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103
changelog.md
103
changelog.md
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@ -1,4 +1,107 @@
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<<<<<<< Updated upstream
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#The Modding Tree changelog:
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=======
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# The Modding Tree changelog:
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- Fixed the "blank" component breaking if only specifying the height.
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- Fixed some numbers not displaying with enough digits.
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- Made a few more things able to be functions.
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### v2.1.3.1 - 10/21/20
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- Fixed the update function.
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### v2.1.3 - 10/21/20
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- gainMult and gainExp are now optional.
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- Layer unlocking is now kept on reset.
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- Game should start up faster.
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- Layer updates now have a determined order and starts with earlier-rowed layers.
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- Automation now has a determined order and starts with later-rowed layers.
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- Fixed issues with resetting clickables and challenges.
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- Commas should no longer appear in the decimal places of a number.
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- Fixed potential issue in displaying the tree.
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### v2.1.2 - 10/19/20
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- Added buyUpgrade function (buyUpg still works though)
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- Added author name to modInfo.
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- Fix to crash caused when the name of a subtab or microtab is changed.
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- Fixes to outdated information in docs.
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- Improvements to Discord links.
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- Thank you to thepaperpilot for contributing to this update!
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### v2.1.1 - 10/17/20
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- Added resource-display component, which displays the base currency for the prestige layer, as well as the best
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and/or total of this layer's prestige currency.
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- Fixed the value for the base currency not updating in resource-display.
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## v2.1: We should have thought of this sooner! - 10/17/20
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- Moved most of the code users will want to edit to mod.js, added documentation for it.
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- Specifically, modInfo, VERSION, canGenPoints, getPointGen, and maxTickLength
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- Added getStartPoints()
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- Added the ability to store non-layer-related data
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- Added the ability to display more things at the top of the tree tab below points.
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- Made the endgame condition customizable
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- Added "sell one" and "sell all" buttons for buyables.
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- Moved the old "game" to demo.js, and replaced it with a minimal game that won't cause issues when edited.
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- Fixed issues with version number
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- Fixed number formatting issue making things like "10e9" appear.
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### v2.0.5 - 10/16/20
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- Made more features (including prestige parameters) able to be dynamic.
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- Layer nodes can be hidden but still take up space with "ghost" visibility
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- Added clickableEffect for real.
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- Fixed some visual issues with bars.
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- A few other minor tweaks and improvements.
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### v2.0.4 - 10/16/20
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- Fixed HTML on buttons interfering with clicking on them.
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### v2.0.3 - 10/16/20
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- Fixed hotkeys not displaying in info.
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- Fixed the game supressing all external hotkeys.
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- You can use more things as currencies for upgrade costs and challenge goals using currencyLocation.
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- Added maxTickLength, which can be used to prevent offline time or tab-switching from breaking time-limit based mechanics.
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- Made buyable respec buttons and clickable "master" buttons their own components, and gave them a hide/show feature.
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- Added a general "tooltip" feature for achievements.
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### v2.0.2 - 10/15/20
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- Branches are now dynamic (they can be functions).
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- Fixed a crash related to offline time.
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- Fixed links being too wide.
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### v2.0.1 - 10/15/20
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- Fixed side layers appearing multiple times.
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## v2.0: The Pinnacle of Achievement Mountain - 10/15/20
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- Added progress bars, which are highly customizable and can be horizontal or vertical!
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- Added "side layers", displayed smaller and off to the side, and don't get reset by default.
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They can be used for global achievements and statistics. Speaking of which...
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- Added achievements!
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- Added clickables, a more generalized variant of buyables.
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- Almost every value in layer data can be either a function or a constant value!
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- Added support for multiple completions of challenges.
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- Added "none" prestige type, which removes the need for any other prestige-related features.
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- The points display and other gui elements stay at the top of the screen when the tree scrolls.
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- Added getter/setter functions for the amounts and effects of most Big Features
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- Moved modInfo to game.js, added a spot in modInfo for a Discord link, changelog link.
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Also added a separate mod version from the TMT version in VERSION.
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- Tree structure is based on layer data, no index.html editing is needed.
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- Tmp does not need to be manually updated.
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- You don't have to have the same amount of upgrades in every row (and challs and buyables)
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- "unlocked" is optional for all Big Components (defaults to true).
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- All displays will update correctly.
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- Changelog is no longer in index.html at all.
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- Generation of Points now happens in the main game loop
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- Changed the reset functions to make keeping things easier
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- Renamed many things to increase readability (see the list in the link below)
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- Improved documentation based on feedback
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[For a full list of changes to the format and functionality of existing things, click here.](2.0-format-changes.md)
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### v1.3.5:
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>>>>>>> Stashed changes
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##v1.3.5
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194
demo.html
Normal file
194
demo.html
Normal file
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<!DOCTYPE html>
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<head>
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<link rel="stylesheet" type="text/css" href="style.css" />
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<link href="https://fonts.googleapis.com/css?family=Inconsolata" rel="stylesheet">
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<script src="https://cdn.jsdelivr.net/npm/vue@2.6.12"></script>
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<script type="text/javascript" src="js/break_eternity.js"></script>
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<script type="text/javascript" src="js/layerSupport.js"></script>
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<script type="text/javascript" src="js/demo/demoLayers.js"></script>
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<script type="text/javascript" src="js/demo/demoMod.js"></script>
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<script type="text/javascript" src="js/temp.js"></script>
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<script type="text/javascript" src="js/game.js"></script>
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<script type="text/javascript" src="js/utils.js"></script>
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<script type="text/javascript" src="js/v.js"></script>
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<script type="text/javascript" src="js/canvas.js"></script>
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</head>
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<body onload="load()">
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<div id="app">
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<div v-if="false" id="loadingSection" class="fullWidth">
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<h1>Loading... (If this takes too long it means there was a serious error!)</h1>
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</div>
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<div class="vl" v-if="player.tab!='tree'&&player.tab!='gameEnded'"></div>
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<div v-if="player.tab=='gameEnded'" class="fullWidth">
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<br>
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<h2>{{modInfo.name}} {{VERSION.withoutName}}</h2><br><br>
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<h3>Congratulations! You have reached the end and beaten this game, but for now...</h3><br>
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<h3>Please check the Discord to see if there are new content updates!</h3><br><br>
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<div v-if="!player.timePlayedReset">It took you {{formatTime(player.timePlayed)}} to beat the game.</div>
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<div v-if="player.timePlayedReset">Make sure that you record the time in your stream or else your speedrun won't count!</div>
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<br>
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<button class="longUpg can" onclick="hardReset(true)">Play Again</button> <button class="longUpg can" onclick="keepGoing()">Keep Going</button>
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<br><br><br>
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<span v-if="modInfo.discordLink"><a class="link" v-bind:href="modInfo.discordLink" target="_blank">{{modInfo.discordName}}</a><br></span>
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<a class="link" href="https://discord.gg/F3xveHV" target="_blank" v-bind:style="modInfo.discordLink ? {'font-size': '16px'} : {}">The Modding Tree Discord</a><br>
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<a class="link" href="http://discord.gg/wwQfgPa" target="_blank" v-bind:style="{'font-size': '16px'}">Main Prestige Tree server</a><br>
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<br><br>
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If you would like to speedrun this, press Play Again and record your attempt, then submit on the Discord Server in the channel #speedrun-submissions.
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<br><br><br>
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<h1>Oh, you are still reading this?</h1>
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<br>
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</div>
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<div v-if="player.tab=='changelog'" class="col right">
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<button class="back" onclick="showTab('tree')">←</button><br><br><br>
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</div>
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<div v-if="player.tab=='info'" class="col right">
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<button class="back" onclick="showTab('tree')">←</button><br>
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<h2>{{modInfo.name}}</h2>
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<br>
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<h3>{{VERSION.withName}}</h3>
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<span v-if="modInfo.author">
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<br>
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Made by {{modInfo.author}}
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</span>
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<br>
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The Modding Tree {{TMT_VERSION.tmtNum}} by Acamaeda
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<br>
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The Prestige Tree made by Jacorb and Aarex
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<br>
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Original idea by papyrus (on discord)
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<br><br>
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<a v-bind:href="modInfo.changelogLink" target="_blank" class="link" >Changelog</a><br>
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<span v-if="modInfo.discordLink"><a class="link" v-bind:href="modInfo.discordLink" target="_blank">{{modInfo.discordName}}</a><br></span>
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<a class="link" href="https://discord.gg/F3xveHV" target="_blank" v-bind:style="modInfo.discordLink ? {'font-size': '16px'} : {}">The Modding Tree Discord</a><br>
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<a class="link" href="http://discord.gg/wwQfgPa" target="_blank" v-bind:style="{'font-size': '16px'}">Main Prestige Tree server</a><br>
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<br>
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Note by Jacorb: If anyone wishes to make a mod of this game, that is perfectly fine with me, just make sure to name it something different (ex: Prestige Tree NG+) and to let me know on <a href="https://discord.gg/wwQfgPa" target="_blank">my discord</a>.
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<br><br>
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Time Played: {{ formatTime(player.timePlayed) }}<br><br>
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<h3>Hotkeys</h3><br>
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<span v-for="key in hotkeys" v-if="player[key.layer].unlocked"><br>{{key.description}}</span>
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</div>
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<div v-if="player.tab=='options'" class="col right">
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<button class="back" onclick="showTab('tree')">←</button><br>
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<table>
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<tr>
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<td><button class="opt" onclick="save()">Save</button></td>
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<td><button class="opt" onclick="toggleOpt('autosave')">Autosave: {{ player.autosave?"ON":"OFF" }}</button></td>
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<td><button class="opt" onclick="hardReset()">HARD RESET</button></td>
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</tr>
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<tr>
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<td><button class="opt" onclick="exportSave()">Export to clipboard</button></td>
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<td><button class="opt" onclick="importSave()">Import</button></td>
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<td><button class="opt" onclick="toggleOpt('offlineProd')">Offline Prod: {{ player.offlineProd?"ON":"OFF" }}</button></td>
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</tr>
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<tr>
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<td><button class="opt" onclick="switchTheme()">Theme: {{ getThemeName() }}</button></td>
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<td><button class="opt" onclick="adjustMSDisp()">Show Milestones: {{ player.msDisplay.toUpperCase() }}</button></td>
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<td><button class="opt" onclick="toggleOpt('hqTree')">High-Quality Tree: {{ player.hqTree?"ON":"OFF" }}</button></td>
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</tr>
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<tr>
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<td><button class="opt" onclick="toggleOpt('hideChallenges')">Completed Challenges: {{ player.hideChallenges?"HIDDEN":"SHOWN" }}</button></td>
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<!-- <td><button class="opt" onclick="toggleOpt('oldStyle')">Style: {{ player.oldStyle?"v1.0":"NEW" }}</button></td>-->
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</tr>
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</table>
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</div>
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<div id="treeOverlay" class="treeOverlay" v-if="player.tab!='gameEnded'" onscroll="resizeCanvas()" v-bind:class="{ fullWidth: player.tab == 'tree', col: player.tab != 'tree', left: player.tab != 'tree'}">
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<div id="version" class="overlayThing" style="margin-right: 13px">{{VERSION.withoutName}}</div>
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<img id="optionWheel" class="overlayThing" v-if="player.tab!='options'" src="options_wheel.png" onclick="showTab('options')"></img>
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<div id="info" v-if="player.tab!='info'" class="overlayThing" onclick="showTab('info')"><br>i</div>
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<div id="discord" class="overlayThing">
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<img onclick="window.open((modInfo.discordLink ? modInfo.discordLink : 'https://discord.gg/F3xveHV'),'mywindow')" src="discord.png" target="_blank"></img>
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<ul id="discord-links">
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<li v-if="modInfo.discordLink"><a class="link" v-bind:href="modInfo.discordLink" target="_blank">{{modInfo.discordName}}</a><br></li>
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<li><a class="link" href="https://discord.gg/F3xveHV" target="_blank" v-bind:style="modInfo.discordLink ? {'font-size': '16px'} : {}">The Modding Tree Discord</a><br></li>
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<li><a class="link" href="http://discord.gg/wwQfgPa" target="_blank" v-bind:style="{'font-size': '16px'}">Main Prestige Tree server</a></li>
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</ul>
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</div>
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<div class="overlayThing" style="padding-bottom:7px; width: 90%">
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<span v-if="player.devSpeed && player.devSpeed != 1" class="overlayThing">
|
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<br>Dev Speed: {{format(player.devSpeed)}}x<br>
|
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</span>
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<span v-if="player.offTime !== undefined" class="overlayThing">
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<br>Offline Time: {{formatTime(player.offTime.remain)}}<br>
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</span>
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<span v-if="false && !player.keepGoing" class="overlayThing">
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<br>Reach {{formatWhole(ENDGAME)}} to beat the game!<br>
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</span>
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<br>
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<span v-if="player.points.lt('1e1000')" class="overlayThing">You have </span>
|
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<h2 class="overlayThing" id="points">{{format(player.points)}}</h2>
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<span v-if="player.points.lt('1e1e6')" class="overlayThing"> {{modInfo.pointsName}}</span>
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<br>
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<span v-if="canGenPoints()" class="overlayThing">({{format(getPointGen())}}/sec)</span>
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<div v-for="thing in tmp.displayThings" class="overlayThing"><span v-if="thing" v-html="thing"></span></div>
|
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</div>
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<div class="sideLayers" >
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<div v-for="node in OTHER_LAYERS['side']"><layer-node :layer='node.layer' :abb='tmp[node.layer].symbol' :size="'small'"></layer-node></div>
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</div>
|
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</div>
|
||||
|
||||
|
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<div id="treeTab" style="z-index: 0" v-if="player.tab!='gameEnded'" onscroll="resizeCanvas()" v-bind:class="{ fullWidth: player.tab == 'tree', col: player.tab != 'tree', left: player.tab != 'tree'}">
|
||||
<br><br><br><br>
|
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<div id="fakeHead" style="visibility: hidden;">
|
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<span v-if="player.devSpeed && player.devSpeed != 1" class="overlayThing">
|
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<br>Dev Speed: {{format(player.devSpeed)}}x<br>
|
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</span>
|
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<span v-if="player.offTime !== undefined" class="overlayThing">
|
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<br>Offline Time: {{formatTime(player.offTime.remain)}}<br>
|
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</span>
|
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<span v-if="false && !player.keepGoing" class="overlayThing">
|
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<br>Reach {{formatWhole(ENDGAME)}} to beat the game!<br>
|
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</span>
|
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<br>
|
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<span v-if="player.points.lt('1e1000')" class="overlayThing">You have </span>
|
||||
<h2 class="overlayThing" id="points">{{format(player.points)}}</h2>
|
||||
<span v-if="player.points.lt('1e1e6')" class="overlayThing"> {{modInfo.pointsName}}</span>
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||||
<br>
|
||||
<span v-if="canGenPoints()" class="overlayThing">({{format(getPointGen())}}/sec)</span>
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<div v-for="thing in tmp.displayThings" class="overlayThing"><span v-if="thing" v-html="thing"></span></div>
|
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</div>
|
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<span v-for="(n, row) in (maxRow + 1)"><table>
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<td v-if="player.tab=='tree'&& someLayerUnlocked(row) && row != 0" class="left"><br><br><img class="remove" src="remove.png" onclick="resetRow(row)"></img></td>
|
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<td v-for="node in TREE_LAYERS[row]"><layer-node :layer='node.layer' :abb='tmp[node.layer].symbol'></layer-node></td>
|
||||
<table><button class="treeNode hidden"></button></td></table>
|
||||
</span>
|
||||
<canvas id="treeCanvas" class="canvas"></canvas>
|
||||
</div>
|
||||
<div v-for="layer in LAYERS" >
|
||||
<div v-if="player.tab==layer" v-bind:class="'col right fast tab'" v-bind:style="[tmp[layer].style ? tmp[layer].style : {}, (tmp[layer].tabFormat && !Array.isArray(tmp[layer].tabFormat)) ? tmp[layer].tabFormat[player.subtabs[layer].mainTabs].style : {}]">
|
||||
<button class="back" onclick="showTab('tree')">←</button><br><br><br>
|
||||
<div v-if="!tmp[layer].tabFormat">
|
||||
<main-display v-bind:style="tmp[layer].componentStyles['main-display']" :layer="layer"></main-display>
|
||||
<div v-if="tmp[layer].type !== 'none'">
|
||||
<prestige-button v-bind:style="tmp[layer].componentStyles['prestige-button']" :layer="layer"></prestige-button>
|
||||
</div>
|
||||
<resource-display v-bind:style="tmp[layer].componentStyles['resource-display']" :layer="layer"></resource-display>
|
||||
<milestones v-bind:style="tmp[layer].componentStyles.milestones" :layer="layer"></milestones>
|
||||
<div v-if="Array.isArray(tmp[layer].midsection)">
|
||||
<column :layer="layer" :data="tmp[layer].midsection"></column>
|
||||
</div>
|
||||
<clickables v-bind:style="tmp[layer].componentStyles['clickables']" :layer="layer"></clickables>
|
||||
<buyables v-bind:style="tmp[layer].componentStyles.buyables" :layer="layer"></buyables>
|
||||
<upgrades v-bind:style="tmp[layer].componentStyles['upgrades']" :layer="layer"></upgrades>
|
||||
<challenges v-bind:style="tmp[layer].componentStyles['challenges']" :layer="layer"></challenges>
|
||||
<br><br>
|
||||
</div>
|
||||
<div v-if="tmp[layer].tabFormat">
|
||||
<div v-if="Array.isArray(tmp[layer].tabFormat)">
|
||||
<column :layer="layer" :data="tmp[layer].tabFormat"></column>
|
||||
</div>
|
||||
<div v-else v-bind:style="[{'margin-top': '-50px'}]">
|
||||
<div class="upgTable" v-bind:style="{'padding-top': '25px', 'margin-bottom': '24px'}">
|
||||
<tab-buttons v-bind:style="tmp[layer].componentStyles['tab-buttons']" :layer="layer" :data="tmp[layer].tabFormat" :name="'mainTabs'"></tab-buttons>
|
||||
</div>
|
||||
<column :layer="layer" :data="tmp[layer].tabFormat[player.subtabs[layer].mainTabs].content"></column>
|
||||
</div>
|
||||
</div>
|
||||
</div>
|
||||
</div>
|
||||
</div>
|
||||
</body>
|
84
index.html
84
index.html
|
@ -137,6 +137,7 @@
|
|||
</tr>
|
||||
</table>
|
||||
</div>
|
||||
<<<<<<< Updated upstream
|
||||
<div id="treeTab" v-if="player.tab!='gameEnded'" onscroll="resizeCanvas()" v-bind:class="{ fullWidth: player.tab == 'tree', col: player.tab != 'tree', left: player.tab != 'tree'}">
|
||||
<div id="version" onclick="showTab('changelog')">{{VERSION.withoutName}}</div>
|
||||
<img id="optionWheel" v-if="player.tab!='options'" src="options_wheel.png" onclick="showTab('options')"></img>
|
||||
|
@ -147,6 +148,68 @@
|
|||
</span>
|
||||
<span v-if="player.offTime !== undefined">
|
||||
<br>Offline Time: {{formatTime(player.offTime.remain)}}<br>
|
||||
=======
|
||||
<div id="treeOverlay" class="treeOverlay" v-if="player.tab!='gameEnded'" onscroll="resizeCanvas()" v-bind:class="{ fullWidth: player.tab == 'tree', col: player.tab != 'tree', left: player.tab != 'tree'}">
|
||||
<div id="version" class="overlayThing" style="margin-right: 13px">{{VERSION.withoutName}}</div>
|
||||
<img id="optionWheel" class="overlayThing" v-if="player.tab!='options'" src="options_wheel.png" onclick="showTab('options')"></img>
|
||||
<div id="info" v-if="player.tab!='info'" class="overlayThing" onclick="showTab('info')"><br>i</div>
|
||||
<div id="discord" class="overlayThing">
|
||||
<img onclick="window.open((modInfo.discordLink ? modInfo.discordLink : 'https://discord.gg/F3xveHV'),'mywindow')" src="discord.png" target="_blank"></img>
|
||||
<ul id="discord-links">
|
||||
<li v-if="modInfo.discordLink"><a class="link" v-bind:href="modInfo.discordLink" target="_blank">{{modInfo.discordName}}</a><br></li>
|
||||
<li><a class="link" href="https://discord.gg/F3xveHV" target="_blank" v-bind:style="modInfo.discordLink ? {'font-size': '16px'} : {}">The Modding Tree Discord</a><br></li>
|
||||
<li><a class="link" href="http://discord.gg/wwQfgPa" target="_blank" v-bind:style="{'font-size': '16px'}">Main Prestige Tree server</a></li>
|
||||
</ul>
|
||||
</div>
|
||||
<div class="overlayThing" style="padding-bottom:7px; width: 90%">
|
||||
<span v-if="player.devSpeed && player.devSpeed != 1" class="overlayThing">
|
||||
<br>Dev Speed: {{format(player.devSpeed)}}x<br>
|
||||
</span>
|
||||
<span v-if="player.offTime !== undefined" class="overlayThing">
|
||||
<br>Offline Time: {{formatTime(player.offTime.remain)}}<br>
|
||||
</span>
|
||||
<span v-if="false && !player.keepGoing" class="overlayThing">
|
||||
<br>Reach {{formatWhole(ENDGAME)}} to beat the game!<br>
|
||||
</span>
|
||||
<br>
|
||||
<span v-if="player.points.lt('1e1000')" class="overlayThing">You have </span>
|
||||
<h2 class="overlayThing" id="points">{{format(player.points)}}</h2>
|
||||
<span v-if="player.points.lt('1e1e6')" class="overlayThing"> {{modInfo.pointsName}}</span>
|
||||
<br>
|
||||
<span v-if="canGenPoints()" class="overlayThing">({{format(getPointGen())}}/sec)</span>
|
||||
<div v-for="thing in tmp.displayThings" class="overlayThing"><span v-if="thing" v-html="thing"></span></div>
|
||||
</div>
|
||||
<div class="sideLayers" >
|
||||
<div v-for="node in OTHER_LAYERS['side']"><layer-node :layer='node.layer' :abb='tmp[node.layer].symbol' :size="'small'"></layer-node></div>
|
||||
</div>
|
||||
</div>
|
||||
|
||||
|
||||
<div id="treeTab" style="z-index: 0" v-if="player.tab!='gameEnded'" onscroll="resizeCanvas()" v-bind:class="{ fullWidth: player.tab == 'tree', col: player.tab != 'tree', left: player.tab != 'tree'}">
|
||||
<br><br><br><br>
|
||||
<div id="fakeHead" style="visibility: hidden;">
|
||||
<span v-if="player.devSpeed && player.devSpeed != 1" class="overlayThing">
|
||||
<br>Dev Speed: {{format(player.devSpeed)}}x<br>
|
||||
</span>
|
||||
<span v-if="player.offTime !== undefined" class="overlayThing">
|
||||
<br>Offline Time: {{formatTime(player.offTime.remain)}}<br>
|
||||
</span>
|
||||
<span v-if="false && !player.keepGoing" class="overlayThing">
|
||||
<br>Reach {{formatWhole(ENDGAME)}} to beat the game!<br>
|
||||
</span>
|
||||
<br>
|
||||
<span v-if="player.points.lt('1e1000')" class="overlayThing">You have </span>
|
||||
<h2 class="overlayThing" id="points">{{format(player.points)}}</h2>
|
||||
<span v-if="player.points.lt('1e1e6')" class="overlayThing"> {{modInfo.pointsName}}</span>
|
||||
<br>
|
||||
<span v-if="canGenPoints()" class="overlayThing">({{format(getPointGen())}}/sec)</span>
|
||||
<div v-for="thing in tmp.displayThings" class="overlayThing"><span v-if="thing" v-html="thing"></span></div>
|
||||
</div>
|
||||
<span v-for="(n, row) in (maxRow + 1)"><table>
|
||||
<td v-if="player.tab=='tree'&& someLayerUnlocked(row) && row != 0" class="left"><br><br><img class="remove" src="remove.png" onclick="resetRow(row)"></img></td>
|
||||
<td v-for="node in TREE_LAYERS[row]"><layer-node :layer='node.layer' :abb='tmp[node.layer].symbol'></layer-node></td>
|
||||
<table><button class="treeNode hidden"></button></td></table>
|
||||
>>>>>>> Stashed changes
|
||||
</span>
|
||||
<span v-if="false && !player.keepGoing">
|
||||
<br>Reach {{formatWhole(ENDGAME)}} to beat the game!<br>
|
||||
|
@ -171,6 +234,7 @@
|
|||
</table>
|
||||
<canvas id="treeCanvas" class="canvas"></canvas>
|
||||
</div>
|
||||
<<<<<<< Updated upstream
|
||||
<div v-for="layer in LAYERS">
|
||||
<div v-if="player.tab==layer" v-bind:class="'col right'" v-bind:style="tmp.style[layer] ? tmp.style[layer] : {}">
|
||||
<button class="back" onclick="showTab('tree')">←</button><br><br><br>
|
||||
|
@ -184,15 +248,35 @@
|
|||
<milestones v-bind:style="tmp.componentStyles[layer].milestones" :layer="layer"></milestones>
|
||||
<div v-if="Array.isArray(layers[layer].midsection)">
|
||||
<column :layer="layer" :data="layers[layer].midsection"></column>
|
||||
=======
|
||||
<div v-for="layer in LAYERS" >
|
||||
<div v-if="player.tab==layer" v-bind:class="'col right fast tab'" v-bind:style="[tmp[layer].style ? tmp[layer].style : {}, (tmp[layer].tabFormat && !Array.isArray(tmp[layer].tabFormat)) ? tmp[layer].tabFormat[player.subtabs[layer].mainTabs].style : {}]">
|
||||
<button class="back" onclick="showTab('tree')">←</button><br><br><br>
|
||||
<div v-if="!tmp[layer].tabFormat">
|
||||
<main-display v-bind:style="tmp[layer].componentStyles['main-display']" :layer="layer"></main-display>
|
||||
<div v-if="tmp[layer].type !== 'none'">
|
||||
<prestige-button v-bind:style="tmp[layer].componentStyles['prestige-button']" :layer="layer"></prestige-button>
|
||||
</div>
|
||||
<resource-display v-bind:style="tmp[layer].componentStyles['resource-display']" :layer="layer"></resource-display>
|
||||
<milestones v-bind:style="tmp[layer].componentStyles.milestones" :layer="layer"></milestones>
|
||||
<div v-if="Array.isArray(tmp[layer].midsection)">
|
||||
<column :layer="layer" :data="tmp[layer].midsection"></column>
|
||||
>>>>>>> Stashed changes
|
||||
</div>
|
||||
<buyables v-bind:style="tmp.componentStyles[layer].buyables" :layer="layer"></buyables>
|
||||
<upgrades v-bind:style="tmp.componentStyles[layer]['upgrades']" :layer="layer"></upgrades>
|
||||
<challs v-bind:style="tmp.componentStyles[layer]['challs']" :layer="layer"></challs>
|
||||
<br><br>
|
||||
</div>
|
||||
<<<<<<< Updated upstream
|
||||
<div v-if="layers[layer].tabFormat">
|
||||
<div v-if="Array.isArray(layers[layer].tabFormat)">
|
||||
<column :layer="layer" :data="layers[layer].tabFormat"></column>
|
||||
=======
|
||||
<div v-if="tmp[layer].tabFormat">
|
||||
<div v-if="Array.isArray(tmp[layer].tabFormat)">
|
||||
<column :layer="layer" :data="tmp[layer].tabFormat"></column>
|
||||
>>>>>>> Stashed changes
|
||||
</div>
|
||||
<div v-else v-bind:style="[{'margin-top': '-50px'}, readData(layers[layer].tabFormat[player.subtabs[layer].mainTabs].style)]">
|
||||
<div class="upgTable" v-bind:style="{'padding-top': '25px', 'margin-bottom': '24px'}">
|
||||
|
|
162
js/v.js
162
js/v.js
|
@ -118,10 +118,17 @@ function loadVue() {
|
|||
props: ['layer'],
|
||||
template: `
|
||||
<div v-if="layers[layer].upgrades" class="upgTable">
|
||||
<<<<<<< Updated upstream
|
||||
<div v-for="row in layers[layer].upgrades.rows" class="upgRow">
|
||||
<div v-for="col in layers[layer].upgrades.cols" class="upgAlign">
|
||||
<upgrade :layer = "layer" :data = "row*10+col" v-bind:style="tmp.componentStyles[layer].upgrade"></upgrade>
|
||||
</div>
|
||||
=======
|
||||
<div v-for="row in tmp[layer].upgrades.rows" class="upgRow">
|
||||
<div v-for="col in tmp[layer].upgrades.cols"><div v-if="tmp[layer].upgrades[row*10+col]!== undefined && tmp[layer].upgrades[row*10+col].unlocked" class="upgAlign">
|
||||
<upgrade :layer = "layer" :data = "row*10+col" v-bind:style="tmp[layer].componentStyles.upgrade"></upgrade>
|
||||
</div></div>
|
||||
>>>>>>> Stashed changes
|
||||
</div>
|
||||
<br>
|
||||
</div>
|
||||
|
@ -132,12 +139,21 @@ function loadVue() {
|
|||
Vue.component('upgrade', {
|
||||
props: ['layer', 'data'],
|
||||
template: `
|
||||
<<<<<<< Updated upstream
|
||||
<button v-if="layers[layer].upgrades && tmp.upgrades[layer][data].unl" v-on:click="buyUpg(layer, data)" v-bind:class="{ [layer]: true, upg: true, bought: player[layer].upgrades.includes(data), locked: (!(canAffordUpg(layer, data))&&!player[layer].upgrades.includes(data)), can: (canAffordUpg(layer, data)&&!player[layer].upgrades.includes(data))}"
|
||||
v-bind:style="[((!hasUpg(layer, data) && canAffordUpg(layer, data)) ? {'background-color': tmp.layerColor[layer]} : {}), tmp.upgrades[layer][data].style]">
|
||||
<span v-if= "tmp.upgrades[layer][data].title"><h3 v-html="tmp.upgrades[layer][data].title"></h3><br></span>
|
||||
<span v-html="tmp.upgrades[layer][data].desc"></span>
|
||||
<span v-if="tmp.upgrades[layer][data].effect"><br>Currently: <span v-html="(tmp.upgrades[layer][data].effectDisplay) ? (tmp.upgrades[layer][data].effectDisplay) : format(tmp.upgrades[layer][data].effect)"></span></span>
|
||||
<br><br>Cost: {{ formatWhole(tmp.upgrades[layer][data].cost) }} {{(layers[layer].upgrades[data].currencyDisplayName ? layers[layer].upgrades[data].currencyDisplayName : layers[layer].resource)}}
|
||||
=======
|
||||
<button v-if="layers[layer].upgrades && tmp[layer].upgrades[data]!== undefined && tmp[layer].upgrades[data].unlocked" v-on:click="buyUpg(layer, data)" v-bind:class="{ [layer]: true, upg: true, bought: hasUpgrade(layer, data), locked: (!(canAffordUpgrade(layer, data))&&!hasUpgrade(layer, data)), can: (canAffordUpgrade(layer, data)&&!hasUpgrade(layer, data))}"
|
||||
v-bind:style="[((!hasUpgrade(layer, data) && canAffordUpgrade(layer, data)) ? {'background-color': tmp[layer].color} : {}), tmp[layer].upgrades[data].style]">
|
||||
<span v-if= "tmp[layer].upgrades[data].title"><h3 v-html="tmp[layer].upgrades[data].title"></h3><br></span>
|
||||
<span v-html="tmp[layer].upgrades[data].description"></span>
|
||||
<span v-if="tmp[layer].upgrades[data].effect"><br>Currently: <span v-html="(tmp[layer].upgrades[data].effectDisplay) ? (tmp[layer].upgrades[data].effectDisplay) : format(tmp[layer].upgrades[data].effect)"></span></span>
|
||||
<br><br>Cost: {{ formatWhole(tmp[layer].upgrades[data].cost) }} {{(tmp[layer].upgrades[data].currencyDisplayName ? tmp[layer].upgrades[data].currencyDisplayName : tmp[layer].resource)}}
|
||||
>>>>>>> Stashed changes
|
||||
</button>
|
||||
`
|
||||
})
|
||||
|
@ -147,9 +163,15 @@ function loadVue() {
|
|||
template: `
|
||||
<div v-if="layers[layer].milestones">
|
||||
<table>
|
||||
<<<<<<< Updated upstream
|
||||
<tr v-for="id in Object.keys(layers[layer].milestones)">
|
||||
<milestone :layer = "layer" :data = "id" v-bind:style="tmp.componentStyles[layer].milestone"></milestone>
|
||||
</tr>
|
||||
=======
|
||||
<tr v-for="id in Object.keys(tmp[layer].milestones)"><div v-if="tmp[layer].milestones[id]!== undefined && tmp[layer].milestones[id].unlocked"
|
||||
<milestone :layer = "layer" :data = "id" v-bind:style="tmp[layer].componentStyles.milestone"></milestone>
|
||||
</tr></div>
|
||||
>>>>>>> Stashed changes
|
||||
</table>
|
||||
<br>
|
||||
</div>
|
||||
|
@ -160,10 +182,17 @@ function loadVue() {
|
|||
Vue.component('milestone', {
|
||||
props: ['layer', 'data'],
|
||||
template: `
|
||||
<<<<<<< Updated upstream
|
||||
<td v-if="layers[layer].milestones && milestoneShown(layer, data)" v-bind:style="[(layers[layer].milestones[data].unl && !tmp.milestones[layer][data].unl) ? {'visibility': 'hidden'} : {}, tmp.milestones[layer][data].style]" v-bind:class="{milestone: !player[layer].milestones.includes(data), milestoneDone: player[layer].milestones.includes(data)}">
|
||||
<h3 v-html="tmp.milestones[layer][data].requirementDesc"></h3><br>
|
||||
<span v-html="tmp.milestones[layer][data].effectDesc"></span><br>
|
||||
<span v-if="(layers[layer].milestones[data].toggles)&&(player[layer].milestones.includes(data))" v-for="toggle in layers[layer].milestones[data].toggles"><toggle :layer= "layer" :data= "toggle" v-bind:style="tmp.componentStyles[layer].toggle"></toggle> </span></td></tr>
|
||||
=======
|
||||
<td v-if="layers[layer].milestones && tmp[layer].milestones[data]!== undefined && milestoneShown(layer, data)" v-bind:style="[(!tmp[layer].milestones[data].unlocked) ? {'visibility': 'hidden'} : {}, tmp[layer].milestones[data].style]" v-bind:class="{milestone: !hasMilestone(layer, data), milestoneDone: hasMilestone(layer, data)}">
|
||||
<h3 v-html="tmp[layer].milestones[data].requirementDescription"></h3><br>
|
||||
<span v-html="tmp[layer].milestones[data].effectDescription"></span><br>
|
||||
<span v-if="(tmp[layer].milestones[data].toggles)&&(hasMilestone(layer, data))" v-for="toggle in tmp[layer].milestones[data].toggles"><toggle :layer= "layer" :data= "toggle" v-bind:style="tmp[layer].componentStyles.toggle"></toggle> </span></td></tr>
|
||||
>>>>>>> Stashed changes
|
||||
`
|
||||
})
|
||||
|
||||
|
@ -203,11 +232,19 @@ function loadVue() {
|
|||
props: ['layer', 'data'],
|
||||
template: `
|
||||
<div v-if="layers[layer].buyables" class="upgTable">
|
||||
<<<<<<< Updated upstream
|
||||
<button v-if="layers[layer].buyables.respec" v-on:click="respecBuyables(layer)" v-bind:class="{ longUpg: true, can: player[layer].unl, locked: !player[layer].unl }">{{layers[layer].buyables.respecText ? tmp.buyables[layer].respecText : "Respec"}}</button><br>
|
||||
<div v-for="row in layers[layer].buyables.rows" class="upgRow">
|
||||
<div v-for="col in layers[layer].buyables.cols" class="upgAlign" v-bind:style="{'margin-left': '7px', 'margin-right': '7px', 'height': (data ? data : '200px'),}">
|
||||
<buyable :layer = "layer" :data = "row*10+col" :size = "data" v-bind:style="tmp.componentStyles[layer].buyable"></buyable>
|
||||
</div>
|
||||
=======
|
||||
<respec-button v-if="tmp[layer].buyables.respec && !(tmp[layer].buyables.showRespec !== undefined && tmp[layer].buyables.showRespec == false)" :layer = "layer" v-bind:style="[{'margin-bottom': '12px'}, tmp[layer].componentStyles['respec-button']]"></respec-button>
|
||||
<div v-for="row in tmp[layer].buyables.rows" class="upgRow">
|
||||
<div v-for="col in tmp[layer].buyables.cols"><div v-if="tmp[layer].buyables[row*10+col]!== undefined && tmp[layer].buyables[row*10+col].unlocked" class="upgAlign" v-bind:style="{'margin-left': '7px', 'margin-right': '7px', 'height': (data ? data : 'inherit'),}">
|
||||
<buyable :layer = "layer" :data = "row*10+col" :size = "data"></buyable>
|
||||
</div></div>
|
||||
>>>>>>> Stashed changes
|
||||
<br>
|
||||
</div>
|
||||
</div>
|
||||
|
@ -218,6 +255,7 @@ function loadVue() {
|
|||
Vue.component('buyable', {
|
||||
props: ['layer', 'data', 'size'],
|
||||
template: `
|
||||
<<<<<<< Updated upstream
|
||||
<button
|
||||
v-if="layers[layer].buyables && tmp.buyables[layer][data].unl"
|
||||
v-bind:class="{ buyable: true, can: tmp.buyables[layer][data].canAfford, locked: !tmp.buyables[layer][data].canAfford}"
|
||||
|
@ -225,10 +263,70 @@ function loadVue() {
|
|||
v-on:click="buyBuyable(layer, data)">
|
||||
<span v-if= "layers[layer].buyables[data].title"><h2 v-html="tmp.buyables[layer][data].title"></h2><br></span>
|
||||
<span v-bind:style="{'white-space': 'pre-line'}" v-html="tmp.buyables[layer][data].display"></span>
|
||||
=======
|
||||
<div v-if="layers[layer].buyables && tmp[layer].buyables[data]!== undefined && tmp[layer].buyables[data].unlocked" style="display: grid">
|
||||
<button v-bind:class="{ buyable: true, can: tmp[layer].buyables[data].canAfford, locked: !tmp[layer].buyables[data].canAfford}"
|
||||
v-bind:style="[tmp[layer].buyables[data].canAfford ? {'background-color': tmp[layer].color} : {}, size ? {'height': size, 'width': size} : {}, tmp[layer].componentStyles.buyable, tmp[layer].buyables[data].style]"
|
||||
v-on:click="buyBuyable(layer, data)">
|
||||
<span v-if= "tmp[layer].buyables[data].title"><h2 v-html="tmp[layer].buyables[data].title"></h2><br></span>
|
||||
<span v-bind:style="{'white-space': 'pre-line'}" v-html="tmp[layer].buyables[data].display"></span>
|
||||
</button>
|
||||
<br v-if="(tmp[layer].buyables[data].sellOne !== undefined && !(tmp[layer].buyables[data].canSellOne !== undefined && tmp[layer].buyables[data].canSellOne == false)) || (tmp[layer].buyables[data].sellAll && !(tmp[layer].buyables[data].canSellAll !== undefined && tmp[layer].buyables[data].canSellAll == false))">
|
||||
<sell-one :layer="layer" :data="data" v-bind:style="tmp[layer].componentStyles['sell-one']" v-if="(tmp[layer].buyables[data].sellOne)&& !(tmp[layer].buyables[data].canSellOne !== undefined && tmp[layer].buyables[data].canSellOne == false)"></sell-one>
|
||||
<sell-all :layer="layer" :data="data" v-bind:style="tmp[layer].componentStyles['sell-all']" v-if="(tmp[layer].buyables[data].sellAll)&& !(tmp[layer].buyables[data].canSellAll !== undefined && tmp[layer].buyables[data].canSellAll == false)"></sell-all>
|
||||
</div>
|
||||
`
|
||||
})
|
||||
|
||||
Vue.component('respec-button', {
|
||||
props: ['layer', 'data'],
|
||||
template: `
|
||||
<button v-if="layers[layer].buyables && tmp[layer].buyables.respec && !(tmp[layer].buyables.showRespec !== undefined && tmp[layer].buyables.showRespec == false)" v-on:click="respecBuyables(layer)" v-bind:class="{ longUpg: true, can: player[layer].unlocked, locked: !player[layer].unlocked }">{{tmp[layer].buyables.respecText ? tmp[layer].buyables.respecText : "Respec"}}</button>
|
||||
`
|
||||
})
|
||||
|
||||
// data = button size, in px
|
||||
Vue.component('clickables', {
|
||||
props: ['layer', 'data'],
|
||||
template: `
|
||||
<div v-if="layers[layer].clickables" class="upgTable">
|
||||
<master-button v-if="tmp[layer].clickables.masterButtonPress && !(tmp[layer].clickables.showMasterButton !== undefined && tmp[layer].clickables.showMasterButton == false)" :layer = "layer" v-bind:style="[{'margin-bottom': '12px'}, tmp[layer].componentStyles['master-button']]"></master-button>
|
||||
<div v-for="row in tmp[layer].clickables.rows" class="upgRow">
|
||||
<div v-for="col in tmp[layer].clickables.cols"><div v-if="tmp[layer].clickables[row*10+col]!== undefined && tmp[layer].clickables[row*10+col].unlocked" class="upgAlign" v-bind:style="{'margin-left': '7px', 'margin-right': '7px', 'height': (data ? data : 'inherit'),}">
|
||||
<clickable :layer = "layer" :data = "row*10+col" :size = "data" v-bind:style="tmp[layer].componentStyles.clickable"></clickable>
|
||||
</div></div>
|
||||
<br>
|
||||
</div>
|
||||
</div>
|
||||
`
|
||||
})
|
||||
|
||||
// data = id of clickable
|
||||
Vue.component('clickable', {
|
||||
props: ['layer', 'data', 'size'],
|
||||
template: `
|
||||
<button
|
||||
v-if="layers[layer].clickables && tmp[layer].clickables[data]!== undefined && tmp[layer].clickables[data].unlocked"
|
||||
v-bind:class="{ upg: true, can: tmp[layer].clickables[data].canClick, locked: !tmp[layer].clickables[data].canClick}"
|
||||
v-bind:style="[tmp[layer].clickables[data].canClick ? {'background-color': tmp[layer].color} : {}, size ? {'height': size, 'width': size} : {}, tmp[layer].clickables[data].style]"
|
||||
v-on:click="clickClickable(layer, data)">
|
||||
<span v-if= "tmp[layer].clickables[data].title"><h2 v-html="tmp[layer].clickables[data].title"></h2><br></span>
|
||||
<span v-bind:style="{'white-space': 'pre-line'}" v-html="tmp[layer].clickables[data].display"></span>
|
||||
>>>>>>> Stashed changes
|
||||
</button>
|
||||
`
|
||||
})
|
||||
|
||||
<<<<<<< Updated upstream
|
||||
=======
|
||||
Vue.component('master-button', {
|
||||
props: ['layer', 'data'],
|
||||
template: `
|
||||
<button v-if="tmp[layer].clickables && tmp[layer].clickables.masterButtonPress && !(tmp[layer].clickables.showMasterButton !== undefined && tmp[layer].clickables.showMasterButton == false)" v-on:click="tmp[layer].clickables.masterButtonPress()" v-bind:class="{ longUpg: true, can: player[layer].unlocked, locked: !player[layer].unlocked }">{{tmp[layer].clickables.masterButtonText ? tmp[layer].clickables.masterButtonText : "Click me!"}}</button>
|
||||
`
|
||||
})
|
||||
|
||||
>>>>>>> Stashed changes
|
||||
// data = button size, in px
|
||||
Vue.component('microtabs', {
|
||||
props: ['layer', 'data'],
|
||||
|
@ -246,6 +344,70 @@ function loadVue() {
|
|||
})
|
||||
|
||||
|
||||
<<<<<<< Updated upstream
|
||||
=======
|
||||
// data = id of the bar
|
||||
Vue.component('bar', {
|
||||
props: ['layer', 'data'],
|
||||
template: `
|
||||
<div v-if="tmp[layer].bars && tmp[layer].bars[data].unlocked" v-bind:style="{'position': 'relative'}"><div v-bind:style="[tmp[layer].bars[data].style, tmp[layer].bars[data].dims, {'display': 'table'}]">
|
||||
<div class = "overlayTextContainer barBorder" v-bind:style="[tmp[layer].bars[data].borderStyle, tmp[layer].bars[data].dims]">
|
||||
<span class = "overlayText" v-bind:style="[tmp[layer].bars[data].style, tmp[layer].bars[data].textStyle]" v-html="tmp[layer].bars[data].display"></span>
|
||||
</div>
|
||||
<div class ="barBG barBorder" v-bind:style="[tmp[layer].bars[data].style, tmp[layer].bars[data].baseStyle, tmp[layer].bars[data].borderStyle, tmp[layer].bars[data].dims]">
|
||||
<div class ="fill" v-bind:style="[tmp[layer].bars[data].style, tmp[layer].bars[data].fillStyle, tmp[layer].bars[data].fillDims]"></div>
|
||||
</div>
|
||||
</div></div>
|
||||
`
|
||||
})
|
||||
|
||||
|
||||
Vue.component('achievements', {
|
||||
props: ['layer'],
|
||||
template: `
|
||||
<div v-if="layers[layer].achievements" class="upgTable">
|
||||
<div v-for="row in tmp[layer].achievements.rows" class="upgRow">
|
||||
<div v-for="col in tmp[layer].achievements.cols"><div v-if="tmp[layer].achievements[row*10+col]!== undefined && tmp[layer].achievements[row*10+col].unlocked" class="upgAlign">
|
||||
<achievement :layer = "layer" :data = "row*10+col" v-bind:style="tmp[layer].componentStyles.achievement"></achievement>
|
||||
</div></div>
|
||||
</div>
|
||||
<br>
|
||||
</div>
|
||||
`
|
||||
})
|
||||
|
||||
// data = id
|
||||
Vue.component('achievement', {
|
||||
props: ['layer', 'data'],
|
||||
template: `
|
||||
<div v-if="layers[layer].achievements && tmp[layer].achievements[data]!== undefined && tmp[layer].achievements[data].unlocked" v-bind:class="{ [layer]: true, achievement: true, locked: !hasAchievement(layer, data), bought: hasAchievement(layer, data)}"
|
||||
v-bind:tooltip="
|
||||
hasAchievement(layer, data) ? (tmp[layer].achievements[data].doneTooltip ? tmp[layer].achievements[data].doneTooltip : (tmp[layer].achievements[data].tooltip ? tmp[layer].achievements[data].tooltip : 'You did it!'))
|
||||
: (tmp[layer].achievements[data].goalTooltip ? tmp[layer].achievements[data].goalTooltip : (tmp[layer].achievements[data].tooltip ? tmp[layer].achievements[data].tooltip : 'LOCKED'))
|
||||
"
|
||||
|
||||
v-bind:style="[(!tmp[layer].achievements[data].unlocked) ? {'visibility': 'hidden'} : {}, tmp[layer].achievements[data].style,]">
|
||||
<span v-if= "tmp[layer].achievements[data].name"><br><h3 v-html="tmp[layer].achievements[data].name"></h3><br></span>
|
||||
</div>
|
||||
`
|
||||
})
|
||||
|
||||
|
||||
// These are for buyables, data is the id of the corresponding buyable
|
||||
Vue.component('sell-one', {
|
||||
props: ['layer', 'data'],
|
||||
template: `
|
||||
<button v-if="layers[layer].buyables && tmp[layer].buyables[data].sellOne && !(tmp[layer].buyables[data].canSellOne !== undefined && tmp[layer].buyables[data].canSellOne == false)" v-on:click="tmp[layer].buyables[data].sellOne()" v-bind:class="{ longUpg: true, can: player[layer].unlocked, locked: !player[layer].unlocked }">{{tmp[layer].buyables.sellOneText ? tmp[layer].buyables.sellOneText : "Sell One"}}</button>
|
||||
`
|
||||
})
|
||||
Vue.component('sell-all', {
|
||||
props: ['layer', 'data'],
|
||||
template: `
|
||||
<button v-if="layers[layer].buyables && tmp[layer].buyables[data].sellAll && !(tmp[layer].buyables[data].canSellAll !== undefined && tmp[layer].buyables[data].canSellAll == false)" v-on:click="tmp[layer].buyables[data].sellAll()" v-bind:class="{ longUpg: true, can: player[layer].unlocked, locked: !player[layer].unlocked }">{{tmp[layer].buyables.sellAllText ? tmp[layer].buyables.sellAllText : "Sell All"}}</button>
|
||||
`
|
||||
})
|
||||
|
||||
>>>>>>> Stashed changes
|
||||
// NOT FOR USE IN STANDARD TAB FORMATTING
|
||||
Vue.component('tab-buttons', {
|
||||
props: ['layer', 'data', 'name'],
|
||||
|
|
Loading…
Reference in a new issue