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tobspr_shapez.io/src/js/game/base_item.js

102 lines
2.4 KiB

import { globalConfig } from "../core/config";
import { DrawParameters } from "../core/draw_parameters";
import { BasicSerializableObject } from "../savegame/serialization";
/**
* Class for items on belts etc. Not an entity for performance reasons
*/
export class BaseItem extends BasicSerializableObject {
constructor() {
super();
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>
3 years ago
this._type = this.getItemType();
}
static getId() {
return "base_item";
}
/** @returns {import("../savegame/serialization").Schema} */
static getSchema() {
return {};
}
/** @returns {ItemType} **/
getItemType() {
abstract;
return "shape";
}
/**
* Returns a string id of the item
* @returns {string}
* @abstract
*/
getAsCopyableKey() {
abstract;
return "";
}
/**
* Returns if the item equals the other itme
* @param {BaseItem} other
* @returns {boolean}
*/
equals(other) {
if (this.getItemType() !== other.getItemType()) {
return false;
}
return this.equalsImpl(other);
}
/**
* Override for custom comparison
* @param {BaseItem} other
* @returns {boolean}
* @abstract
*/
equalsImpl(other) {
abstract;
return false;
}
/**
* Draws the item to a canvas
* @param {CanvasRenderingContext2D} context
* @param {number} size
* @abstract
*/
drawFullSizeOnCanvas(context, size) {
abstract;
}
/**
* Draws the item at the given position
* @param {number} x
* @param {number} y
* @param {DrawParameters} parameters
* @param {number=} diameter
*/
drawItemCenteredClipped(x, y, parameters, diameter = globalConfig.defaultItemDiameter) {
if (parameters.visibleRect.containsCircle(x, y, diameter / 2)) {
this.drawItemCenteredImpl(x, y, parameters, diameter);
}
}
/**
* INTERNAL
* @param {number} x
* @param {number} y
* @param {DrawParameters} parameters
* @param {number=} diameter
* @abstract
*/
drawItemCenteredImpl(x, y, parameters, diameter = globalConfig.defaultItemDiameter) {
abstract;
}
getBackgroundColorAsResource() {
abstract;
return "";
}
}