/layers/a.js
Normal file
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// A side layer with achievements, with no prestige
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addLayer("a", {
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startData() { return {
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unlocked: true,
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points: new Decimal(0),
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}},
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color: "yellow",
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resource: "achievement power",
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row: "side",
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tooltip() { // Optional, tooltip displays when the layer is locked
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return ("Achievements")
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},
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achievementPopups: true,
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achievements: {
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11: {
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image: "discord.png",
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name: "Get me!",
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done() {return true}, // This one is a freebie
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goalTooltip: "How did this happen?", // Shows when achievement is not completed
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doneTooltip: "You did it!", // Showed when the achievement is completed
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},
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12: {
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name: "Impossible!",
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done() {return false},
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goalTooltip: "Mwahahaha!", // Shows when achievement is not completed
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doneTooltip: "HOW????", // Showed when the achievement is completed
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textStyle: {'color': '#04e050'},
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},
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13: {
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name: "EIEIO",
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done() {return player.f.points.gte(1)},
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tooltip: "Get a farm point.\n\nReward: The dinosaur is now your friend (you can max Farm Points).", // Showed when the achievement is completed
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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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@ -75,7 +75,6 @@ addLayer("c", {
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if(hasMilestone(this.layer, this.id)) return {
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'background-color': '#1111DD'
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}},
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},
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},
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challenges: {
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@ -385,221 +384,6 @@ addLayer("c", {
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resetDescription: "Melt your points into ",
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})
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// This layer is mostly minimal but it uses a custom prestige type and a clickable
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addLayer("f", {
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infoboxes:{
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coolInfo: {
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title: "Lore",
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titleStyle: {'color': '#FE0000'},
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body: "DEEP LORE!",
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bodyStyle: {'background-color': "#0000EE"}
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}
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},
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startData() { return {
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unlocked: false,
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points: new Decimal(0),
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boop: false,
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clickables: {[11]: "Start"}, // Optional default Clickable state
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}},
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color: "#FE0102",
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requires() {return new Decimal(10)},
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resource: "farm points",
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baseResource: "points",
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baseAmount() {return player.points},
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type: "static",
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exponent: 0.5,
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base: 3,
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roundUpCost: true,
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canBuyMax() {return false},
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//directMult() {return new Decimal(player.c.otherThingy)},
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row: 1,
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layerShown() {return true},
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branches: ["c"], // When this layer appears, a branch will appear from this layer to any layers here. Each entry can be a pair consisting of a layer id and a color.
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tooltipLocked() { // Optional, tooltip displays when the layer is locked
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return ("This weird farmer dinosaur will only see you if you have at least " + this.requires() + " points. You only have " + formatWhole(player.points))
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},
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midsection: [
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"blank", ['display-image', 'https://images.beano.com/store/24ab3094eb95e5373bca1ccd6f330d4406db8d1f517fc4170b32e146f80d?auto=compress%2Cformat&dpr=1&w=390'],
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["display-text", "Bork bork!"]
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],
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// The following are only currently used for "custom" Prestige type:
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prestigeButtonText() { //Is secretly HTML
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if (!this.canBuyMax()) return "Hi! I'm a <u>weird dinosaur</u> and I'll give you a Farm Point in exchange for all of your points and lollipops! (At least " + formatWhole(tmp[this.layer].nextAt) + " points)"
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if (this.canBuyMax()) return "Hi! I'm a <u>weird dinosaur</u> and I'll give you <b>" + formatWhole(tmp[this.layer].resetGain) + "</b> Farm Points in exchange for all of your points and lollipops! (You'll get another one at " + formatWhole(tmp[this.layer].nextAtDisp) + " points)"
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},
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getResetGain() {
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return getResetGain(this.layer, useType = "static")
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},
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getNextAt(canMax=false) { //
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return getNextAt(this.layer, canMax, useType = "static")
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},
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canReset() {
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return tmp[this.layer].baseAmount.gte(tmp[this.layer].nextAt)
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},
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// This is also non minimal, a Clickable!
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clickables: {
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masterButtonPress() {
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if (getClickableState(this.layer, 11) == "Borkened...")
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player[this.layer].clickables[11] = "Start"
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},
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masterButtonText() {return (getClickableState(this.layer, 11) == "Borkened...") ? "Fix the clickable!" : "Does nothing"}, // Text on Respec button, optional
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11: {
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title: "Clicky clicky!", // Optional, displayed at the top in a larger font
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display() { // Everything else displayed in the buyable button after the title
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let data = getClickableState(this.layer, this.id)
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return "Current state:<br>" + data
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},
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unlocked() { return player[this.layer].unlocked },
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canClick() {
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return getClickableState(this.layer, this.id) !== "Borkened..."},
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onClick() {
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switch(getClickableState(this.layer, this.id)){
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case "Start":
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player[this.layer].clickables[this.id] = "A new state!"
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break;
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case "A new state!":
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player[this.layer].clickables[this.id] = "Keep going!"
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break;
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case "Keep going!":
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player[this.layer].clickables[this.id] = "Maybe that's a bit too far..."
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break;
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case "Maybe that's a bit too far...":
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makeParticles(coolParticle, 4)
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player[this.layer].clickables[this.id] = "Borkened..."
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break;
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default:
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player[this.layer].clickables[this.id] = "Start"
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break;
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}
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},
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onHold(){
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console.log("Clickkkkk...")
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},
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style() {
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switch(getClickableState(this.layer, this.id)){
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case "Start":
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return {'background-color': 'green'}
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break;
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case "A new state!":
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return {'background-color': 'yellow'}
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break;
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case "Keep going!":
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return {'background-color': 'orange'}
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break;
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case "Maybe that's a bit too far...":
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return {'background-color': 'red'}
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break;
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default:
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return {}
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break;
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}},
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},
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},
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},
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)
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// A side layer with achievements, with no prestige
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addLayer("a", {
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startData() { return {
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unlocked: true,
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points: new Decimal(0),
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}},
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color: "yellow",
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resource: "achievement power",
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row: "side",
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tooltip() { // Optional, tooltip displays when the layer is locked
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return ("Achievements")
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},
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achievementPopups: true,
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achievements: {
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11: {
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image: "discord.png",
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name: "Get me!",
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done() {return true}, // This one is a freebie
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goalTooltip: "How did this happen?", // Shows when achievement is not completed
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doneTooltip: "You did it!", // Showed when the achievement is completed
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},
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12: {
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name: "Impossible!",
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done() {return false},
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goalTooltip: "Mwahahaha!", // Shows when achievement is not completed
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doneTooltip: "HOW????", // Showed when the achievement is completed
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textStyle: {'color': '#04e050'},
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},
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13: {
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name: "EIEIO",
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done() {return player.f.points.gte(1)},
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tooltip: "Get a farm point.\n\nReward: The dinosaur is now your friend (you can max Farm Points).", // Showed when the achievement is completed
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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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const coolParticle = {
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image:"options_wheel.png",
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spread: 20,
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gravity: 2,
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time: 3,
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rotation (id) {
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return 20 * (id - 1.5) + (Math.random() - 0.5) * 10
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},
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dir() {
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return (Math.random() - 0.5) * 10
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},
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speed() {
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return (Math.random() + 1.2) * 8
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},
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onClick() {
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console.log("yay")
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},
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onMouseOver() {
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console.log("hi")
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},
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onMouseLeave() {
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console.log("bye")
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},
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update() {
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//this.width += 1
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//setDir(this, 135)
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},
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layer: 'f',
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}
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const textParticle = {
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spread: 20,
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gravity: 0,
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147
js/Demo/layers/f.js
Normal file
147
js/Demo/layers/f.js
Normal file
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// This layer is mostly minimal but it uses a custom prestige type and a clickable
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addLayer("f", {
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infoboxes:{
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coolInfo: {
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title: "Lore",
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titleStyle: {'color': '#FE0000'},
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body: "DEEP LORE!",
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bodyStyle: {'background-color': "#0000EE"}
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}
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},
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startData() { return {
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unlocked: false,
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points: new Decimal(0),
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boop: false,
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clickables: {[11]: "Start"}, // Optional default Clickable state
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}},
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color: "#FE0102",
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requires() {return new Decimal(10)},
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resource: "farm points",
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baseResource: "points",
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baseAmount() {return player.points},
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type: "static",
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exponent: 0.5,
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base: 3,
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roundUpCost: true,
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canBuyMax() {return false},
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//directMult() {return new Decimal(player.c.otherThingy)},
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row: 1,
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layerShown() {return true},
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branches: ["c"], // When this layer appears, a branch will appear from this layer to any layers here. Each entry can be a pair consisting of a layer id and a color.
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tooltipLocked() { // Optional, tooltip displays when the layer is locked
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return ("This weird farmer dinosaur will only see you if you have at least " + this.requires() + " points. You only have " + formatWhole(player.points))
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},
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midsection: [
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"blank", ['display-image', 'https://images.beano.com/store/24ab3094eb95e5373bca1ccd6f330d4406db8d1f517fc4170b32e146f80d?auto=compress%2Cformat&dpr=1&w=390'],
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["display-text", "Bork bork!"]
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],
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// The following are only currently used for "custom" Prestige type:
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prestigeButtonText() { //Is secretly HTML
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if (!this.canBuyMax()) return "Hi! I'm a <u>weird dinosaur</u> and I'll give you a Farm Point in exchange for all of your points and lollipops! (At least " + formatWhole(tmp[this.layer].nextAt) + " points)"
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if (this.canBuyMax()) return "Hi! I'm a <u>weird dinosaur</u> and I'll give you <b>" + formatWhole(tmp[this.layer].resetGain) + "</b> Farm Points in exchange for all of your points and lollipops! (You'll get another one at " + formatWhole(tmp[this.layer].nextAtDisp) + " points)"
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},
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getResetGain() {
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return getResetGain(this.layer, useType = "static")
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},
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getNextAt(canMax=false) { //
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return getNextAt(this.layer, canMax, useType = "static")
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},
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canReset() {
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return tmp[this.layer].baseAmount.gte(tmp[this.layer].nextAt)
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},
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// This is also non minimal, a Clickable!
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clickables: {
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|
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masterButtonPress() {
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if (getClickableState(this.layer, 11) == "Borkened...")
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player[this.layer].clickables[11] = "Start"
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},
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masterButtonText() {return (getClickableState(this.layer, 11) == "Borkened...") ? "Fix the clickable!" : "Does nothing"}, // Text on Respec button, optional
|
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11: {
|
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title: "Clicky clicky!", // Optional, displayed at the top in a larger font
|
||||
display() { // Everything else displayed in the buyable button after the title
|
||||
let data = getClickableState(this.layer, this.id)
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return "Current state:<br>" + data
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},
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unlocked() { return player[this.layer].unlocked },
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canClick() {
|
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return getClickableState(this.layer, this.id) !== "Borkened..."},
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onClick() {
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switch(getClickableState(this.layer, this.id)){
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case "Start":
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player[this.layer].clickables[this.id] = "A new state!"
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break;
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case "A new state!":
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player[this.layer].clickables[this.id] = "Keep going!"
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break;
|
||||
case "Keep going!":
|
||||
player[this.layer].clickables[this.id] = "Maybe that's a bit too far..."
|
||||
break;
|
||||
case "Maybe that's a bit too far...":
|
||||
makeParticles(coolParticle, 4)
|
||||
player[this.layer].clickables[this.id] = "Borkened..."
|
||||
break;
|
||||
default:
|
||||
player[this.layer].clickables[this.id] = "Start"
|
||||
break;
|
||||
}
|
||||
},
|
||||
onHold(){
|
||||
console.log("Clickkkkk...")
|
||||
},
|
||||
style() {
|
||||
switch(getClickableState(this.layer, this.id)){
|
||||
case "Start":
|
||||
return {'background-color': 'green'}
|
||||
break;
|
||||
case "A new state!":
|
||||
return {'background-color': 'yellow'}
|
||||
break;
|
||||
case "Keep going!":
|
||||
return {'background-color': 'orange'}
|
||||
break;
|
||||
case "Maybe that's a bit too far...":
|
||||
return {'background-color': 'red'}
|
||||
break;
|
||||
default:
|
||||
return {}
|
||||
break;
|
||||
}},
|
||||
},
|
||||
},
|
||||
|
||||
},
|
||||
)
|
||||
|
||||
const coolParticle = {
|
||||
image:"options_wheel.png",
|
||||
spread: 20,
|
||||
gravity: 2,
|
||||
time: 3,
|
||||
rotation (id) {
|
||||
return 20 * (id - 1.5) + (Math.random() - 0.5) * 10
|
||||
},
|
||||
dir() {
|
||||
return (Math.random() - 0.5) * 10
|
||||
},
|
||||
speed() {
|
||||
return (Math.random() + 1.2) * 8
|
||||
},
|
||||
onClick() {
|
||||
console.log("yay")
|
||||
},
|
||||
onMouseOver() {
|
||||
console.log("hi")
|
||||
},
|
||||
onMouseLeave() {
|
||||
console.log("bye")
|
||||
},
|
||||
update() {
|
||||
//this.width += 1
|
||||
//setDir(this, 135)
|
||||
},
|
||||
layer: 'f',
|
||||
}
|
|
@ -4,7 +4,7 @@ var gameEnded = false;
|
|||
|
||||
// Don't change this
|
||||
const TMT_VERSION = {
|
||||
tmtNum: "2.6.2.2",
|
||||
tmtNum: "2.6.3",
|
||||
tmtName: "Fixed Reality"
|
||||
}
|
||||
|
||||
|
@ -130,11 +130,11 @@ function rowReset(row, layer) {
|
|||
for (lr in ROW_LAYERS[row]){
|
||||
if(layers[lr].doReset) {
|
||||
|
||||
Vue.set(player[lr], "activeChallenge", null) // Exit challenges on any row reset on an equal or higher row
|
||||
if (!isNaN(row)) Vue.set(player[lr], "activeChallenge", null) // Exit challenges on any row reset on an equal or higher row
|
||||
run(layers[lr].doReset, layers[lr], layer)
|
||||
}
|
||||
else
|
||||
if(tmp[layer].row > tmp[lr].row && row !== "side" && !isNaN(row)) layerDataReset(lr)
|
||||
if(tmp[layer].row > tmp[lr].row && !isNaN(row)) layerDataReset(lr)
|
||||
}
|
||||
}
|
||||
|
||||
|
|
|
@ -3,10 +3,11 @@ let modInfo = {
|
|||
id: "mymod",
|
||||
author: "nobody",
|
||||
pointsName: "points",
|
||||
modFiles: ["layers.js", "tree.js"],
|
||||
|
||||
discordName: "",
|
||||
discordLink: "",
|
||||
initialStartPoints: new Decimal (10), // Used for hard resets and new players
|
||||
|
||||
offlineLimit: 1, // In hours
|
||||
}
|
||||
|
||||
|
|
9
js/technical/loader.js
Normal file
9
js/technical/loader.js
Normal file
|
@ -0,0 +1,9 @@
|
|||
// Load files
|
||||
|
||||
for (file in modInfo.modFiles) {
|
||||
let script = document.createElement("script");
|
||||
script.setAttribute("src", "js/" + modInfo.modFiles[file]);
|
||||
script.setAttribute("async", "false");
|
||||
document.head.insertBefore(script, document.getElementById("temp"));
|
||||
}
|
||||
|
Loading…
Reference in a new issue