Edit of asset "Big Counter" Accepted

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Title Big Counter Big Counter
Description Counter with a number and a total number, which can grow to an arbitrarily-large size, intended for incremental games.

Note that the Counter's numbers are all stored using the Big class, which is (for the purposes of this counter) an inner class accessed using Counter.Big

You must give the Counter node a Timer child. Every tick_secs seconds, number will be increased by per_tick. per_tick is computed from a number of variables -- ((tick_base + tick_extra) ^ tick_exponent) * tick_multiplier.

Each of these can be manipulated by setting directly, or by using, for tick_X, register_X(n), deregister_X(n), or reset_X(n). The register_ and deregister_ methods act as though you are adding one, and then another, instead of just increasing the number linearly -- there's a difference, for exponents and multipliers.

You must not set per_tick directly. However, you can set number directly, or manipulate it using increase_by() or decrease_by(). There's also reset_number(). total_number can be set directly, but can only increase -- decreasing it will throw an error.

You can also set tick_secs directly. This will pass through to the timer. tick_enabled also passes through (it starts and stops, rather than pauses)

Other methods for interacting with the Timer: get_timer(), start_tick(), and stop_tick()
Counter with a number and a total number, which can grow to an arbitrarily-large size, intended for incremental games.

Note that the Counter's numbers are all stored using the Big class, which is (for the purposes of this counter) an inner class accessed using Counter.Big

You must give the Counter node a Timer child. Every tick_secs seconds, number will be increased by per_tick. per_tick is computed from a number of variables -- ((tick_base + tick_extra) ^ tick_exponent) * tick_multiplier.

Each of these can be manipulated by setting directly, or by using, for tick_X, register_X(n), deregister_X(n), or reset_X(n). The register_ and deregister_ methods act as though you are adding one, and then another, instead of just increasing the number linearly -- there's a difference, for exponents and multipliers.

You must not set per_tick directly. However, you can set number directly, or manipulate it using increase_by() or decrease_by(). There's also reset_number(). total_number can be set directly, but can only increase -- decreasing it will throw an error.

You can also set tick_secs directly. This will pass through to the timer. tick_enabled also passes through (it starts and stops, rather than pauses)

Other methods for interacting with the Timer: get_timer(), start_tick(), and stop_tick()
Category Misc Misc
License MIT MIT
Repository Provider GitLab GitLab
Repository Url https://gitlab.com/sb24kelley/godot-big-counter/ https://gitlab.com/sb24kelley/godot-big-counter/
Issues Url https://gitlab.com/sb24kelley/godot-big-counter/-/issues https://gitlab.com/sb24kelley/godot-big-counter/-/issues
Godot version Godot 4.5 Godot 4.5
Version String 1.0.1 1.0.1
Download Commit 9da72fd4d2909075f9760f71bba66c2d56e1eed4 9da72fd4d2909075f9760f71bba66c2d56e1eed4
Download Url (Computed) https://gitlab.com/sb24kelley/godot-big-counter/-/archive/9da72fd4d2909075f9760f71bba66c2d56e1eed4.zip https://gitlab.com/sb24kelley/godot-big-counter/-/archive/9da72fd4d2909075f9760f71bba66c2d56e1eed4.zip
Icon Url https://gitlab.com/sb24kelley/godot-big-counter/-/raw/master/addons/counter/icon.png
https://gitlab.com/sb24kelley/godot-big-counter/-/raw/master/addons/counter/icon.png