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ComputedNodeStyle, resourceDisplay always shows base amount

This commit is contained in:
Acamaeda 2020-12-16 21:20:00 -05:00
parent f521874fb6
commit fb7a3fdfec
6 changed files with 25 additions and 6 deletions

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@ -1,5 +1,9 @@
# The Modding Tree changelog: # The Modding Tree changelog:
## v2.3.4 - 12/
- Added an image feature, which puts an image on a node.
- Resource display now always shows the amount of the currency the layer's gain is based on.
## v2.3.3 - 12/13/20 ## v2.3.3 - 12/13/20
- Fixed the first node in a row always taking up space. - Fixed the first node in a row always taking up space.
- layerShown is now optional. - layerShown is now optional.

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@ -6,7 +6,7 @@ The amount of a buyable owned is a `Decimal`.
Useful functions for dealing with buyables and implementing their effects: Useful functions for dealing with buyables and implementing their effects:
- getBuyableAmt(layer, id): get the amount of the buyable the player has - getBuyableAmount(layer, id): get the amount of the buyable the player has
- setBuyableAmount(layer, id, amount): set the amount of the buyable the player has - setBuyableAmount(layer, id, amount): set the amount of the buyable the player has
- buyableEffect(layer, id): Returns the current effects of the buyable, if any. - buyableEffect(layer, id): Returns the current effects of the buyable, if any.

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@ -124,6 +124,8 @@ You can make almost any value dynamic by using a function in its place, includin
- symbol: **optional**. The text that appears on this layer's node. Default is the layer id with the first letter capitalized. - symbol: **optional**. The text that appears on this layer's node. Default is the layer id with the first letter capitalized.
- image: **override**. The url (local or global) of an image that goes on the node. (Overrides symbol)
- position: **optional**. Determines the horizontal position of the layer in its row in a standard tree. By default, it uses the layer id, and layers are sorted in alphabetical order. - position: **optional**. Determines the horizontal position of the layer in its row in a standard tree. By default, it uses the layer id, and layers are sorted in alphabetical order.
- branches: **optional**. An array of layer/node ids. On a tree, a line will appear from this layer to all of the layers in the list. Alternatively, an entry in the array can be a 2-element array consisting of the layer id and a color value. The color value can either be a string with a hex color code, or a number from 1-3 (theme-affected colors). - branches: **optional**. An array of layer/node ids. On a tree, a line will appear from this layer to all of the layers in the list. Alternatively, an entry in the array can be a 2-element array consisting of the layer id and a color value. The color value can either be a string with a hex color code, or a number from 1-3 (theme-affected colors).

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@ -227,7 +227,7 @@ function loadVue() {
props: ['layer'], props: ['layer'],
template: ` template: `
<div style="margin-top: -13px"> <div style="margin-top: -13px">
<span v-if="tmp[layer].type=='normal' && tmp[layer].resetGain.lt(100) && player[layer].points.lt(1e3)"><br>You have {{formatWhole(tmp[layer].baseAmount)}} {{tmp[layer].baseResource}}</span> <span><br>You have {{formatWhole(tmp[layer].baseAmount)}} {{tmp[layer].baseResource}}</span>
<span v-if="tmp[layer].passiveGeneration"><br>You are gaining {{formatWhole(tmp[layer].resetGain.times(tmp[layer].passiveGeneration))}} {{tmp[layer].resource}} per second</span> <span v-if="tmp[layer].passiveGeneration"><br>You are gaining {{formatWhole(tmp[layer].resetGain.times(tmp[layer].passiveGeneration))}} {{tmp[layer].resource}} per second</span>
<br><br> <br><br>
<span v-if="tmp[layer].showBest">Your best {{tmp[layer].resource}} is {{formatWhole(player[layer].best)}}<br></span> <span v-if="tmp[layer].showBest">Your best {{tmp[layer].resource}} is {{formatWhole(player[layer].best)}}<br></span>

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@ -42,10 +42,8 @@ var systemComponents = {
resetNotify: tmp[layer].prestigeNotify, resetNotify: tmp[layer].prestigeNotify,
can: ((player[layer].unlocked || tmp[layer].isLayer) && tmp[layer].isLayer) || (!tmp[layer].isLayer && tmp[layer].canClick), can: ((player[layer].unlocked || tmp[layer].isLayer) && tmp[layer].isLayer) || (!tmp[layer].isLayer && tmp[layer].canClick),
}" }"
v-bind:style="[(tmp[layer].isLayer && layerunlocked(layer)) || (!tmp[layer].isLayer && tmp[layer].canClick) ? { v-bind:style="tmp[layer].computedNodeStyle">
'background-color': tmp[layer].color, {{(abb !== '' && tmp[layer].image === undefined) ? abb : '&nbsp;'}}
} : {}, tmp[layer].nodeStyle]">
{{(abb !== '' ? abb : '&nbsp;')}}
</button> </button>
` `
}, },

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@ -31,6 +31,7 @@ function setupTemp() {
tmp[layer].notify = {} tmp[layer].notify = {}
tmp[layer].prestigeNotify = {} tmp[layer].prestigeNotify = {}
tmp[layer].prestigeButtonText = {} tmp[layer].prestigeButtonText = {}
tmp[layer].computedNodeStyle = []
setupBarStyles(layer) setupBarStyles(layer)
} }
temp = tmp temp = tmp
@ -78,6 +79,7 @@ function updateTemp() {
tmp[layer].prestigeButtonText = prestigeButtonText(layer) tmp[layer].prestigeButtonText = prestigeButtonText(layer)
constructBarStyles(layer) constructBarStyles(layer)
constructAchievementStyles(layer) constructAchievementStyles(layer)
constructNodeStyle(layer)
updateChallengeDisplay(layer) updateChallengeDisplay(layer)
} }
@ -149,6 +151,19 @@ function updateClickableTemp(layer)
updateTempData(layers[layer].clickables, tmp[layer].clickables) updateTempData(layers[layer].clickables, tmp[layer].clickables)
} }
function constructNodeStyle(layer){
let style = []
if ((tmp[layer].isLayer && layerunlocked(layer)) || (!tmp[layer].isLayer && tmp[layer].canClick))
style.push({'background-color': tmp[layer].color})
if (tmp[layer].image !== undefined)
style.push({'background-image': 'url("' + tmp[layer].image + '")'})
style.push(tmp[layer].nodeStyle)
Vue.set(tmp[layer], 'computedNodeStyle', style)
}
function constructAchievementStyles(layer){ function constructAchievementStyles(layer){
for (id in tmp[layer].achievements) { for (id in tmp[layer].achievements) {
ach = tmp[layer].achievements[id] ach = tmp[layer].achievements[id]