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Hyper-proof cooldown state
Kept the distinction between "argument" time and script time. I called the latter "time" instead of "milliseconds" because, well, it's just tenth of seconds. Residual timeout is always stored in "nominal" time, not adjusted by hyper. I.e. if a button has a nominal timeout of 60 seconds and half cooldown had expired on reload, residual is stored as 300. In cooldown, Engine.setInterval makes the time flow with double speed
This commit is contained in:
committed by
Blake Grotewold
parent
a923c1c0bd
commit
65d7cfd784
@@ -28,17 +28,18 @@ var StateManager = {
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//create categories
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var cats = [
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'features', //big features like buildings, location availability, unlocks, etc
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'stores', //little stuff, items, weapons, etc
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'character', //this is for player's character stats such as perks
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'features', // big features like buildings, location availability, unlocks, etc
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'stores', // little stuff, items, weapons, etc
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'character', // this is for player's character stats such as perks
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'income',
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'timers',
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'game', //mostly location related: fire temp, workers, population, world map, etc
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'playStats', //anything play related: play time, loads, etc
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'game', // mostly location related: fire temp, workers, population, world map, etc
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'playStats', // anything play related: play time, loads, etc
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'previous', // prestige, score, trophies (in future), achievements (again, not yet), etc
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'outfit', // used to temporarily store the items to be taken on the path
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'outfit', // used to temporarily store the items to be taken on the path
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'config',
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'wait' // mysterious wanderers are coming back
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'wait', // mysterious wanderers are coming back
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'cooldown' // residual values for cooldown buttons
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];
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for(var which in cats) {
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