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Objects

game



The main library for various game-related functionality. (ie. saving, loading, etc.)

Methods

Variables

BASE_SALE_AMOUNT (10000)

controls the base amount of game sales for every game, which is then affected by multiple affectors

RESEARCH_MIN_EXP (5)

minimum amount of experience given to the skill related to the tech that's being researched

RESEARCH_MAX_EXP (10)

maximum amount of experience given to the skill related to the tech that's being researched

RESEARCH_EXP_MIN_TIME (1)

minimum time period of time between giving experience when researching (where 1 is 1 day)

RESEARCH_EXP_MAX_TIME (1)

maximum time period of time between giving experience when researching (where 1 is 1 day)

PROJECT_EXP_GAIN_MIN (15)

minimum amount of experience given to the skill related to the skill that's relevant to the task

PROJECT_EXP_GAIN_MAX (20)

maximum amount of experience given to the skill related to the skill that's relevant to the task

PROJECT_EXP_GAIN_TIME_MIN (1.5)

minimum time period of time between giving experience when researching (where 1 is 1 day)

PROJECT_EXP_GAIN_TIME_MAX (2)

maximum time period of time between giving experience when researching (where 1 is 1 day)

MAX_TEAMS (20)

the maximum amount of teams that can be created

UI_COLORS

table containing various color objects

DESCENDANT_STARTING_SKILL_LEVELS (40)

the skill level that the descendant of the CEO will start out with.

WORLD_TILE_WIDTH (48)

the width of a tile in pixels. Do not change this.

WORLD_TILE_HEIGHT (48)

the height of a tile in pixels. Do not change this.

Events

FINISHED_LOAD

fired when the game finishes loading a savefile.

RESOLUTION_CHANGED

fired when the player has changed their resolution.

NEW_GAME_STARTED

fired when the player has started a new game.

SAVEGAME_DELETED

fired when the player deletes a savefile.

SNAPSHOT_DELETED

fired when the player deletes a savefile snapshot.

RANDOMIZE_PLAYTHROUGH_STATE_CHANGED

fired when the player changes one of the checkboxes in the new game menu when setting up playthrough randomization.

DESIRED_GAMETYPE_SET

fired when the player selects one of the game types on the new game screen.

DIFFICULTY_CHANGED

fired when the player changes the difficulty setting in the new game menu.