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mirror of https://github.com/tobspr/shapez.io.git synced 2026-03-02 03:39:21 +00:00

Multiple improvements

This commit is contained in:
tobspr
2020-05-17 10:07:20 +02:00
parent ce8640195a
commit 13c6fc7598
26 changed files with 360 additions and 208 deletions

View File

@@ -4,10 +4,13 @@ import { DrawParameters } from "../../core/draw_parameters";
import { Entity } from "../entity";
import { formatBigNumber } from "../../core/utils";
import { enumHubGoalRewardToString } from "../tutorial_goals";
import { Loader } from "../../core/loader";
export class HubSystem extends GameSystemWithFilter {
constructor(root) {
super(root, [HubComponent]);
this.hubSprite = Loader.getSprite("sprites/buildings/hub.png");
}
draw(parameters) {
@@ -40,6 +43,9 @@ export class HubSystem extends GameSystemWithFilter {
const pos = staticComp.getTileSpaceBounds().getCenter().toWorldSpace();
// Background
staticComp.drawSpriteOnFullEntityBounds(parameters, this.hubSprite, 2.2);
const definition = this.root.hubGoals.currentGoal.definition;
definition.draw(pos.x - 25, pos.y - 10, parameters, 40);

View File

@@ -0,0 +1,114 @@
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,
});
}
}
}

View File

@@ -72,14 +72,12 @@ export class ItemEjectorSystem extends GameSystemWithFilter {
continue;
}
if (
this.tryPassOverItem(
ejectingItem,
targetEntity,
if (this.tryPassOverItem(ejectingItem, targetEntity, matchingSlot.index)) {
targetAcceptorComp.onItemAccepted(
matchingSlot.index,
matchingSlot.acceptedDirection
)
) {
matchingSlot.acceptedDirection,
ejectingItem
);
ejectorSlot.item = null;
continue;
}
@@ -92,9 +90,8 @@ export class ItemEjectorSystem extends GameSystemWithFilter {
* @param {BaseItem} item
* @param {Entity} receiver
* @param {number} slotIndex
* @param {string} localDirection
*/
tryPassOverItem(item, receiver, slotIndex, localDirection) {
tryPassOverItem(item, receiver, slotIndex) {
// Try figuring out how what to do with the item
// TODO: Kinda hacky. How to solve this properly? Don't want to go through inheritance hell.
// Also its just a few cases (hope it stays like this .. :x).
@@ -102,8 +99,8 @@ export class ItemEjectorSystem extends GameSystemWithFilter {
const beltComp = receiver.components.Belt;
if (beltComp) {
// Ayy, its a belt!
if (beltComp.canAcceptNewItem(localDirection)) {
beltComp.takeNewItem(item, localDirection);
if (beltComp.canAcceptNewItem()) {
beltComp.takeNewItem(item);
return true;
}
}
@@ -111,7 +108,7 @@ export class ItemEjectorSystem extends GameSystemWithFilter {
const itemProcessorComp = receiver.components.ItemProcessor;
if (itemProcessorComp) {
// Its an item processor ..
if (itemProcessorComp.tryTakeItem(item, slotIndex, localDirection)) {
if (itemProcessorComp.tryTakeItem(item, slotIndex)) {
return true;
}
}

View File

@@ -1,37 +1,16 @@
import { Math_max } from "../../core/builtins";
import { globalConfig } from "../../core/config";
import { DrawParameters } from "../../core/draw_parameters";
import { Loader } from "../../core/loader";
import { BaseItem } from "../base_item";
import { enumColorMixingResults } from "../colors";
import { enumItemProcessorTypes, ItemProcessorComponent } from "../components/item_processor";
import { Entity } from "../entity";
import { GameSystemWithFilter } from "../game_system_with_filter";
import { ItemProcessorComponent, enumItemProcessorTypes } from "../components/item_processor";
import { Math_max, Math_radians } from "../../core/builtins";
import { BaseItem } from "../base_item";
import { ShapeItem } from "../items/shape_item";
import { enumDirectionToVector, enumDirection, enumDirectionToAngle } from "../../core/vector";
import { ColorItem } from "../items/color_item";
import { enumColorMixingResults } from "../colors";
import { drawRotatedSprite } from "../../core/draw_utils";
import { ShapeItem } from "../items/shape_item";
export class ItemProcessorSystem extends GameSystemWithFilter {
constructor(root) {
super(root, [ItemProcessorComponent]);
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"),
];
}
draw(parameters) {
this.forEachMatchingEntityOnScreen(parameters, this.drawEntity.bind(this));
}
drawUnderlays(parameters) {
this.forEachMatchingEntityOnScreen(parameters, this.drawEntityUnderlays.bind(this));
}
update() {
@@ -47,17 +26,6 @@ export class ItemProcessorSystem extends GameSystemWithFilter {
processorComp.secondsUntilEject - globalConfig.physicsDeltaSeconds
);
// Also, process item consumption animations to avoid items popping from the belts
for (let animIndex = 0; animIndex < processorComp.itemConsumptionAnimations.length; ++animIndex) {
const anim = processorComp.itemConsumptionAnimations[animIndex];
anim.animProgress +=
globalConfig.physicsDeltaSeconds * this.root.hubGoals.getBeltBaseSpeed() * 2;
if (anim.animProgress > 1) {
processorComp.itemConsumptionAnimations.splice(animIndex, 1);
animIndex -= 1;
}
}
// Check if we have any finished items we can eject
if (
processorComp.secondsUntilEject === 0 && // it was processed in time
@@ -363,68 +331,4 @@ export class ItemProcessorSystem extends GameSystemWithFilter {
processorComp.itemsToEject = outItems;
}
/**
* @param {DrawParameters} parameters
* @param {Entity} entity
*/
drawEntity(parameters, entity) {
const staticComp = entity.components.StaticMapEntity;
const processorComp = entity.components.ItemProcessor;
const acceptorComp = entity.components.ItemAcceptor;
for (let animIndex = 0; animIndex < processorComp.itemConsumptionAnimations.length; ++animIndex) {
const { item, slotIndex, animProgress, direction } = processorComp.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 processorComp = entity.components.ItemProcessor;
const underlays = processorComp.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,
});
}
}
}

View File

@@ -26,7 +26,6 @@ export class StaticMapEntitySystem extends GameSystem {
return;
}
const drawEntitiesOutside = parameters.zoomLevel < globalConfig.mapChunkPrerenderMinZoom;
const drawOutlinesOnly = parameters.zoomLevel < globalConfig.mapChunkOverviewMinZoom;
const contents = chunk.contents;
@@ -54,17 +53,8 @@ export class StaticMapEntitySystem extends GameSystem {
} else {
const spriteKey = staticComp.spriteKey;
if (spriteKey) {
// Check if origin is contained to avoid drawing entities multiple times
if (
drawEntitiesOutside ||
(staticComp.origin.x >= chunk.tileX &&
staticComp.origin.x < chunk.tileX + globalConfig.mapChunkSize &&
staticComp.origin.y >= chunk.tileY &&
staticComp.origin.y < chunk.tileY + globalConfig.mapChunkSize)
) {
const sprite = Loader.getSprite(spriteKey);
staticComp.drawSpriteOnFullEntityBounds(parameters, sprite, 2, false);
}
const sprite = Loader.getSprite(spriteKey);
staticComp.drawSpriteOnFullEntityBounds(parameters, sprite, 2, false);
}
}
}