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

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import { globalConfig } from "../../core/config";
import { drawRotatedSprite } from "../../core/draw_utils";
import { Loader } from "../../core/loader";
import { enumDirectionToAngle } from "../../core/vector";
import { BeltUnderlaysComponent } from "../components/belt_underlays";
import { Entity } from "../entity";
import { GameSystemWithFilter } from "../game_system_with_filter";
import { BELT_ANIM_COUNT } from "./belt";
export class BeltUnderlaysSystem extends GameSystemWithFilter {
constructor(root) {
super(root, [BeltUnderlaysComponent]);
this.underlayBeltSprites = [];
for (let i = 0; i < BELT_ANIM_COUNT; ++i) {
this.underlayBeltSprites.push(Loader.getSprite("sprites/belt/forward_" + i + ".png"));
}
}
/**
* Draws the acceptor underlays
* @param {import("../../core/draw_utils").DrawParameters} parameters
*/
drawUnderlays(parameters) {
this.forEachMatchingEntityOnScreen(parameters, this.drawEntityUnderlays.bind(this));
}
/**
* @param {import("../../core/draw_utils").DrawParameters} parameters
* @param {Entity} entity
*/
drawEntityUnderlays(parameters, entity) {
const staticComp = entity.components.StaticMapEntity;
const underlayComp = entity.components.BeltUnderlays;
if (!staticComp.shouldBeDrawn(parameters)) {
return;
}
// Limit speed to avoid belts going backwards
const speedMultiplier = Math.min(this.root.hubGoals.getBeltBaseSpeed(), 10);
const underlays = underlayComp.underlays;
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.realtimeNow() * speedMultiplier * BELT_ANIM_COUNT * 126) / 42) *
globalConfig.itemSpacingOnBelts
);
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,
});
}
}
}