mirror of
https://github.com/tobspr/shapez.io.git
synced 2025-12-16 19:51:50 +00:00
infer underlays from acceptors and ejectors
This commit is contained in:
parent
8344f8ad68
commit
654643c5b0
@ -14,7 +14,6 @@ import { StaticMapEntitySystem } from "./systems/static_map_entity";
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import { ItemAcceptorSystem } from "./systems/item_acceptor";
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import { StorageSystem } from "./systems/storage";
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import { WiredPinsSystem } from "./systems/wired_pins";
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import { BeltUnderlaysSystem } from "./systems/belt_underlays";
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import { WireSystem } from "./systems/wire";
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import { ConstantSignalSystem } from "./systems/constant_signal";
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import { LogicGateSystem } from "./systems/logic_gate";
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@ -27,6 +26,8 @@ import { ItemProducerSystem } from "./systems/item_producer";
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import { ConstantProducerSystem } from "./systems/constant_producer";
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import { GoalAcceptorSystem } from "./systems/goal_acceptor";
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import { ZoneSystem } from "./systems/zone";
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import { AcceptorBeltSystem } from "./systems/acceptor_belt";
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import { EjectorBeltSystem } from "./systems/ejector_belt";
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const logger = createLogger("game_system_manager");
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@ -73,8 +74,11 @@ export class GameSystemManager {
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/** @type {WiredPinsSystem} */
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wiredPins: null,
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/** @type {BeltUnderlaysSystem} */
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beltUnderlays: null,
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/** @type {AcceptorBeltSystem} */
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acceptorBelt: null,
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/** @type {EjectorBeltSystem} */
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ejectorBelt: null,
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/** @type {WireSystem} */
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wire: null,
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@ -160,7 +164,9 @@ export class GameSystemManager {
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add("wiredPins", WiredPinsSystem);
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add("beltUnderlays", BeltUnderlaysSystem);
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add("acceptorBelt", AcceptorBeltSystem);
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add("ejectorBelt", EjectorBeltSystem);
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add("constantSignal", ConstantSignalSystem);
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@ -50,7 +50,8 @@ export class MapChunkView extends MapChunk {
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systems.mapResources.drawChunk(parameters, this);
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}
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systems.beltUnderlays.drawChunk(parameters, this);
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systems.acceptorBelt.drawChunk(parameters, this);
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systems.ejectorBelt.drawChunk(parameters, this);
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systems.belt.drawChunk(parameters, this);
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}
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117
src/js/game/systems/acceptor_belt.js
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117
src/js/game/systems/acceptor_belt.js
Normal file
@ -0,0 +1,117 @@
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import { globalConfig } from "../../core/config";
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import { DrawParameters } from "../../core/draw_parameters";
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import { Loader } from "../../core/loader";
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import { Rectangle } from "../../core/rectangle";
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import { FULL_CLIP_RECT } from "../../core/sprites";
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import { enumDirectionToAngle, enumInvertedDirections } from "../../core/vector";
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import { enumClippedBeltUnderlayType } from "../components/belt_underlays";
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import { ItemAcceptorComponent } from "../components/item_acceptor";
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import { GameSystemWithFilter } from "../game_system_with_filter";
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import { MapChunkView } from "../map_chunk_view";
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import { BELT_ANIM_COUNT } from "./belt";
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/**
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* Mapping from underlay type to clip rect
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* @type {Object<enumClippedBeltUnderlayType, Rectangle>}
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*/
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const enumUnderlayTypeToClipRect = {
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[enumClippedBeltUnderlayType.none]: null,
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[enumClippedBeltUnderlayType.full]: FULL_CLIP_RECT,
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[enumClippedBeltUnderlayType.topOnly]: new Rectangle(0, 0, 1, 0.5),
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[enumClippedBeltUnderlayType.bottomOnly]: new Rectangle(0, 0.5, 1, 0.5),
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};
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export class AcceptorBeltSystem extends GameSystemWithFilter {
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constructor(root) {
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super(root, [ItemAcceptorComponent]);
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this.underlayBeltSprites = [];
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for (let i = 0; i < BELT_ANIM_COUNT; ++i) {
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this.underlayBeltSprites.push(Loader.getSprite("sprites/belt/built/forward_" + i + ".png"));
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}
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}
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/**
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* Draws a given chunk
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* @param {DrawParameters} parameters
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* @param {MapChunkView} chunk
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*/
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drawChunk(parameters, chunk) {
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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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// SYNC with systems/belt.js:drawChunk!
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const animationIndex = Math.floor(
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((this.root.time.realtimeNow() * speedMultiplier * BELT_ANIM_COUNT * 126) / 42) *
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globalConfig.itemSpacingOnBelts
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);
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const contents = chunk.containedEntitiesByLayer.regular;
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for (let i = 0; i < contents.length; ++i) {
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const entity = contents[i];
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const acceptorComp = entity.components.ItemAcceptor;
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if (!acceptorComp) {
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continue;
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}
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const staticComp = entity.components.StaticMapEntity;
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for (let i = 0; i < acceptorComp.slots.length; ++i) {
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// Extract underlay parameters
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const { pos, directions } = acceptorComp.slots[i];
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const transformedPos = staticComp.localTileToWorld(pos);
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const destX = transformedPos.x * globalConfig.tileSize;
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const destY = transformedPos.y * globalConfig.tileSize;
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// Culling, Part 1: Check if the chunk contains the tile
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if (!chunk.tileSpaceRectangle.containsPoint(transformedPos.x, transformedPos.y)) {
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continue;
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}
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// Culling, Part 2: Check if the overlay is visible
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if (
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!parameters.visibleRect.containsRect4Params(
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destX,
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destY,
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globalConfig.tileSize,
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globalConfig.tileSize
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)
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) {
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continue;
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}
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for (let j = 0; j < directions.length; ++j) {
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const direction = directions[j];
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// Extract direction and angle
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const worldDirection = staticComp.localDirectionToWorld(direction);
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const angle = enumDirectionToAngle[enumInvertedDirections[worldDirection]];
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const underlayType = enumClippedBeltUnderlayType.bottomOnly;
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const clipRect = enumUnderlayTypeToClipRect[underlayType];
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if (!clipRect) {
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// Empty
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continue;
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}
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// Actually draw the sprite
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const x = destX + globalConfig.halfTileSize;
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const y = destY + globalConfig.halfTileSize;
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const angleRadians = Math.radians(angle);
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parameters.context.translate(x, y);
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parameters.context.rotate(angleRadians);
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this.underlayBeltSprites[animationIndex % BELT_ANIM_COUNT].drawCachedWithClipRect(
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parameters,
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-globalConfig.halfTileSize,
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-globalConfig.halfTileSize,
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globalConfig.tileSize,
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globalConfig.tileSize,
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clipRect
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);
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parameters.context.rotate(-angleRadians);
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parameters.context.translate(-x, -y);
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}
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}
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}
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}
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}
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@ -1,298 +0,0 @@
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import { globalConfig } from "../../core/config";
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import { DrawParameters } from "../../core/draw_parameters";
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import { Loader } from "../../core/loader";
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import { Rectangle } from "../../core/rectangle";
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import { FULL_CLIP_RECT } from "../../core/sprites";
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import { StaleAreaDetector } from "../../core/stale_area_detector";
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import {
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enumDirection,
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enumDirectionToAngle,
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enumDirectionToVector,
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enumInvertedDirections,
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Vector,
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} from "../../core/vector";
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import { BeltComponent } from "../components/belt";
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import { BeltUnderlaysComponent, enumClippedBeltUnderlayType } from "../components/belt_underlays";
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import { ItemAcceptorComponent } from "../components/item_acceptor";
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import { ItemEjectorComponent } from "../components/item_ejector";
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import { Entity } from "../entity";
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import { GameSystemWithFilter } from "../game_system_with_filter";
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import { MapChunkView } from "../map_chunk_view";
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import { BELT_ANIM_COUNT } from "./belt";
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/**
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* Mapping from underlay type to clip rect
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* @type {Object<enumClippedBeltUnderlayType, Rectangle>}
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*/
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const enumUnderlayTypeToClipRect = {
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[enumClippedBeltUnderlayType.none]: null,
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[enumClippedBeltUnderlayType.full]: FULL_CLIP_RECT,
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[enumClippedBeltUnderlayType.topOnly]: new Rectangle(0, 0, 1, 0.5),
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[enumClippedBeltUnderlayType.bottomOnly]: new Rectangle(0, 0.5, 1, 0.5),
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};
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export class BeltUnderlaysSystem extends GameSystemWithFilter {
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constructor(root) {
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super(root, [BeltUnderlaysComponent]);
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this.underlayBeltSprites = [];
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for (let i = 0; i < BELT_ANIM_COUNT; ++i) {
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this.underlayBeltSprites.push(Loader.getSprite("sprites/belt/built/forward_" + i + ".png"));
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}
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// Automatically recompute areas
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this.staleArea = new StaleAreaDetector({
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root,
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name: "belt-underlay",
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recomputeMethod: this.recomputeStaleArea.bind(this),
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});
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this.staleArea.recomputeOnComponentsChanged(
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[BeltUnderlaysComponent, BeltComponent, ItemAcceptorComponent, ItemEjectorComponent],
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1
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);
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}
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update() {
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this.staleArea.update();
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}
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/**
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* Called when an area changed - Resets all caches in the given area
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* @param {Rectangle} area
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*/
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recomputeStaleArea(area) {
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for (let x = 0; x < area.w; ++x) {
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for (let y = 0; y < area.h; ++y) {
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const tileX = area.x + x;
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const tileY = area.y + y;
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const entity = this.root.map.getLayerContentXY(tileX, tileY, "regular");
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if (entity) {
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const underlayComp = entity.components.BeltUnderlays;
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if (underlayComp) {
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for (let i = 0; i < underlayComp.underlays.length; ++i) {
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underlayComp.underlays[i].cachedType = null;
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}
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}
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}
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}
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}
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}
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/**
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* Checks if a given tile is connected and has an acceptor
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* @param {Vector} tile
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* @param {enumDirection} fromDirection
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* @returns {boolean}
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*/
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checkIsAcceptorConnected(tile, fromDirection) {
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const contents = this.root.map.getLayerContentXY(tile.x, tile.y, "regular");
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if (!contents) {
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return false;
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}
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const staticComp = contents.components.StaticMapEntity;
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// Check if its a belt, since then its simple
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const beltComp = contents.components.Belt;
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if (beltComp) {
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return staticComp.localDirectionToWorld(enumDirection.bottom) === fromDirection;
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}
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// Check if there's an item acceptor
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const acceptorComp = contents.components.ItemAcceptor;
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if (acceptorComp) {
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// Check each slot to see if its connected
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for (let i = 0; i < acceptorComp.slots.length; ++i) {
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const slot = acceptorComp.slots[i];
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const slotTile = staticComp.localTileToWorld(slot.pos);
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// Step 1: Check if the tile matches
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if (!slotTile.equals(tile)) {
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continue;
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}
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// Step 2: Check if any of the directions matches
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for (let j = 0; j < slot.directions.length; ++j) {
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const slotDirection = staticComp.localDirectionToWorld(slot.directions[j]);
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if (slotDirection === fromDirection) {
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return true;
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}
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}
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}
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}
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return false;
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}
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/**
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* Checks if a given tile is connected and has an ejector
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* @param {Vector} tile
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* @param {enumDirection} toDirection
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* @returns {boolean}
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*/
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checkIsEjectorConnected(tile, toDirection) {
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const contents = this.root.map.getLayerContentXY(tile.x, tile.y, "regular");
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if (!contents) {
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return false;
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}
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const staticComp = contents.components.StaticMapEntity;
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// Check if its a belt, since then its simple
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const beltComp = contents.components.Belt;
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if (beltComp) {
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return staticComp.localDirectionToWorld(beltComp.direction) === toDirection;
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}
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// Check for an ejector
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const ejectorComp = contents.components.ItemEjector;
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if (ejectorComp) {
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// Check each slot to see if its connected
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for (let i = 0; i < ejectorComp.slots.length; ++i) {
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const slot = ejectorComp.slots[i];
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const slotTile = staticComp.localTileToWorld(slot.pos);
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// Step 1: Check if the tile matches
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if (!slotTile.equals(tile)) {
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continue;
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}
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// Step 2: Check if the direction matches
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const slotDirection = staticComp.localDirectionToWorld(slot.direction);
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if (slotDirection === toDirection) {
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return true;
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}
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}
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}
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return false;
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}
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/**
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* Computes the flag for a given tile
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* @param {Entity} entity
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* @param {import("../components/belt_underlays").BeltUnderlayTile} underlayTile
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* @returns {enumClippedBeltUnderlayType} The type of the underlay
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*/
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computeBeltUnderlayType(entity, underlayTile) {
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if (underlayTile.cachedType) {
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return underlayTile.cachedType;
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}
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const staticComp = entity.components.StaticMapEntity;
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const transformedPos = staticComp.localTileToWorld(underlayTile.pos);
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const destX = transformedPos.x * globalConfig.tileSize;
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const destY = transformedPos.y * globalConfig.tileSize;
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// Extract direction and angle
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const worldDirection = staticComp.localDirectionToWorld(underlayTile.direction);
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const worldDirectionVector = enumDirectionToVector[worldDirection];
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// Figure out if there is anything connected at the top
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const connectedTop = this.checkIsAcceptorConnected(
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transformedPos.add(worldDirectionVector),
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enumInvertedDirections[worldDirection]
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);
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// Figure out if there is anything connected at the bottom
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const connectedBottom = this.checkIsEjectorConnected(
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transformedPos.sub(worldDirectionVector),
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worldDirection
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);
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let flag = enumClippedBeltUnderlayType.none;
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if (connectedTop && connectedBottom) {
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flag = enumClippedBeltUnderlayType.full;
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} else if (connectedTop) {
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flag = enumClippedBeltUnderlayType.topOnly;
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} else if (connectedBottom) {
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flag = enumClippedBeltUnderlayType.bottomOnly;
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}
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return (underlayTile.cachedType = flag);
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}
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/**
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* Draws a given chunk
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* @param {DrawParameters} parameters
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* @param {MapChunkView} chunk
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*/
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drawChunk(parameters, chunk) {
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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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// SYNC with systems/belt.js:drawChunk!
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const animationIndex = Math.floor(
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((this.root.time.realtimeNow() * speedMultiplier * BELT_ANIM_COUNT * 126) / 42) *
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globalConfig.itemSpacingOnBelts
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);
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const contents = chunk.containedEntitiesByLayer.regular;
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for (let i = 0; i < contents.length; ++i) {
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const entity = contents[i];
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const underlayComp = entity.components.BeltUnderlays;
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if (!underlayComp) {
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continue;
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}
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const staticComp = entity.components.StaticMapEntity;
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const underlays = underlayComp.underlays;
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for (let i = 0; i < underlays.length; ++i) {
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// Extract underlay parameters
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const { pos, direction } = underlays[i];
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const transformedPos = staticComp.localTileToWorld(pos);
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const destX = transformedPos.x * globalConfig.tileSize;
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const destY = transformedPos.y * globalConfig.tileSize;
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// Culling, Part 1: Check if the chunk contains the tile
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if (!chunk.tileSpaceRectangle.containsPoint(transformedPos.x, transformedPos.y)) {
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continue;
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}
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// Culling, Part 2: Check if the overlay is visible
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if (
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!parameters.visibleRect.containsRect4Params(
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destX,
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destY,
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globalConfig.tileSize,
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globalConfig.tileSize
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)
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) {
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continue;
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}
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// Extract direction and angle
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const worldDirection = staticComp.localDirectionToWorld(direction);
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const angle = enumDirectionToAngle[worldDirection];
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const underlayType = this.computeBeltUnderlayType(entity, underlays[i]);
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const clipRect = enumUnderlayTypeToClipRect[underlayType];
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if (!clipRect) {
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// Empty
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continue;
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}
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// Actually draw the sprite
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const x = destX + globalConfig.halfTileSize;
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const y = destY + globalConfig.halfTileSize;
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const angleRadians = Math.radians(angle);
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parameters.context.translate(x, y);
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parameters.context.rotate(angleRadians);
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this.underlayBeltSprites[animationIndex % BELT_ANIM_COUNT].drawCachedWithClipRect(
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parameters,
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-globalConfig.halfTileSize,
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-globalConfig.halfTileSize,
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globalConfig.tileSize,
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globalConfig.tileSize,
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clipRect
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);
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parameters.context.rotate(-angleRadians);
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parameters.context.translate(-x, -y);
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}
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}
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}
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}
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113
src/js/game/systems/ejector_belt.js
Normal file
113
src/js/game/systems/ejector_belt.js
Normal file
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import { globalConfig } from "../../core/config";
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import { DrawParameters } from "../../core/draw_parameters";
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import { Loader } from "../../core/loader";
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import { Rectangle } from "../../core/rectangle";
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import { FULL_CLIP_RECT } from "../../core/sprites";
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import { enumDirectionToAngle } from "../../core/vector";
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import { enumClippedBeltUnderlayType } from "../components/belt_underlays";
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import { ItemEjectorComponent } from "../components/item_ejector";
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import { GameSystemWithFilter } from "../game_system_with_filter";
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import { MapChunkView } from "../map_chunk_view";
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import { BELT_ANIM_COUNT } from "./belt";
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/**
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* Mapping from underlay type to clip rect
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* @type {Object<enumClippedBeltUnderlayType, Rectangle>}
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*/
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const enumUnderlayTypeToClipRect = {
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[enumClippedBeltUnderlayType.none]: null,
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[enumClippedBeltUnderlayType.full]: FULL_CLIP_RECT,
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[enumClippedBeltUnderlayType.topOnly]: new Rectangle(0, 0, 1, 0.5),
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[enumClippedBeltUnderlayType.bottomOnly]: new Rectangle(0, 0.5, 1, 0.5),
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};
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export class EjectorBeltSystem extends GameSystemWithFilter {
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constructor(root) {
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super(root, [ItemEjectorComponent]);
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this.underlayBeltSprites = [];
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for (let i = 0; i < BELT_ANIM_COUNT; ++i) {
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this.underlayBeltSprites.push(Loader.getSprite("sprites/belt/built/forward_" + i + ".png"));
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}
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}
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/**
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* Draws a given chunk
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* @param {DrawParameters} parameters
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* @param {MapChunkView} chunk
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*/
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drawChunk(parameters, chunk) {
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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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// SYNC with systems/belt.js:drawChunk!
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const animationIndex = Math.floor(
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((this.root.time.realtimeNow() * speedMultiplier * BELT_ANIM_COUNT * 126) / 42) *
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globalConfig.itemSpacingOnBelts
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);
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const contents = chunk.containedEntitiesByLayer.regular;
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for (let i = 0; i < contents.length; ++i) {
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const entity = contents[i];
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const ejectorComp = entity.components.ItemEjector;
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if (!ejectorComp) {
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continue;
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}
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const staticComp = entity.components.StaticMapEntity;
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for (let i = 0; i < ejectorComp.slots.length; ++i) {
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// Extract underlay parameters
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const { pos, direction } = ejectorComp.slots[i];
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const transformedPos = staticComp.localTileToWorld(pos);
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const destX = transformedPos.x * globalConfig.tileSize;
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const destY = transformedPos.y * globalConfig.tileSize;
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// Culling, Part 1: Check if the chunk contains the tile
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if (!chunk.tileSpaceRectangle.containsPoint(transformedPos.x, transformedPos.y)) {
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continue;
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}
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// Culling, Part 2: Check if the overlay is visible
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if (
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!parameters.visibleRect.containsRect4Params(
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destX,
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destY,
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globalConfig.tileSize,
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globalConfig.tileSize
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)
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) {
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continue;
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}
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// Extract direction and angle
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const worldDirection = staticComp.localDirectionToWorld(direction);
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const angle = enumDirectionToAngle[worldDirection];
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const underlayType = enumClippedBeltUnderlayType.topOnly;
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const clipRect = enumUnderlayTypeToClipRect[underlayType];
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if (!clipRect) {
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// Empty
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continue;
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}
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// Actually draw the sprite
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const x = destX + globalConfig.halfTileSize;
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const y = destY + globalConfig.halfTileSize;
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const angleRadians = Math.radians(angle);
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parameters.context.translate(x, y);
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parameters.context.rotate(angleRadians);
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this.underlayBeltSprites[animationIndex % BELT_ANIM_COUNT].drawCachedWithClipRect(
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parameters,
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-globalConfig.halfTileSize,
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-globalConfig.halfTileSize,
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globalConfig.tileSize,
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globalConfig.tileSize,
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clipRect
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);
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parameters.context.rotate(-angleRadians);
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parameters.context.translate(-x, -y);
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}
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}
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}
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}
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Block a user