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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/* typehints:start */
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import { PuzzlePlayGameMode } from "../../modes/puzzle_play";
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/* typehints:end */
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import { InputReceiver } from "../../../core/input_receiver";
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import { makeDiv } from "../../../core/utils";
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import { SOUNDS } from "../../../platform/sound";
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import { T } from "../../../translations";
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import { BaseHUDPart } from "../base_hud_part";
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import { DynamicDomAttach } from "../dynamic_dom_attach";
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export class HUDPuzzleCompleteNotification extends BaseHUDPart {
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initialize() {
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this.visible = false;
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this.domAttach = new DynamicDomAttach(this.root, this.element, {
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timeToKeepSeconds: 0,
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});
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this.root.signals.puzzleComplete.add(this.show, this);
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this.userDidLikePuzzle = false;
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this.timeOfCompletion = 0;
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}
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createElements(parent) {
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this.inputReciever = new InputReceiver("puzzle-complete");
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this.element = makeDiv(parent, "ingame_HUD_PuzzleCompleteNotification", ["noBlur"]);
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const dialog = makeDiv(this.element, null, ["dialog"]);
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this.elemTitle = makeDiv(dialog, null, ["title"], T.ingame.puzzleCompletion.title);
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this.elemContents = makeDiv(dialog, null, ["contents"]);
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this.elemActions = makeDiv(dialog, null, ["actions"]);
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const stepLike = makeDiv(this.elemContents, null, ["step", "stepLike"]);
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makeDiv(stepLike, null, ["title"], T.ingame.puzzleCompletion.titleLike);
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const likeButtons = makeDiv(stepLike, null, ["buttons"]);
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this.buttonLikeYes = document.createElement("button");
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this.buttonLikeYes.classList.add("liked-yes");
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likeButtons.appendChild(this.buttonLikeYes);
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this.trackClicks(this.buttonLikeYes, () => {
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this.userDidLikePuzzle = !this.userDidLikePuzzle;
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this.updateState();
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});
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const buttonBar = document.createElement("div");
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buttonBar.classList.add("buttonBar");
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this.elemContents.appendChild(buttonBar);
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this.continueBtn = document.createElement("button");
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this.continueBtn.classList.add("continue", "styledButton");
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this.continueBtn.innerText = T.ingame.puzzleCompletion.continueBtn;
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buttonBar.appendChild(this.continueBtn);
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this.trackClicks(this.continueBtn, () => {
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this.close(false);
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});
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this.menuBtn = document.createElement("button");
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this.menuBtn.classList.add("menu", "styledButton");
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this.menuBtn.innerText = T.ingame.puzzleCompletion.menuBtn;
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buttonBar.appendChild(this.menuBtn);
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this.trackClicks(this.menuBtn, () => {
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this.close(true);
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});
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2021-08-25 14:56:52 +00:00
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const gameMode = /** @type {PuzzlePlayGameMode} */ (this.root.gameMode);
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if (gameMode.nextPuzzles.length > 0) {
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this.nextPuzzleBtn = document.createElement("button");
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this.nextPuzzleBtn.classList.add("nextPuzzle", "styledButton");
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this.nextPuzzleBtn.innerText = T.ingame.puzzleCompletion.nextPuzzle;
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buttonBar.appendChild(this.nextPuzzleBtn);
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this.trackClicks(this.nextPuzzleBtn, () => {
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this.nextPuzzle();
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});
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}
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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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}
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updateState() {
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this.buttonLikeYes.classList.toggle("active", this.userDidLikePuzzle === true);
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}
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show() {
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this.root.soundProxy.playUi(SOUNDS.levelComplete);
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this.root.app.inputMgr.makeSureAttachedAndOnTop(this.inputReciever);
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this.visible = true;
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this.timeOfCompletion = this.root.time.now();
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}
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cleanup() {
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this.root.app.inputMgr.makeSureDetached(this.inputReciever);
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}
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isBlockingOverlay() {
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return this.visible;
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}
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2021-08-25 14:56:52 +00:00
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nextPuzzle() {
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const gameMode = /** @type {PuzzlePlayGameMode} */ (this.root.gameMode);
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gameMode.trackCompleted(this.userDidLikePuzzle, Math.round(this.timeOfCompletion)).then(() => {
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this.root.gameState.moveToState("PuzzleMenuState", {
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continueQueue: gameMode.nextPuzzles,
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});
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});
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}
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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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close(toMenu) {
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/** @type {PuzzlePlayGameMode} */ (this.root.gameMode)
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.trackCompleted(this.userDidLikePuzzle, Math.round(this.timeOfCompletion))
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.then(() => {
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if (toMenu) {
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this.root.gameState.moveToState("PuzzleMenuState");
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} else {
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this.visible = false;
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this.cleanup();
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}
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});
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}
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update() {
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this.domAttach.update(this.visible);
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}
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}
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