addLayer("p", { name: "1st layer", // This is optional, only used in a few places, If absent it just uses the layer id. symbol: "p", // This appears on the layer's node. Default is the id with the first letter capitalized position: 0, // Horizontal position within a row. By default it uses the layer id and sorts in alphabetical order startData() { return { unlocked: true, points: new Decimal(0), }}, color: "#4BDC13", requires: new Decimal(10), // Can be a function that takes requirement increases into account resource: "prestige points", // Name of prestige currency baseResource: "points", // Name of resource prestige is based on baseAmount() {return player.points}, // Get the current amount of baseResource type: "normal", // normal: cost to gain currency depends on amount gained. static: cost depends on how much you already have exponent: 0.5, // Prestige currency exponent gainMult() { // Calculate the multiplier for main currency from bonuses mult = new Decimal(1) if (hasUpgrade('p', 33)) mult = mult.times(upgradeEffect('p', 33)) if (hasUpgrade('p', 34)) mult = mult.times(upgradeEffect('p', 34)) if (hasUpgrade('r', 11)) mult = mult.times(10) return mult }, gainExp() { // Calculate the exponent on main currency from bonuses return new Decimal(1) }, row: 0, // Row the layer is in on the tree (0 is the first row) hotkeys: [ {key: "p", description: "P: Reset for prestige points", onPress(){if (canReset(this.layer)) doReset(this.layer)}}, ], upgrades: { 11: { title: "Double Points", description: "Double your point gain.", cost: new Decimal(1), }, 12: { title: "Triple Points", description: "Triple your point gain.", cost: new Decimal(3), }, 13: { title: "Quadruple Points", description: "Quadruple your point gain.", cost: new Decimal(10), }, 14: { title: "Quintuple Points", description: "Quintuple your point gain.", cost: new Decimal(20), }, 21: { title: "Sectuple Points", description: "Sectuple your point gain.", cost: new Decimal(40), }, 22: { title: "Septuple Points", description: "Septuple your point gain.", cost: new Decimal(100), }, 23: { title: "Octuple Points", description: "Octuple your point gain.", cost: new Decimal(400), }, 24: { title: "Notuple Points", description: "Notuple your point gain.", cost: new Decimal(1000), }, 31: { description: "Point generation is faster based on your unspent Prestige Points.", cost: new Decimal(10000), unlocked() { return (hasUpgrade(this.layer, 24))}, effect() { return player[this.layer].points.add(1).pow(0.5) }, effectDisplay() { return format(upgradeEffect(this.layer, this.id))+"x" }, // Add formatting to the effect }, 32: { description: "Point generation is faster based on your Points.", cost: new Decimal(200000), unlocked() { return (hasUpgrade(this.layer, 31))}, effect() { return player.points.add(1).pow(0.15) }, effectDisplay() { return format(upgradeEffect(this.layer, this.id))+"x" }, // Add formatting to the effect }, 33: { description: "Gain more Prestige Points based on Points", cost: new Decimal(1250000), unlocked() { return (hasUpgrade(this.layer, 32))}, effect() { return player.points.add(1).pow(0.10) }, effectDisplay() { return format(upgradeEffect(this.layer, this.id))+"x" }, // Add formatting to the effect }, 34: { description: "Gain more Prestige Points based on Prestige Points", cost: new Decimal(15000000), unlocked() { return (hasUpgrade(this.layer, 33))}, effect() { return player[this.layer].points.add(1).pow(0.15) }, effectDisplay() { return format(upgradeEffect(this.layer, this.id))+"x" }, // Add formatting to the effect }, doReset(resettingLayer) { let keep = [] if (resettingLayer == "r" && hasUpgrade('r', 111)) keep.push("upgrades") layerDataReset("p", keep) //resource `` }, }, layerShown(){return true} }) addLayer("r", { name: "2nd layer", // This is optional, only used in a few places, If absent it just uses the layer id. symbol: "r", // This appears on the layer's node. Default is the id with the first letter capitalized position: 0, // Horizontal position within a row. By default it uses the layer id and sorts in alphabetical order startData() { return { unlocked: false, points: new Decimal(0), }}, color: "red", requires: new Decimal(1e14), // Can be a function that takes requirement increases into account resource: "reality points", // Name of prestige currency baseResource: "points", // Name of resource prestige is based on baseAmount() {return player.points}, // Get the current amount of baseResource type: "normal", // normal: cost to gain currency depends on amount gained. static: cost depends on how much you already have exponent: 0.5, // Prestige currency exponent gainMult() { // Calculate the multiplier for main currency from bonuses mult = new Decimal(1) return mult }, gainExp() { // Calculate the exponent on main currency from bonuses return new Decimal(1) }, row: 1, // Row the layer is in on the tree (0 is the first row) hotkeys: [ {key: "r", description: "R: Reset for reality points", onPress(){if (canReset(this.layer)) doReset(this.layer)}}, ], upgrades: { 11: { title: "Reality Booster", description: "Boost Point Gain and Prestige Point Gain by 10x", cost: new Decimal(1), }, 12: { description: "Point generation is faster based on your unspent Reality Points", cost: new Decimal(5), unlocked() { return (hasUpgrade(this.layer, 11))}, effect() { return player[this.layer].points.add(1).pow(0.7) }, effectDisplay() { return format(upgradeEffect(this.layer, this.id))+"x" }, // Add formatting to the effect }, 21: { title: "Reality Doubler", description: "Double Point Gain", cost: new Decimal(100), unlocked() { return (hasUpgrade(this.layer, 12))}, }, 31: { title: "Reality Doubler", description: "Double Point Gain", cost: new Decimal(400), unlocked() { return (hasUpgrade(this.layer, 21))}, }, 41: { title: "Reality Doubler", description: "Double Point Gain", cost: new Decimal(1600), unlocked() { return (hasUpgrade(this.layer, 31))}, }, 51: { title: "Reality Doubler", description: "Double Point Gain", cost: new Decimal(6400), unlocked() { return (hasUpgrade(this.layer, 41))}, }, 61: { title: "Reality Doubler", description: "Double Point Gain", cost: new Decimal(25600), unlocked() { return (hasUpgrade(this.layer, 51))}, }, 71: { title: "Reality Doubler", description: "Double Point Gain", cost: new Decimal(102400), unlocked() { return (hasUpgrade(this.layer, 61))}, }, 81: { title: "Reality Doubler", description: "Double Point Gain", cost: new Decimal(409600), unlocked() { return (hasUpgrade(this.layer, 71))}, }, 91: { title: "Reality Doubler", description: "Double Point Gain", cost: new Decimal(1638400), unlocked() { return (hasUpgrade(this.layer, 81))}, }, 101: { title: "Reality Doubler", description: "Double Point Gain", cost: new Decimal(6553600), unlocked() { return (hasUpgrade(this.layer, 91))}, }, 111: { title: "Reality Restoration", description: "Keep Prestige Upgrades on Reset", cost: new Decimal(100000000), unlocked() { return (hasUpgrade(this.layer, 91))}, }, }, `` }, layerShown(){return true} }) addLayer("c", { name: "3rd layer", // This is optional, only used in a few places, If absent it just uses the layer id. symbol: "c", // This appears on the layer's node. Default is the id with the first letter capitalized position: 0, // Horizontal position within a row. By default it uses the layer id and sorts in alphabetical order startData() { return { unlocked: true, points: new Decimal(0), }}, color: "blue", requires: new Decimal(5e12), // Can be a function that takes requirement increases into account resource: "creation points", // Name of prestige currency baseResource: "reality points", // Name of resource prestige is based on baseAmount() {return player.r.points}, // Get the current amount of baseResource type: "static", // normal: cost to gain currency depends on amount gained. static: cost depends on how much you already have exponent: 0.5, // Prestige currency exponent gainMult() { // Calculate the multiplier for main currency from bonuses mult = new Decimal(1) return mult }, gainExp() { // Calculate the exponent on main currency from bonuses return new Decimal(1) }, row: 2, // Row the layer is in on the tree (0 is the first row) hotkeys: [ {key: "c", description: "c: Reset for creation points", onPress(){if (canReset(this.layer)) doReset(this.layer)}}, ], layerShown(){return true} })
Write, Run & Share Javascript code online using OneCompiler's JS online compiler for free. It's one of the robust, feature-rich online compilers for Javascript language. Getting started with the OneCompiler's Javascript editor is easy and fast. The editor shows sample boilerplate code when you choose language as Javascript and start coding.
Javascript(JS) is a object-oriented programming language which adhere to ECMA Script Standards. Javascript is required to design the behaviour of the web pages.
var readline = require('readline');
var rl = readline.createInterface({
input: process.stdin,
output: process.stdout,
terminal: false
});
rl.on('line', function(line){
console.log("Hello, " + line);
});
Keyword | Description | Scope |
---|---|---|
var | Var is used to declare variables(old way of declaring variables) | Function or global scope |
let | let is also used to declare variables(new way) | Global or block Scope |
const | const is used to declare const values. Once the value is assigned, it can not be modified | Global or block Scope |
let greetings = `Hello ${name}`
const msg = `
hello
world!
`
An array is a collection of items or values.
let arrayName = [value1, value2,..etc];
// or
let arrayName = new Array("value1","value2",..etc);
let mobiles = ["iPhone", "Samsung", "Pixel"];
// accessing an array
console.log(mobiles[0]);
// changing an array element
mobiles[3] = "Nokia";
Arrow Functions helps developers to write code in concise way, it’s introduced in ES6.
Arrow functions can be written in multiple ways. Below are couple of ways to use arrow function but it can be written in many other ways as well.
() => expression
const numbers = [0, 1, 2, 3, 4, 5, 6, 7, 8, 9]
const squaresOfEvenNumbers = numbers.filter(ele => ele % 2 == 0)
.map(ele => ele ** 2);
console.log(squaresOfEvenNumbers);
let [firstName, lastName] = ['Foo', 'Bar']
let {firstName, lastName} = {
firstName: 'Foo',
lastName: 'Bar'
}
const {
title,
firstName,
lastName,
...rest
} = record;
//Object spread
const post = {
...options,
type: "new"
}
//array spread
const users = [
...adminUsers,
...normalUsers
]
function greetings({ name = 'Foo' } = {}) { //Defaulting name to Foo
console.log(`Hello ${name}!`);
}
greet() // Hello Foo
greet({ name: 'Bar' }) // Hi Bar
IF is used to execute a block of code based on a condition.
if(condition){
// code
}
Else part is used to execute the block of code when the condition fails.
if(condition){
// code
} else {
// code
}
Switch is used to replace nested If-Else statements.
switch(condition){
case 'value1' :
//code
[break;]
case 'value2' :
//code
[break;]
.......
default :
//code
[break;]
}
For loop is used to iterate a set of statements based on a condition.
for(Initialization; Condition; Increment/decrement){
//code
}
While is also used to iterate a set of statements based on a condition. Usually while is preferred when number of iterations are not known in advance.
while (condition) {
// code
}
Do-while is also used to iterate a set of statements based on a condition. It is mostly used when you need to execute the statements atleast once.
do {
// code
} while (condition);
ES6 introduced classes along with OOPS concepts in JS. Class is similar to a function which you can think like kind of template which will get called when ever you initialize class.
class className {
constructor() { ... } //Mandatory Class method
method1() { ... }
method2() { ... }
...
}
class Mobile {
constructor(model) {
this.name = model;
}
}
mbl = new Mobile("iPhone");