Merge pull request #544 from DanielNoord/modapi

Incorporate Modding API
This commit is contained in:
DanielNoord
2021-01-31 19:46:08 +01:00
committed by GitHub
5 changed files with 46 additions and 58 deletions

View File

@@ -61,7 +61,6 @@ CM.Cache.InitCache = function() {
* @global {number} CM.Cache.dragonAura2 The number of the second (left) Aura * @global {number} CM.Cache.dragonAura2 The number of the second (left) Aura
*/ */
CM.Cache.CacheDragonAuras = function() { CM.Cache.CacheDragonAuras = function() {
/** @global */
CM.Cache.dragonAura = Game.dragonAura; CM.Cache.dragonAura = Game.dragonAura;
CM.Cache.dragonAura2 = Game.dragonAura2; CM.Cache.dragonAura2 = Game.dragonAura2;
}; };
@@ -1511,11 +1510,11 @@ CM.Disp.UpdateBackground = function() {
}; };
/** /**
* This function handles custom drawing for the Game.Draw() function. * This function handles all custom drawing for the Game.Draw() function.
* It is hooked on 'draw' by CM.RegisterHooks() * It is hooked on 'draw' by CM.RegisterHooks()
*/ */
CM.Disp.Draw = function () { CM.Disp.Draw = function () {
// Draw autosave timer in stats menu // Draw autosave timer in stats menu, this must be done here to make it count down correctly
if ( if (
(Game.prefs.autosave && Game.drawT % 10 == 0) && // with autosave ON and every 10 ticks (Game.prefs.autosave && Game.drawT % 10 == 0) && // with autosave ON and every 10 ticks
(Game.onMenu == 'stats' && CM.Options.Stats) // while being on the stats menu only (Game.onMenu == 'stats' && CM.Options.Stats) // while being on the stats menu only
@@ -1525,6 +1524,25 @@ CM.Disp.Draw = function () {
timer.innerText = Game.sayTime(Game.fps * 60 - (Game.T % (Game.fps * 60)), 4); timer.innerText = Game.sayTime(Game.fps * 60 - (Game.T % (Game.fps * 60)), 4);
} }
} }
// Update colors
CM.Disp.UpdateBuildings();
CM.Disp.UpdateUpgrades();
// Redraw timers
CM.Disp.UpdateTimerBar();
// Update Bottom Bar
CM.Disp.UpdateBotBar();
// Update Tooltip
CM.Disp.UpdateTooltip();
// Update Wrinkler Tooltip
CM.Disp.CheckWrinklerTooltip();
CM.Disp.UpdateWrinklerTooltip();
// Change menu refresh interval
CM.Disp.RefreshMenu();
}; };
/******** /********
@@ -4226,12 +4244,6 @@ CM.ReplaceNative = function() {
else return CM.Disp.FormatTime(time / Game.fps, 1); else return CM.Disp.FormatTime(time / Game.fps, 1);
}; };
CM.Backup.Loop = Game.Loop;
Game.Loop = function() {
CM.Backup.Loop();
CM.Loop();
};
CM.Backup.Logic = Game.Logic; CM.Backup.Logic = Game.Logic;
eval('CM.Backup.LogicMod = ' + Game.Logic.toString().split('document.title').join('CM.Cache.Title')); eval('CM.Backup.LogicMod = ' + Game.Logic.toString().split('document.title').join('CM.Cache.Title'));
Game.Logic = function() { Game.Logic = function() {
@@ -4321,26 +4333,6 @@ CM.Loop = function() {
// Calculate PP // Calculate PP
CM.Cache.RemakePP(); CM.Cache.RemakePP();
// Update colors
CM.Disp.UpdateBuildings();
CM.Disp.UpdateUpgrades();
// Redraw timers
CM.Disp.UpdateTimerBar();
// Update Bottom Bar
CM.Disp.UpdateBotBar();
// Update Tooltip
CM.Disp.UpdateTooltip();
// Update Wrinkler Tooltip
CM.Disp.CheckWrinklerTooltip();
CM.Disp.UpdateWrinklerTooltip();
// Change menu refresh interval
CM.Disp.RefreshMenu();
} }
// Check all changing minigames and game-states // Check all changing minigames and game-states
@@ -5626,6 +5618,8 @@ CM.init = function() {
if (proceed) { if (proceed) {
CM.DelayInit(); CM.DelayInit();
Game.registerHook('draw', CM.Disp.Draw); Game.registerHook('draw', CM.Disp.Draw);
Game.registerHook('logic', CM.Loop);
} }
}; };

View File

@@ -29,7 +29,6 @@ CM.Cache.InitCache = function() {
* @global {number} CM.Cache.dragonAura2 The number of the second (left) Aura * @global {number} CM.Cache.dragonAura2 The number of the second (left) Aura
*/ */
CM.Cache.CacheDragonAuras = function() { CM.Cache.CacheDragonAuras = function() {
/** @global */
CM.Cache.dragonAura = Game.dragonAura; CM.Cache.dragonAura = Game.dragonAura;
CM.Cache.dragonAura2 = Game.dragonAura2; CM.Cache.dragonAura2 = Game.dragonAura2;
}; };

View File

@@ -296,11 +296,11 @@ CM.Disp.UpdateBackground = function() {
}; };
/** /**
* This function handles custom drawing for the Game.Draw() function. * This function handles all custom drawing for the Game.Draw() function.
* It is hooked on 'draw' by CM.RegisterHooks() * It is hooked on 'draw' by CM.RegisterHooks()
*/ */
CM.Disp.Draw = function () { CM.Disp.Draw = function () {
// Draw autosave timer in stats menu // Draw autosave timer in stats menu, this must be done here to make it count down correctly
if ( if (
(Game.prefs.autosave && Game.drawT % 10 == 0) && // with autosave ON and every 10 ticks (Game.prefs.autosave && Game.drawT % 10 == 0) && // with autosave ON and every 10 ticks
(Game.onMenu == 'stats' && CM.Options.Stats) // while being on the stats menu only (Game.onMenu == 'stats' && CM.Options.Stats) // while being on the stats menu only
@@ -310,6 +310,25 @@ CM.Disp.Draw = function () {
timer.innerText = Game.sayTime(Game.fps * 60 - (Game.T % (Game.fps * 60)), 4); timer.innerText = Game.sayTime(Game.fps * 60 - (Game.T % (Game.fps * 60)), 4);
} }
} }
// Update colors
CM.Disp.UpdateBuildings();
CM.Disp.UpdateUpgrades();
// Redraw timers
CM.Disp.UpdateTimerBar();
// Update Bottom Bar
CM.Disp.UpdateBotBar();
// Update Tooltip
CM.Disp.UpdateTooltip();
// Update Wrinkler Tooltip
CM.Disp.CheckWrinklerTooltip();
CM.Disp.UpdateWrinklerTooltip();
// Change menu refresh interval
CM.Disp.RefreshMenu();
}; };
/******** /********

View File

@@ -19,6 +19,8 @@ CM.init = function() {
if (proceed) { if (proceed) {
CM.DelayInit(); CM.DelayInit();
Game.registerHook('draw', CM.Disp.Draw); Game.registerHook('draw', CM.Disp.Draw);
Game.registerHook('logic', CM.Loop);
} }
}; };

View File

@@ -93,12 +93,6 @@ CM.ReplaceNative = function() {
else return CM.Disp.FormatTime(time / Game.fps, 1); else return CM.Disp.FormatTime(time / Game.fps, 1);
}; };
CM.Backup.Loop = Game.Loop;
Game.Loop = function() {
CM.Backup.Loop();
CM.Loop();
};
CM.Backup.Logic = Game.Logic; CM.Backup.Logic = Game.Logic;
eval('CM.Backup.LogicMod = ' + Game.Logic.toString().split('document.title').join('CM.Cache.Title')); eval('CM.Backup.LogicMod = ' + Game.Logic.toString().split('document.title').join('CM.Cache.Title'));
Game.Logic = function() { Game.Logic = function() {
@@ -188,26 +182,6 @@ CM.Loop = function() {
// Calculate PP // Calculate PP
CM.Cache.RemakePP(); CM.Cache.RemakePP();
// Update colors
CM.Disp.UpdateBuildings();
CM.Disp.UpdateUpgrades();
// Redraw timers
CM.Disp.UpdateTimerBar();
// Update Bottom Bar
CM.Disp.UpdateBotBar();
// Update Tooltip
CM.Disp.UpdateTooltip();
// Update Wrinkler Tooltip
CM.Disp.CheckWrinklerTooltip();
CM.Disp.UpdateWrinklerTooltip();
// Change menu refresh interval
CM.Disp.RefreshMenu();
} }
// Check all changing minigames and game-states // Check all changing minigames and game-states