import{_ as s,o as a,c as n,Q as l}from"./chunks/framework.1169fbc9.js";const u=JSON.parse('{"title":"Grids","description":"","frontmatter":{},"headers":[],"relativePath":"public/kronos/docs/grids.md","filePath":"public/kronos/docs/grids.md","lastUpdated":1701136977000}'),e={name:"public/kronos/docs/grids.md"},o=l(`
Grids are an easier way of making a group of similar clickables. They all have the same behavior, but are different based on their data.
NOTE: Gridables are similar to clickables in some respects, but are fundamentally different from normal TMT components in quite a few ways. Be sure to keep these in mind:
Useful functions for dealing with grids:
The grid should be formatted like this:
grid: {
rows: 4, // If these are dynamic make sure to have a max value as well!
cols: 5,
getStartData(id) {
return 0
},
getUnlocked(id) { // Default
return true
},
getCanClick(data, id) {
return true
},
onClick(data, id) {
player[this.layer].grid[id]++
},
getDisplay(data, id) {
return data
},
etc
}
grid: {
rows: 4, // If these are dynamic make sure to have a max value as well!
cols: 5,
getStartData(id) {
return 0
},
getUnlocked(id) { // Default
return true
},
getCanClick(data, id) {
return true
},
onClick(data, id) {
player[this.layer].grid[id]++
},
getDisplay(data, id) {
return data
},
etc
}
Features:
rows, cols: The amount of rows and columns of gridable to display.
maxRows, maxCols: sometimes needed. If rows or cols are dynamic, you need to define the maximum amount that there can be (you can increase it when you update the game though). These CANNOT be dynamic.
getStartData(id): Creates the default data for the gridable at this position. This can be an object, or a regular value.
getUnlocked(id): optional. Returns true if the gridable at this position should be visible.
getTitle(data, id): optional. Returns text that should displayed at the top in a larger font, based on the position and data of the gridable.
getDisplay(data, id): optional. Returns everything that should be displayed on the gridable after the title, based on the position and data of the gridable.
getStyle(data, id): optional. Returns CSS to apply to this gridable, in the form of an object where the keys are CSS attributes, and the values are the values for those attributes (both as strings).
getCanClick(data, id): optional. A function returning a bool to determine if you can click a gridable, based on its data and position. If absent, you can always click it.
onClick(data, id): A function that implements clicking on the gridable, based on its position and data.
onHold(data, id): optional A function that is called 20x/sec when the button is held for at least 0.25 seconds.
getEffect(data, id): optional. A function that calculates and returns a gridable's effect, based on its position and data. (Whatever that means for a gridable)
layer: assigned automagically. It's the same value as the name of this layer, so you can do player[this.layer].points
or similar.