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Added guide page
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@@ -5,6 +5,7 @@ $NavbarPages = [
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"Sarahtonin" => "/Pages/Sarahtonin.html",
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"Garden" => "/Pages/Garden.html",
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"Shop" => "/Pages/Shop.html",
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"Guide" => "/Pages/Guide.html",
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"Profile" => "/Pages/Profile.html"
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];
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+243
@@ -0,0 +1,243 @@
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<?php
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$PageTitle = "Guide";
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$PageSection = "Guide";
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?>
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<!DOCTYPE html>
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<html lang="en" data-palette="CatppuccinMocha">
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<?php require __DIR__ . "/Bits/Head.php"; ?>
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<body>
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<?php require __DIR__ . "/Bits/Navbar.php"; ?>
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<main class="MainContainer">
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<h1>Garden guide</h1>
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<p>
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A quick guide to growing plants, earning Dew,
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and discovering mutations. You do not need to
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know everything here before you start playing.
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(But it's useful to do..)
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</p>
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<section
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id="GettingStarted"
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class="GuideSection"
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>
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<h2>Getting started</h2>
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<p>
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A new Garden starts with a Red Rose seed and
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some Dew. The <a href="/Pages/Shop.html">Shop</a>
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stocks seeds you can buy to start gardening and
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making some Dew.
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</p>
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<p>
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Seeds are consumable. Planting one removes it
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from your inventory, so you need to buy
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another if you want to grow the same plant again.
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..So just buy multiple at once.
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</p>
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</section>
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<section
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id="Planting"
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class="GuideSection"
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>
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<h2>Planting and growing</h2>
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<p>
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In the <a href="/Pages/Garden.html">Garden</a>,
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select a seed and then choose an empty plot.
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Plants continue growing with real time, even while
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you are away from the page.
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</p>
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<p>
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Plant sprites change as they grow. When the final
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growth sprite appears, the plant is mature and can
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be harvested. The Garden also shows when your next
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plant will be ready. Don't worry: it'll also have
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a green border around it when it's ready to harvest.
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</p>
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</section>
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<section
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id="Harvesting"
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class="GuideSection"
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>
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<h2>Harvesting</h2>
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<p>
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Click a mature plant to harvest it. Harvesting gives
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you Dew and makes the plot empty again, as it once was.
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</p>
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<p>
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More valuable seeds usually give more Dew.
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The Shop shows the current seed cost,
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harvest reward, growth time, and how many seeds you
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already own. So you can be smart in your plant investments!
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</p>
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</section>
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<section
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id="Shop"
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class="GuideSection"
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>
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<h2>The Shop</h2>
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<p>
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Some basic plants can be bought from the beginning.
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Plants created through mutations become purchasable
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in the shop after you discover them.
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</p>
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<p>
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Mutation-derived seed prices are based on their
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recipes, so discovering and performing mutations is
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often a useful alternative to simply buying the
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resulting seed.
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</p>
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</section>
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<section
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id="Mutations"
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class="GuideSection"
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>
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<h2>Mutations</h2>
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<p>
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Most plants can create new plants or change when they are
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arranged in a particular pattern. Unless a mutation
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says otherwise, the plants involved need to be
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mature before the recipe can work.
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</p>
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<p>
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As soon as a valid recipe exists, the Garden tries
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the mutation. Some mutations are guaranteed, but
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others may only have a chance to succeed. A failed
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attempt may need to wait for its cooldown before
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that same area can try mutating again.
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</p>
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<div class="GuideTip">
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<strong>
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Since you were good and actually read this...
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</strong>
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<p>
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Try arranging mature plants like this:
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</p>
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<div
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id="GuideMutationHint"
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class="GuideRecipe"
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aria-label="Red Rose, empty plot, Blue Rose"
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>
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<div
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class="GuideRecipeCell GuideRecipePlant"
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data-plant-key="RedRose"
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>
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<span class="GuideRecipeLabel">
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Red Rose
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</span>
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</div>
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<div
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class="GuideRecipeCell GuideRecipeEmpty"
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>
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<span>Empty</span>
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</div>
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<div
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class="GuideRecipeCell GuideRecipePlant"
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data-plant-key="BlueRose"
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>
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<span class="GuideRecipeLabel">
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Blue Rose
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</span>
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</div>
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</div>
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<p class="GuideHintText">
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"Empty" means the middle plot really does need
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to be empty. What happens next is for you to
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find out.
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</p>
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</div>
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</section>
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<section
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id="Discoveries"
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class="GuideSection"
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>
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<h2>Discoveries</h2>
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<p>
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Discovering a new plant or mutation is saved with
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your Garden. New plant discoveries also unlock
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additional seeds in the Shop, so you can skip
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creating them through mutations. Though it always
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costs more to buy the seeds than create them by mutation..
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</p>
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<p>
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Experiment with different plants, empty spaces, and
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arrangements. Not every recipe has to look like the
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example above. Some are logical (Red + Blue = Purple),
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while others are visual, or maybe don't make sense at all.
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</p>
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</section>
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<section
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id="Tools"
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class="GuideSection"
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>
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<h2>Tools</h2>
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<p>
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The Shovel removes a planted crop without giving a
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harvest reward. Select it, click the plant you want
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to remove, and click the Shovel again when you want
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to have no tool equipped. It's very useful when you
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decide you want to try a new mutation, for example.
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</p>
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</section>
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<section
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id="Account"
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class="GuideSection"
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>
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<h2>Your account</h2>
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<p>
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Your <a href="/Pages/Profile.html">Profile</a>
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contains your username, colour, statistics, and
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Account Key. Garden saves can sync through the API,
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while the Account Key lets you use the same Garden
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in another browser or on another device.
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It's basically just like logging into an account.
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</p>
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<p>
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Treat your Account Key like a password. Anyone who
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has it can load the same Garden account and mess stuff up.
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</p>
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</section>
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</main>
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<script src="/Scripts/Garden/PlantImages.js"></script>
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<script src="/Scripts/Garden/Plants.js"></script>
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<script src="/Scripts/Garden/Mutations.js"></script>
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<script src="/Scripts/Garden/Save.js"></script>
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<script src="/Scripts/Garden/Content.js"></script>
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<script src="/Scripts/Garden/Guide.js"></script>
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</body>
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</html>
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