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thepaperpilot 2022-03-03 01:37:05 +00:00
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import{_ as a,c as n,o as s,a as t}from"./app.1f0d41ed.js";const h='{"title":"Changelog","description":"","frontmatter":{},"headers":[],"relativePath":"guide/changelog.md"}',e={},o=t(`<h1 id="changelog" tabindex="-1">Changelog <a class="header-anchor" href="#changelog" aria-hidden="true">#</a></h1><p>This is a Vue component stored at <code>/src/data/Changelog.vue</code> used to display all the changes version to version. You can use any features you&#39;d like within here, but it&#39;s recommended to simply add new <code>&lt;details&gt;</code> elements for each new major release, and mark the most recent one as <code>open</code> by default. It is strongly advised to not change any of the code relating to making the changelog appear in a modal.</p><p>There is a single version included by default that can serve as a reference of how it is recommended to add a version to the changelog:</p><div class="language-html"><pre><code><span class="token tag"><span class="token tag"><span class="token punctuation">&lt;</span>details</span> <span class="token attr-name">open</span><span class="token punctuation">&gt;</span></span>
<span class="token tag"><span class="token tag"><span class="token punctuation">&lt;</span>summary</span><span class="token punctuation">&gt;</span></span>v0.0 Initial Commit - <span class="token tag"><span class="token tag"><span class="token punctuation">&lt;</span>time</span><span class="token punctuation">&gt;</span></span>2021-09-04<span class="token tag"><span class="token tag"><span class="token punctuation">&lt;/</span>time</span><span class="token punctuation">&gt;</span></span><span class="token tag"><span class="token tag"><span class="token punctuation">&lt;/</span>summary</span><span class="token punctuation">&gt;</span></span>
This is the first release :D
<span class="token tag"><span class="token tag"><span class="token punctuation">&lt;</span>ul</span><span class="token punctuation">&gt;</span></span>
<span class="token tag"><span class="token tag"><span class="token punctuation">&lt;</span>li</span> <span class="token attr-name">class</span><span class="token attr-value"><span class="token punctuation attr-equals">=</span><span class="token punctuation">&quot;</span>feature<span class="token punctuation">&quot;</span></span><span class="token punctuation">&gt;</span></span>Did everything<span class="token tag"><span class="token tag"><span class="token punctuation">&lt;/</span>li</span><span class="token punctuation">&gt;</span></span>
<span class="token tag"><span class="token tag"><span class="token punctuation">&lt;</span>li</span> <span class="token attr-name">class</span><span class="token attr-value"><span class="token punctuation attr-equals">=</span><span class="token punctuation">&quot;</span>fix<span class="token punctuation">&quot;</span></span><span class="token punctuation">&gt;</span></span>Had some fun<span class="token tag"><span class="token tag"><span class="token punctuation">&lt;/</span>li</span><span class="token punctuation">&gt;</span></span>
<span class="token tag"><span class="token tag"><span class="token punctuation">&lt;</span>li</span> <span class="token attr-name">class</span><span class="token attr-value"><span class="token punctuation attr-equals">=</span><span class="token punctuation">&quot;</span>breaking<span class="token punctuation">&quot;</span></span><span class="token punctuation">&gt;</span></span>Removed everything<span class="token tag"><span class="token tag"><span class="token punctuation">&lt;/</span>li</span><span class="token punctuation">&gt;</span></span>
<span class="token tag"><span class="token tag"><span class="token punctuation">&lt;</span>li</span> <span class="token attr-name">class</span><span class="token attr-value"><span class="token punctuation attr-equals">=</span><span class="token punctuation">&quot;</span>balancing<span class="token punctuation">&quot;</span></span><span class="token punctuation">&gt;</span></span>Created some bugs to fix later<span class="token tag"><span class="token tag"><span class="token punctuation">&lt;/</span>li</span><span class="token punctuation">&gt;</span></span>
<span class="token tag"><span class="token tag"><span class="token punctuation">&lt;/</span>ul</span><span class="token punctuation">&gt;</span></span>
<span class="token tag"><span class="token tag"><span class="token punctuation">&lt;/</span>details</span><span class="token punctuation">&gt;</span></span>
</code></pre></div><p>The <code>details</code> and <code>summary</code> tags will create a section that can be collapsed and uncollapsed. While collapsed only the text in the <code>summary</code> tag will appear. By default sections are collapsed, although adding the <code>open</code> attribute to the <code>details</code> element will change that.</p><p>Within the details of the version, you can add a description and a list of changes for that version. CSS classes have been defined to automatically mark a change as a feature, fix, breaking change, or balancing tweak. You can of course add additional tags as you have full control over the entire component.</p>`,6),p=[o];function c(l,u,i,k,g,r){return s(),n("div",null,p)}var m=a(e,[["render",c]]);export{h as __pageData,m as default};

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import{_ as o,c as i,o as n,b as e,d as t}from"./app.82a3cbba.js";const y='{"title":"Introduction","description":"","frontmatter":{"title":"Introduction"},"headers":[{"level":2,"title":"Design Philosophies","slug":"design-philosophies"}],"relativePath":"guide/index.md"}',s={},a=e("h1",{id:"introduction",tabindex:"-1"},[t("Introduction "),e("a",{class:"header-anchor",href:"#introduction","aria-hidden":"true"},"#")],-1),r=e("p",null,"Profectus is a web-based game engine. You can write your content using many built in features, write your own features, and build up complex gameplay quickly and easily.",-1),c=e("p",null,"The purpose of creating profectus was to create an easy to use engine that does not create a ceiling for a programmer's personal growth. This engine will grow in complexity with you, empowering you to create increasingly complex designs and mechanics.",-1),d=e("h2",{id:"design-philosophies",tabindex:"-1"},[t("Design Philosophies "),e("a",{class:"header-anchor",href:"#design-philosophies","aria-hidden":"true"},"#")],-1),l=[a,r,c,d];function h(u,p,g,_,m,f){return n(),i("div",null,l)}var w=o(s,[["render",h]]);export{y as __pageData,w as default};
import{_ as o,c as i,o as n,b as e,d as t}from"./app.1f0d41ed.js";const y='{"title":"Introduction","description":"","frontmatter":{"title":"Introduction"},"headers":[{"level":2,"title":"Design Philosophies","slug":"design-philosophies"}],"relativePath":"guide/index.md"}',s={},a=e("h1",{id:"introduction",tabindex:"-1"},[t("Introduction "),e("a",{class:"header-anchor",href:"#introduction","aria-hidden":"true"},"#")],-1),r=e("p",null,"Profectus is a web-based game engine. You can write your content using many built in features, write your own features, and build up complex gameplay quickly and easily.",-1),c=e("p",null,"The purpose of creating profectus was to create an easy to use engine that does not create a ceiling for a programmer's personal growth. This engine will grow in complexity with you, empowering you to create increasingly complex designs and mechanics.",-1),d=e("h2",{id:"design-philosophies",tabindex:"-1"},[t("Design Philosophies "),e("a",{class:"header-anchor",href:"#design-philosophies","aria-hidden":"true"},"#")],-1),l=[a,r,c,d];function h(u,p,g,_,m,f){return n(),i("div",null,l)}var w=o(s,[["render",h]]);export{y as __pageData,w as default};

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import{_ as o,c as i,o as n,b as e,d as t}from"./app.82a3cbba.js";const y='{"title":"Introduction","description":"","frontmatter":{"title":"Introduction"},"headers":[{"level":2,"title":"Design Philosophies","slug":"design-philosophies"}],"relativePath":"guide/index.md"}',s={},a=e("h1",{id:"introduction",tabindex:"-1"},[t("Introduction "),e("a",{class:"header-anchor",href:"#introduction","aria-hidden":"true"},"#")],-1),r=e("p",null,"Profectus is a web-based game engine. You can write your content using many built in features, write your own features, and build up complex gameplay quickly and easily.",-1),c=e("p",null,"The purpose of creating profectus was to create an easy to use engine that does not create a ceiling for a programmer's personal growth. This engine will grow in complexity with you, empowering you to create increasingly complex designs and mechanics.",-1),d=e("h2",{id:"design-philosophies",tabindex:"-1"},[t("Design Philosophies "),e("a",{class:"header-anchor",href:"#design-philosophies","aria-hidden":"true"},"#")],-1),l=[a,r,c,d];function h(u,p,g,_,m,f){return n(),i("div",null,l)}var w=o(s,[["render",h]]);export{y as __pageData,w as default};
import{_ as o,c as i,o as n,b as e,d as t}from"./app.1f0d41ed.js";const y='{"title":"Introduction","description":"","frontmatter":{"title":"Introduction"},"headers":[{"level":2,"title":"Design Philosophies","slug":"design-philosophies"}],"relativePath":"guide/index.md"}',s={},a=e("h1",{id:"introduction",tabindex:"-1"},[t("Introduction "),e("a",{class:"header-anchor",href:"#introduction","aria-hidden":"true"},"#")],-1),r=e("p",null,"Profectus is a web-based game engine. You can write your content using many built in features, write your own features, and build up complex gameplay quickly and easily.",-1),c=e("p",null,"The purpose of creating profectus was to create an easy to use engine that does not create a ceiling for a programmer's personal growth. This engine will grow in complexity with you, empowering you to create increasingly complex designs and mechanics.",-1),d=e("h2",{id:"design-philosophies",tabindex:"-1"},[t("Design Philosophies "),e("a",{class:"header-anchor",href:"#design-philosophies","aria-hidden":"true"},"#")],-1),l=[a,r,c,d];function h(u,p,g,_,m,f){return n(),i("div",null,l)}var w=o(s,[["render",h]]);export{y as __pageData,w as default};

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import{_ as t,c as r,o as s,b as e,d as a}from"./app.1f0d41ed.js";const g='{"title":"Layers","description":"","frontmatter":{},"headers":[],"relativePath":"guide/layers.md"}',o={},n=e("h1",{id:"layers",tabindex:"-1"},[a("Layers "),e("a",{class:"header-anchor",href:"#layers","aria-hidden":"true"},"#")],-1),i=e("p",null,[a('Profectus content is organized into units called "Layers". When display content to the user, it will be done so by having some number of layers appearing as sections on the screen. They are stored in '),e("code",null,"/src/data/layers"),a(".")],-1),l=e("p",null,"Each layer is ultimately a collection of different features, and a display function. While there are a couple reserved properties for layers, most of its structure is fully up to the creator.",-1),c=e("p",null,[a("Layers can be dynamically added or removed at any time, which also allows for effectively disabling or enabling content based on arbitrary conditions. Just make sure "),e("a",{href:"./project-entry.html#getinitiallayers"},"getInitialLayers"),a(" can process the player save data object and determine which layers should be currently active.")],-1),d=[n,i,l,c];function h(y,u,p,f,_,m){return s(),r("div",null,d)}var v=t(o,[["render",h]]);export{g as __pageData,v as default};

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import{_ as t,c as r,o as s,b as e,d as a}from"./app.1f0d41ed.js";const g='{"title":"Layers","description":"","frontmatter":{},"headers":[],"relativePath":"guide/layers.md"}',o={},n=e("h1",{id:"layers",tabindex:"-1"},[a("Layers "),e("a",{class:"header-anchor",href:"#layers","aria-hidden":"true"},"#")],-1),i=e("p",null,[a('Profectus content is organized into units called "Layers". When display content to the user, it will be done so by having some number of layers appearing as sections on the screen. They are stored in '),e("code",null,"/src/data/layers"),a(".")],-1),l=e("p",null,"Each layer is ultimately a collection of different features, and a display function. While there are a couple reserved properties for layers, most of its structure is fully up to the creator.",-1),c=e("p",null,[a("Layers can be dynamically added or removed at any time, which also allows for effectively disabling or enabling content based on arbitrary conditions. Just make sure "),e("a",{href:"./project-entry.html#getinitiallayers"},"getInitialLayers"),a(" can process the player save data object and determine which layers should be currently active.")],-1),d=[n,i,l,c];function h(y,u,p,f,_,m){return s(),r("div",null,d)}var v=t(o,[["render",h]]);export{g as __pageData,v as default};

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import{_ as e,c as a,o as t,a as n}from"./app.1f0d41ed.js";const f='{"title":"Project Entry","description":"","frontmatter":{},"headers":[{"level":2,"title":"Required Exports","slug":"required-exports"},{"level":3,"title":"getInitialLayers","slug":"getinitiallayers"},{"level":3,"title":"hasWon","slug":"haswon"},{"level":3,"title":"fixOldSave","slug":"fixoldsave"}],"relativePath":"guide/project-entry.md"}',s={},o=n(`<h1 id="project-entry" tabindex="-1">Project Entry <a class="header-anchor" href="#project-entry" aria-hidden="true">#</a></h1><p>This is a TypeScript file containing the non-static parts of your project, and acts as the entry point for it.</p><p>It is stored at <code>/src/data/projEntry.jsx</code>.</p><p>This file has 3 things it must export, but beyond that can export anything the creator wants it to. Typically in addition to the required 3, the initial/&quot;main&quot; layer will be exported. Typically utilites belong in <code>common.tsx</code>, which exists next to <code>projEntry.tsx</code>.</p><h2 id="required-exports" tabindex="-1">Required Exports <a class="header-anchor" href="#required-exports" aria-hidden="true">#</a></h2><h3 id="getinitiallayers" tabindex="-1">getInitialLayers <a class="header-anchor" href="#getinitiallayers" aria-hidden="true">#</a></h3><ul><li>Type: <code>(player: Partial&lt;PlayerData&gt;) =&gt; GenericLayer[]</code></li></ul><p>A function that is given a player save data object currently being loaded, and returns a list of layers that should be active for that player. If a project does not have dynamic layers, this should always return a list of all layers.</p><h3 id="haswon" tabindex="-1">hasWon <a class="header-anchor" href="#haswon" aria-hidden="true">#</a></h3><ul><li>Type: <code>ComputedRef&lt;boolean&gt;</code></li></ul><p>A computed ref whose value is true whenever the game is over.</p><p>For example, in a game where the goal is to have a resource reach 10:</p><div class="language-ts"><pre><code><span class="token keyword">export</span> <span class="token keyword">const</span> hasWon <span class="token operator">=</span> <span class="token function">computed</span><span class="token punctuation">(</span><span class="token punctuation">(</span><span class="token punctuation">)</span> <span class="token operator">=&gt;</span> Decimal<span class="token punctuation">.</span><span class="token function">gte</span><span class="token punctuation">(</span>resource<span class="token punctuation">.</span>value<span class="token punctuation">,</span> <span class="token number">10</span><span class="token punctuation">)</span><span class="token punctuation">)</span><span class="token punctuation">;</span>
</code></pre></div><h3 id="fixoldsave" tabindex="-1">fixOldSave <a class="header-anchor" href="#fixoldsave" aria-hidden="true">#</a></h3><ul><li>Type: <code>(oldVersion: string | undefined, player: Partial&lt;PlayerData&gt;) =&gt; void</code></li></ul><p>This function will be run whenever a save is loaded that has a different version than the one in <a href="./project-info.html#versionnumber">project info</a>. It will be given the old version number, and the player save data object currently being loaded.</p><p>The purpose of this function is to perform any necessary migrations, such as capping a resource that accidentally inflated in a previous version of the project. By default it will do nothing.</p>`,17),r=[o];function i(l,p,c,d,h,u){return t(),a("div",null,r)}var g=e(s,[["render",i]]);export{f as __pageData,g as default};

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import{_ as e,c as t,o as a,a as o}from"./app.1f0d41ed.js";const g='{"title":"Themes","description":"","frontmatter":{},"headers":[{"level":2,"title":"Modifying Themes","slug":"modifying-themes"},{"level":2,"title":"Theme Options","slug":"theme-options"},{"level":3,"title":"floatingTabs","slug":"floatingtabs"},{"level":3,"title":"mergeAdjacent","slug":"mergeadjacent"}],"relativePath":"guide/themes.md"}',i={},s=o('<h1 id="themes" tabindex="-1">Themes <a class="header-anchor" href="#themes" aria-hidden="true">#</a></h1><p>Themes are objects that change how the project&#39;s interface should look. This is done mostly by changing the values of various CSS variables. You can look at the existing themes as a reference for the kind of values these CSS variables expect. They can also set various theme options that change how parts of the screen are laid out, which are described <a href="#theme-options">below</a>.</p><p>They are stored in <code>/src/data/themes.ts</code>.</p><h2 id="modifying-themes" tabindex="-1">Modifying Themes <a class="header-anchor" href="#modifying-themes" aria-hidden="true">#</a></h2><p>You can add a theme by adding a property to the <code>Themes</code> enum and then including the theme in the exported object. It&#39;s recommended to use the spread operator if you&#39;d like to have a theme look like another, but override specific options / CSS variables.</p><p>Themes added in this way will be automatically included in the Themes dropdown in the Options tab. Removing themes from the enum and exported object will similarly hide them from the dropdown.</p><p>If you&#39;d like to change which theme is the default, you may modify the initial player settings object in the <code>/src/game/settings.ts</code> file. Keep in mind you&#39;ll also want to change it in the <code>hardResetSettings</code> function in the same file.</p><h2 id="theme-options" tabindex="-1">Theme Options <a class="header-anchor" href="#theme-options" aria-hidden="true">#</a></h2><h3 id="floatingtabs" tabindex="-1">floatingTabs <a class="header-anchor" href="#floatingtabs" aria-hidden="true">#</a></h3><ul><li>Type: <code>boolean</code></li></ul><p>Toggles whether to display tab buttons in a tab list, similar to how a browser displays tabs; or to display them as floating buttons, similar to how TMT displays buttons.</p><h3 id="mergeadjacent" tabindex="-1">mergeAdjacent <a class="header-anchor" href="#mergeadjacent" aria-hidden="true">#</a></h3><ul><li>Type: <code>boolean</code></li></ul><p>If true, elements in a row or column will have their margins removed and border radiuses set to 0 between elements. This will cause the elements to appear as segments in a single object.</p><p>Currently, this can only merge in a single dimension. Rows of columns or columns of rows will not merge into a single rectangular object.</p>',15),n=[s];function h(r,d,l,c,m,p){return a(),t("div",null,n)}var f=e(i,[["render",h]]);export{g as __pageData,f as default};

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import{_ as e,c as t,o as a,a as o}from"./app.1f0d41ed.js";const g='{"title":"Updating Profectus","description":"","frontmatter":{},"headers":[{"level":2,"title":"Github","slug":"github"},{"level":2,"title":"Replit","slug":"replit"},{"level":2,"title":"Glitch","slug":"glitch"}],"relativePath":"guide/updating.md"}',r={},n=o(`<h1 id="updating-profectus" tabindex="-1">Updating Profectus <a class="header-anchor" href="#updating-profectus" aria-hidden="true">#</a></h1><h2 id="github" tabindex="-1">Github <a class="header-anchor" href="#github" aria-hidden="true">#</a></h2><p>Due to Profectus being a template repository, your projects do not share a git history with Profectus. In order to update changes, you will need to run the following:</p><div class="language-bash"><pre><code><span class="token function">git</span> remote <span class="token function">add</span> template https://github.com/profectus-engine/Profectus
<span class="token function">git</span> fetch --all
<span class="token function">git</span> merge template/main --allow-unrelated-histories
</code></pre></div><p>The first command only has to be performed once. The third command may require you to merge conflicts between code both you and Profectus have changed - however, due to the modularity of Profectus, this should be fairly rare. Unfortunately, due to the unrelated histories the first time you do this <em>every</em> change will be marked as a conflict, and you&#39;ll need to accept each one.</p><h2 id="replit" tabindex="-1">Replit <a class="header-anchor" href="#replit" aria-hidden="true">#</a></h2><p>The sidebar has a tab labelled &quot;Version Control&quot;, which you can use to merge all changes made to Profectus into your project. Unfortunately, replit does not have a merge tool so this process may irrecoverably erase changes you&#39;ve made - I&#39;d recommend making a backup first.</p><h2 id="glitch" tabindex="-1">Glitch <a class="header-anchor" href="#glitch" aria-hidden="true">#</a></h2><p>Unfortunately glitch does not provide any method by which to update a project from a github repository. If you&#39;ve only changed things in the data folder you may consider creating a new project, importing the current version of Profectus, and then placing your data folder in the new project.</p>`,9),i=[n];function s(c,h,d,l,u,p){return a(),t("div",null,i)}var m=e(r,[["render",s]]);export{g as __pageData,m as default};

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