mirror of
https://github.com/tobspr/shapez.io.git
synced 2026-03-02 03:39:21 +00:00
Get rid of 'builtins' file since its useless and causes performance issues
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@@ -1,4 +1,3 @@
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import { Math_min } from "../../core/builtins";
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import { globalConfig } from "../../core/config";
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import { DrawParameters } from "../../core/draw_parameters";
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import { gMetaBuildingRegistry } from "../../core/global_registries";
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@@ -482,7 +481,7 @@ export class BeltSystem extends GameSystemWithFilter {
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}
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// Limit speed to avoid belts going backwards
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const speedMultiplier = Math_min(this.root.hubGoals.getBeltBaseSpeed(), 10);
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const speedMultiplier = Math.min(this.root.hubGoals.getBeltBaseSpeed(), 10);
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// SYNC with systems/item_acceptor.js:drawEntityUnderlays!
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// 126 / 42 is the exact animation speed of the png animation
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@@ -6,7 +6,6 @@ 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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import { Math_radians, Math_min } from "../../core/builtins";
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import { BELT_ANIM_COUNT } from "./belt";
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export class ItemAcceptorSystem extends GameSystemWithFilter {
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@@ -98,7 +97,7 @@ export class ItemAcceptorSystem extends GameSystemWithFilter {
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}
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// Limit speed to avoid belts going backwards
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const speedMultiplier = Math_min(this.root.hubGoals.getBeltBaseSpeed(), 10);
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const speedMultiplier = Math.min(this.root.hubGoals.getBeltBaseSpeed(), 10);
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const underlays = acceptorComp.beltUnderlays;
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for (let i = 0; i < underlays.length; ++i) {
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@@ -118,7 +117,7 @@ export class ItemAcceptorSystem extends GameSystemWithFilter {
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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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angle: Math_radians(angle),
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angle: Math.radians(angle),
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size: globalConfig.tileSize,
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});
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}
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@@ -1,4 +1,3 @@
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import { Math_min } from "../../core/builtins";
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import { globalConfig } from "../../core/config";
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import { DrawParameters } from "../../core/draw_parameters";
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import { createLogger } from "../../core/logging";
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@@ -207,7 +206,7 @@ export class ItemEjectorSystem extends GameSystemWithFilter {
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const targetEntity = sourceSlot.cachedTargetEntity;
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// Advance items on the slot
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sourceSlot.progress = Math_min(1, sourceSlot.progress + progressGrowth);
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sourceSlot.progress = Math.min(1, sourceSlot.progress + progressGrowth);
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// Check if we are still in the process of ejecting, can't proceed then
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if (sourceSlot.progress < 1.0) {
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@@ -1,4 +1,3 @@
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import { Math_max } from "../../core/builtins";
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import { globalConfig } from "../../core/config";
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import { BaseItem } from "../base_item";
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import { enumColorMixingResults } from "../colors";
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@@ -21,7 +20,7 @@ export class ItemProcessorSystem extends GameSystemWithFilter {
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const ejectorComp = entity.components.ItemEjector;
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// First of all, process the current recipe
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processorComp.secondsUntilEject = Math_max(
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processorComp.secondsUntilEject = Math.max(
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0,
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processorComp.secondsUntilEject - this.root.dynamicTickrate.deltaSeconds
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);
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@@ -1,4 +1,3 @@
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import { Math_max } from "../../core/builtins";
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import { globalConfig } from "../../core/config";
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import { Loader } from "../../core/loader";
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import {
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@@ -40,7 +39,7 @@ export class UndergroundBeltSystem extends GameSystemWithFilter {
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// Decrease remaining time of all items in belt
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for (let k = 0; k < pendingItems.length; ++k) {
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const item = pendingItems[k];
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item[1] = Math_max(0, item[1] - delta);
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item[1] = Math.max(0, item[1] - delta);
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if (G_IS_DEV && globalConfig.debug.instantBelts) {
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item[1] = 0;
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}
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