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tobspr_shapez.io/src/js/game/systems/item_acceptor.js

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4.5 KiB

import { GameSystemWithFilter } from "../game_system_with_filter";
import { globalConfig } from "../../core/config";
import { DrawParameters } from "../../core/draw_parameters";
import { Entity } from "../entity";
import { enumDirectionToVector, enumDirectionToAngle } from "../../core/vector";
import { ItemAcceptorComponent } from "../components/item_acceptor";
import { Loader } from "../../core/loader";
import { drawRotatedSprite } from "../../core/draw_utils";
import { Math_radians } from "../../core/builtins";
export class ItemAcceptorSystem extends GameSystemWithFilter {
constructor(root) {
super(root, [ItemAcceptorComponent]);
this.underlayBeltSprites = [
Loader.getSprite("sprites/belt/forward_0.png"),
Loader.getSprite("sprites/belt/forward_1.png"),
Loader.getSprite("sprites/belt/forward_2.png"),
Loader.getSprite("sprites/belt/forward_3.png"),
Loader.getSprite("sprites/belt/forward_4.png"),
Loader.getSprite("sprites/belt/forward_5.png"),
];
}
update() {
for (let i = 0; i < this.allEntities.length; ++i) {
const entity = this.allEntities[i];
const aceptorComp = entity.components.ItemAcceptor;
// Process item consumption animations to avoid items popping from the belts
for (let animIndex = 0; animIndex < aceptorComp.itemConsumptionAnimations.length; ++animIndex) {
const anim = aceptorComp.itemConsumptionAnimations[animIndex];
anim.animProgress +=
globalConfig.physicsDeltaSeconds * this.root.hubGoals.getBeltBaseSpeed() * 2;
if (anim.animProgress > 1) {
aceptorComp.itemConsumptionAnimations.splice(animIndex, 1);
animIndex -= 1;
}
}
}
}
draw(parameters) {
this.forEachMatchingEntityOnScreen(parameters, this.drawEntity.bind(this));
}
drawUnderlays(parameters) {
this.forEachMatchingEntityOnScreen(parameters, this.drawEntityUnderlays.bind(this));
}
/**
* @param {DrawParameters} parameters
* @param {Entity} entity
*/
drawEntity(parameters, entity) {
const staticComp = entity.components.StaticMapEntity;
const acceptorComp = entity.components.ItemAcceptor;
for (let animIndex = 0; animIndex < acceptorComp.itemConsumptionAnimations.length; ++animIndex) {
const { item, slotIndex, animProgress, direction } = acceptorComp.itemConsumptionAnimations[
animIndex
];
const slotData = acceptorComp.slots[slotIndex];
const slotWorldPos = staticComp.applyRotationToVector(slotData.pos).add(staticComp.origin);
const fadeOutDirection = enumDirectionToVector[staticComp.localDirectionToWorld(direction)];
const finalTile = slotWorldPos.subScalars(
fadeOutDirection.x * (animProgress / 2 - 0.5),
fadeOutDirection.y * (animProgress / 2 - 0.5)
);
item.draw(
(finalTile.x + 0.5) * globalConfig.tileSize,
(finalTile.y + 0.5) * globalConfig.tileSize,
parameters
);
}
}
/**
* @param {DrawParameters} parameters
* @param {Entity} entity
*/
drawEntityUnderlays(parameters, entity) {
const staticComp = entity.components.StaticMapEntity;
const acceptorComp = entity.components.ItemAcceptor;
const underlays = acceptorComp.beltUnderlays;
for (let i = 0; i < underlays.length; ++i) {
const { pos, direction } = underlays[i];
const transformedPos = staticComp.localTileToWorld(pos);
const angle = enumDirectionToAngle[staticComp.localDirectionToWorld(direction)];
// SYNC with systems/belt.js:drawSingleEntity!
const animationIndex = Math.floor(
(this.root.time.now() *
this.root.hubGoals.getBeltBaseSpeed() *
this.underlayBeltSprites.length *
126) /
42
);
drawRotatedSprite({
parameters,
sprite: this.underlayBeltSprites[animationIndex % this.underlayBeltSprites.length],
x: (transformedPos.x + 0.5) * globalConfig.tileSize,
y: (transformedPos.y + 0.5) * globalConfig.tileSize,
angle: Math_radians(angle),
size: globalConfig.tileSize,
});
}
}
}