1
0
Fork 0
mirror of https://github.com/Acamaeda/The-Modding-Tree.git synced 2024-11-21 16:13:55 +00:00

Beta v1.1 Alpha 1

This commit is contained in:
Jacorb90 2020-08-25 21:45:22 -04:00
parent 9ca463deee
commit f9ef592716
6 changed files with 172 additions and 12 deletions

View file

@ -76,6 +76,11 @@
<li>Add a credits page in the info tab</li>
<li>Implemented a few minor QoL/visual fixes</li>
</ul><br><br>
<h3>Beta v1.1 Alpha 1</h3>
<ul>
<li>Add the framework for the first two row 4 layers</li>
<li>Balanced up to the second row 4 reset</li>
</ul>
</div>
<div v-if="player.tab=='credits'" class="col right">
<button class="back" onclick="showTab('tree')"></button><br><br><br><br><br>
@ -96,6 +101,8 @@
<span v-if="player.e.unl">E: Enhance reset</span><br>
<span v-if="player.s.unl">S: Space reset</span><br>
<span v-if="player.sb.unl">Shift+B: Super-Booster reset</span><br>
<span v-if="player.h.unl">H: Hindrance reset</span><br>
<span v-if="player.q.unl">Q: Quirk reset</span><br>
</div>
<div v-if="player.tab=='options'" class="col right">
<button class="back" onclick="showTab('tree')"></button><br><br><br><br><br>
@ -143,6 +150,16 @@
<td id="e" v-if="layerUnl('e')"><button onclick="showTab('e')" v-bind:tooltip="((player.points.gte(tmp.layerReqs.e)||player.e.unl)&&layerUnl('e')) ? (formatWhole(player.e.points)+' enhance points') : ('Reach '+format(tmp.layerReqs.e)+' points to unlock')" v-bind:class="{ treeNode: true, e: true, locked: (player.points.lt(tmp.layerReqs.e)&&!player.e.unl), can: (player.points.gte(tmp.layerReqs.e)||player.e.unl) }">E</button></td>
<td id="s" v-if="layerUnl('s')"><button onclick="showTab('s')" v-bind:tooltip="((player.points.gte(tmp.layerReqs.s)||player.s.unl)&&layerUnl('s')) ? (formatWhole(player.s.points)+' space energy') : ('Reach '+format(tmp.layerReqs.s)+' points to unlock')" v-bind:class="{ treeNode: true, s: true, locked: (player.points.lt(tmp.layerReqs.s)&&!player.s.unl), can: (player.points.gte(tmp.layerReqs.s)||player.s.unl) }">S</button></td>
</tr>
</table><table>
<tr>
<td><button class="treeNode hidden"></button></td>
</tr>
</table><table>
<tr>
<td v-if="player.h.unl||player.q.unl" class="left"><br><br><img class="remove" src="remove.png" onclick="resetRow(3)"></img></td>
<td id="h" v-if="layerUnl('h')"><button onclick="showTab('h')" v-bind:tooltip="((player.t.energy.gte(tmp.layerReqs.h)||player.h.unl)&&layerUnl('h')) ? (formatWhole(player.h.points)+' hindrance spirit') : ('Reach '+format(tmp.layerReqs.h)+' time energy to unlock')" v-bind:class="{ treeNode: true, h: true, locked: (player.t.energy.lt(tmp.layerReqs.h)&&!player.h.unl), can: (player.t.energy.gte(tmp.layerReqs.h)||player.h.unl) }">H</button></td>
<td id="q" v-if="layerUnl('q')"><button onclick="showTab('q')" v-bind:tooltip="((player.g.power.gte(tmp.layerReqs.q)||player.q.unl)&&layerUnl('q')) ? (formatWhole(player.q.points)+' quirks') : ('Reach '+format(tmp.layerReqs.q)+' generator power to unlock')" v-bind:class="{ treeNode: true, q: true, locked: (player.g.power.lt(tmp.layerReqs.q)&&!player.q.unl), can: (player.g.power.gte(tmp.layerReqs.q)||player.q.unl) }">Q</button></td>
</tr>
</table>
<canvas id="treeCanvas" class="canvas"></canvas>
</div>
@ -193,6 +210,16 @@
<table><tr><td v-bind:class="{ milestone: player.sb.best.lt(3), milestoneDone: player.sb.best.gte(3) }">3 Super-Boosters<br>Keep Prestige Upgrades on reset</td></tr>
<tr><td v-bind:class="{ milestone: player.sb.best.lt(4), milestoneDone: player.sb.best.gte(4) }">4 Super-Boosters<br>Keep Booster/Generator milestones on reset</td></tr></table>
</div>
<div v-if="layer=='h'">
<table><tr><td v-bind:class="{ milestone: player.h.best.lt(1), milestoneDone: player.h.best.gte(1) }">1 Hindrance Spirit<br>Keep Prestige Upgrades on all previous resets, and gain 100x more Enhance Points</td></tr>
</table>
</div>
<div v-if="layer=='q'">
You have {{format(player.q.energy)}} Quirk Energy (generated by Quirk Layers), which multiplies Point & Generator Power gain by {{format(tmp.quirkEff)}}<br><br>
<table><tr><td v-bind:class="{ milestone: player.q.best.lt(1), milestoneDone: player.q.best.gte(1) }">1 Quirk<br>Keep Prestige Upgrades on all previous resets, and gain 100x more Enhance Points</td></tr>
</table><br><br>
<button v-bind:class="{ upgBig: true, can: player.q.points.gte(getQuirkLayerCost()), locked: player.q.points.lt(getQuirkLayerCost()), q: true }" onclick="buyQuirkLayer()">Increment your Quirk Layer<br>Cost: {{formatWhole(getQuirkLayerCost())}} Quirks<br>Layers: {{formatWhole(player.q.layers)}}</button>
</div>
<br><br><br>
<button v-if="LAYER_TYPE[layer]=='normal'" v-bind:class="{ [layer]: true, reset: true, locked: tmp.layerAmt[layer].lt(tmp.layerReqs[layer]), can: tmp.layerAmt[layer].gte(tmp.layerReqs[layer]) }" v-on:click="doReset(layer)">+{{formatWhole(tmp.resetGain[layer])}} {{LAYER_RES[layer]}}<br>Next at {{ (LAYER_RES_CEIL.includes(layer) ? formatWhole(tmp.nextAt[layer]) : format(tmp.nextAt[layer])) }} {{ LAYER_AMT_NAMES[layer] }}</button>
<button v-if="LAYER_TYPE[layer]=='static'" v-bind:class="{ [layer]: true, reset: true, locked: tmp.layerAmt[layer].lt(tmp.nextAt[layer]), can: tmp.layerAmt[layer].gte(tmp.nextAt[layer]) }" v-on:click="doReset(layer)">+{{formatWhole(tmp.resetGain[layer])}} {{LAYER_RES[layer]}}<br>Req: {{(LAYER_RES_CEIL.includes(layer) ? formatWhole(tmp.nextAt[layer]) : format(tmp.nextAt[layer]))}} {{ LAYER_AMT_NAMES[layer] }}</button>

View file

@ -34,6 +34,8 @@ function drawTree() {
if (layerUnl('t')) drawTreeBranch("b", "t")
if (layerUnl('sb')) drawTreeBranch("b", "sb")
if (layerUnl('s')) drawTreeBranch("g", "s")
if (layerUnl('h')) drawTreeBranch("t", "h")
if (layerUnl('q')) drawTreeBranch("e", "q")
needCanvasUpdate = false;
}

View file

@ -9,7 +9,7 @@ function getStartPlayer() {
time: Date.now(),
autosave: true,
versionType: "beta",
version: 1.01,
version: 1.1,
timePlayed: 0,
hasNaN: false,
points: new Decimal(10),
@ -73,10 +73,26 @@ function getStartPlayer() {
best: new Decimal(0),
upgrades: [],
},
h: {
unl: false,
points: new Decimal(0),
best: new Decimal(0),
challs: [],
upgrades: [],
},
q: {
unl: false,
points: new Decimal(0),
best: new Decimal(0),
layers: new Decimal(0),
energy: new Decimal(0),
time: new Decimal(0),
upgrades: [],
},
}
}
const LAYERS = ["p", "b", "g", "e", "t", "s", "sb"]
const LAYERS = ["p", "b", "g", "e", "t", "s", "sb", "h", "q"]
const LAYER_REQS = {
p: new Decimal(10),
@ -86,6 +102,8 @@ const LAYER_REQS = {
t: new Decimal(1e120),
s: new Decimal(1e120),
sb: new Decimal(180),
h: new Decimal(1e220),
q: new Decimal("1e512"),
}
const LAYER_RES = {
@ -96,6 +114,8 @@ const LAYER_RES = {
t: "time capsules",
s: "space energy",
sb: "super-boosters",
h: "hindrace spirit",
q: "quirks",
}
const LAYER_RES_CEIL = ["sb"]
@ -108,6 +128,8 @@ const LAYER_TYPE = {
t: "static",
s: "static",
sb: "static",
h: "normal",
q: "normal",
}
const LAYER_EXP = {
@ -118,6 +140,8 @@ const LAYER_EXP = {
t: new Decimal(1.85),
s: new Decimal(1.85),
sb: new Decimal(1.25),
h: new Decimal(0.015),
q: new Decimal(0.0075),
}
const LAYER_BASE = {
@ -136,13 +160,16 @@ const LAYER_ROW = {
t: 2,
s: 2,
sb: 2,
future_layer: 3,
h: 3,
q: 3,
future_layer: 4,
}
const ROW_LAYERS = [
["p"],
["b","g"],
["e","t","s","sb"],
["h","q"],
["future_layer"],
]
@ -154,6 +181,7 @@ const LAYER_EFFS = {
limit: Decimal.pow(2, player.t.points.plus(player.t.extCapsules.plus(tmp.freeExtCap))).sub(1).times(100).times(getTimeEnergyLimitMult()),
}},
sb: function() { return Decimal.pow(1.5, player.sb.points.times(getSuperBoosterPow())) },
h: function() { return player.h.points.plus(1).times(player.points.times(player.h.points).plus(1).log10().plus(1).log10().plus(1)).log10().times(5).sqrt() },
}
const LAYER_UPGS = {
@ -619,6 +647,14 @@ const LAYER_UPGS = {
effDisp: function(x) { return format(x)+"x" },
},
},
h: {
rows: 0,
cols: 0,
},
q: {
rows: 0,
cols: 0,
},
}
const TAB_REQS = {
@ -634,6 +670,8 @@ const TAB_REQS = {
t: function() { return (player.t.unl||player.points.gte(tmp.layerReqs.t))&&layerUnl('t') },
s: function() { return (player.s.unl||player.points.gte(tmp.layerReqs.s))&&layerUnl('s') },
sb: function() { return (player.sb.unl||player.b.points.gte(tmp.layerReqs.sb))&&layerUnl('sb') },
h: function() { return (player.h.unl||player.t.energy.gte(tmp.layerReqs.h))&&layerUnl('h') },
q: function() { return (player.q.unl||player.g.power.gte(tmp.layerReqs.q))&&layerUnl('q') },
}
const LAYER_AMT_NAMES = {
@ -643,7 +681,9 @@ const LAYER_AMT_NAMES = {
t: "points",
e: "points",
s: "points",
sb: "boosters"
sb: "boosters",
h: "time energy",
q: "generator power",
}
function getLayerAmt(layer) {
@ -652,6 +692,12 @@ function getLayerAmt(layer) {
case "sb":
return player.b.points;
break;
case "h":
return player.t.energy;
break;
case "q":
return player.g.power;
break;
}
return amt
}
@ -672,6 +718,9 @@ function getLayerEffDesc(layer) {
case "sb":
return "which are multiplying the Booster effect base by "+format(eff)
break;
case "h":
return "which are providing "+format(eff)+" free extra Time Capsules (boosted by your points)"
break;
}
}
@ -752,6 +801,8 @@ function checkForVars() {
if (player.sb === undefined) player.sb = getStartPlayer().sb
if (player.timePlayed === undefined) player.timePlayed = 0
if (player.hasNaN === undefined) player.hasNaN = false
if (player.h === undefined) player.h = getStartPlayer().h
if (player.q === undefined) player.q = getStartPlayer().q
}
function convertToDecimal() {
@ -776,6 +827,13 @@ function convertToDecimal() {
for (let i=1;i<=5;i++) player.s.buildings[i] = new Decimal(player.s.buildings[i])
player.sb.points = new Decimal(player.sb.points)
player.sb.best = new Decimal(player.sb.best)
player.h.points = new Decimal(player.h.points)
player.h.best = new Decimal(player.h.best)
player.q.points = new Decimal(player.q.points)
player.q.best = new Decimal(player.q.best)
player.q.layers = new Decimal(player.q.layers)
player.q.energy = new Decimal(player.q.energy)
player.q.time = new Decimal(player.q.time)
}
function toggleOpt(name) {
@ -884,6 +942,8 @@ function getLayerGainMult(layer) {
break;
case "e":
if (player.e.upgrades.includes(24)) mult = mult.times(LAYER_UPGS.e[24].currently())
if (player.h.best.gte(1)) mult = mult.times(100)
if (player.q.best.gte(1)) mult = mult.times(100)
break;
}
return mult
@ -939,11 +999,18 @@ function layerUnl(layer) {
case "sb":
return player.e.unl&&player.t.unl&&player.s.unl;
break;
case "h":
return player.t.unl&&player.sb.unl
break;
case "q":
return player.e.unl&&player.sb.unl
break;
}
}
function rowReset(row, layer) {
let prev = JSON.parse(JSON.stringify(player)) // Deep Copy
let start = getStartPlayer()
switch(row) {
case 0:
player.points = new Decimal(0);
@ -951,6 +1018,7 @@ function rowReset(row, layer) {
case 1:
player.points = new Decimal(10);
player.p.points = new Decimal(0);
if ((player.h.best.lt(1)&&player.q.best.lt(1))||LAYER_ROW[layer]>=3) {
if (layer=="b"||layer=="g") {
if (player[layer].best.lt(8)) player.p.upgrades = [];
} else if (layer=="t"||layer=="s"||layer=="sb") {
@ -958,6 +1026,7 @@ function rowReset(row, layer) {
} else if (layer=="e") {
if (player[layer].best.lt(10)) player.p.upgrades = [];
} else player.p.upgrades = [];
}
player.g.power = new Decimal(0);
break;
case 2:
@ -1012,6 +1081,12 @@ function rowReset(row, layer) {
best: new Decimal(0),
upgrades: [],
}
player.q.time = new Decimal(0);
player.q.energy = new Decimal(0);
break;
case 4:
player.h = start.h
player.q = start.q
break;
}
}
@ -1031,7 +1106,7 @@ function doReset(layer, force=false) {
needCanvasUpdate = true;
let layers = ROW_LAYERS[LAYER_ROW[layer]]
for (let i in layers) if (!player[layers[i]].unl) player[layers[i]].order++
for (let i in layers) if (!player[layers[i]].unl && player[layers[i]]!==undefined) player[layers[i]].order++
}
tmp.layerAmt[layer] = new Decimal(0) // quick fix
@ -1068,6 +1143,7 @@ function getPointGen() {
if (player.g.unl) gain = gain.times(tmp.genPowEff)
if (player.t.unl) gain = gain.times(tmp.timeEff)
if (player.s.unl && tmp.spaceBuildEff) gain = gain.times(tmp.spaceBuildEff[1])
if (player.q.unl && tmp.quirkEff) gain = gain.times(tmp.quirkEff)
return gain
}
@ -1108,6 +1184,7 @@ function getGenPowerGainMult() {
if (player.e.upgrades.includes(35)) mult = mult.times(LAYER_UPGS.e[35].currently())
if (player.s.upgrades.includes(12)) mult = mult.times(LAYER_UPGS.s[12].currently())
if (player.s.upgrades.includes(13)) mult = mult.times(LAYER_UPGS.s[13].currently())
if (player.q.unl && tmp.quirkEff) mult = mult.times(tmp.quirkEff)
return mult
}
@ -1176,6 +1253,7 @@ function buyEnhancer() {
function getFreeExtCapsules() {
let amt = new Decimal(0)
if (player.t.upgrades.includes(12)) amt = amt.plus(1)
if (player.h.unl) amt = amt.plus(tmp.layerEffs.h)
return amt
}
@ -1344,6 +1422,28 @@ function getSuperBoosterPow() {
return pow;
}
function getQuirkLayerCost() {
let cost = Decimal.pow(2, Decimal.pow(2, player.q.layers)).sub(1)
return cost.max(1);
}
function getQuirkEnergyGainExp() {
return player.q.layers.sub(1)
}
function getQuirkEnergyEff() {
let eff = player.q.energy.plus(1).pow(2)
return eff;
}
function buyQuirkLayer() {
if (!player.q.unl) return
let cost = getQuirkLayerCost()
if (player.q.points.lt(cost)) return
player.q.points = player.q.points.sub(cost)
player.q.layers = player.q.layers.plus(1)
}
function gameLoop(diff) {
if (isNaN(diff)) diff = 0;
player.timePlayed += diff
@ -1357,9 +1457,16 @@ function gameLoop(diff) {
if (player.b.auto&&player.t.best.gte(5)) doReset("b")
if (player.g.auto&&player.s.best.gte(5)) doReset("g")
if (player.q.unl) {
player.q.time = player.q.time.plus(diff)
let exp = getQuirkEnergyGainExp()
if (exp.gte(0)) player.q.energy = player.q.energy.plus(player.q.time.pow(exp).times(diff))
}
if (player.hasNaN&&!NaNalert) {
alert("We have detected a corruption in your save. Please visit https://discord.gg/wwQfgPa for help.")
clearInterval(interval);
player.autosave = false;
NaNalert = true;
}
}

View file

@ -33,4 +33,6 @@ function updateTemp() {
if (!tmp.spaceBuildEff) tmp.spaceBuildEff = {}
for (let i=1;i<=5;i++) tmp.spaceBuildEff[i] = getSpaceBuildingEff(i)
tmp.sbUnl = getSpaceBuildingsUnl()
tmp.quirkEff = getQuirkEnergyEff()
}

View file

@ -20,6 +20,8 @@ function loadVue() {
getSpaceBuildingCost,
getSpaceBuildingEffDesc,
buyBuilding,
getQuirkLayerCost,
buyQuirkLayer,
LAYERS,
LAYER_RES,
LAYER_TYPE,

View file

@ -195,6 +195,26 @@ h1, h2 {
text-shadow: 0px 0px 10px #415a9e;
}
.h {
background-color: #a14040;
color: black;
}
.h_txt {
color: #a14040;
text-shadow: 0px 0px 10px #a14040;
}
.q {
background-color: #ff2bf2;
color: black;
}
.q_txt {
color: #ff2bf2;
text-shadow: 0px 0px 10px #ff2bf2;
}
#optionWheel {
position: absolute;
top: 0px;