2020-05-09 14:45:23 +00:00
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import { globalConfig } from "../../core/config";
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import { DrawParameters } from "../../core/draw_parameters";
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import { Rectangle } from "../../core/rectangle";
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import { AtlasSprite } from "../../core/sprites";
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import { enumDirection, Vector } from "../../core/vector";
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import { types } from "../../savegame/serialization";
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2020-07-27 15:14:29 +00:00
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import { getBuildingDataFromCode } from "../building_codes";
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2020-08-12 18:11:24 +00:00
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import { Component } from "../component";
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2020-05-09 14:45:23 +00:00
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export class StaticMapEntityComponent extends Component {
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static getId() {
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return "StaticMapEntity";
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}
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static getSchema() {
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2020-05-14 19:54:11 +00:00
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return {
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origin: types.tileVector,
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rotation: types.float,
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originalRotation: types.float,
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2020-07-27 15:14:29 +00:00
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// See building_codes.js
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Mod Support - 1.5.0 Update (#1361)
* initial modloader draft
* modloader features
* Refactor mods to use signals
* Add support for modifying and registering new transltions
* Minor adjustments
* Support for string building ids for mods
* Initial support for adding new buildings
* Refactor how mods are loaded to resolve circular dependencies and prepare for future mod loading
* Lazy Load mods to make sure all dependencies are loaded
* Expose all exported members automatically to mods
* Fix duplicate exports
* Allow loading mods from standalone
* update changelog
* Fix mods folder incorrect path
* Fix modloading in standalone
* Fix sprites not getting replaced, update demo mod
* Load dev mod via raw loader
* Improve mod developing so mods are directly ready to be deployed, load mods from local file server
* Proper mods ui
* Allow mods to register game systems and draw stuff
* Change mods path
* Fix sprites not loading
* Minor adjustments, closes #1333
* Add support for loading atlases via mods
* Add support for loading mods from external sources in DEV
* Add confirmation when loading mods
* Fix circular dependency
* Minor Keybindings refactor, add support for keybindings to mods, add support for dialogs to mods
* Add some mod signals
* refactor game loading states
* Make shapez exports global
* Start to make mods safer
* Refactor file system electron event handling
* Properly isolate electron renderer process
* Update to latest electron
* Show errors when loading mods
* Update confirm dialgo
* Minor restructure, start to add mod examples
* Allow adding custom themesw
* Add more examples and allow defining custom item processor operations
* Add interface to register new buildings
* Fixed typescript type errors (#1335)
* Refactor building registry, make it easier for mods to add new buildings
* Allow overriding existing methods
* Add more examples and more features
* More mod examples
* Make mod loading simpler
* Add example how to add custom drawings
* Remove unused code
* Minor modloader adjustments
* Support for rotation variants in mods (was broken previously)
* Allow mods to replace builtin sub shapes
* Add helper methods to extend classes
* Fix menu bar on mac os
* Remember window state
* Add support for paste signals
* Add example how to add custom components and systems
* Support for mod settings
* Add example for adding a new item type
* Update class extensions
* Minor adjustments
* Fix typo
* Add notification blocks mod example
* Add small tutorial
* Update readme
* Add better instructions
* Update JSDoc for Replacing Methods (#1336)
* upgraded types for overriding methods
* updated comments
Co-authored-by: Edward Badel <you@example.com>
* Direction lock now indicates when there is a building inbetween
* Fix mod examples
* Fix linter error
* Game state register (#1341)
* Added a gamestate register helper
Added a gamestate register helper
* Update mod_interface.js
* export build options
* Fix runBeforeMethod and runAfterMethod
* Minor game system code cleanup
* Belt path drawing optimization
* Fix belt path optimization
* Belt drawing improvements, again
* Do not render belts in statics disabled view
* Allow external URL to load more than one mod (#1337)
* Allow external URL to load more than one mod
Instead of loading the text returned from the remote server, load a JSON object with a `mods` field, containing strings of all the mods. This lets us work on more than one mod at a time or without separate repos. This will break tooling such as `create-shapezio-mod` though.
* Update modloader.js
* Prettier fixes
* Added link to create-shapezio-mod npm page (#1339)
Added link to create-shapezio-mod npm page: https://www.npmjs.com/package/create-shapezio-mod
* allow command line switch to load more than one mod (#1342)
* Fixed class handle type (#1345)
* Fixed class handle type
* Fixed import game state
* Minor adjustments
* Refactor item acceptor to allow only single direction slots
* Allow specifying minimumGameVersion
* Add sandbox example
* Replaced concatenated strings with template literals (#1347)
* Mod improvements
* Make wired pins component optional on the storage
* Fix mod examples
* Bind `this` for method overriding JSDoc (#1352)
* fix entity debugger reaching HTML elements (#1353)
* Store mods in savegame and show warning when it differs
* Closes #1357
* Fix All Shapez Exports Being Const (#1358)
* Allowed setting of variables inside webpack modules
* remove console log
* Fix stringification of things inside of eval
Co-authored-by: Edward Badel <you@example.com>
* Fix building placer intersection warning
* Add example for storing data in the savegame
* Fix double painter bug (#1349)
* Add example on how to extend builtin buildings
* update readme
* Disable steam achievements when playing with mods
* Update translations
Co-authored-by: Thomas (DJ1TJOO) <44841260+DJ1TJOO@users.noreply.github.com>
Co-authored-by: Bagel03 <70449196+Bagel03@users.noreply.github.com>
Co-authored-by: Edward Badel <you@example.com>
Co-authored-by: Emerald Block <69981203+EmeraldBlock@users.noreply.github.com>
Co-authored-by: saile515 <63782477+saile515@users.noreply.github.com>
Co-authored-by: Sense101 <67970865+Sense101@users.noreply.github.com>
2022-02-01 15:35:49 +00:00
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code: types.uintOrString,
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2020-05-14 19:54:11 +00:00
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};
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2020-05-09 14:45:23 +00:00
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}
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2020-08-10 20:13:26 +00:00
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/**
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* Returns the effective tile size
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* @returns {Vector}
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*/
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getTileSize() {
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return getBuildingDataFromCode(this.code).tileSize;
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}
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2020-07-27 15:14:29 +00:00
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/**
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* Returns the sprite
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* @returns {AtlasSprite}
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*/
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getSprite() {
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return getBuildingDataFromCode(this.code).sprite;
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}
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/**
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* Returns the blueprint sprite
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* @returns {AtlasSprite}
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*/
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getBlueprintSprite() {
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return getBuildingDataFromCode(this.code).blueprintSprite;
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}
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/**
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* Returns the silhouette color
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* @returns {string}
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*/
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getSilhouetteColor() {
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return getBuildingDataFromCode(this.code).silhouetteColor;
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}
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2020-08-10 20:53:02 +00:00
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/**
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* Returns the meta building
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2020-08-12 18:11:24 +00:00
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* @returns {import("../meta_building").MetaBuilding}
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2020-08-10 20:53:02 +00:00
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*/
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getMetaBuilding() {
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return getBuildingDataFromCode(this.code).metaInstance;
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}
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2020-09-24 10:53:40 +00:00
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/**
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* Returns the buildings variant
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* @returns {string}
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*/
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getVariant() {
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return getBuildingDataFromCode(this.code).variant;
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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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* Returns the buildings rotation variant
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* @returns {number}
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*/
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getRotationVariant() {
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return getBuildingDataFromCode(this.code).rotationVariant;
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}
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2020-09-19 19:41:48 +00:00
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/**
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* Copy the current state to another component
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* @param {Component} otherComponent
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*/
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copyAdditionalStateTo(otherComponent) {
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2020-05-27 12:30:59 +00:00
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return new StaticMapEntityComponent({
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origin: this.origin.copy(),
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rotation: this.rotation,
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originalRotation: this.originalRotation,
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2020-07-27 15:14:29 +00:00
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code: this.code,
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2020-05-27 12:30:59 +00:00
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});
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}
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2020-05-09 14:45:23 +00:00
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/**
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*
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* @param {object} param0
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* @param {Vector=} param0.origin Origin (Top Left corner) of the entity
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* @param {Vector=} param0.tileSize Size of the entity in tiles
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2020-05-10 15:45:48 +00:00
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* @param {number=} param0.rotation Rotation in degrees. Must be multiple of 90
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* @param {number=} param0.originalRotation Original Rotation in degrees. Must be multiple of 90
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Mod Support - 1.5.0 Update (#1361)
* initial modloader draft
* modloader features
* Refactor mods to use signals
* Add support for modifying and registering new transltions
* Minor adjustments
* Support for string building ids for mods
* Initial support for adding new buildings
* Refactor how mods are loaded to resolve circular dependencies and prepare for future mod loading
* Lazy Load mods to make sure all dependencies are loaded
* Expose all exported members automatically to mods
* Fix duplicate exports
* Allow loading mods from standalone
* update changelog
* Fix mods folder incorrect path
* Fix modloading in standalone
* Fix sprites not getting replaced, update demo mod
* Load dev mod via raw loader
* Improve mod developing so mods are directly ready to be deployed, load mods from local file server
* Proper mods ui
* Allow mods to register game systems and draw stuff
* Change mods path
* Fix sprites not loading
* Minor adjustments, closes #1333
* Add support for loading atlases via mods
* Add support for loading mods from external sources in DEV
* Add confirmation when loading mods
* Fix circular dependency
* Minor Keybindings refactor, add support for keybindings to mods, add support for dialogs to mods
* Add some mod signals
* refactor game loading states
* Make shapez exports global
* Start to make mods safer
* Refactor file system electron event handling
* Properly isolate electron renderer process
* Update to latest electron
* Show errors when loading mods
* Update confirm dialgo
* Minor restructure, start to add mod examples
* Allow adding custom themesw
* Add more examples and allow defining custom item processor operations
* Add interface to register new buildings
* Fixed typescript type errors (#1335)
* Refactor building registry, make it easier for mods to add new buildings
* Allow overriding existing methods
* Add more examples and more features
* More mod examples
* Make mod loading simpler
* Add example how to add custom drawings
* Remove unused code
* Minor modloader adjustments
* Support for rotation variants in mods (was broken previously)
* Allow mods to replace builtin sub shapes
* Add helper methods to extend classes
* Fix menu bar on mac os
* Remember window state
* Add support for paste signals
* Add example how to add custom components and systems
* Support for mod settings
* Add example for adding a new item type
* Update class extensions
* Minor adjustments
* Fix typo
* Add notification blocks mod example
* Add small tutorial
* Update readme
* Add better instructions
* Update JSDoc for Replacing Methods (#1336)
* upgraded types for overriding methods
* updated comments
Co-authored-by: Edward Badel <you@example.com>
* Direction lock now indicates when there is a building inbetween
* Fix mod examples
* Fix linter error
* Game state register (#1341)
* Added a gamestate register helper
Added a gamestate register helper
* Update mod_interface.js
* export build options
* Fix runBeforeMethod and runAfterMethod
* Minor game system code cleanup
* Belt path drawing optimization
* Fix belt path optimization
* Belt drawing improvements, again
* Do not render belts in statics disabled view
* Allow external URL to load more than one mod (#1337)
* Allow external URL to load more than one mod
Instead of loading the text returned from the remote server, load a JSON object with a `mods` field, containing strings of all the mods. This lets us work on more than one mod at a time or without separate repos. This will break tooling such as `create-shapezio-mod` though.
* Update modloader.js
* Prettier fixes
* Added link to create-shapezio-mod npm page (#1339)
Added link to create-shapezio-mod npm page: https://www.npmjs.com/package/create-shapezio-mod
* allow command line switch to load more than one mod (#1342)
* Fixed class handle type (#1345)
* Fixed class handle type
* Fixed import game state
* Minor adjustments
* Refactor item acceptor to allow only single direction slots
* Allow specifying minimumGameVersion
* Add sandbox example
* Replaced concatenated strings with template literals (#1347)
* Mod improvements
* Make wired pins component optional on the storage
* Fix mod examples
* Bind `this` for method overriding JSDoc (#1352)
* fix entity debugger reaching HTML elements (#1353)
* Store mods in savegame and show warning when it differs
* Closes #1357
* Fix All Shapez Exports Being Const (#1358)
* Allowed setting of variables inside webpack modules
* remove console log
* Fix stringification of things inside of eval
Co-authored-by: Edward Badel <you@example.com>
* Fix building placer intersection warning
* Add example for storing data in the savegame
* Fix double painter bug (#1349)
* Add example on how to extend builtin buildings
* update readme
* Disable steam achievements when playing with mods
* Update translations
Co-authored-by: Thomas (DJ1TJOO) <44841260+DJ1TJOO@users.noreply.github.com>
Co-authored-by: Bagel03 <70449196+Bagel03@users.noreply.github.com>
Co-authored-by: Edward Badel <you@example.com>
Co-authored-by: Emerald Block <69981203+EmeraldBlock@users.noreply.github.com>
Co-authored-by: saile515 <63782477+saile515@users.noreply.github.com>
Co-authored-by: Sense101 <67970865+Sense101@users.noreply.github.com>
2022-02-01 15:35:49 +00:00
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* @param {number|string=} param0.code Building code
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2020-05-09 14:45:23 +00:00
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*/
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constructor({
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origin = new Vector(),
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tileSize = new Vector(1, 1),
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2020-05-10 15:45:48 +00:00
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rotation = 0,
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originalRotation = 0,
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2020-07-27 15:14:29 +00:00
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code = 0,
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2020-05-09 14:45:23 +00:00
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}) {
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super();
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assert(
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2020-05-10 15:45:48 +00:00
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rotation % 90 === 0,
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"Rotation of static map entity must be multiple of 90 (was " + rotation + ")"
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2020-05-09 14:45:23 +00:00
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);
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this.origin = origin;
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2020-05-10 15:45:48 +00:00
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this.rotation = rotation;
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2020-07-27 15:14:29 +00:00
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this.code = code;
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2020-05-10 15:45:48 +00:00
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this.originalRotation = originalRotation;
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2020-05-09 14:45:23 +00:00
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}
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/**
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* Returns the effective rectangle of this entity in tile space
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* @returns {Rectangle}
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*/
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getTileSpaceBounds() {
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2020-08-10 20:13:26 +00:00
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const size = this.getTileSize();
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2020-05-10 15:45:48 +00:00
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switch (this.rotation) {
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2020-05-09 14:45:23 +00:00
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case 0:
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2020-08-10 20:13:26 +00:00
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return new Rectangle(this.origin.x, this.origin.y, size.x, size.y);
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2020-05-09 14:45:23 +00:00
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case 90:
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2020-08-10 20:13:26 +00:00
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return new Rectangle(this.origin.x - size.y + 1, this.origin.y, size.y, size.x);
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2020-05-09 14:45:23 +00:00
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case 180:
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2020-08-10 20:13:26 +00:00
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return new Rectangle(this.origin.x - size.x + 1, this.origin.y - size.y + 1, size.x, size.y);
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2020-05-09 14:45:23 +00:00
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case 270:
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2020-08-10 20:13:26 +00:00
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return new Rectangle(this.origin.x, this.origin.y - size.x + 1, size.y, size.x);
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2020-05-09 14:45:23 +00:00
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default:
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assert(false, "Invalid rotation");
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}
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}
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/**
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* Transforms the given vector/rotation from local space to world space
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* @param {Vector} vector
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* @returns {Vector}
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*/
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applyRotationToVector(vector) {
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2020-05-10 15:45:48 +00:00
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return vector.rotateFastMultipleOf90(this.rotation);
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2020-05-09 14:45:23 +00:00
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}
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/**
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* Transforms the given vector/rotation from world space to local space
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* @param {Vector} vector
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* @returns {Vector}
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*/
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unapplyRotationToVector(vector) {
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2020-05-10 15:45:48 +00:00
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return vector.rotateFastMultipleOf90(360 - this.rotation);
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2020-05-09 14:45:23 +00:00
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}
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/**
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* Transforms the given direction from local space
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* @param {enumDirection} direction
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* @returns {enumDirection}
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*/
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localDirectionToWorld(direction) {
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2020-05-10 15:45:48 +00:00
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return Vector.transformDirectionFromMultipleOf90(direction, this.rotation);
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2020-05-09 14:45:23 +00:00
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}
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/**
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* Transforms the given direction from world to local space
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* @param {enumDirection} direction
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* @returns {enumDirection}
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*/
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worldDirectionToLocal(direction) {
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2020-05-10 15:45:48 +00:00
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return Vector.transformDirectionFromMultipleOf90(direction, 360 - this.rotation);
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2020-05-09 14:45:23 +00:00
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}
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/**
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* Transforms from local tile space to global tile space
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* @param {Vector} localTile
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* @returns {Vector}
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*/
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localTileToWorld(localTile) {
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2020-08-15 20:32:55 +00:00
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const result = localTile.rotateFastMultipleOf90(this.rotation);
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result.x += this.origin.x;
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result.y += this.origin.y;
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2020-05-09 14:45:23 +00:00
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return result;
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}
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/**
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* Transforms from world space to local space
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* @param {Vector} worldTile
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*/
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worldToLocalTile(worldTile) {
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const localUnrotated = worldTile.sub(this.origin);
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return this.unapplyRotationToVector(localUnrotated);
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}
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2020-05-18 15:40:20 +00:00
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/**
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* Returns whether the entity should be drawn for the given parameters
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* @param {DrawParameters} parameters
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*/
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shouldBeDrawn(parameters) {
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let x = 0;
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let y = 0;
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let w = 0;
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let h = 0;
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2020-08-10 20:13:26 +00:00
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const size = this.getTileSize();
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2020-05-18 15:40:20 +00:00
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switch (this.rotation) {
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case 0: {
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x = this.origin.x;
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y = this.origin.y;
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2020-08-10 20:13:26 +00:00
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w = size.x;
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h = size.y;
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2020-05-18 15:40:20 +00:00
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break;
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}
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case 90: {
|
2020-08-10 20:13:26 +00:00
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x = this.origin.x - size.y + 1;
|
2020-05-18 15:40:20 +00:00
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y = this.origin.y;
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2020-08-10 20:13:26 +00:00
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w = size.y;
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h = size.x;
|
2020-05-18 15:40:20 +00:00
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break;
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}
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case 180: {
|
2020-08-10 20:13:26 +00:00
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x = this.origin.x - size.x + 1;
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y = this.origin.y - size.y + 1;
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w = size.x;
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h = size.y;
|
2020-05-18 15:40:20 +00:00
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break;
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}
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case 270: {
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x = this.origin.x;
|
2020-08-10 20:13:26 +00:00
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y = this.origin.y - size.x + 1;
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w = size.y;
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h = size.x;
|
2020-05-18 15:40:20 +00:00
|
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break;
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}
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default:
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assert(false, "Invalid rotation");
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}
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return parameters.visibleRect.containsRect4Params(
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x * globalConfig.tileSize,
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y * globalConfig.tileSize,
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w * globalConfig.tileSize,
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h * globalConfig.tileSize
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);
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}
|
|
|
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|
2020-05-09 14:45:23 +00:00
|
|
|
/**
|
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|
|
* Draws a sprite over the whole space of the entity
|
|
|
|
* @param {DrawParameters} parameters
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|
|
* @param {AtlasSprite} sprite
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|
|
* @param {number=} extrudePixels How many pixels to extrude the sprite
|
2020-05-27 12:30:59 +00:00
|
|
|
* @param {Vector=} overridePosition Whether to drwa the entity at a different location
|
2021-11-21 18:34:20 +00:00
|
|
|
* @param {boolean=} extrude Whether to extrude
|
2020-05-09 14:45:23 +00:00
|
|
|
*/
|
2021-11-21 18:34:20 +00:00
|
|
|
drawSpriteOnBoundsClipped(
|
|
|
|
parameters,
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|
|
|
sprite,
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|
|
extrudePixels = 0,
|
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|
|
overridePosition = null,
|
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|
|
extrude = true
|
|
|
|
) {
|
2020-05-27 12:30:59 +00:00
|
|
|
if (!this.shouldBeDrawn(parameters) && !overridePosition) {
|
2020-05-18 15:40:20 +00:00
|
|
|
return;
|
|
|
|
}
|
2020-08-10 20:13:26 +00:00
|
|
|
const size = this.getTileSize();
|
2020-05-27 12:30:59 +00:00
|
|
|
let worldX = this.origin.x * globalConfig.tileSize;
|
|
|
|
let worldY = this.origin.y * globalConfig.tileSize;
|
|
|
|
|
|
|
|
if (overridePosition) {
|
|
|
|
worldX = overridePosition.x * globalConfig.tileSize;
|
|
|
|
worldY = overridePosition.y * globalConfig.tileSize;
|
|
|
|
}
|
2020-05-18 15:40:20 +00:00
|
|
|
|
2020-05-10 15:45:48 +00:00
|
|
|
if (this.rotation === 0) {
|
2020-05-09 14:45:23 +00:00
|
|
|
// Early out, is faster
|
|
|
|
sprite.drawCached(
|
|
|
|
parameters,
|
2020-08-10 20:13:26 +00:00
|
|
|
worldX - extrudePixels * size.x,
|
|
|
|
worldY - extrudePixels * size.y,
|
|
|
|
globalConfig.tileSize * size.x + 2 * extrudePixels * size.x,
|
2021-11-21 18:34:20 +00:00
|
|
|
globalConfig.tileSize * size.y + 2 * extrudePixels * size.y,
|
|
|
|
true,
|
|
|
|
extrude
|
2020-05-09 14:45:23 +00:00
|
|
|
);
|
|
|
|
} else {
|
|
|
|
const rotationCenterX = worldX + globalConfig.halfTileSize;
|
|
|
|
const rotationCenterY = worldY + globalConfig.halfTileSize;
|
|
|
|
|
|
|
|
parameters.context.translate(rotationCenterX, rotationCenterY);
|
2020-06-27 08:51:52 +00:00
|
|
|
parameters.context.rotate(Math.radians(this.rotation));
|
2020-05-09 14:45:23 +00:00
|
|
|
sprite.drawCached(
|
|
|
|
parameters,
|
2020-08-10 20:13:26 +00:00
|
|
|
-globalConfig.halfTileSize - extrudePixels * size.x,
|
|
|
|
-globalConfig.halfTileSize - extrudePixels * size.y,
|
|
|
|
globalConfig.tileSize * size.x + 2 * extrudePixels * size.x,
|
|
|
|
globalConfig.tileSize * size.y + 2 * extrudePixels * size.y,
|
2021-11-21 18:34:20 +00:00
|
|
|
false, // no clipping possible here
|
|
|
|
extrude
|
2020-05-09 14:45:23 +00:00
|
|
|
);
|
2020-06-27 08:51:52 +00:00
|
|
|
parameters.context.rotate(-Math.radians(this.rotation));
|
2020-05-09 14:45:23 +00:00
|
|
|
parameters.context.translate(-rotationCenterX, -rotationCenterY);
|
|
|
|
}
|
|
|
|
}
|
|
|
|
}
|