56 lines
2.7 KiB
Markdown
56 lines
2.7 KiB
Markdown
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# Clickables
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Clickables are any kind of thing that you can click for an effect. They're a more generalized version of Buyables.
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DO NOT USE THESE TO MAKE THINGS THAT YOU CLICK REPEATEDLY FOR A BONUS BECAUSE THOSE ARE AWFUL.
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There are several differences between the two. One is that a buyable's saved data is its amount as a `Decimal`, while Clickables store a "state" which can be a number or string, but not `Decimal`, array, or object). Buyables have a number of extra features which you can see on their page. Clickables also have a smaller default size.
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Useful functions for dealing with achievements and implementing their effects:
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- getClickableState(layer, id): get the state of the clickable the player has
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- setClickableState(layer, id, state): set the state of the buyable the player has
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- clickableEffect(layer, id): Returns the current effects of the clickable, if any.
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Clickables should be formatted like this:
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```js
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clickables: {
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rows: # of rows,
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cols: # of columns,
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11: {
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display() {return "Blah"},
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etc
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}
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etc
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}
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```
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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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- effect(): **optional**. A function that calculates and returns the current values of bonuses of this clickable. 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 clickable after the title, likely changing based on its state. Can use basic HTML.
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- unlocked(): **optional**. A function returning a bool to determine if the clickable is visible or not. Default is unlocked.
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- canClick(): A function returning a bool to determine if you can click the clickable.
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- onClick(): A function that implements clicking one of the clickable.
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- style: **optional**. Applies CSS to this clickable, in the form of an object where the keys are CSS attributes, and the values are the values for those attributes (both as strings).
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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 "key" which the clickable was stored under, for convenient access. The clickable in the example's id is 11.
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You can also use these features on the clickables object to add a button above all the clickables, for implementing a respec button or similar.
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- masterButtonPress(): **optional**. If present, an additional button will appear above the clickables. Pressing it will call this function.
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- masterButtonText: **optional**. Text to display on the Master Button.
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- showMasterButton(): **optional**. A function determining whether or not to show the button. Defaults to true if absent.
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