Updated upgrade bar code
This commit is contained in:
126
CookieMonster.js
126
CookieMonster.js
@@ -711,7 +711,7 @@ CM.ConfigData.TimerBarPos = {label: ['Timer Bar Position (Top Left)', 'Timer Bar
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CM.ConfigData.BuildColor = {label: ['Building Colors OFF', 'Building Colors ON'], desc: 'Color code buildings', toggle: true, func: function() {CM.Disp.UpdateBuildings();}};
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CM.ConfigData.BuildColor = {label: ['Building Colors OFF', 'Building Colors ON'], desc: 'Color code buildings', toggle: true, func: function() {CM.Disp.UpdateBuildings();}};
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CM.ConfigData.BulkBuildColor = {label: ['Bulk Building Colors (Single Building Color)', 'Bulk Building Colors (Calculated Bulk Color)'], desc: 'Color code bulk buildings based on single buildings color or calculated bulk value color', toggle: false, func: function() {CM.Disp.UpdateBuildings();}};
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CM.ConfigData.BulkBuildColor = {label: ['Bulk Building Colors (Single Building Color)', 'Bulk Building Colors (Calculated Bulk Color)'], desc: 'Color code bulk buildings based on single buildings color or calculated bulk value color', toggle: false, func: function() {CM.Disp.UpdateBuildings();}};
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CM.ConfigData.ColorPPBulkMode = {label: ['Color of PP (Compared to Single)', 'Color of PP (Compared to Bulk)'], desc: 'Color PP-values based on comparison with single purchase or with selected bulk-buy mode', toggle: false};
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CM.ConfigData.ColorPPBulkMode = {label: ['Color of PP (Compared to Single)', 'Color of PP (Compared to Bulk)'], desc: 'Color PP-values based on comparison with single purchase or with selected bulk-buy mode', toggle: false};
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CM.ConfigData.UpBarColor = {label: ['Upgrade Colors/Bar OFF', 'Upgrade Colors with Bar ON', 'Upgrade Colors without Bar ON'], desc: 'Color code upgrades and optionally add a counter bar', toggle: false, func: function() {CM.Disp.ToggleUpBarColor();}};
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CM.ConfigData.UpBarColor = {label: ['Upgrade Colors/Bar OFF', 'Upgrade Colors with Bar ON', 'Upgrade Colors without Bar ON'], desc: 'Color code upgrades and optionally add a counter bar', toggle: false, func: function() {CM.Disp.ToggleUpgradeBarAndColor();}};
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CM.ConfigData.Colors = {
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CM.ConfigData.Colors = {
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desc: {
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desc: {
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Blue: 'Color Blue. Used to show better than best PP building, for Click Frenzy bar, and for various labels',
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Blue: 'Color Blue. Used to show better than best PP building, for Click Frenzy bar, and for various labels',
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@@ -1166,7 +1166,7 @@ CM.Disp.RefreshScale = function() {
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* This function returns time as a string depending on TimeFormat setting
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* This function returns time as a string depending on TimeFormat setting
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* @param {number} time Time to be formatted
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* @param {number} time Time to be formatted
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* @param {number} longFormat 1 or 0
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* @param {number} longFormat 1 or 0
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* @return {string} Formatted time`
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* @returns {string} Formatted time`
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*/
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*/
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CM.Disp.FormatTime = function(time, longFormat) {
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CM.Disp.FormatTime = function(time, longFormat) {
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if (time == Infinity) return time;
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if (time == Infinity) return time;
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@@ -1199,9 +1199,9 @@ CM.Disp.FormatTime = function(time, longFormat) {
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* @param {number} num Number to be beautified
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* @param {number} num Number to be beautified
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* @param {any} frac Used in some scenario's by CM.Backup.Beautify (Game's original function)
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* @param {any} frac Used in some scenario's by CM.Backup.Beautify (Game's original function)
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* @param {number} forced Used to force (type 3) in certains cases
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* @param {number} forced Used to force (type 3) in certains cases
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* @return {string} Formatted number
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* @returns {string} Formatted number
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* TODO: Add functionality to choose amount of decimals and separators
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* TODO: Add functionality to choose amount of decimals and separators
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*/
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*/
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CM.Disp.Beautify = function(num, frac, forced) {
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CM.Disp.Beautify = function(num, frac, forced) {
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var decimals = 3; // This can be used to implement function to let user choose amount of decimals
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var decimals = 3; // This can be used to implement function to let user choose amount of decimals
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if (CM.Config.Scale == 0) {
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if (CM.Config.Scale == 0) {
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@@ -1278,7 +1278,7 @@ CM.Disp.Beautify = function(num, frac, forced) {
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/********
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/********
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* Section: Functions related to the Bottom Bar */
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* Section: Functions related to the Bottom Bar */
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/**
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/**
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* This function toggle the bottom bar
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* This function toggle the bottom bar
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* It is called by CM.Disp.UpdateAscendState() and a change in CM.Config.BotBar
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* It is called by CM.Disp.UpdateAscendState() and a change in CM.Config.BotBar
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*/
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*/
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@@ -1293,7 +1293,7 @@ CM.Disp.ToggleBotBar = function() {
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CM.Disp.UpdateBotTimerBarPosition();
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CM.Disp.UpdateBotTimerBarPosition();
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}
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}
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/**
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/**
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* This function creates the bottom bar and appends it to l('wrapper')
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* This function creates the bottom bar and appends it to l('wrapper')
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* It is called by CM.DelayInit and a change in CM.Config.BotBar
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* It is called by CM.DelayInit and a change in CM.Config.BotBar
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*/
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*/
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@@ -1729,8 +1729,44 @@ CM.Disp.UpdateBuildings = function() {
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/********
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/********
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* Section: Functions related to the Upgrade Bar
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* Section: Functions related to the Upgrade Bar
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* TODO: Annotate functions */
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/**
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* This function toggles the upgrade bar and the colours of upgrades
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* It is called by a change in CM.Config.UpBarColor
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*/
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CM.Disp.ToggleUpgradeBarAndColor = function() {
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if (CM.Config.UpBarColor == 1) { // Colours and bar on
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CM.Disp.UpgradeBar.style.display = '';
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CM.Disp.UpdateUpgrades();
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}
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else if (CM.Config.UpBarColor == 2) {// Colours on and bar off
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CM.Disp.UpgradeBar.style.display = 'none';
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CM.Disp.UpdateUpgrades();
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}
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else { // Colours and bar off
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CM.Disp.UpgradeBar.style.display = 'none';
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Game.RebuildUpgrades();
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}
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}
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/**
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* This function toggles the position of the upgrade bar from fixed or non-fixed mode
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* It is called by a change in CM.Config.UpgradeBarFixedPos
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*/
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CM.Disp.ToggleUpgradeBarFixedPos = function() {
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if (CM.Config.UpgradeBarFixedPos == 1) { // Fix to top of screen when scrolling
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CM.Disp.UpgradeBar.style.position = 'sticky';
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CM.Disp.UpgradeBar.style.top = '0px';
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}
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else {
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CM.Disp.UpgradeBar.style.position = ''; // Possible to scroll offscreen
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}
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}
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/**
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* This function creates the upgrade bar above the upgrade-section in the right section of the screen
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* The number (.textContent) of upgrades gets updated by CM.Disp.UpdateUpgrades()
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*/
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CM.Disp.CreateUpgradeBar = function() {
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CM.Disp.CreateUpgradeBar = function() {
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CM.Disp.UpgradeBar = document.createElement('div');
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CM.Disp.UpgradeBar = document.createElement('div');
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CM.Disp.UpgradeBar.id = 'CMUpgradeBar';
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CM.Disp.UpgradeBar.id = 'CMUpgradeBar';
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@@ -1743,6 +1779,34 @@ CM.Disp.CreateUpgradeBar = function() {
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CM.Disp.UpgradeBar.onmouseout = function() { Game.tooltip.hide(); };
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CM.Disp.UpgradeBar.onmouseout = function() { Game.tooltip.hide(); };
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var placeholder = document.createElement('div');
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var placeholder = document.createElement('div');
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placeholder.appendChild(CM.Disp.CreateUpgradeBarLegend());
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CM.Disp.UpgradeBar.onmouseover = function() {Game.tooltip.draw(this, escape(placeholder.innerHTML), 'store');};
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var upgradeNumber = function(id, color) {
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var span = document.createElement('span');
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span.id = id;
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span.className = CM.Disp.colorTextPre + color;
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span.style.width = '14.28571428571429%';
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span.style.display = 'inline-block';
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span.textContent = '0';
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return span;
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}
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CM.Disp.UpgradeBar.appendChild(upgradeNumber('CMUpgradeBarBlue', CM.Disp.colorBlue));
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CM.Disp.UpgradeBar.appendChild(upgradeNumber('CMUpgradeBarGreen', CM.Disp.colorGreen));
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CM.Disp.UpgradeBar.appendChild(upgradeNumber('CMUpgradeBarYellow', CM.Disp.colorYellow));
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CM.Disp.UpgradeBar.appendChild(upgradeNumber('CMUpgradeBarOrange', CM.Disp.colorOrange));
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CM.Disp.UpgradeBar.appendChild(upgradeNumber('CMUpgradeBarRed', CM.Disp.colorRed));
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CM.Disp.UpgradeBar.appendChild(upgradeNumber('CMUpgradeBarPurple', CM.Disp.colorPurple));
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CM.Disp.UpgradeBar.appendChild(upgradeNumber('CMUpgradeBarGray', CM.Disp.colorGray));
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l('upgrades').parentNode.insertBefore(CM.Disp.UpgradeBar, l('upgrades').parentNode.childNodes[3]);
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}
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/**
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* This function creates the legend for the upgrade bar, it is called by CM.Disp.CreateUpgradeBar
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* @returns {object} legend The legend-object to be added
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*/
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CM.Disp.CreateUpgradeBarLegend = function() {
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var legend = document.createElement('div');
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var legend = document.createElement('div');
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legend.style.minWidth = '330px';
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legend.style.minWidth = '330px';
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legend.style.marginBottom = '4px';
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legend.style.marginBottom = '4px';
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@@ -1773,53 +1837,7 @@ CM.Disp.CreateUpgradeBar = function() {
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legend.appendChild(legendLine(CM.Disp.colorRed, 'Same as worst PP building'));
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legend.appendChild(legendLine(CM.Disp.colorRed, 'Same as worst PP building'));
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legend.appendChild(legendLine(CM.Disp.colorPurple, 'Worse than worst PP building'));
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legend.appendChild(legendLine(CM.Disp.colorPurple, 'Worse than worst PP building'));
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legend.appendChild(legendLine(CM.Disp.colorGray, 'Negative or infinity PP'));
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legend.appendChild(legendLine(CM.Disp.colorGray, 'Negative or infinity PP'));
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placeholder.appendChild(legend);
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return legend;
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CM.Disp.UpgradeBar.onmouseover = function() {Game.tooltip.draw(this, escape(placeholder.innerHTML), 'store');};
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var upgradeNumber = function(id, color) {
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var span = document.createElement('span');
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span.id = id;
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span.className = CM.Disp.colorTextPre + color;
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span.style.width = '14.28571428571429%';
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span.style.display = 'inline-block';
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span.textContent = '0';
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return span;
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}
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CM.Disp.UpgradeBar.appendChild(upgradeNumber('CMUpgradeBarBlue', CM.Disp.colorBlue));
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CM.Disp.UpgradeBar.appendChild(upgradeNumber('CMUpgradeBarGreen', CM.Disp.colorGreen));
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CM.Disp.UpgradeBar.appendChild(upgradeNumber('CMUpgradeBarYellow', CM.Disp.colorYellow));
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CM.Disp.UpgradeBar.appendChild(upgradeNumber('CMUpgradeBarOrange', CM.Disp.colorOrange));
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CM.Disp.UpgradeBar.appendChild(upgradeNumber('CMUpgradeBarRed', CM.Disp.colorRed));
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CM.Disp.UpgradeBar.appendChild(upgradeNumber('CMUpgradeBarPurple', CM.Disp.colorPurple));
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CM.Disp.UpgradeBar.appendChild(upgradeNumber('CMUpgradeBarGray', CM.Disp.colorGray));
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l('upgrades').parentNode.insertBefore(CM.Disp.UpgradeBar, l('upgrades').parentNode.childNodes[3]);
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}
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CM.Disp.ToggleUpBarColor = function() {
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if (CM.Config.UpBarColor == 1) {
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CM.Disp.UpgradeBar.style.display = '';
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CM.Disp.UpdateUpgrades();
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}
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else if (CM.Config.UpBarColor == 2) {
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CM.Disp.UpgradeBar.style.display = 'none';
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CM.Disp.UpdateUpgrades();
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}
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else {
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CM.Disp.UpgradeBar.style.display = 'none';
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Game.RebuildUpgrades();
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}
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}
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CM.Disp.ToggleUpgradeBarFixedPos = function() {
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if (CM.Config.UpgradeBarFixedPos == 1) {
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CM.Disp.UpgradeBar.style.position = 'sticky';
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CM.Disp.UpgradeBar.style.top = '0px';
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}
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else {
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CM.Disp.UpgradeBar.style.position = '';
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}
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}
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}
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/********
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/********
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@@ -159,7 +159,7 @@ CM.ConfigData.TimerBarPos = {label: ['Timer Bar Position (Top Left)', 'Timer Bar
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CM.ConfigData.BuildColor = {label: ['Building Colors OFF', 'Building Colors ON'], desc: 'Color code buildings', toggle: true, func: function() {CM.Disp.UpdateBuildings();}};
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CM.ConfigData.BuildColor = {label: ['Building Colors OFF', 'Building Colors ON'], desc: 'Color code buildings', toggle: true, func: function() {CM.Disp.UpdateBuildings();}};
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CM.ConfigData.BulkBuildColor = {label: ['Bulk Building Colors (Single Building Color)', 'Bulk Building Colors (Calculated Bulk Color)'], desc: 'Color code bulk buildings based on single buildings color or calculated bulk value color', toggle: false, func: function() {CM.Disp.UpdateBuildings();}};
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CM.ConfigData.BulkBuildColor = {label: ['Bulk Building Colors (Single Building Color)', 'Bulk Building Colors (Calculated Bulk Color)'], desc: 'Color code bulk buildings based on single buildings color or calculated bulk value color', toggle: false, func: function() {CM.Disp.UpdateBuildings();}};
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CM.ConfigData.ColorPPBulkMode = {label: ['Color of PP (Compared to Single)', 'Color of PP (Compared to Bulk)'], desc: 'Color PP-values based on comparison with single purchase or with selected bulk-buy mode', toggle: false};
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CM.ConfigData.ColorPPBulkMode = {label: ['Color of PP (Compared to Single)', 'Color of PP (Compared to Bulk)'], desc: 'Color PP-values based on comparison with single purchase or with selected bulk-buy mode', toggle: false};
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CM.ConfigData.UpBarColor = {label: ['Upgrade Colors/Bar OFF', 'Upgrade Colors with Bar ON', 'Upgrade Colors without Bar ON'], desc: 'Color code upgrades and optionally add a counter bar', toggle: false, func: function() {CM.Disp.ToggleUpBarColor();}};
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CM.ConfigData.UpBarColor = {label: ['Upgrade Colors/Bar OFF', 'Upgrade Colors with Bar ON', 'Upgrade Colors without Bar ON'], desc: 'Color code upgrades and optionally add a counter bar', toggle: false, func: function() {CM.Disp.ToggleUpgradeBarAndColor();}};
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CM.ConfigData.Colors = {
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CM.ConfigData.Colors = {
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desc: {
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desc: {
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Blue: 'Color Blue. Used to show better than best PP building, for Click Frenzy bar, and for various labels',
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Blue: 'Color Blue. Used to show better than best PP building, for Click Frenzy bar, and for various labels',
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124
src/Disp.js
124
src/Disp.js
@@ -324,7 +324,7 @@ CM.Disp.RefreshScale = function() {
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* This function returns time as a string depending on TimeFormat setting
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* This function returns time as a string depending on TimeFormat setting
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* @param {number} time Time to be formatted
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* @param {number} time Time to be formatted
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* @param {number} longFormat 1 or 0
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* @param {number} longFormat 1 or 0
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* @return {string} Formatted time`
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* @returns {string} Formatted time`
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*/
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*/
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CM.Disp.FormatTime = function(time, longFormat) {
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CM.Disp.FormatTime = function(time, longFormat) {
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if (time == Infinity) return time;
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if (time == Infinity) return time;
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@@ -357,9 +357,9 @@ CM.Disp.FormatTime = function(time, longFormat) {
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* @param {number} num Number to be beautified
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* @param {number} num Number to be beautified
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* @param {any} frac Used in some scenario's by CM.Backup.Beautify (Game's original function)
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* @param {any} frac Used in some scenario's by CM.Backup.Beautify (Game's original function)
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* @param {number} forced Used to force (type 3) in certains cases
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* @param {number} forced Used to force (type 3) in certains cases
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* @return {string} Formatted number
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* @returns {string} Formatted number
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* TODO: Add functionality to choose amount of decimals and separators
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* TODO: Add functionality to choose amount of decimals and separators
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*/
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*/
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CM.Disp.Beautify = function(num, frac, forced) {
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CM.Disp.Beautify = function(num, frac, forced) {
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var decimals = 3; // This can be used to implement function to let user choose amount of decimals
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var decimals = 3; // This can be used to implement function to let user choose amount of decimals
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if (CM.Config.Scale == 0) {
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if (CM.Config.Scale == 0) {
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@@ -436,7 +436,7 @@ CM.Disp.Beautify = function(num, frac, forced) {
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/********
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/********
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* Section: Functions related to the Bottom Bar */
|
* Section: Functions related to the Bottom Bar */
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|
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/**
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/**
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* This function toggle the bottom bar
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* This function toggle the bottom bar
|
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* It is called by CM.Disp.UpdateAscendState() and a change in CM.Config.BotBar
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* It is called by CM.Disp.UpdateAscendState() and a change in CM.Config.BotBar
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*/
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*/
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@@ -451,7 +451,7 @@ CM.Disp.ToggleBotBar = function() {
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CM.Disp.UpdateBotTimerBarPosition();
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CM.Disp.UpdateBotTimerBarPosition();
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}
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}
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/**
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/**
|
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* This function creates the bottom bar and appends it to l('wrapper')
|
* This function creates the bottom bar and appends it to l('wrapper')
|
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* It is called by CM.DelayInit and a change in CM.Config.BotBar
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* It is called by CM.DelayInit and a change in CM.Config.BotBar
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*/
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*/
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@@ -887,8 +887,44 @@ CM.Disp.UpdateBuildings = function() {
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/********
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/********
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* Section: Functions related to the Upgrade Bar
|
* Section: Functions related to the Upgrade Bar
|
||||||
* TODO: Annotate functions */
|
|
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|
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/**
|
||||||
|
* This function toggles the upgrade bar and the colours of upgrades
|
||||||
|
* It is called by a change in CM.Config.UpBarColor
|
||||||
|
*/
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CM.Disp.ToggleUpgradeBarAndColor = function() {
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if (CM.Config.UpBarColor == 1) { // Colours and bar on
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CM.Disp.UpgradeBar.style.display = '';
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CM.Disp.UpdateUpgrades();
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}
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else if (CM.Config.UpBarColor == 2) {// Colours on and bar off
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CM.Disp.UpgradeBar.style.display = 'none';
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CM.Disp.UpdateUpgrades();
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}
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else { // Colours and bar off
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CM.Disp.UpgradeBar.style.display = 'none';
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Game.RebuildUpgrades();
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}
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}
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/**
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||||||
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* This function toggles the position of the upgrade bar from fixed or non-fixed mode
|
||||||
|
* It is called by a change in CM.Config.UpgradeBarFixedPos
|
||||||
|
*/
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CM.Disp.ToggleUpgradeBarFixedPos = function() {
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if (CM.Config.UpgradeBarFixedPos == 1) { // Fix to top of screen when scrolling
|
||||||
|
CM.Disp.UpgradeBar.style.position = 'sticky';
|
||||||
|
CM.Disp.UpgradeBar.style.top = '0px';
|
||||||
|
}
|
||||||
|
else {
|
||||||
|
CM.Disp.UpgradeBar.style.position = ''; // Possible to scroll offscreen
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
|
/**
|
||||||
|
* This function creates the upgrade bar above the upgrade-section in the right section of the screen
|
||||||
|
* The number (.textContent) of upgrades gets updated by CM.Disp.UpdateUpgrades()
|
||||||
|
*/
|
||||||
CM.Disp.CreateUpgradeBar = function() {
|
CM.Disp.CreateUpgradeBar = function() {
|
||||||
CM.Disp.UpgradeBar = document.createElement('div');
|
CM.Disp.UpgradeBar = document.createElement('div');
|
||||||
CM.Disp.UpgradeBar.id = 'CMUpgradeBar';
|
CM.Disp.UpgradeBar.id = 'CMUpgradeBar';
|
||||||
@@ -901,6 +937,34 @@ CM.Disp.CreateUpgradeBar = function() {
|
|||||||
CM.Disp.UpgradeBar.onmouseout = function() { Game.tooltip.hide(); };
|
CM.Disp.UpgradeBar.onmouseout = function() { Game.tooltip.hide(); };
|
||||||
|
|
||||||
var placeholder = document.createElement('div');
|
var placeholder = document.createElement('div');
|
||||||
|
placeholder.appendChild(CM.Disp.CreateUpgradeBarLegend());
|
||||||
|
CM.Disp.UpgradeBar.onmouseover = function() {Game.tooltip.draw(this, escape(placeholder.innerHTML), 'store');};
|
||||||
|
|
||||||
|
var upgradeNumber = function(id, color) {
|
||||||
|
var span = document.createElement('span');
|
||||||
|
span.id = id;
|
||||||
|
span.className = CM.Disp.colorTextPre + color;
|
||||||
|
span.style.width = '14.28571428571429%';
|
||||||
|
span.style.display = 'inline-block';
|
||||||
|
span.textContent = '0';
|
||||||
|
return span;
|
||||||
|
}
|
||||||
|
CM.Disp.UpgradeBar.appendChild(upgradeNumber('CMUpgradeBarBlue', CM.Disp.colorBlue));
|
||||||
|
CM.Disp.UpgradeBar.appendChild(upgradeNumber('CMUpgradeBarGreen', CM.Disp.colorGreen));
|
||||||
|
CM.Disp.UpgradeBar.appendChild(upgradeNumber('CMUpgradeBarYellow', CM.Disp.colorYellow));
|
||||||
|
CM.Disp.UpgradeBar.appendChild(upgradeNumber('CMUpgradeBarOrange', CM.Disp.colorOrange));
|
||||||
|
CM.Disp.UpgradeBar.appendChild(upgradeNumber('CMUpgradeBarRed', CM.Disp.colorRed));
|
||||||
|
CM.Disp.UpgradeBar.appendChild(upgradeNumber('CMUpgradeBarPurple', CM.Disp.colorPurple));
|
||||||
|
CM.Disp.UpgradeBar.appendChild(upgradeNumber('CMUpgradeBarGray', CM.Disp.colorGray));
|
||||||
|
|
||||||
|
l('upgrades').parentNode.insertBefore(CM.Disp.UpgradeBar, l('upgrades').parentNode.childNodes[3]);
|
||||||
|
}
|
||||||
|
|
||||||
|
/**
|
||||||
|
* This function creates the legend for the upgrade bar, it is called by CM.Disp.CreateUpgradeBar
|
||||||
|
* @returns {object} legend The legend-object to be added
|
||||||
|
*/
|
||||||
|
CM.Disp.CreateUpgradeBarLegend = function() {
|
||||||
var legend = document.createElement('div');
|
var legend = document.createElement('div');
|
||||||
legend.style.minWidth = '330px';
|
legend.style.minWidth = '330px';
|
||||||
legend.style.marginBottom = '4px';
|
legend.style.marginBottom = '4px';
|
||||||
@@ -931,53 +995,7 @@ CM.Disp.CreateUpgradeBar = function() {
|
|||||||
legend.appendChild(legendLine(CM.Disp.colorRed, 'Same as worst PP building'));
|
legend.appendChild(legendLine(CM.Disp.colorRed, 'Same as worst PP building'));
|
||||||
legend.appendChild(legendLine(CM.Disp.colorPurple, 'Worse than worst PP building'));
|
legend.appendChild(legendLine(CM.Disp.colorPurple, 'Worse than worst PP building'));
|
||||||
legend.appendChild(legendLine(CM.Disp.colorGray, 'Negative or infinity PP'));
|
legend.appendChild(legendLine(CM.Disp.colorGray, 'Negative or infinity PP'));
|
||||||
placeholder.appendChild(legend);
|
return legend;
|
||||||
|
|
||||||
CM.Disp.UpgradeBar.onmouseover = function() {Game.tooltip.draw(this, escape(placeholder.innerHTML), 'store');};
|
|
||||||
|
|
||||||
var upgradeNumber = function(id, color) {
|
|
||||||
var span = document.createElement('span');
|
|
||||||
span.id = id;
|
|
||||||
span.className = CM.Disp.colorTextPre + color;
|
|
||||||
span.style.width = '14.28571428571429%';
|
|
||||||
span.style.display = 'inline-block';
|
|
||||||
span.textContent = '0';
|
|
||||||
return span;
|
|
||||||
}
|
|
||||||
CM.Disp.UpgradeBar.appendChild(upgradeNumber('CMUpgradeBarBlue', CM.Disp.colorBlue));
|
|
||||||
CM.Disp.UpgradeBar.appendChild(upgradeNumber('CMUpgradeBarGreen', CM.Disp.colorGreen));
|
|
||||||
CM.Disp.UpgradeBar.appendChild(upgradeNumber('CMUpgradeBarYellow', CM.Disp.colorYellow));
|
|
||||||
CM.Disp.UpgradeBar.appendChild(upgradeNumber('CMUpgradeBarOrange', CM.Disp.colorOrange));
|
|
||||||
CM.Disp.UpgradeBar.appendChild(upgradeNumber('CMUpgradeBarRed', CM.Disp.colorRed));
|
|
||||||
CM.Disp.UpgradeBar.appendChild(upgradeNumber('CMUpgradeBarPurple', CM.Disp.colorPurple));
|
|
||||||
CM.Disp.UpgradeBar.appendChild(upgradeNumber('CMUpgradeBarGray', CM.Disp.colorGray));
|
|
||||||
|
|
||||||
l('upgrades').parentNode.insertBefore(CM.Disp.UpgradeBar, l('upgrades').parentNode.childNodes[3]);
|
|
||||||
}
|
|
||||||
|
|
||||||
CM.Disp.ToggleUpBarColor = function() {
|
|
||||||
if (CM.Config.UpBarColor == 1) {
|
|
||||||
CM.Disp.UpgradeBar.style.display = '';
|
|
||||||
CM.Disp.UpdateUpgrades();
|
|
||||||
}
|
|
||||||
else if (CM.Config.UpBarColor == 2) {
|
|
||||||
CM.Disp.UpgradeBar.style.display = 'none';
|
|
||||||
CM.Disp.UpdateUpgrades();
|
|
||||||
}
|
|
||||||
else {
|
|
||||||
CM.Disp.UpgradeBar.style.display = 'none';
|
|
||||||
Game.RebuildUpgrades();
|
|
||||||
}
|
|
||||||
}
|
|
||||||
|
|
||||||
CM.Disp.ToggleUpgradeBarFixedPos = function() {
|
|
||||||
if (CM.Config.UpgradeBarFixedPos == 1) {
|
|
||||||
CM.Disp.UpgradeBar.style.position = 'sticky';
|
|
||||||
CM.Disp.UpgradeBar.style.top = '0px';
|
|
||||||
}
|
|
||||||
else {
|
|
||||||
CM.Disp.UpgradeBar.style.position = '';
|
|
||||||
}
|
|
||||||
}
|
}
|
||||||
|
|
||||||
/********
|
/********
|
||||||
|
|||||||
Reference in New Issue
Block a user