Merge pull request #544 from DanielNoord/modapi
Incorporate Modding API
This commit is contained in:
@@ -61,7 +61,6 @@ CM.Cache.InitCache = function() {
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* @global {number} CM.Cache.dragonAura2 The number of the second (left) Aura
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*/
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CM.Cache.CacheDragonAuras = function() {
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/** @global */
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CM.Cache.dragonAura = Game.dragonAura;
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CM.Cache.dragonAura2 = Game.dragonAura2;
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};
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@@ -1511,11 +1510,11 @@ CM.Disp.UpdateBackground = function() {
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};
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/**
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* This function handles custom drawing for the Game.Draw() function.
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* This function handles all custom drawing for the Game.Draw() function.
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* It is hooked on 'draw' by CM.RegisterHooks()
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*/
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CM.Disp.Draw = function () {
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// Draw autosave timer in stats menu
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// Draw autosave timer in stats menu, this must be done here to make it count down correctly
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if (
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(Game.prefs.autosave && Game.drawT % 10 == 0) && // with autosave ON and every 10 ticks
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(Game.onMenu == 'stats' && CM.Options.Stats) // while being on the stats menu only
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@@ -1525,6 +1524,25 @@ CM.Disp.Draw = function () {
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timer.innerText = Game.sayTime(Game.fps * 60 - (Game.T % (Game.fps * 60)), 4);
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}
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}
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// Update colors
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CM.Disp.UpdateBuildings();
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CM.Disp.UpdateUpgrades();
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// Redraw timers
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CM.Disp.UpdateTimerBar();
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// Update Bottom Bar
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CM.Disp.UpdateBotBar();
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// Update Tooltip
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CM.Disp.UpdateTooltip();
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// Update Wrinkler Tooltip
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CM.Disp.CheckWrinklerTooltip();
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CM.Disp.UpdateWrinklerTooltip();
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// Change menu refresh interval
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CM.Disp.RefreshMenu();
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};
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/********
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@@ -4226,12 +4244,6 @@ CM.ReplaceNative = function() {
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else return CM.Disp.FormatTime(time / Game.fps, 1);
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};
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CM.Backup.Loop = Game.Loop;
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Game.Loop = function() {
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CM.Backup.Loop();
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CM.Loop();
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};
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CM.Backup.Logic = Game.Logic;
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eval('CM.Backup.LogicMod = ' + Game.Logic.toString().split('document.title').join('CM.Cache.Title'));
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Game.Logic = function() {
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@@ -4321,26 +4333,6 @@ CM.Loop = function() {
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// Calculate PP
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CM.Cache.RemakePP();
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// Update colors
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CM.Disp.UpdateBuildings();
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CM.Disp.UpdateUpgrades();
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// Redraw timers
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CM.Disp.UpdateTimerBar();
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// Update Bottom Bar
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CM.Disp.UpdateBotBar();
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// Update Tooltip
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CM.Disp.UpdateTooltip();
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// Update Wrinkler Tooltip
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CM.Disp.CheckWrinklerTooltip();
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CM.Disp.UpdateWrinklerTooltip();
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// Change menu refresh interval
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CM.Disp.RefreshMenu();
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}
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// Check all changing minigames and game-states
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@@ -5626,6 +5618,8 @@ CM.init = function() {
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if (proceed) {
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CM.DelayInit();
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Game.registerHook('draw', CM.Disp.Draw);
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Game.registerHook('logic', CM.Loop);
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}
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};
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@@ -29,7 +29,6 @@ CM.Cache.InitCache = function() {
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* @global {number} CM.Cache.dragonAura2 The number of the second (left) Aura
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*/
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CM.Cache.CacheDragonAuras = function() {
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/** @global */
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CM.Cache.dragonAura = Game.dragonAura;
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CM.Cache.dragonAura2 = Game.dragonAura2;
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};
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23
src/Disp.js
23
src/Disp.js
@@ -296,11 +296,11 @@ CM.Disp.UpdateBackground = function() {
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};
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/**
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* This function handles custom drawing for the Game.Draw() function.
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* This function handles all custom drawing for the Game.Draw() function.
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* It is hooked on 'draw' by CM.RegisterHooks()
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*/
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CM.Disp.Draw = function () {
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// Draw autosave timer in stats menu
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// Draw autosave timer in stats menu, this must be done here to make it count down correctly
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if (
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(Game.prefs.autosave && Game.drawT % 10 == 0) && // with autosave ON and every 10 ticks
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(Game.onMenu == 'stats' && CM.Options.Stats) // while being on the stats menu only
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@@ -310,6 +310,25 @@ CM.Disp.Draw = function () {
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timer.innerText = Game.sayTime(Game.fps * 60 - (Game.T % (Game.fps * 60)), 4);
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}
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}
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// Update colors
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CM.Disp.UpdateBuildings();
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CM.Disp.UpdateUpgrades();
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// Redraw timers
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CM.Disp.UpdateTimerBar();
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// Update Bottom Bar
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CM.Disp.UpdateBotBar();
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// Update Tooltip
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CM.Disp.UpdateTooltip();
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// Update Wrinkler Tooltip
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CM.Disp.CheckWrinklerTooltip();
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CM.Disp.UpdateWrinklerTooltip();
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// Change menu refresh interval
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CM.Disp.RefreshMenu();
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};
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/********
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@@ -19,6 +19,8 @@ CM.init = function() {
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if (proceed) {
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CM.DelayInit();
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Game.registerHook('draw', CM.Disp.Draw);
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Game.registerHook('logic', CM.Loop);
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}
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};
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26
src/Main.js
26
src/Main.js
@@ -93,12 +93,6 @@ CM.ReplaceNative = function() {
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else return CM.Disp.FormatTime(time / Game.fps, 1);
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};
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CM.Backup.Loop = Game.Loop;
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Game.Loop = function() {
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CM.Backup.Loop();
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CM.Loop();
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};
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CM.Backup.Logic = Game.Logic;
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eval('CM.Backup.LogicMod = ' + Game.Logic.toString().split('document.title').join('CM.Cache.Title'));
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Game.Logic = function() {
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@@ -188,26 +182,6 @@ CM.Loop = function() {
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// Calculate PP
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CM.Cache.RemakePP();
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// Update colors
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CM.Disp.UpdateBuildings();
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CM.Disp.UpdateUpgrades();
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// Redraw timers
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CM.Disp.UpdateTimerBar();
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// Update Bottom Bar
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CM.Disp.UpdateBotBar();
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// Update Tooltip
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CM.Disp.UpdateTooltip();
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// Update Wrinkler Tooltip
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CM.Disp.CheckWrinklerTooltip();
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CM.Disp.UpdateWrinklerTooltip();
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// Change menu refresh interval
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CM.Disp.RefreshMenu();
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}
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// Check all changing minigames and game-states
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