Add Log and placeholder for resource table
This commit is contained in:
parent
9dae6f982e
commit
66ea2388e9
9 changed files with 463 additions and 6 deletions
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@ -2,7 +2,7 @@
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import Footer from "./components/Footer.svelte";
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import Header from "./components/Header.svelte";
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import Wrapper from "./components/Wrapper.svelte";
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import { SharkGame } from "./shark";
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import { SharkGame } from "./shark/SharkGame";
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SharkGame.init();
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</script>
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@ -1,5 +1,5 @@
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<script lang="ts">
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import { SharkGame } from "../shark";
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import { SharkGame } from "../shark/SharkGame";
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const discordLink = "https://discord.gg/eYqApFkFPY";
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@ -7,8 +7,8 @@
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save() {
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console.log("save");
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},
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options() {
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console.log("options");
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settings() {
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console.log("settings");
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},
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help() {
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console.log("help");
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64
src/components/Log.svelte
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64
src/components/Log.svelte
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<script lang="ts">
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import { Message } from "../shark/Message";
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import { SharkGame } from "../shark/SharkGame";
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export function addMessage(message: string): void {
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SharkGame.messages = [
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...SharkGame.messages.slice(
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-Math.max(...SharkGame.Settings.logLength.options)
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),
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new Message(message),
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];
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}
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$: logLength = SharkGame.Settings.logLength.current;
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$: displaymessages = [...SharkGame.messages].slice(-logLength).reverse();
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</script>
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<div id="log">
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<button
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on:click={() => {
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addMessage("test" + SharkGame.messages.length);
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}}>Add Test Message</button
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>
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<button
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on:click={() => {
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Message.even = true;
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SharkGame.messages = [new Message("Log cleared.")];
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}}>Clear log</button
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>
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<ol>
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{#each displaymessages as message, i}
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{#if i < logLength}
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<li class={message.isEven ? "even" : "odd"}>{message}</li>
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{/if}
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{/each}
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</ol>
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</div>
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<style lang="scss">
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div {
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height: 50%;
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width: 100%;
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overflow-y: scroll;
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background-color: var(--color-darker);
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> ol {
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box-shadow: 0 0 2px 2px var(--color-dark) inset;
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padding: 0;
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margin: 0;
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list-style-type: none;
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> li {
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padding: 1em 0.4em;
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&.odd {
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background-color: var(--color-med);
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}
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&.even {
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background-color: var(--color-dark);
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}
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}
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}
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}
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</style>
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8
src/components/ResourceTable.svelte
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8
src/components/ResourceTable.svelte
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<div><pre>Resource Table goes here</pre></div>
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<style lang="scss">
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div {
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height: 50%;
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width: 100%;
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}
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</style>
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@ -1,7 +1,20 @@
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<main>Wrapper</main>
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<script lang="ts">
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import Log from "./Log.svelte";
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import ResourceTable from "./ResourceTable.svelte";
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</script>
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<main>
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<div id="left-column">
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<ResourceTable />
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<Log />
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</div>
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</main>
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<style lang="scss">
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main {
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display: flex;
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flex-direction: row;
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background-color: var(--color-dark);
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margin: 2em 0 0 0;
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height: 100%;
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overflow-y: scroll;
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> #left-column {
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height: 100%;
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max-height: 100%;
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width: 20%;
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}
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}
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</style>
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15
src/shark/Message.ts
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15
src/shark/Message.ts
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export class Message {
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static even = true;
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isEven: boolean;
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message: string;
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constructor(message: string) {
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this.message = message;
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this.isEven = Message.even;
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Message.even = !Message.even;
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}
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toString(): string {
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return this.message;
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}
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}
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342
src/shark/Settings.ts
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342
src/shark/Settings.ts
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// How to make current just be undefined here, but keep the type of defaultValue?
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export const Settings = {
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// Internal / No category
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buyAmount: {
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current: 1,
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defaultValue: 1 as const,
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options: [1, 10, 100, -3, -2, -1, "custom"] as const,
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},
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grottoMode: {
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current: "simple",
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defaultValue: "simple" as const,
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options: ["simple", "advanced"] as const,
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},
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showPercentages: {
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current: "absolute",
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defaultValue: "absolute" as const,
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options: ["absolute", "percentage"] as const,
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},
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// PERFORMANCE
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framerate: {
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current: 20,
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defaultValue: 20 as const,
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name: "Framerate/TPS" as const,
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desc: "How fast to update the game." as const,
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category: "PERFORMANCE" as const,
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options: [1, 2, 5, 10, 20, 30] as const,
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onChange(): void {
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// main.applyFramerate();
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console.warn("TODO");
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},
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},
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showAnimations: {
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current: true,
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defaultValue: true as const,
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name: "Show Animations" as const,
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desc: "Whether to show animated transitions." as const,
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category: "PERFORMANCE" as const,
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options: [true, false] as const, // might remove this option? could be a pain to continue supporting it
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},
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// LAYOUT
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minimizedTopbar: {
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current: true,
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defaultValue: true as const,
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name: "Minimized Title Bar" as const,
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desc: "Whether to minimize the title bar at the top." as const,
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category: "LAYOUT" as const,
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options: [true, false] as const,
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onChange(): void {
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// if (SharkGame.Settings.current["minimizedTopbar"]) {
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// document.querySelector("body").classList.add("top-bar");
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// $("#wrapper").removeClass("notMinimized");
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// } else {
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// document.querySelector("body").classList.remove("top-bar");
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// $("#wrapper").addClass("notMinimized");
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// }
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console.warn("TODO");
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},
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},
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groupResources: {
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current: true,
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defaultValue: true as const,
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name: "Group Resources" as const,
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desc: "Whether to categorize resources in the table." as const,
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category: "LAYOUT" as const,
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options: [true, false] as const,
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onChange(): void {
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// res.rebuildTable = true;
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console.warn("TODO");
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},
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},
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smallTable: {
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current: false,
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defaultValue: false as const,
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name: "Smaller Table" as const,
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desc: "Whether to make the stuff table smaller." as const,
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category: "LAYOUT" as const,
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options: [true, false] as const,
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onChange(): void {
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// res.rebuildTable = true;
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console.warn("TODO");
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},
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},
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buttonDisplayType: {
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current: "pile",
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defaultValue: "pile" as const,
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name: "Home Sea Button Display" as const,
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desc: "How to arrange buttons." as const,
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category: "LAYOUT" as const,
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options: ["list", "pile"] as const,
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onChange(): void {
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// SharkGame.TabHandler.changeTab(SharkGame.Tabs.current);
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console.warn("TODO");
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},
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},
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logLength: {
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current: 30,
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defaultValue: 30 as const,
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name: "Max Log Messages" as const,
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desc: "Max number of messages kept in the log." as const,
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category: "LAYOUT" as const,
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options: [5, 10, 15, 20, 30, 60] as const,
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onChange(): void {
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// log.correctLogLength();
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},
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},
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sidebarWidth: {
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current: "30%",
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defaultValue: "30%" as const,
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name: "Sidebar Width" as const,
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desc: "How much screen space the sidebar should take." as const,
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category: "LAYOUT" as const,
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options: ["25%", "30%", "35%"] as const,
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onChange(): void {
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// const sidebar = $("#sidebar");
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// if (SharkGame.Settings.current.showAnimations) {
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// sidebar.animate(
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// { width: SharkGame.Settings.current.sidebarWidth },
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// 100
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// );
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// } else {
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// sidebar.width(SharkGame.Settings.current.sidebarWidth);
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// }
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console.warn("TODO");
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},
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},
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// APPEARANCE
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colorCosts: {
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current: "color",
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defaultValue: "color" as const,
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name: "Color Resource Names" as const,
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desc: "How to color names of resources." as const,
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category: "APPEARANCE" as const,
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options: ["color", "bright", "none"] as const,
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onChange(): void {
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// res.rebuildTable = true;
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// stats.recreateIncomeTable = true;
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console.warn("TODO");
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},
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},
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boldCosts: {
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current: true,
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defaultValue: true as const,
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name: "Bold Resource Names" as const,
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desc: "Should resource names be bolded?" as const,
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options: [true, false] as const,
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category: "APPEARANCE" as const,
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onChange(): void {
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// res.rebuildTable = true;
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// stats.recreateIncomeTable = true;
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console.warn("TODO");
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},
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},
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alwaysSingularTooltip: {
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current: false,
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defaultValue: false as const,
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name: "Tooltip Always Singular" as const,
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desc: "Should the tooltip only show what one of each thing produces?" as const,
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category: "APPEARANCE" as const,
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options: [true, false] as const,
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},
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tooltipQuantityReminders: {
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current: true,
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defaultValue: true as const,
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name: "Tooltip Amount Reminder" as const,
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desc: "Should tooltips tell you much you own of stuff?" as const,
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category: "APPEARANCE" as const,
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options: [true, false] as const,
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},
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enableThemes: {
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current: true,
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defaultValue: true as const,
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name: "Enable Planet-dependent Styles" as const,
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desc: "Should page colors change for different planets?" as const,
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options: [true, false] as const,
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category: "APPEARANCE" as const,
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onChange(): void {
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// if (SharkGame.Settings.enableThemes.current) {
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// document.querySelector("body").classList.remove("no-theme");
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// } else {
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// document.querySelector("body").classList.add("no-theme");
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// }
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console.warn("TODO");
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},
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},
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showIcons: {
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current: true,
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defaultValue: true as const,
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name: "Show Action Button icons" as const,
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desc: "Show button icons?" as const,
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category: "APPEARANCE" as const,
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options: [true, false] as const,
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},
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showTabImages: {
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current: true,
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defaultValue: true as const,
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name: "Show Tab Header Images" as const,
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desc: "Show art?" as const,
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category: "APPEARANCE" as const,
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options: [true, false] as const,
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onChange(): void {
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// SharkGame.TabHandler.changeTab(SharkGame.Tabs.current);
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console.warn("TODO");
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},
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},
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// ACCESSIBILITY
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doAspectTable: {
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current: "tree",
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defaultValue: "tree" as const,
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name: "Aspect Table or Tree" as const,
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desc: "Draw a visual aspect tree or a more accessible aspect table?" as const,
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category: "ACCESSIBILITY" as const,
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options: ["tree", "table"] as const,
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},
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verboseTokenDescriptions: {
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current: false,
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defaultValue: false as const,
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name: "Verbose Token" as const,
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desc: "Should tokens display text saying where they are?" as const,
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category: "ACCESSIBILITY" as const,
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options: [true, false] as const,
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onChange(): void {
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// res.tokens.updateTokenDescriptions();
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console.warn("TODO");
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},
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},
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minuteHandEffects: {
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current: true,
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defaultValue: true as const,
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name: "Minute Hand Special Effects" as const,
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desc: "Should the minute hand glow a ton?" as const,
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category: "ACCESSIBILITY" as const,
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options: [true, false] as const,
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onChange(): void {
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// res.minuteHand.updatePowers();
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console.warn("TODO");
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},
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},
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// OTHER
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idleEnabled: {
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current: true,
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defaultValue: true as const,
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name: "Stored Offline Progress" as const,
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desc: "Should the game store idle progress for later use? (otherwise, it will not go idle and will have real offline progress)" as const,
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category: "OTHER" as const,
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options: [true, false] as const,
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onChange(): void {
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// res.minuteHand.init();
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console.warn("TODO");
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},
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},
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showTooltips: {
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current: true,
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defaultValue: true as const,
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name: "Tooltips" as const,
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desc: "Whether to show informational tooltips when hovering over certain stuff." as const,
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category: "OTHER" as const,
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options: [true, false] as const,
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},
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updateCheck: {
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current: true,
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defaultValue: true as const,
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name: "Check for updates" as const,
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desc: "Whether to notify you of new updates." as const,
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category: "OTHER" as const,
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options: [true, false] as const,
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onChange(): void {
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// clearInterval(SharkGame.Main.checkForUpdateHandler);
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// if (SharkGame.Settings.current.updateCheck) {
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// SharkGame.Main.checkForUpdateHandler = setInterval(
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// main.checkForUpdates,
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// 300000
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// );
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// }
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console.warn("TODO");
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},
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},
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offlineModeActive: {
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current: true,
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defaultValue: true as const,
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name: "Offline Progress" as const,
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desc: "Should there be ANY offline progress?" as const,
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category: "OTHER" as const,
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options: [true, false] as const,
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},
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// SAVES (Needs to come last due to hard-coded import/export/wipe buttons at the bottom)
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autosaveFrequency: {
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// times given in minutes
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current: 5,
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defaultValue: 5 as const,
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name: "Autosave Frequency" as const,
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desc: "Number of minutes between autosaves." as const,
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category: "SAVES" as const,
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options: [1, 2, 5, 10, 30] as const,
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onChange(): void {
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// clearInterval(main.autosaveHandler);
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// main.autosaveHandler = setInterval(
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// main.autosave,
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// SharkGame.Settings.current.autosaveFrequency * 60000
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// );
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// log.addMessage(
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// "Now autosaving every " +
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// SharkGame.Settings.current.autosaveFrequency +
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// " minute" +
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// sharktext.plural(SharkGame.Settings.current.autosaveFrequency) +
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// "."
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// );
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console.warn("TODO");
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},
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},
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};
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@ -1,3 +1,5 @@
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import { Message } from "./Message";
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import { Settings } from "./Settings";
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import { StaticClass } from "./StaticClass";
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export class SharkGame extends StaticClass {
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@ -51,7 +53,14 @@ export class SharkGame extends StaticClass {
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] as const;
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static title: string;
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static readonly Settings = Settings;
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static messages: Message[] = [new Message("Welcome to Sharg!")];
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static init(): void {
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for (const setting of Object.values(Settings)) {
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setting.current = setting.defaultValue;
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}
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SharkGame.title =
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SharkGame.#GAME_NAMES[
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Math.floor(Math.random() * SharkGame.#GAME_NAMES.length)
|
|
@ -2,7 +2,7 @@ html {
|
|||
height: calc(100vh - 2em - 3em);
|
||||
}
|
||||
body {
|
||||
min-height: 100%;
|
||||
height: 100%;
|
||||
margin: 0;
|
||||
font-family: Verdana, Geneva, sans-serif;
|
||||
text-align: center;
|
||||
|
|
Reference in a new issue