2020-05-17 08:07:20 +00:00
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import { GameSystemWithFilter } from "../game_system_with_filter";
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import { globalConfig } from "../../core/config";
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import { DrawParameters } from "../../core/draw_parameters";
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import { Entity } from "../entity";
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import { enumDirectionToVector, enumDirectionToAngle } from "../../core/vector";
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import { ItemAcceptorComponent } from "../components/item_acceptor";
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import { Loader } from "../../core/loader";
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import { drawRotatedSprite } from "../../core/draw_utils";
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2020-06-25 10:18:48 +00:00
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import { BELT_ANIM_COUNT } from "./belt";
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2020-05-17 08:07:20 +00:00
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export class ItemAcceptorSystem extends GameSystemWithFilter {
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constructor(root) {
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super(root, [ItemAcceptorComponent]);
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2020-06-25 10:18:48 +00:00
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this.underlayBeltSprites = [];
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for (let i = 0; i < BELT_ANIM_COUNT; ++i) {
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this.underlayBeltSprites.push(Loader.getSprite("sprites/belt/forward_" + i + ".png"));
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}
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2020-05-17 08:07:20 +00:00
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}
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update() {
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2020-06-27 08:38:11 +00:00
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const progress =
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this.root.dynamicTickrate.deltaSeconds *
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this.root.hubGoals.getBeltBaseSpeed() *
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2 * // * 2 because its only a half tile
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globalConfig.itemSpacingOnBelts;
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2020-05-17 08:07:20 +00:00
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for (let i = 0; i < this.allEntities.length; ++i) {
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const entity = this.allEntities[i];
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const aceptorComp = entity.components.ItemAcceptor;
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2020-06-27 08:38:11 +00:00
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const animations = aceptorComp.itemConsumptionAnimations;
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2020-05-17 08:07:20 +00:00
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// Process item consumption animations to avoid items popping from the belts
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2020-06-27 08:38:11 +00:00
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for (let animIndex = 0; animIndex < animations.length; ++animIndex) {
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const anim = animations[animIndex];
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anim.animProgress += progress;
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2020-05-17 08:07:20 +00:00
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if (anim.animProgress > 1) {
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2020-06-27 08:38:11 +00:00
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animations.splice(animIndex, 1);
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2020-05-17 08:07:20 +00:00
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animIndex -= 1;
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}
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}
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}
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}
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draw(parameters) {
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this.forEachMatchingEntityOnScreen(parameters, this.drawEntity.bind(this));
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}
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drawUnderlays(parameters) {
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this.forEachMatchingEntityOnScreen(parameters, this.drawEntityUnderlays.bind(this));
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}
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/**
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* @param {DrawParameters} parameters
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* @param {Entity} entity
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*/
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drawEntity(parameters, entity) {
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const staticComp = entity.components.StaticMapEntity;
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const acceptorComp = entity.components.ItemAcceptor;
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2020-05-18 15:40:20 +00:00
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if (!staticComp.shouldBeDrawn(parameters)) {
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return;
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}
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2020-05-17 08:07:20 +00:00
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for (let animIndex = 0; animIndex < acceptorComp.itemConsumptionAnimations.length; ++animIndex) {
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const { item, slotIndex, animProgress, direction } = acceptorComp.itemConsumptionAnimations[
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animIndex
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];
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const slotData = acceptorComp.slots[slotIndex];
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const slotWorldPos = staticComp.applyRotationToVector(slotData.pos).add(staticComp.origin);
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const fadeOutDirection = enumDirectionToVector[staticComp.localDirectionToWorld(direction)];
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const finalTile = slotWorldPos.subScalars(
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fadeOutDirection.x * (animProgress / 2 - 0.5),
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fadeOutDirection.y * (animProgress / 2 - 0.5)
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);
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item.draw(
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(finalTile.x + 0.5) * globalConfig.tileSize,
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(finalTile.y + 0.5) * globalConfig.tileSize,
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parameters
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);
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}
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}
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/**
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* @param {DrawParameters} parameters
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* @param {Entity} entity
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*/
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drawEntityUnderlays(parameters, entity) {
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const staticComp = entity.components.StaticMapEntity;
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const acceptorComp = entity.components.ItemAcceptor;
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2020-05-18 15:40:20 +00:00
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if (!staticComp.shouldBeDrawn(parameters)) {
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return;
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}
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2020-06-27 07:59:48 +00:00
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// Limit speed to avoid belts going backwards
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2020-06-27 08:51:52 +00:00
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const speedMultiplier = Math.min(this.root.hubGoals.getBeltBaseSpeed(), 10);
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2020-06-27 07:59:48 +00:00
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2020-05-17 08:07:20 +00:00
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const underlays = acceptorComp.beltUnderlays;
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for (let i = 0; i < underlays.length; ++i) {
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const { pos, direction } = underlays[i];
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const transformedPos = staticComp.localTileToWorld(pos);
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const angle = enumDirectionToAngle[staticComp.localDirectionToWorld(direction)];
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// SYNC with systems/belt.js:drawSingleEntity!
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const animationIndex = Math.floor(
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2020-06-27 07:59:48 +00:00
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((this.root.time.realtimeNow() * speedMultiplier * BELT_ANIM_COUNT * 126) / 42) *
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2020-05-18 09:47:17 +00:00
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globalConfig.itemSpacingOnBelts
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2020-05-17 08:07:20 +00:00
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);
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drawRotatedSprite({
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parameters,
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sprite: this.underlayBeltSprites[animationIndex % this.underlayBeltSprites.length],
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x: (transformedPos.x + 0.5) * globalConfig.tileSize,
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y: (transformedPos.y + 0.5) * globalConfig.tileSize,
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2020-06-27 08:51:52 +00:00
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angle: Math.radians(angle),
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2020-05-17 08:07:20 +00:00
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size: globalConfig.tileSize,
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});
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}
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}
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}
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