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Home Page: https://meltedhugo.github.io/idle-music
"items.js" is a template for a new game. It contains all default values for existing things.
During development, many new things will be added.
Currently, a version check is done via the variable game.version
. If the locally saved variable doesn't match the corresponding variable in "items.js", then the template is loaded.
It would be better if we could just populate the game object with all missing elements before it's used as the game
variable, and leave all already used elements untouched.
Will have to resort to local storage in the beginning, but I'll try to figure out how cloud saving works on Kongregate.
game.js, line 63:
// If savegame exists...
if(localStorage.getItem("data") != null){
// load it into the data object
data = JSON.parse(localStorage.getItem("data"));
}
causes trouble with break_infinity.js functions.
This refers to the function GainAuto() in game.js
Currently, gainPerSec is calculated by generator.amount*generator.power.
This gets overwritten if one item is being generated by more than one generator item.
Better solution:
A function that looks for all items that generate a specific target item. Then perform (generator_a.amount*generator_a.power) + (generator_b.amount*generator_b.power) + (generator_c.amount*generator_c.power) + ...
. Use the resulting value for the target item's gainPerSec.
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