mirror of
https://github.com/tobspr/shapez.io.git
synced 2026-03-02 03:39:21 +00:00
Add virtual stacker and painter, fix css
This commit is contained in:
@@ -1,158 +1,158 @@
|
||||
import { BaseHUDPart } from "../base_hud_part";
|
||||
import { makeDiv } from "../../../core/utils";
|
||||
import { DynamicDomAttach } from "../dynamic_dom_attach";
|
||||
import { blueprintShape, UPGRADES } from "../../upgrades";
|
||||
import { enumNotificationType } from "./notifications";
|
||||
import { tutorialGoals } from "../../tutorial_goals";
|
||||
|
||||
export class HUDSandboxController extends BaseHUDPart {
|
||||
createElements(parent) {
|
||||
this.element = makeDiv(
|
||||
parent,
|
||||
"ingame_HUD_SandboxController",
|
||||
[],
|
||||
`
|
||||
<label>Sandbox Options</label>
|
||||
<span class="hint">Use F6 to toggle this overlay</span>
|
||||
|
||||
<div class="buttons">
|
||||
<div class="levelToggle plusMinus">
|
||||
<label>Level</label>
|
||||
<button class="styledButton minus">-</button>
|
||||
<button class="styledButton plus">+</button>
|
||||
</div>
|
||||
|
||||
<div class="upgradesBelt plusMinus">
|
||||
<label>Upgrades → Belt</label>
|
||||
<button class="styledButton minus">-</button>
|
||||
<button class="styledButton plus">+</button>
|
||||
</div>
|
||||
|
||||
<div class="upgradesExtraction plusMinus">
|
||||
<label>Upgrades → Extraction</label>
|
||||
<button class="styledButton minus">-</button>
|
||||
<button class="styledButton plus">+</button>
|
||||
</div>
|
||||
|
||||
<div class="upgradesProcessing plusMinus">
|
||||
<label>Upgrades → Processing</label>
|
||||
<button class="styledButton minus">-</button>
|
||||
<button class="styledButton plus">+</button>
|
||||
</div>
|
||||
|
||||
<div class="upgradesPainting plusMinus">
|
||||
<label>Upgrades → Painting</label>
|
||||
<button class="styledButton minus">-</button>
|
||||
<button class="styledButton plus">+</button>
|
||||
</div>
|
||||
|
||||
<div class="additionalOptions">
|
||||
<button class="styledButton giveBlueprints">Fill blueprint shapes</button>
|
||||
<button class="styledButton maxOutAll">Max out all</button>
|
||||
</div>
|
||||
</div>
|
||||
`
|
||||
);
|
||||
|
||||
const bind = (selector, handler) => this.trackClicks(this.element.querySelector(selector), handler);
|
||||
|
||||
bind(".giveBlueprints", this.giveBlueprints);
|
||||
bind(".maxOutAll", this.maxOutAll);
|
||||
bind(".levelToggle .minus", () => this.modifyLevel(-1));
|
||||
bind(".levelToggle .plus", () => this.modifyLevel(1));
|
||||
|
||||
bind(".upgradesBelt .minus", () => this.modifyUpgrade("belt", -1));
|
||||
bind(".upgradesBelt .plus", () => this.modifyUpgrade("belt", 1));
|
||||
|
||||
bind(".upgradesExtraction .minus", () => this.modifyUpgrade("miner", -1));
|
||||
bind(".upgradesExtraction .plus", () => this.modifyUpgrade("miner", 1));
|
||||
|
||||
bind(".upgradesProcessing .minus", () => this.modifyUpgrade("processors", -1));
|
||||
bind(".upgradesProcessing .plus", () => this.modifyUpgrade("processors", 1));
|
||||
|
||||
bind(".upgradesPainting .minus", () => this.modifyUpgrade("painting", -1));
|
||||
bind(".upgradesPainting .plus", () => this.modifyUpgrade("painting", 1));
|
||||
}
|
||||
|
||||
giveBlueprints() {
|
||||
if (!this.root.hubGoals.storedShapes[blueprintShape]) {
|
||||
this.root.hubGoals.storedShapes[blueprintShape] = 0;
|
||||
}
|
||||
this.root.hubGoals.storedShapes[blueprintShape] += 1e9;
|
||||
}
|
||||
|
||||
maxOutAll() {
|
||||
this.modifyUpgrade("belt", 100);
|
||||
this.modifyUpgrade("miner", 100);
|
||||
this.modifyUpgrade("processors", 100);
|
||||
this.modifyUpgrade("painting", 100);
|
||||
}
|
||||
|
||||
modifyUpgrade(id, amount) {
|
||||
const handle = UPGRADES[id];
|
||||
const maxLevel = handle.tiers.length;
|
||||
|
||||
this.root.hubGoals.upgradeLevels[id] = Math.max(
|
||||
0,
|
||||
Math.min(maxLevel, (this.root.hubGoals.upgradeLevels[id] || 0) + amount)
|
||||
);
|
||||
|
||||
// Compute improvement
|
||||
let improvement = 1;
|
||||
for (let i = 0; i < this.root.hubGoals.upgradeLevels[id]; ++i) {
|
||||
improvement += handle.tiers[i].improvement;
|
||||
}
|
||||
this.root.hubGoals.upgradeImprovements[id] = improvement;
|
||||
this.root.signals.upgradePurchased.dispatch(id);
|
||||
this.root.hud.signals.notification.dispatch(
|
||||
"Upgrade '" + id + "' is now at tier " + (this.root.hubGoals.upgradeLevels[id] + 1),
|
||||
enumNotificationType.upgrade
|
||||
);
|
||||
}
|
||||
|
||||
modifyLevel(amount) {
|
||||
const hubGoals = this.root.hubGoals;
|
||||
hubGoals.level = Math.max(1, hubGoals.level + amount);
|
||||
hubGoals.createNextGoal();
|
||||
|
||||
// Clear all shapes of this level
|
||||
hubGoals.storedShapes[hubGoals.currentGoal.definition.getHash()] = 0;
|
||||
|
||||
this.root.hud.parts.pinnedShapes.rerenderFull();
|
||||
|
||||
// Compute gained rewards
|
||||
hubGoals.gainedRewards = {};
|
||||
for (let i = 0; i < hubGoals.level - 1; ++i) {
|
||||
if (i < tutorialGoals.length) {
|
||||
const reward = tutorialGoals[i].reward;
|
||||
hubGoals.gainedRewards[reward] = (hubGoals.gainedRewards[reward] || 0) + 1;
|
||||
}
|
||||
}
|
||||
|
||||
this.root.hud.signals.notification.dispatch(
|
||||
"Changed level to " + hubGoals.level,
|
||||
enumNotificationType.upgrade
|
||||
);
|
||||
}
|
||||
|
||||
initialize() {
|
||||
// Allow toggling the controller overlay
|
||||
this.root.gameState.inputReciever.keydown.add(key => {
|
||||
if (key.keyCode === 117) {
|
||||
// F6
|
||||
this.toggle();
|
||||
}
|
||||
});
|
||||
|
||||
this.visible = !G_IS_DEV;
|
||||
this.domAttach = new DynamicDomAttach(this.root, this.element);
|
||||
}
|
||||
|
||||
toggle() {
|
||||
this.visible = !this.visible;
|
||||
}
|
||||
|
||||
update() {
|
||||
this.domAttach.update(this.visible);
|
||||
}
|
||||
}
|
||||
import { BaseHUDPart } from "../base_hud_part";
|
||||
import { makeDiv } from "../../../core/utils";
|
||||
import { DynamicDomAttach } from "../dynamic_dom_attach";
|
||||
import { blueprintShape, UPGRADES } from "../../upgrades";
|
||||
import { enumNotificationType } from "./notifications";
|
||||
import { tutorialGoals } from "../../tutorial_goals";
|
||||
|
||||
export class HUDSandboxController extends BaseHUDPart {
|
||||
createElements(parent) {
|
||||
this.element = makeDiv(
|
||||
parent,
|
||||
"ingame_HUD_SandboxController",
|
||||
[],
|
||||
`
|
||||
<label>Sandbox Options</label>
|
||||
<span class="sandboxHint">Use F6 to toggle this overlay</span>
|
||||
|
||||
<div class="buttons">
|
||||
<div class="levelToggle plusMinus">
|
||||
<label>Level</label>
|
||||
<button class="styledButton minus">-</button>
|
||||
<button class="styledButton plus">+</button>
|
||||
</div>
|
||||
|
||||
<div class="upgradesBelt plusMinus">
|
||||
<label>Upgrades → Belt</label>
|
||||
<button class="styledButton minus">-</button>
|
||||
<button class="styledButton plus">+</button>
|
||||
</div>
|
||||
|
||||
<div class="upgradesExtraction plusMinus">
|
||||
<label>Upgrades → Extraction</label>
|
||||
<button class="styledButton minus">-</button>
|
||||
<button class="styledButton plus">+</button>
|
||||
</div>
|
||||
|
||||
<div class="upgradesProcessing plusMinus">
|
||||
<label>Upgrades → Processing</label>
|
||||
<button class="styledButton minus">-</button>
|
||||
<button class="styledButton plus">+</button>
|
||||
</div>
|
||||
|
||||
<div class="upgradesPainting plusMinus">
|
||||
<label>Upgrades → Painting</label>
|
||||
<button class="styledButton minus">-</button>
|
||||
<button class="styledButton plus">+</button>
|
||||
</div>
|
||||
|
||||
<div class="additionalOptions">
|
||||
<button class="styledButton giveBlueprints">Fill blueprint shapes</button>
|
||||
<button class="styledButton maxOutAll">Max out all</button>
|
||||
</div>
|
||||
</div>
|
||||
`
|
||||
);
|
||||
|
||||
const bind = (selector, handler) => this.trackClicks(this.element.querySelector(selector), handler);
|
||||
|
||||
bind(".giveBlueprints", this.giveBlueprints);
|
||||
bind(".maxOutAll", this.maxOutAll);
|
||||
bind(".levelToggle .minus", () => this.modifyLevel(-1));
|
||||
bind(".levelToggle .plus", () => this.modifyLevel(1));
|
||||
|
||||
bind(".upgradesBelt .minus", () => this.modifyUpgrade("belt", -1));
|
||||
bind(".upgradesBelt .plus", () => this.modifyUpgrade("belt", 1));
|
||||
|
||||
bind(".upgradesExtraction .minus", () => this.modifyUpgrade("miner", -1));
|
||||
bind(".upgradesExtraction .plus", () => this.modifyUpgrade("miner", 1));
|
||||
|
||||
bind(".upgradesProcessing .minus", () => this.modifyUpgrade("processors", -1));
|
||||
bind(".upgradesProcessing .plus", () => this.modifyUpgrade("processors", 1));
|
||||
|
||||
bind(".upgradesPainting .minus", () => this.modifyUpgrade("painting", -1));
|
||||
bind(".upgradesPainting .plus", () => this.modifyUpgrade("painting", 1));
|
||||
}
|
||||
|
||||
giveBlueprints() {
|
||||
if (!this.root.hubGoals.storedShapes[blueprintShape]) {
|
||||
this.root.hubGoals.storedShapes[blueprintShape] = 0;
|
||||
}
|
||||
this.root.hubGoals.storedShapes[blueprintShape] += 1e9;
|
||||
}
|
||||
|
||||
maxOutAll() {
|
||||
this.modifyUpgrade("belt", 100);
|
||||
this.modifyUpgrade("miner", 100);
|
||||
this.modifyUpgrade("processors", 100);
|
||||
this.modifyUpgrade("painting", 100);
|
||||
}
|
||||
|
||||
modifyUpgrade(id, amount) {
|
||||
const handle = UPGRADES[id];
|
||||
const maxLevel = handle.tiers.length;
|
||||
|
||||
this.root.hubGoals.upgradeLevels[id] = Math.max(
|
||||
0,
|
||||
Math.min(maxLevel, (this.root.hubGoals.upgradeLevels[id] || 0) + amount)
|
||||
);
|
||||
|
||||
// Compute improvement
|
||||
let improvement = 1;
|
||||
for (let i = 0; i < this.root.hubGoals.upgradeLevels[id]; ++i) {
|
||||
improvement += handle.tiers[i].improvement;
|
||||
}
|
||||
this.root.hubGoals.upgradeImprovements[id] = improvement;
|
||||
this.root.signals.upgradePurchased.dispatch(id);
|
||||
this.root.hud.signals.notification.dispatch(
|
||||
"Upgrade '" + id + "' is now at tier " + (this.root.hubGoals.upgradeLevels[id] + 1),
|
||||
enumNotificationType.upgrade
|
||||
);
|
||||
}
|
||||
|
||||
modifyLevel(amount) {
|
||||
const hubGoals = this.root.hubGoals;
|
||||
hubGoals.level = Math.max(1, hubGoals.level + amount);
|
||||
hubGoals.createNextGoal();
|
||||
|
||||
// Clear all shapes of this level
|
||||
hubGoals.storedShapes[hubGoals.currentGoal.definition.getHash()] = 0;
|
||||
|
||||
this.root.hud.parts.pinnedShapes.rerenderFull();
|
||||
|
||||
// Compute gained rewards
|
||||
hubGoals.gainedRewards = {};
|
||||
for (let i = 0; i < hubGoals.level - 1; ++i) {
|
||||
if (i < tutorialGoals.length) {
|
||||
const reward = tutorialGoals[i].reward;
|
||||
hubGoals.gainedRewards[reward] = (hubGoals.gainedRewards[reward] || 0) + 1;
|
||||
}
|
||||
}
|
||||
|
||||
this.root.hud.signals.notification.dispatch(
|
||||
"Changed level to " + hubGoals.level,
|
||||
enumNotificationType.upgrade
|
||||
);
|
||||
}
|
||||
|
||||
initialize() {
|
||||
// Allow toggling the controller overlay
|
||||
this.root.gameState.inputReciever.keydown.add(key => {
|
||||
if (key.keyCode === 117) {
|
||||
// F6
|
||||
this.toggle();
|
||||
}
|
||||
});
|
||||
|
||||
this.visible = !G_IS_DEV;
|
||||
this.domAttach = new DynamicDomAttach(this.root, this.element);
|
||||
}
|
||||
|
||||
toggle() {
|
||||
this.visible = !this.visible;
|
||||
}
|
||||
|
||||
update() {
|
||||
this.domAttach.update(this.visible);
|
||||
}
|
||||
}
|
||||
|
||||
Reference in New Issue
Block a user