Fixed rotated levers not being rendered correctly

pull/609/head
tobspr 4 years ago
parent e04fcceecc
commit 5076c03dab

@ -1,51 +1,44 @@
import { GameSystemWithFilter } from "../game_system_with_filter";
import { LeverComponent } from "../components/lever";
import { BOOL_TRUE_SINGLETON, BOOL_FALSE_SINGLETON } from "../items/boolean_item";
import { MapChunkView } from "../map_chunk_view";
import { globalConfig } from "../../core/config";
import { Loader } from "../../core/loader";
export class LeverSystem extends GameSystemWithFilter {
constructor(root) {
super(root, [LeverComponent]);
this.spriteOn = Loader.getSprite("sprites/wires/lever_on.png");
this.spriteOff = Loader.getSprite("sprites/buildings/lever.png");
}
update() {
for (let i = 0; i < this.allEntities.length; ++i) {
const entity = this.allEntities[i];
const leverComp = entity.components.Lever;
const pinsComp = entity.components.WiredPins;
// Simply sync the status to the first slot
pinsComp.slots[0].value = leverComp.toggled ? BOOL_TRUE_SINGLETON : BOOL_FALSE_SINGLETON;
}
}
/**
* Draws a given chunk
* @param {import("../../core/draw_utils").DrawParameters} parameters
* @param {MapChunkView} chunk
*/
drawChunk(parameters, chunk) {
const contents = chunk.containedEntitiesByLayer.regular;
for (let i = 0; i < contents.length; ++i) {
const entity = contents[i];
const leverComp = entity.components.Lever;
if (leverComp) {
const sprite = leverComp.toggled ? this.spriteOn : this.spriteOff;
const origin = entity.components.StaticMapEntity.origin;
sprite.drawCached(
parameters,
origin.x * globalConfig.tileSize,
origin.y * globalConfig.tileSize,
globalConfig.tileSize,
globalConfig.tileSize
);
}
}
}
}
import { GameSystemWithFilter } from "../game_system_with_filter";
import { LeverComponent } from "../components/lever";
import { BOOL_TRUE_SINGLETON, BOOL_FALSE_SINGLETON } from "../items/boolean_item";
import { MapChunkView } from "../map_chunk_view";
import { globalConfig } from "../../core/config";
import { Loader } from "../../core/loader";
export class LeverSystem extends GameSystemWithFilter {
constructor(root) {
super(root, [LeverComponent]);
this.spriteOn = Loader.getSprite("sprites/wires/lever_on.png");
this.spriteOff = Loader.getSprite("sprites/buildings/lever.png");
}
update() {
for (let i = 0; i < this.allEntities.length; ++i) {
const entity = this.allEntities[i];
const leverComp = entity.components.Lever;
const pinsComp = entity.components.WiredPins;
// Simply sync the status to the first slot
pinsComp.slots[0].value = leverComp.toggled ? BOOL_TRUE_SINGLETON : BOOL_FALSE_SINGLETON;
}
}
/**
* Draws a given chunk
* @param {import("../../core/draw_utils").DrawParameters} parameters
* @param {MapChunkView} chunk
*/
drawChunk(parameters, chunk) {
const contents = chunk.containedEntitiesByLayer.regular;
for (let i = 0; i < contents.length; ++i) {
const entity = contents[i];
const leverComp = entity.components.Lever;
if (leverComp) {
const sprite = leverComp.toggled ? this.spriteOn : this.spriteOff;
entity.components.StaticMapEntity.drawSpriteOnBoundsClipped(parameters, sprite);
}
}
}
}

Loading…
Cancel
Save