2.1 KiB
Buyables
Buyables are usually things that can be bought multiple times with scaling costs. If you set a respec function, the player can reset the purchases to get their currency back.
However, if you're creative, you can use them for basically anything. "canAfford()" is effectively "canClick()" and "buy()" is effectively "onClick()".
You can use buyableEffect(layer, id) to get the current effects of a buyable.
Buyables should be formatted like this:
buyables: {
rows: # of rows
cols: # of columns
respec() {}, **optional**, implement it to reset things and give back your currency.
Having this function makes a respec button appear
respecText: **optional**, text that appears on the respec button
11: {
desc:() => "Blah",
etc
}
etc
}
Features:
-
title: optional, displayed at the top in a larger font It can also be a function that returns updating text.
-
cost(x): cost for buying xth buyable, can be an object if there are multiple currencies
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effect(x): optional, A function that calculates and returns the current values of bonuses for having x of this buyable. Can return a value or an object containing multiple values.
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display(): A function returning everything that should be displayed on the rebuyable after the title, likely including the description, amount bought, cost, and current effect. Can use basic HTML.
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unl(): A function returning a bool to determine if the buyable is visible or not.
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canAfford(): A function returning a bool to determine if you can buy one of the buyables.
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buy(): A function that implements buying one of the buyable.
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buyMax(): optional, A function that implements buying as many of the buyable as possible.
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style(): Optional, A function returning a CSS object, which affects this buyable.
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layer: Assigned automagically. It's the same value as the name of this layer, so you can do player[this.layer].points or similar
-
id: Assigned automagically. It's the id for this buyable.