2.2 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.
The amount of a buyable owned is a Decimal. You can get or set the amount of a buyable with getBuyableAmt(layer, id) and setBuyableAmt(layer, id, amt). 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:
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title: optional, displayed at the top in a larger font It can also be a function that returns updating text.
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cost(): cost for buying the next buyable. Can have an optional argument "x" to calculate the cost of the x+1th object, but needs to use "current amount" as a default value for x. Can return an object if there are multiple currencies.
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effect(): optional, A function that calculates and returns the current values of bonuses 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 buyable 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 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
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id: Assigned automagically. It's the id for this buyable.