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Make switches and upgrades section of Building/upgrade column hideable #47

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3plus4i opened this issue Jan 17, 2016 · 6 comments · Fixed by #689
Closed

Make switches and upgrades section of Building/upgrade column hideable #47

3plus4i opened this issue Jan 17, 2016 · 6 comments · Fixed by #689

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@3plus4i
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3plus4i commented Jan 17, 2016

Since the upgrade section now has separated areas for switches and research center upgrades, I would welcome an option to hide these (separately, preferably). They aren't needed most of the time but take up valuable space. Not everyone has an HD screen and I can barely fit in all buildings and the folded upgrade area of the current live version on my laptop screen even in fullscreen mode. With the three new buildings space there is even more precious.

@Aktanusa Aktanusa self-assigned this Jan 17, 2016
@Aktanusa
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Hmm hide how, in settings? a + next to them?

@sgoldeen
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If you could click the bar for them, that'd be great, Like the area I have put a red box around in this screenshot
screen shot 2016-05-21 at 1 30 28 pm

@Aktanusa
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Sounds like a good idea

@Aktanusa
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This is really old, but I just noticed this. Would this still be needed with the game already automatically reduce to one line?

@TakGalaman
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I would like this, or something similar (a "lock these buttons" option) to avoid accidentally buying the chocolate egg or switching seasons during a cookie storm or when clicking a reindeer.

@DanielNoord DanielNoord changed the title make switches and research upgrade sections hideable Make switches and upgrades section of Building/upgrade column hideable Nov 26, 2020
@DanielNoord DanielNoord self-assigned this Dec 18, 2020
@DanielNoord
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DanielNoord commented Dec 18, 2020

I have looked into this and found it to be pretty difficult to neatly implement.

The problem is that the bar with is not actually an html element, but rather padding of a section.
Therefore, we can't register a click on the bar but only on the whole section. This is problematic as this would trigger the visibility-toggle with every purchase of an update.

We could rewrite the code to generate the store and make it include a new first clickable element or replace the padding with an actual element. However, after spending quite some time understanding this quite obscure and badly documented part of the source-code I am a bit burnt out.

I think it will be better to ask Orteil to implement this, as I believe this is a good addition to the base-game and should not be that hard. I could even code it myself and deliver it to him to implement it, which would take much less time compared to making CookieMonster do this.

Edit: For the time being I will therefore also drop this from the road-map for the next version and leave it until a later time.

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5 participants