let modInfo = { name: "Lit", id: "lit", author: "thepaperpilot", pointsName: "light", discordName: "The Paper Pilot Community Server", discordLink: "https://discord.gg/WzejVAx", initialStartPoints: new Decimal (0), // Used for hard resets and new players offlineLimit: 1, // In hours }; // Set your version in num and name let VERSION = { num: "1.0", name: "Finished Game Jam", }; let changelog = `

Changelog:



v0.1


- Framework and first 5 colors

v1.0


- Finished rest of game.
`; let winText = "Congratulations! You've beaten the game! This was made in a 7 day game jam called IGJ 2021, and has no plans for further content. That said, feel free to see how much light you can get!"; // If you add new functions anywhere inside of a layer, and those functions have an effect when called, add them here. // (The ones here are examples, all official functions are already taken care of) var doNotCallTheseFunctionsEveryTick = ["onAddPoints", "touchstart", "touchend", "onExit", "onStart"]; function getStartPoints(){ return new Decimal(modInfo.initialStartPoints); } // Determines if it should show points/sec function canGenPoints(){ return false; } // Calculate points/sec! function getPointGen() { if(!canGenPoints()) { return new Decimal(0); } let gain = new Decimal(1); return gain; } // You can add non-layer related variables that should to into "player" and be saved here, along with default values function addedPlayerData() { return { hqTree: true, red: new Decimal(0), green: new Decimal(0), blue: new Decimal(0) }; } // Display extra things at the top of the page var displayThings = [ ]; // Determines when the game "ends" function isEndgame() { return player.points.gte(69); } // Less important things beyond this point! // You can change this if you have things that can be messed up by long tick lengths function maxTickLength() { return(3600); // Default is 1 hour which is just arbitrarily large } // Use this if you need to undo inflation from an older version. If the version is older than the version that fixed the issue, // you can cap their current resources with this. function fixOldSave(oldVersion){ }