2020-09-28 10:17:13 +00:00
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import { globalConfig } from "../core/config";
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import { DrawParameters } from "../core/draw_parameters";
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import { BasicSerializableObject } from "../savegame/serialization";
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/** @type {ItemType[]} **/
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export const itemTypes = ["shape", "color", "boolean"];
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/**
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* Class for items on belts etc. Not an entity for performance reasons
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*/
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export class BaseItem extends BasicSerializableObject {
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constructor() {
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super();
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Puzzle DLC (#1172)
* Puzzle mode (#1135)
* Add mode button to main menu
* [WIP] Add mode menu. Add factory-based gameMode creation
* Add savefile migration, serialize, deserialize
* Add hidden HUD elements, zone, and zoom, boundary constraints
* Clean up lint issues
* Add building, HUD exclusion, building exclusion, and refactor
- [WIP] Add ConstantProducer building that combines ConstantSignal
and ItemProducer functionality. Currently using temp assets.
- Add pre-placement check to the zone
- Use Rectangles for zone and boundary
- Simplify zone drawing
- Account for exclusion in savegame data
- [WIP] Add puzzle play and edit buttons in puzzle mode menu
* [WIP] Add building, component, and systems for producing and
accepting user-specified items and checking goal criteria
* Add ingame puzzle mode UI elements
- Add minimal menus in puzzle mode for back, next navigation
- Add lower menu for changing zone dimenensions
Co-authored-by: Greg Considine <gconsidine@users.noreply.github.com>
* Performance optimizations (#1154)
* 1.3.1 preparations
* Minor fixes, update translations
* Fix achievements not working
* Lots of belt optimizations, ~15% performance boost
* Puzzle mode, part 1
* Puzzle mode, part 2
* Fix missing import
* Puzzle mode, part 3
* Fix typo
* Puzzle mode, part 4
* Puzzle Mode fixes: Correct zone restrictions and more (#1155)
* Hide Puzzle Editor Controls in regular game mode, fix typo
* Disallow shrinking zone if there are buildings
* Fix multi-tile buildings for shrinking
* Puzzle mode, Refactor hud
* Puzzle mode
* Fixed typo in latest puzzle commit (#1156)
* Allow completing puzzles
* Puzzle mode, almost done
* Bump version to 1.4.0
* Fixes
* [puzzle] Prevent pipette cheats (miners, emitters) (#1158)
* Puzzle mode, almost done
* Allow clearing belts with 'B'
* Multiple users for the puzzle dlc
* Bump api key
* Minor adjustments
* Update
* Minor fixes
* Fix throughput
* Fix belts
* Minor puzzle adjustments
* New difficulty
* Minor puzzle improvements
* Fix belt path
* Update translations
* Added a button to return to the menu after a puzzle is completed (#1170)
* added another button to return to the menu
* improved menu return
* fixed continue button to not go back to menu
* [Puzzle] Added ability to lock buildings in the puzzle editor! (#1164)
* initial test
* tried to get it to work
* added icon
* added test exclusion
* reverted css
* completed flow for building locking
* added lock option
* finalized look and changed locked building to same sprite
* removed unused art
* added clearing every goal acceptor on lock to prevent creating impossible puzzles
* heavily improved validation and prevented autocompletion
* validation only checks every 100 ticks to improve performance
* validation only checks every 100 ticks to improve performance
* removed clearing goal acceptors as it isn't needed because of validation
* Add soundtrack, puzzle dlc fixes
Co-authored-by: Greg Considine <gconsidine@users.noreply.github.com>
Co-authored-by: dengr1065 <dengr1065@gmail.com>
Co-authored-by: Sense101 <67970865+Sense101@users.noreply.github.com>
2021-05-23 14:32:05 +00:00
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this._type = this.getItemType();
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2020-09-28 10:17:13 +00:00
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}
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static getId() {
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return "base_item";
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}
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/** @returns {object} */
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static getSchema() {
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return {};
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}
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/** @returns {ItemType} **/
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getItemType() {
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abstract;
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return "shape";
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}
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2020-09-28 12:45:53 +00:00
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/**
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* Returns a string id of the item
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* @returns {string}
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*/
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getAsCopyableKey() {
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abstract;
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return "";
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}
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2020-09-28 10:17:13 +00:00
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/**
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* Returns if the item equals the other itme
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* @param {BaseItem} other
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* @returns {boolean}
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*/
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equals(other) {
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if (this.getItemType() !== other.getItemType()) {
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return false;
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}
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return this.equalsImpl(other);
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}
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/**
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* Override for custom comparison
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* @abstract
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* @param {BaseItem} other
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* @returns {boolean}
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*/
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equalsImpl(other) {
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abstract;
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return false;
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}
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/**
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* Draws the item to a canvas
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* @param {CanvasRenderingContext2D} context
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* @param {number} size
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*/
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2020-09-28 10:17:38 +00:00
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drawFullSizeOnCanvas(context, size) {
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2020-09-28 10:17:13 +00:00
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abstract;
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}
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/**
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* Draws the item at the given position
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* @param {number} x
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* @param {number} y
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* @param {DrawParameters} parameters
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* @param {number=} diameter
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*/
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drawItemCenteredClipped(x, y, parameters, diameter = globalConfig.defaultItemDiameter) {
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if (parameters.visibleRect.containsCircle(x, y, diameter / 2)) {
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this.drawItemCenteredImpl(x, y, parameters, diameter);
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}
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}
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/**
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* INTERNAL
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* @param {number} x
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* @param {number} y
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* @param {DrawParameters} parameters
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* @param {number=} diameter
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*/
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drawItemCenteredImpl(x, y, parameters, diameter = globalConfig.defaultItemDiameter) {
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abstract;
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}
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getBackgroundColorAsResource() {
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abstract;
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return "";
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}
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}
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