551 lines
20 KiB
JavaScript
551 lines
20 KiB
JavaScript
/**
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* Main *
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*/
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/**
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* Section: Functions related to the main and initialization loop */
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/**
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* Main loop of Cookie Monster
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* CM.init registers it to the "logic" hook provided by the modding api
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*/
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CM.Main.Loop = function () {
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if (CM.Disp.lastAscendState !== Game.OnAscend) {
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CM.Disp.lastAscendState = Game.OnAscend;
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CM.Disp.UpdateAscendState();
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}
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if (!Game.OnAscend && Game.AscendTimer === 0) {
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// Check if any other mods have been loaded
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if (CM.Main.LastModCount !== Object.keys(Game.mods).length) {
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CM.Sim.CreateSimFunctions();
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CM.Sim.InitData();
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CM.Cache.InitCache();
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CM.Main.LastModCount = Object.keys(Game.mods).length;
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}
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// CM.Sim.DoSims is set whenever CPS has changed
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if (CM.Sim.DoSims) {
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CM.Cache.CacheIncome();
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CM.Cache.NoGoldSwitchCPS(); // Needed first
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CM.Cache.CacheGoldenAndWrathCookiesMults();
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CM.Cache.CacheStats();
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CM.Cache.CacheMissingUpgrades();
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CM.Cache.CacheChain();
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CM.Cache.CacheDragonCost();
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CM.Cache.CacheSeaSpec();
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CM.Cache.CacheSellForChoEgg();
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CM.Sim.DoSims = 0;
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}
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// Check for aura change to recalculate buildings prices
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const hasBuildAura = Game.auraMult('Fierce Hoarder') > 0;
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if (!CM.Cache.HadBuildAura && hasBuildAura) {
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CM.Cache.HadBuildAura = true;
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CM.Cache.DoRemakeBuildPrices = 1;
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} else if (CM.Cache.HadBuildAura && !hasBuildAura) {
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CM.Cache.HadBuildAura = false;
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CM.Cache.DoRemakeBuildPrices = 1;
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}
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if (CM.Cache.DoRemakeBuildPrices) {
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CM.Cache.CacheBuildingsPrices();
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CM.Cache.DoRemakeBuildPrices = 0;
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}
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CM.Cache.LoopCache();
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// Check all changing minigames and game-states
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CM.Main.CheckGoldenCookie();
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CM.Main.CheckTickerFortune();
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CM.Main.CheckSeasonPopup();
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CM.Main.CheckGardenTick();
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CM.Main.CheckMagicMeter();
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CM.Main.CheckWrinklerCount();
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}
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};
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/**
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* Initialization loop of Cookie Monster
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* Called by CM.init()
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*/
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CM.Main.DelayInit = function () {
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// Create CM.Sim functions
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CM.Sim.CreateSimFunctions();
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CM.Sim.InitData();
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CM.Cache.InitCache();
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// Stored to check if we need to re-initiliaze data
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CM.Main.LastModCount = Object.keys(Game.mods).length;
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// Creating visual elements
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CM.Disp.CreateCssArea();
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CM.Disp.CreateBotBar();
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CM.Disp.CreateTimerBar();
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CM.Disp.CreateUpgradeBar();
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CM.Disp.CreateWhiteScreen();
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CM.Disp.CreateFavicon();
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for (const i of Object.keys(CM.Disp.TooltipText)) {
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CM.Disp.CreateSimpleTooltip(CM.Disp.TooltipText[i][0], CM.Disp.TooltipText[i][1], CM.Disp.TooltipText[i][2]);
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}
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CM.Disp.CreateWrinklerButtons();
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CM.Disp.UpdateBuildingUpgradeStyle();
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CM.Main.ReplaceTooltips();
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CM.Main.AddWrinklerAreaDetect();
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// Replace native functions
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CM.Main.ReplaceNative();
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CM.Main.ReplaceNativeGrimoire();
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Game.CalculateGains();
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CM.Config.LoadConfig(); // Must be after all things are created!
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CM.Disp.lastAscendState = Game.OnAscend;
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if (Game.prefs.popups) Game.Popup(`Cookie Monster version ${CM.VersionMajor}.${CM.VersionMinor} loaded!`);
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else Game.Notify(`Cookie Monster version ${CM.VersionMajor}.${CM.VersionMinor} loaded!`, '', '', 1, 1);
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Game.Win('Third-party');
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};
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/**
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* Section: Functions related to replacing stuff */
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/**
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* This function replaces certain native (from the base-game) functions
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* It is called by CM.Main.DelayInit()
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*/
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CM.Main.ReplaceNative = function () {
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CM.Backup.Beautify = Beautify;
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Beautify = CM.Disp.Beautify;
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CM.Backup.CalculateGains = Game.CalculateGains;
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eval(`CM.Backup.CalculateGainsMod = ${Game.CalculateGains.toString().split('ages\');').join('ages\');CM.Sim.DateAges = Date.now();').split('if (Game.Has(\'Century')
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.join('CM.Sim.DateCentury = Date.now();if (Game.Has(\'Century')}`);
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Game.CalculateGains = function () {
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CM.Backup.CalculateGainsMod();
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CM.Sim.DoSims = 1;
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};
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CM.Backup.tooltip = {};
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CM.Backup.tooltip.draw = Game.tooltip.draw;
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eval(`CM.Backup.tooltip.drawMod = ${Game.tooltip.draw.toString().split('this').join('Game.tooltip')}`);
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Game.tooltip.draw = function (from, text, origin) {
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CM.Backup.tooltip.drawMod(from, text, origin);
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};
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CM.Backup.tooltip.update = Game.tooltip.update;
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eval(`CM.Backup.tooltip.updateMod = ${Game.tooltip.update.toString().split('this.').join('Game.tooltip.')}`);
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Game.tooltip.update = function () {
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CM.Backup.tooltip.updateMod();
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CM.Disp.UpdateTooltipLocation();
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};
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CM.Backup.UpdateWrinklers = Game.UpdateWrinklers;
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Game.UpdateWrinklers = function () {
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CM.Main.FixMouseY(CM.Backup.UpdateWrinklers);
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};
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CM.Backup.UpdateSpecial = Game.UpdateSpecial;
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Game.UpdateSpecial = function () {
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CM.Main.FixMouseY(CM.Backup.UpdateSpecial);
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};
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// Assumes newer browsers
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l('bigCookie').removeEventListener('click', Game.ClickCookie, false);
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l('bigCookie').addEventListener('click', function () { CM.Main.FixMouseY(Game.ClickCookie); }, false);
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CM.Backup.RebuildUpgrades = Game.RebuildUpgrades;
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Game.RebuildUpgrades = function () {
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CM.Backup.RebuildUpgrades();
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CM.Disp.ReplaceTooltipUpgrade();
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Game.CalculateGains();
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};
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CM.Backup.ClickProduct = Game.ClickProduct;
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/**
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* This function adds a check to the purchase of a building to allow BulkBuyBlock to work.
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* If the options is 1 (on) bulkPrice is under cookies you can't buy the building.
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*/
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Game.ClickProduct = function (what) {
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if (!CM.Options.BulkBuyBlock || (Game.ObjectsById[what].bulkPrice < Game.cookies || Game.buyMode === -1)) {
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CM.Backup.ClickProduct(what);
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}
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};
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CM.Backup.DescribeDragonAura = Game.DescribeDragonAura;
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/**
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* This function adds the function CM.Disp.AddAuraInfo() to Game.DescribeDragonAura()
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* This adds information about CPS differences and costs to the aura choosing interface
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* @param {number} aura The number of the aura currently selected by the mouse/user
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*/
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Game.DescribeDragonAura = function (aura) {
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CM.Backup.DescribeDragonAura(aura);
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CM.Disp.AddAuraInfo(aura);
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};
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CM.Backup.ToggleSpecialMenu = Game.ToggleSpecialMenu;
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/**
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* This function adds the code to display the tooltips for the levelUp button of the dragon
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*/
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Game.ToggleSpecialMenu = function (on) {
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CM.Backup.ToggleSpecialMenu(on);
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CM.Disp.AddDragonLevelUpTooltip();
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};
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CM.Backup.UpdateMenu = Game.UpdateMenu;
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Game.UpdateMenu = function () {
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if (typeof jscolor.picker === 'undefined' || typeof jscolor.picker.owner === 'undefined') {
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CM.Backup.UpdateMenu();
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CM.Disp.AddMenu();
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}
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};
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CM.Backup.sayTime = Game.sayTime;
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CM.Disp.sayTime = function (time, detail) {
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if (Number.isNaN(time) || time <= 0) return CM.Backup.sayTime(time, detail);
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else return CM.Disp.FormatTime(time / Game.fps, 1);
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};
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// Since the Ascend Tooltip is not actually a tooltip we need to add our additional info here...
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CM.Backup.Logic = Game.Logic;
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CM.Backup.LogicMod = new Function(
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`return ${Game.Logic.toString()
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.split('document.title')
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.join('CM.Disp.Title')
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.split("' more cookies</b> for the next level.<br>';")
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.join("` more cookies</b> for the next level.<br>${CM.Options.TooltipAscendButton ? `<div class='line'></div>It takes ${CM.Cache.TimeTillNextPrestige} to reach the next level and you are making ${Beautify(CM.Cache.HCPerSecond, 2)} chips on average in the last 5 seconds.<br>` : ``}`;")}`,
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)();
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Game.Logic = function () {
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CM.Backup.LogicMod();
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// Update Title
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CM.Disp.UpdateTitle();
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};
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};
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/**
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* This function fixes replaces the Launch and Draw functions of the Grimoire
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* It is called by CM.Main.DelayInit() and Game.LoadMinigames()
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*/
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CM.Main.ReplaceNativeGrimoire = function () {
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CM.Main.ReplaceNativeGrimoireLaunch();
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CM.Main.ReplaceNativeGrimoireDraw();
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};
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/**
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* This function fixes replaces the .launch function of the Grimoire
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* It is called by CM.Main.ReplaceNativeGrimoire()
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*/
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CM.Main.ReplaceNativeGrimoireLaunch = function () {
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if (!CM.Main.HasReplaceNativeGrimoireLaunch && Game.Objects['Wizard tower'].minigameLoaded) {
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const minigame = Game.Objects['Wizard tower'].minigame;
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CM.Backup.GrimoireLaunch = minigame.launch;
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eval(`CM.Backup.GrimoireLaunchMod = ${minigame.launch.toString().split('=this').join('= Game.Objects[\'Wizard tower\'].minigame')}`);
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Game.Objects['Wizard tower'].minigame.launch = function () {
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CM.Backup.GrimoireLaunchMod();
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CM.Main.ReplaceTooltipGrimoire();
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CM.HasReplaceNativeGrimoireDraw = false;
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CM.Main.ReplaceNativeGrimoireDraw();
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};
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CM.Main.HasReplaceNativeGrimoireLaunch = true;
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}
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};
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/**
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* This function fixes replaces the .draw function of the Grimoire
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* It is called by CM.Main.ReplaceNativeGrimoire()
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*/
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CM.Main.ReplaceNativeGrimoireDraw = function () {
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if (!CM.Main.HasReplaceNativeGrimoireDraw && Game.Objects['Wizard tower'].minigameLoaded) {
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const minigame = Game.Objects['Wizard tower'].minigame;
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CM.Backup.GrimoireDraw = minigame.draw;
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Game.Objects['Wizard tower'].minigame.draw = function () {
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CM.Backup.GrimoireDraw();
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if (CM.Options.GrimoireBar === 1 && minigame.magic < minigame.magicM) {
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minigame.magicBarTextL.innerHTML += ` (${CM.Disp.FormatTime(CM.Disp.CalculateGrimoireRefillTime(minigame.magic, minigame.magicM, minigame.magicM))})`;
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}
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};
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CM.Main.HasReplaceNativeGrimoireDraw = true;
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}
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};
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/**
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* Section: Functions related to first initizalition of CM */
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/**
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* This function call all functions that replace Game-tooltips with CM-enhanced tooltips
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* It is called by CM.Main.DelayInit()
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*/
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CM.Main.ReplaceTooltips = function () {
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CM.Main.ReplaceTooltipBuild();
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CM.Main.ReplaceTooltipLump();
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// Replace Tooltips of Minigames. Nesting it in LoadMinigames makes sure to replace them even if
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// they were not loaded initially
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CM.Backup.LoadMinigames = Game.LoadMinigames;
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Game.LoadMinigames = function () {
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CM.Backup.LoadMinigames();
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CM.Main.ReplaceTooltipGarden();
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CM.Main.ReplaceTooltipGrimoire();
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CM.Main.ReplaceNativeGrimoire();
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};
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Game.LoadMinigames();
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};
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/**
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* Section: Functions related to replacing tooltips */
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/**
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* This function replaces the original .onmouseover functions of buildings so that it calls CM.Disp.Tooltip()
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* CM.Disp.Tooltip() sets the tooltip type to 'b'
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* It is called by CM.Main.ReplaceTooltips()
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*/
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CM.Main.ReplaceTooltipBuild = function () {
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CM.Main.TooltipBuildBackup = [];
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for (const i of Object.keys(Game.Objects)) {
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const me = Game.Objects[i];
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if (l(`product${me.id}`).onmouseover !== null) {
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CM.Main.TooltipBuildBackup[i] = l(`product${me.id}`).onmouseover;
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eval(`l('product' + me.id).onmouseover = function() {Game.tooltip.dynamic = 1; Game.tooltip.draw(this, function() {return CM.Disp.Tooltip('b', '${i}');}, 'store'); Game.tooltip.wobble();}`);
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}
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}
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};
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/**
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* This function replaces the original .onmouseover functions of sugar lumps so that it calls CM.Disp.Tooltip()
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* CM.Disp.Tooltip() sets the tooltip type to 's'
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* It is called by CM.Main.ReplaceTooltips()
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*/
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CM.Main.ReplaceTooltipLump = function () {
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if (Game.canLumps()) {
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CM.Main.TooltipLumpBackup = l('lumps').onmouseover;
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eval('l(\'lumps\').onmouseover = function() {Game.tooltip.dynamic = 1; Game.tooltip.draw(this, function() {return CM.Disp.Tooltip(\'s\', \'Lump\');}, \'this\'); Game.tooltip.wobble();}');
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}
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};
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/**
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* This function replaces the original .onmouseover functions of the Grimoire minigame so that it calls CM.Disp.Tooltip()
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* CM.Disp.Tooltip() sets the tooltip type to 'g'
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* It is called by CM.Main.ReplaceTooltips()
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*/
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CM.Main.ReplaceTooltipGrimoire = function () {
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if (Game.Objects['Wizard tower'].minigameLoaded) {
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CM.Main.TooltipGrimoireBackup = [];
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for (const i in Game.Objects['Wizard tower'].minigame.spellsById) {
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if (l(`grimoireSpell${i}`).onmouseover !== null) {
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CM.Main.TooltipGrimoireBackup[i] = l(`grimoireSpell${i}`).onmouseover;
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eval(`l('grimoireSpell' + i).onmouseover = function() {Game.tooltip.dynamic = 1; Game.tooltip.draw(this, function() {return CM.Disp.Tooltip('g', '${i}');}, 'this'); Game.tooltip.wobble();}`);
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}
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}
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}
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};
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/**
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* This function replaces the original .onmouseover functions of all garden plants so that it calls CM.Disp.Tooltip()
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* CM.Disp.Tooltip() sets the tooltip type to 'p'
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* It is called by CM.Main.ReplaceTooltips()
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*/
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CM.Main.ReplaceTooltipGarden = function () {
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if (Game.Objects.Farm.minigameLoaded) {
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l('gardenTool-1').onmouseover = function () { Game.tooltip.dynamic = 1; Game.tooltip.draw(this, function () { return CM.Disp.Tooltip('ha', 'HarvestAllButton'); }, 'this'); Game.tooltip.wobble(); };
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Array.from(l('gardenPlot').children).forEach((child) => {
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const coords = child.id.slice(-3);
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child.onmouseover = function () { Game.tooltip.dynamic = 1; Game.tooltip.draw(this, function () { return CM.Disp.Tooltip('p', [`${coords[0]}`, `${coords[2]}`]); }, 'this'); Game.tooltip.wobble(); };
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});
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}
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};
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/**
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* Section: Functions related to checking for changes in Minigames/GC's/Ticker */
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/**
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* Auxilirary function that finds all currently spawned shimmers.
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* CM.Cache.spawnedGoldenShimmer stores the non-user spawned cookie to later determine data for the favicon and tab-title
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* It is called by CM.CM.Main.CheckGoldenCookie
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*/
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CM.Main.FindShimmer = function () {
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CM.Main.currSpawnedGoldenCookieState = 0;
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CM.Cache.goldenShimmersByID = {};
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for (const i of Object.keys(Game.shimmers)) {
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CM.Cache.goldenShimmersByID[Game.shimmers[i].id] = Game.shimmers[i];
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if (Game.shimmers[i].spawnLead && Game.shimmers[i].type === 'golden') {
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CM.Cache.spawnedGoldenShimmer = Game.shimmers[i];
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CM.Main.currSpawnedGoldenCookieState += 1;
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}
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}
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};
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/**
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* This function checks for changes in the amount of Golden Cookies
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* It is called by CM.Main.Loop
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*/
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CM.Main.CheckGoldenCookie = function () {
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CM.Main.FindShimmer();
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for (const i of Object.keys(CM.Disp.GCTimers)) {
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if (typeof CM.Cache.goldenShimmersByID[i] === 'undefined') {
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CM.Disp.GCTimers[i].parentNode.removeChild(CM.Disp.GCTimers[i]);
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delete CM.Disp.GCTimers[i];
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}
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}
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if (CM.Main.lastGoldenCookieState !== Game.shimmerTypes.golden.n) {
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CM.Main.lastGoldenCookieState = Game.shimmerTypes.golden.n;
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if (CM.Main.lastGoldenCookieState) {
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if (CM.Main.lastSpawnedGoldenCookieState < CM.Main.currSpawnedGoldenCookieState) {
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CM.Disp.Flash(3, 'GCFlash');
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CM.Disp.PlaySound(CM.Options.GCSoundURL, 'GCSound', 'GCVolume');
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CM.Disp.Notification('GCNotification', 'Golden Cookie Spawned', 'A Golden Cookie has spawned. Click it now!');
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}
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for (const i of Object.keys(Game.shimmers)) {
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if (typeof CM.Disp.GCTimers[Game.shimmers[i].id] === 'undefined') {
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CM.Disp.CreateGCTimer(Game.shimmers[i]);
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}
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}
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}
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CM.Disp.UpdateFavicon();
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CM.Main.lastSpawnedGoldenCookieState = CM.Main.currSpawnedGoldenCookieState;
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if (CM.Main.currSpawnedGoldenCookieState === 0) CM.Cache.spawnedGoldenShimmer = 0;
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} else if (CM.Options.GCTimer === 1 && CM.Main.lastGoldenCookieState) {
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for (const i of Object.keys(CM.Disp.GCTimers)) {
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CM.Disp.GCTimers[i].style.opacity = CM.Cache.goldenShimmersByID[i].l.style.opacity;
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CM.Disp.GCTimers[i].style.transform = CM.Cache.goldenShimmersByID[i].l.style.transform;
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CM.Disp.GCTimers[i].textContent = Math.ceil(CM.Cache.goldenShimmersByID[i].life / Game.fps);
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}
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}
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};
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/**
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* This function checks if there is reindeer that has spawned
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* It is called by CM.Main.Loop
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*/
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CM.Main.CheckSeasonPopup = function () {
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if (CM.Main.lastSeasonPopupState !== Game.shimmerTypes.reindeer.spawned) {
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CM.Main.lastSeasonPopupState = Game.shimmerTypes.reindeer.spawned;
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for (const i of Object.keys(Game.shimmers)) {
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if (Game.shimmers[i].spawnLead && Game.shimmers[i].type === 'reindeer') {
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CM.Cache.seasonPopShimmer = Game.shimmers[i];
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break;
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}
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}
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CM.Disp.Flash(3, 'SeaFlash');
|
|
CM.Disp.PlaySound(CM.Options.SeaSoundURL, 'SeaSound', 'SeaVolume');
|
|
CM.Disp.Notification('SeaNotification', 'Reindeer sighted!', 'A Reindeer has spawned. Click it now!');
|
|
}
|
|
};
|
|
|
|
/**
|
|
* This function checks if there is a fortune cookie on the ticker
|
|
* It is called by CM.Main.Loop
|
|
*/
|
|
CM.Main.CheckTickerFortune = function () {
|
|
if (CM.Main.lastTickerFortuneState !== (Game.TickerEffect && Game.TickerEffect.type === 'fortune')) {
|
|
CM.Main.lastTickerFortuneState = (Game.TickerEffect && Game.TickerEffect.type === 'fortune');
|
|
if (CM.Main.lastTickerFortuneState) {
|
|
CM.Disp.Flash(3, 'FortuneFlash');
|
|
CM.Disp.PlaySound(CM.Options.FortuneSoundURL, 'FortuneSound', 'FortuneVolume');
|
|
CM.Disp.Notification('FortuneNotification', 'Fortune Cookie found', 'A Fortune Cookie has appeared on the Ticker.');
|
|
}
|
|
}
|
|
};
|
|
|
|
/**
|
|
* This function checks if a garden tick has happened
|
|
* It is called by CM.Main.Loop
|
|
*/
|
|
CM.Main.CheckGardenTick = function () {
|
|
if (Game.Objects.Farm.minigameLoaded && CM.Main.lastGardenNextStep !== Game.Objects.Farm.minigame.nextStep) {
|
|
if (CM.Main.lastGardenNextStep !== 0 && CM.Main.lastGardenNextStep < Date.now()) {
|
|
CM.Disp.Flash(3, 'GardFlash');
|
|
CM.Disp.PlaySound(CM.Options.GardSoundURL, 'GardSound', 'GardVolume');
|
|
}
|
|
CM.Main.lastGardenNextStep = Game.Objects.Farm.minigame.nextStep;
|
|
}
|
|
};
|
|
|
|
/**
|
|
* This function checks if the magic meter is full
|
|
* It is called by CM.Main.Loop
|
|
*/
|
|
CM.Main.CheckMagicMeter = function () {
|
|
if (Game.Objects['Wizard tower'].minigameLoaded && CM.Options.GrimoireBar === 1) {
|
|
const minigame = Game.Objects['Wizard tower'].minigame;
|
|
if (minigame.magic < minigame.magicM) CM.Main.lastMagicBarFull = false;
|
|
else if (!CM.Main.lastMagicBarFull) {
|
|
CM.Main.lastMagicBarFull = true;
|
|
CM.Disp.Flash(3, 'MagicFlash');
|
|
CM.Disp.PlaySound(CM.Options.MagicSoundURL, 'MagicSound', 'MagicVolume');
|
|
CM.Disp.Notification('MagicNotification', 'Magic Meter full', 'Your Magic Meter is full. Cast a spell!');
|
|
}
|
|
}
|
|
};
|
|
|
|
/**
|
|
* This function checks if any new Wrinklers have popped up
|
|
* It is called by CM.Main.Loop
|
|
*/
|
|
CM.Main.CheckWrinklerCount = function () {
|
|
if (Game.elderWrath > 0) {
|
|
let CurrentWrinklers = 0;
|
|
for (const i in Game.wrinklers) {
|
|
if (Game.wrinklers[i].phase === 2) CurrentWrinklers++;
|
|
}
|
|
if (CurrentWrinklers > CM.Main.lastWrinklerCount) {
|
|
CM.Main.lastWrinklerCount = CurrentWrinklers;
|
|
if (CurrentWrinklers === Game.getWrinklersMax() && CM.Options.WrinklerMaxFlash) {
|
|
CM.Disp.Flash(3, 'WrinklerMaxFlash');
|
|
} else {
|
|
CM.Disp.Flash(3, 'WrinklerFlash');
|
|
}
|
|
if (CurrentWrinklers === Game.getWrinklersMax() && CM.Options.WrinklerMaxSound) {
|
|
CM.Disp.PlaySound(CM.Options.WrinklerMaxSoundURL, 'WrinklerMaxSound', 'WrinklerMaxVolume');
|
|
} else {
|
|
CM.Disp.PlaySound(CM.Options.WrinklerSoundURL, 'WrinklerSound', 'WrinklerVolume');
|
|
}
|
|
if (CurrentWrinklers === Game.getWrinklersMax() && CM.Options.WrinklerMaxNotification) {
|
|
CM.Disp.Notification('WrinklerMaxNotification', 'Maximum Wrinklers Reached', 'You have reached your maximum ammount of wrinklers');
|
|
} else {
|
|
CM.Disp.Notification('WrinklerNotification', 'A Wrinkler appeared', 'A new wrinkler has appeared');
|
|
}
|
|
} else {
|
|
CM.Main.lastWrinklerCount = CurrentWrinklers;
|
|
}
|
|
}
|
|
};
|
|
|
|
/**
|
|
* This function creates .onmouseover/out events that determine if the mouse is hovering-over a Wrinkler
|
|
* It is called by CM.Main.DelayInit
|
|
* As wrinklers are not appended to the DOM we us a different system than for other tooltips
|
|
*/
|
|
CM.Main.AddWrinklerAreaDetect = function () {
|
|
l('backgroundLeftCanvas').onmouseover = function () { CM.Disp.TooltipWrinklerArea = 1; };
|
|
l('backgroundLeftCanvas').onmouseout = function () {
|
|
CM.Disp.TooltipWrinklerArea = 0;
|
|
Game.tooltip.hide();
|
|
for (const i of Object.keys(Game.wrinklers)) {
|
|
CM.Disp.TooltipWrinklerBeingShown[i] = 0;
|
|
}
|
|
};
|
|
};
|
|
|
|
/**
|
|
* Section: Functions related to the mouse */
|
|
|
|
/**
|
|
* This function fixes Game.mouseY as a result of bars that are added by CookieMonster
|
|
* It is called by Game.UpdateWrinklers(), Game.UpdateSpecial() and the .onmousover of the BigCookie
|
|
* before execution of their actual function
|
|
*/
|
|
CM.Main.FixMouseY = function (target) {
|
|
if (CM.Options.TimerBar === 1 && CM.Options.TimerBarPos === 0) {
|
|
const timerBarHeight = parseInt(CM.Disp.TimerBar.style.height);
|
|
Game.mouseY -= timerBarHeight;
|
|
target();
|
|
Game.mouseY += timerBarHeight;
|
|
} else {
|
|
target();
|
|
}
|
|
};
|