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mirror of https://github.com/tobspr/shapez.io.git synced 2025-06-13 13:04:03 +00:00

Merge remote-tracking branch 'origin/master' into better-building-variants

This commit is contained in:
Exund 2020-09-19 14:37:08 +02:00
commit 88d457af0e
65 changed files with 6103 additions and 5684 deletions

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@ -64,7 +64,7 @@ This project is based on ES5. Some ES2015 features are used but most of them are
5. Add a constructor. **The constructor must be called with optional parameters only!** `new MyFancyComponent({})` should always work.
6. Add any props you need in the constructor.
7. Add the component in `src/js/game/component_registry.js`
8. Add the componetn in `src/js/game/entity_components.js`
8. Add the component in `src/js/game/entity_components.js`
9. Done! You can use your component now
#### Adding a new building
@ -96,6 +96,6 @@ This project is based on ES5. Some ES2015 features are used but most of them are
For most assets I use Adobe Photoshop, you can find them in `assets/`.
You will need a <a href="https://www.codeandweb.com/texturepacker" target="_blank">Texture Packer</a> license in order to regenerate the atlas. If you don't have one but want to contribute assets, let me know and I might compile it for you. I'm currently switching to an open source solution but I can't give an estimate when thats done.
You will need a <a href="https://www.codeandweb.com/texturepacker" target="_blank">Texture Packer</a> license in order to regenerate the atlas. If you don't have one but want to contribute assets, let me know and I might compile it for you. I'm currently switching to an open source solution but I can't give an estimate when that's done.
<img src="https://i.imgur.com/W25Fkl0.png" alt="shapez.io Screenshot">

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@ -283,6 +283,7 @@
<key type="filename">sprites/blueprints/virtual_processor-analyzer.png</key>
<key type="filename">sprites/blueprints/virtual_processor-rotater.png</key>
<key type="filename">sprites/blueprints/virtual_processor-shapecompare.png</key>
<key type="filename">sprites/blueprints/virtual_processor-stacker.png</key>
<key type="filename">sprites/blueprints/virtual_processor-unstacker.png</key>
<key type="filename">sprites/blueprints/virtual_processor.png</key>
<key type="filename">sprites/blueprints/wire_tunnel-coating.png</key>
@ -310,6 +311,7 @@
<key type="filename">sprites/buildings/virtual_processor-analyzer.png</key>
<key type="filename">sprites/buildings/virtual_processor-rotater.png</key>
<key type="filename">sprites/buildings/virtual_processor-shapecompare.png</key>
<key type="filename">sprites/buildings/virtual_processor-stacker.png</key>
<key type="filename">sprites/buildings/virtual_processor-unstacker.png</key>
<key type="filename">sprites/buildings/virtual_processor.png</key>
<key type="filename">sprites/buildings/wire_tunnel-coating.png</key>

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@ -468,13 +468,24 @@ canvas {
display: flex;
flex-grow: 1;
}
.hint {
position: absolute;
@include S(left, 20px);
@include S(right, 20px);
@include S(bottom, 60px);
@include Text;
color: #666;
}
.loadingStatus {
position: absolute;
@include S(left, 20px);
@include S(right, 20px);
@include S(bottom, 30px);
@include Text;
@include TextShadow3D(#aaa);
@include PlainText;
color: #aaa;
display: flex;
flex-direction: column;
justify-content: center;

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@ -1,43 +1,79 @@
#ingame_HUD_EntityDebugger {
position: absolute;
background: $ingameHudBg;
@include S(padding, 5px);
@include S(right, 30px);
@include S(top, 200px);
font-size: 14px;
line-height: 16px;
color: #fff;
background: rgba(0, 10, 20, 0.7);
padding: 10px;
top: 50%;
transform: translateY(-50%);
@include SuperSmallText;
color: #eee;
display: flex;
flex-direction: column;
> label {
text-transform: uppercase;
}
.hint {
color: #aaa;
}
&,
* {
pointer-events: all;
}
.flag {
display: inline-block;
background: #333438;
@include S(padding, 2px);
@include S(margin-right, 2px);
u {
opacity: 0.5;
}
.propertyTable {
@include S(margin-top, 8px);
}
.components {
@include S(margin-top, 4px);
.propertyTable,
.entityComponents,
.entityComponents .object > div {
display: grid;
grid-template-columns: 1fr 1fr;
@include S(grid-gap, 3px);
.component {
@include S(padding, 2px);
background: #333;
display: flex;
flex-direction: column;
grid-template-columns: 1fr auto;
@include S(column-gap, 10px);
}
.data {
@include S(width, 150px);
@include S(height, 130px);
.entityComponents {
grid-column: 1 / 3;
@include S(margin-top, 5px);
font-family: "Roboto Mono", "Fira Code", monospace;
font-size: 90%;
@include S(letter-spacing, -0.5px);
label,
span {
line-height: 1.5em;
&:not(span) {
opacity: 0.5;
}
}
&,
* {
@include SuperSmallText;
@include S(font-size, 7px, $important: true);
@include S(line-height, 12px, $important: true);
}
.object {
grid-column: 1 / 3;
line-height: 1.5em;
> summary {
transition: opacity 0.1s ease-in-out;
cursor: pointer;
&:hover {
opacity: 0.8;
}
}
> div {
@include S(margin-left, 4px);
cursor: pointer;
}
}
}

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@ -56,6 +56,17 @@
transform: scale(1.1, 1.1);
}
}
&.saving {
@include InlineAnimation(0.4s ease-in-out infinite) {
50% {
opacity: 0.5;
transform: scale(0.8);
}
}
pointer-events: none;
cursor: default;
}
}
&.settings {

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@ -1,138 +1,137 @@
#ingame_HUD_PinnedShapes {
position: absolute;
@include S(left, 9px);
@include S(top, 150px);
@include PlainText;
display: flex;
flex-direction: column;
align-items: flex-start;
justify-content: flex-start;
> .shape {
position: relative;
display: grid;
align-items: center;
justify-content: center;
grid-template-columns: auto 1fr;
grid-template-rows: 1fr 1fr;
@include S(margin-bottom, 4px);
color: #333438;
// text-shadow: #{D(1px)} #{D(1px)} 0 rgba(0, 10, 20, 0.2);
filter: drop-shadow(#{D(1px)} #{D(1px)} 0 rgba(0, 10, 20, 0.2));
&.unpinable {
> canvas {
cursor: pointer;
pointer-events: all;
}
}
> canvas {
@include S(width, 25px);
@include S(height, 25px);
grid-column: 1 / 2;
grid-row: 1 / 3;
pointer-events: all;
transition: transform 0.1s ease-in-out;
transform-origin: D(2px) center;
will-change: transform;
position: relative;
z-index: 20;
&:hover {
transform: scale(2);
z-index: 21;
}
}
> .amountLabel,
> .goalLabel {
@include S(margin-left, 5px);
@include SuperSmallText;
font-weight: bold;
display: inline-flex;
align-items: center;
flex-direction: row;
grid-column: 2 / 3;
@include S(height, 9px);
@include DarkThemeOverride {
color: #eee;
}
}
> .goalLabel {
@include S(font-size, 7px);
opacity: 0.9;
align-self: start;
justify-self: start;
font-weight: normal;
grid-row: 2 / 3;
}
> .amountLabel {
align-self: end;
justify-self: start;
grid-row: 1 / 2;
}
> .infoButton {
@include S(width, 8px);
@include S(height, 8px);
background: uiResource("icons/info_button.png") center center / 95% no-repeat;
position: absolute;
opacity: 0.7;
@include S(top, 13px);
@include S(left, -7px);
@include DarkThemeInvert;
@include IncreasedClickArea(2px);
transition: opacity 0.12s ease-in-out;
z-index: 100;
&:hover {
opacity: 0.8;
}
}
&.goal,
&.blueprint {
.amountLabel::after {
content: " ";
position: absolute;
display: inline-block;
@include S(width, 8px);
@include S(height, 8px);
@include S(top, 4px);
@include S(left, -7px);
background: center center / contain no-repeat;
}
&.goal .amountLabel {
&::after {
background-image: uiResource("icons/current_goal_marker.png");
background-size: 90%;
}
@include DarkThemeOverride {
&::after {
background-image: uiResource("icons/current_goal_marker_inverted.png") !important;
}
}
}
&.blueprint .amountLabel {
&::after {
background-image: uiResource("icons/blueprint_marker.png");
background-size: 90%;
}
@include DarkThemeOverride {
&::after {
background-image: uiResource("icons/blueprint_marker_inverted.png") !important;
}
}
}
}
&.completed {
opacity: 0.5;
}
}
}
#ingame_HUD_PinnedShapes {
position: absolute;
@include S(left, 9px);
@include S(top, 150px);
@include PlainText;
display: flex;
flex-direction: column;
align-items: flex-start;
justify-content: flex-start;
> .shape {
position: relative;
display: grid;
align-items: center;
justify-content: center;
grid-template-columns: auto 1fr;
grid-template-rows: 1fr 1fr;
@include S(margin-bottom, 4px);
color: #333438;
// text-shadow: #{D(1px)} #{D(1px)} 0 rgba(0, 10, 20, 0.2);
&.unpinable {
> canvas {
cursor: pointer;
pointer-events: all;
}
}
> canvas {
@include S(width, 25px);
@include S(height, 25px);
grid-column: 1 / 2;
grid-row: 1 / 3;
pointer-events: all;
transition: transform 0.1s ease-in-out;
transform-origin: D(2px) center;
will-change: transform;
position: relative;
z-index: 20;
&:hover {
transform: scale(2);
z-index: 21;
}
}
> .amountLabel,
> .goalLabel {
@include S(margin-left, 5px);
@include SuperSmallText;
font-weight: bold;
display: inline-flex;
align-items: center;
flex-direction: row;
grid-column: 2 / 3;
@include S(height, 9px);
@include DarkThemeOverride {
color: #eee;
}
}
> .goalLabel {
@include S(font-size, 7px);
opacity: 0.9;
align-self: start;
justify-self: start;
font-weight: normal;
grid-row: 2 / 3;
}
> .amountLabel {
align-self: end;
justify-self: start;
grid-row: 1 / 2;
}
> .infoButton {
@include S(width, 8px);
@include S(height, 8px);
background: uiResource("icons/info_button.png") center center / 95% no-repeat;
position: absolute;
opacity: 0.7;
@include S(top, 13px);
@include S(left, -7px);
@include DarkThemeInvert;
@include IncreasedClickArea(2px);
transition: opacity 0.12s ease-in-out;
z-index: 100;
&:hover {
opacity: 0.8;
}
}
&.goal,
&.blueprint {
.amountLabel::after {
content: " ";
position: absolute;
display: inline-block;
@include S(width, 8px);
@include S(height, 8px);
@include S(top, 4px);
@include S(left, -7px);
background: center center / contain no-repeat;
}
&.goal .amountLabel {
&::after {
background-image: uiResource("icons/current_goal_marker.png");
background-size: 90%;
}
@include DarkThemeOverride {
&::after {
background-image: uiResource("icons/current_goal_marker_inverted.png") !important;
}
}
}
&.blueprint .amountLabel {
&::after {
background-image: uiResource("icons/blueprint_marker.png");
background-size: 90%;
}
@include DarkThemeOverride {
&::after {
background-image: uiResource("icons/blueprint_marker_inverted.png") !important;
}
}
}
}
&.completed {
opacity: 0.5;
}
}
}

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@ -1,161 +1,154 @@
#ingame_HUD_ShapeViewer {
$dims: 170px;
.content {
display: flex;
@include S(width, $dims);
width: 100%;
flex-direction: column;
overflow-x: hidden;
&[data-layers="3"],
&[data-layers="4"] {
@include S(width, 2 * $dims);
.renderArea {
display: grid;
grid-template-columns: 1fr 1fr;
@include S(grid-row-gap, 15px);
}
}
.renderArea {
display: grid;
width: 100%;
@include S(grid-row-gap, 10px);
align-items: center;
justify-items: center;
}
.infoArea {
align-self: flex-end;
@include S(margin-top, 10px);
display: flex;
flex-direction: column;
overflow: hidden;
button {
@include S(margin, 0);
@include PlainText;
}
}
.seperator {
display: flex;
align-items: center;
justify-content: center;
width: 100%;
}
.layer {
position: relative;
background: #eee;
@include DarkThemeOverride {
background: rgba(0, 10, 20, 0.2);
}
@include S(width, 150px);
@include S(height, 100px);
display: flex;
align-items: center;
justify-content: center;
> canvas {
@include S(width, 50px);
@include S(height, 50px);
}
.quad {
position: absolute;
width: 50%;
height: 50%;
display: flex;
justify-content: center;
align-items: center;
box-sizing: border-box;
$arrowDims: 23px;
$spacing: 9px;
@include S(padding, 6px);
.colorLabel {
text-transform: uppercase;
@include SuperSmallText;
@include S(font-size, 9px);
}
.emptyLabel {
text-transform: uppercase;
@include SuperSmallText;
@include S(font-size, 9px);
}
&::after {
content: " ";
background: rgba(0, 10, 20, 0.5);
@include S(width, $arrowDims);
@include S(height, 1px);
position: absolute;
transform: rotate(45deg);
transform-origin: 50% 50%;
}
@include DarkThemeOverride {
&::after {
background: rgba(255, 255, 255, 0.5);
}
}
&.quad-0 {
right: 0;
top: 0;
align-items: flex-start;
justify-content: flex-end;
&::after {
@include S(left, $spacing);
@include S(bottom, $arrowDims / 2 + $spacing);
transform: rotate(-45deg);
}
}
&.quad-1 {
bottom: 0;
right: 0;
align-items: flex-end;
justify-content: flex-end;
&::after {
@include S(left, $spacing);
@include S(top, $arrowDims / 2 + $spacing);
transform: rotate(45deg);
}
}
&.quad-2 {
bottom: 0;
left: 0;
align-items: flex-end;
justify-content: flex-start;
&::after {
@include S(right, $spacing);
@include S(top, $arrowDims / 2 + $spacing);
transform: rotate(135deg);
}
}
&.quad-3 {
top: 0;
left: 0;
align-items: flex-start;
justify-content: flex-start;
&::after {
@include S(right, $spacing);
@include S(bottom, $arrowDims / 2 + $spacing);
transform: rotate(225deg);
}
}
}
}
}
}
#ingame_HUD_ShapeViewer {
$dims: 170px;
.content {
display: flex;
@include S(width, $dims);
width: 100%;
flex-direction: column;
overflow-x: hidden;
&[data-layers="3"],
&[data-layers="4"] {
@include S(width, 2 * $dims);
.renderArea {
display: grid;
grid-template-columns: 1fr 1fr;
@include S(grid-row-gap, 15px);
}
}
.renderArea {
display: grid;
width: 100%;
@include S(grid-row-gap, 10px);
align-items: center;
justify-items: center;
}
.infoArea {
align-self: flex-end;
@include S(margin-top, 10px);
display: flex;
flex-direction: column;
overflow: hidden;
button {
@include S(margin, 0);
@include PlainText;
}
}
.layer {
position: relative;
background: #eee;
@include DarkThemeOverride {
background: rgba(0, 10, 20, 0.2);
}
@include S(width, 150px);
@include S(height, 100px);
display: flex;
align-items: center;
justify-content: center;
> canvas {
@include S(width, 50px);
@include S(height, 50px);
}
.quad {
position: absolute;
width: 50%;
height: 50%;
display: flex;
justify-content: center;
align-items: center;
box-sizing: border-box;
$arrowDims: 23px;
$spacing: 9px;
@include S(padding, 6px);
.colorLabel {
text-transform: uppercase;
@include SuperSmallText;
@include S(font-size, 9px);
}
.emptyLabel {
text-transform: uppercase;
@include SuperSmallText;
@include S(font-size, 9px);
}
&::after {
content: " ";
background: rgba(0, 10, 20, 0.5);
@include S(width, $arrowDims);
@include S(height, 1px);
position: absolute;
transform: rotate(45deg);
transform-origin: 50% 50%;
}
@include DarkThemeOverride {
&::after {
background: rgba(255, 255, 255, 0.5);
}
}
&.quad-0 {
right: 0;
top: 0;
align-items: flex-start;
justify-content: flex-end;
&::after {
@include S(left, $spacing);
@include S(bottom, $arrowDims / 2 + $spacing);
transform: rotate(-45deg);
}
}
&.quad-1 {
bottom: 0;
right: 0;
align-items: flex-end;
justify-content: flex-end;
&::after {
@include S(left, $spacing);
@include S(top, $arrowDims / 2 + $spacing);
transform: rotate(45deg);
}
}
&.quad-2 {
bottom: 0;
left: 0;
align-items: flex-end;
justify-content: flex-start;
&::after {
@include S(right, $spacing);
@include S(top, $arrowDims / 2 + $spacing);
transform: rotate(135deg);
}
}
&.quad-3 {
top: 0;
left: 0;
align-items: flex-start;
justify-content: flex-start;
&::after {
@include S(right, $spacing);
@include S(bottom, $arrowDims / 2 + $spacing);
transform: rotate(225deg);
}
}
}
}
}
}

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@ -1,37 +1,46 @@
#state_InGameState {
.gameLoadingOverlay {
position: absolute;
top: 0;
left: 0;
right: 0;
bottom: 0;
z-index: 9999;
align-items: center;
justify-content: center;
pointer-events: all;
display: flex;
background: $mainBgColor;
flex-direction: column;
}
#ingame_Canvas {
position: absolute;
top: 0;
left: 0;
right: 0;
bottom: 0;
}
#ingame_HUD_ModalDialogs {
position: absolute;
top: 0;
left: 0;
right: 0;
bottom: 0;
}
@include DarkThemeOverride {
.gameLoadingOverlay {
background: $darkModeGameBackground;
}
}
}
#state_InGameState {
.gameLoadingOverlay {
position: absolute;
top: 0;
left: 0;
right: 0;
bottom: 0;
z-index: 9999;
align-items: center;
justify-content: center;
pointer-events: all;
display: flex;
background: $mainBgColor;
flex-direction: column;
}
.hint {
position: absolute;
@include S(bottom, 40px);
@include S(left, 20px);
@include S(right, 20px);
@include PlainText;
text-align: center;
}
#ingame_Canvas {
position: absolute;
top: 0;
left: 0;
right: 0;
bottom: 0;
}
#ingame_HUD_ModalDialogs {
position: absolute;
top: 0;
left: 0;
right: 0;
bottom: 0;
}
@include DarkThemeOverride {
.gameLoadingOverlay {
background: $darkModeGameBackground;
}
}
}

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@ -1,145 +1,145 @@
#state_PreloadState {
&.failure {
.loadingImage,
.loadingStatus {
display: none;
}
}
.changelogDialogEntry {
margin-top: 10px;
width: 100%;
flex-direction: column;
text-align: left;
padding: 10px;
box-sizing: border-box;
background: #eef1f4;
@include DarkThemeOverride {
background: #424242;
}
.version {
@include Heading;
}
.date {
@include PlainText;
&::before {
content: " | ";
}
color: #aaabaf;
}
.changes {
@include PlainText;
@include S(padding-left, 15px);
strong {
background: $colorBlueBright;
color: #fff;
text-transform: uppercase;
@include S(padding, 1px, 2px);
@include S(margin-right, 3px);
}
a {
color: $colorBlueBright;
}
li {
@include SuperSmallText;
@include S(margin-bottom, 10px);
}
}
}
.failureBox {
.logo {
img {
@include S(width, 240px);
}
@include S(margin-bottom, 30px);
}
@include InlineAnimation(0.3s ease-in-out) {
0% {
opacity: 0;
}
100% {
opacity: 1;
}
}
.failureInner {
// background: darken($mainBgColor, 6);
@include S(max-width, 350px);
margin: 0 20px;
text-align: left;
@include BoxShadow3D(#fff);
@include S(padding, 15px);
@include S(border-radius, $globalBorderRadius);
@include DropShadow;
.errorHeader {
color: #ef5072;
}
.errorMessage {
@include PlainText;
display: block;
color: #666;
text-align: left;
@include BreakText;
hyphens: auto;
// border: dotted #666;
// @include S(border-width, 1px, 0);
@include S(padding, 10px, 0);
@include S(margin-top, 10px);
}
.supportHelp {
@include S(margin-top, 10px);
@include PlainText;
.email {
color: $themeColor;
cursor: pointer;
pointer-events: all;
}
}
.lower {
display: flex;
align-items: center;
@include S(margin-top, 16px);
i {
flex-grow: 1;
text-align: right;
color: #777;
@include PlainText;
}
button.resetApp {
@include Button3D($colorRedBright);
@include PlainText;
@include S(padding, 5px, 8px, 4px);
color: #fff;
}
}
}
}
/* Animations */
.status {
transform: scale(0.7) $hardwareAcc;
opacity: 0;
@include StateAnim(transform, opacity);
}
&.arrived {
.status {
opacity: 1;
transform: none;
}
}
}
#state_PreloadState {
&.failure {
.loadingImage,
.loadingStatus {
display: none;
}
}
.changelogDialogEntry {
margin-top: 10px;
width: 100%;
flex-direction: column;
text-align: left;
padding: 10px;
box-sizing: border-box;
background: #eef1f4;
@include DarkThemeOverride {
background: #424242;
}
.version {
@include Heading;
}
.date {
@include PlainText;
&::before {
content: " | ";
}
color: #aaabaf;
}
.changes {
@include PlainText;
@include S(padding-left, 15px);
strong {
background: $colorBlueBright;
color: #fff;
text-transform: uppercase;
@include S(padding, 1px, 2px);
@include S(margin-right, 3px);
}
a {
color: $colorBlueBright;
}
li {
@include SuperSmallText;
@include S(margin-bottom, 10px);
}
}
}
.failureBox {
.logo {
img {
@include S(width, 240px);
}
@include S(margin-bottom, 30px);
}
@include InlineAnimation(0.3s ease-in-out) {
0% {
opacity: 0;
}
100% {
opacity: 1;
}
}
.failureInner {
// background: darken($mainBgColor, 6);
@include S(max-width, 350px);
margin: 0 20px;
text-align: left;
@include BoxShadow3D(#fff);
@include S(padding, 15px);
@include S(border-radius, $globalBorderRadius);
@include DropShadow;
.errorHeader {
color: #ef5072;
}
.errorMessage {
@include PlainText;
display: block;
color: #666;
text-align: left;
@include BreakText;
hyphens: auto;
// border: dotted #666;
// @include S(border-width, 1px, 0);
@include S(padding, 10px, 0);
@include S(margin-top, 10px);
}
.supportHelp {
@include S(margin-top, 10px);
@include PlainText;
.email {
color: $themeColor;
cursor: pointer;
pointer-events: all;
}
}
.lower {
display: flex;
align-items: center;
@include S(margin-top, 16px);
i {
flex-grow: 1;
text-align: right;
color: #777;
@include PlainText;
}
button.resetApp {
@include Button3D($colorRedBright);
@include PlainText;
@include S(padding, 5px, 8px, 4px);
color: #fff;
}
}
}
}
/* Animations */
.status {
transform: scale(0.7) $hardwareAcc;
opacity: 0;
@include StateAnim(transform, opacity);
}
&.arrived {
.status {
opacity: 1;
transform: none;
}
}
}

View File

@ -109,7 +109,7 @@ export const CHANGELOG = [
date: "17.06.2020",
entries: [
"You can now place straight belts (and tunnels) by holding SHIFT! (For you, @giantwaffle ❤️)",
"Added continue button to main menu and add seperate 'New game' button (by jaysc)",
"Added continue button to main menu and add separate 'New game' button (by jaysc)",
"Added setting to disable smart tunnel placement introduced with the last update",
"Added setting to disable vignette",
"Update translations",

View File

@ -13,7 +13,7 @@ import { round1Digit } from "./utils";
const logger = createLogger("buffers");
const bufferGcDurationSeconds = 5;
const bufferGcDurationSeconds = 0.5;
export class BufferMaintainer {
/**

View File

@ -25,17 +25,43 @@ export function disableImageSmoothing(context) {
context.webkitImageSmoothingEnabled = false;
}
const registeredCanvas = [];
const freeCanvasList = [];
/**
* @typedef {{
* canvas: HTMLCanvasElement,
* context: CanvasRenderingContext2D
* }} CanvasCacheEntry
*/
let vramUsage = 0;
let bufferCount = 0;
/**
* @type {Array<CanvasCacheEntry>}
*/
const registeredCanvas = [];
/**
* Buckets for each width * height combination
* @type {Map<number, Array<CanvasCacheEntry>>}
*/
const freeCanvasBuckets = new Map();
/**
* Track statistics
*/
const stats = {
vramUsage: 0,
backlogVramUsage: 0,
bufferCount: 0,
numReused: 0,
numCreated: 0,
};
/**
*
* @param {HTMLCanvasElement} canvas
*/
export function getBufferVramUsageBytes(canvas) {
assert(canvas, "no canvas given");
assert(Number.isFinite(canvas.width), "bad canvas width: " + canvas.width);
assert(Number.isFinite(canvas.height), "bad canvas height" + canvas.height);
return canvas.width * canvas.height * 4;
}
@ -43,17 +69,31 @@ export function getBufferVramUsageBytes(canvas) {
* Returns stats on the allocated buffers
*/
export function getBufferStats() {
let numBuffersFree = 0;
freeCanvasBuckets.forEach(bucket => {
numBuffersFree += bucket.length;
});
return {
vramUsage,
bufferCount,
backlog: freeCanvasList.length,
...stats,
backlogKeys: freeCanvasBuckets.size,
backlogSize: numBuffersFree,
};
}
/**
* Clears the backlog buffers if they grew too much
*/
export function clearBufferBacklog() {
while (freeCanvasList.length > 50) {
freeCanvasList.pop();
}
freeCanvasBuckets.forEach(bucket => {
while (bucket.length > 500) {
const entry = bucket[bucket.length - 1];
stats.backlogVramUsage -= getBufferVramUsageBytes(entry.canvas);
delete entry.canvas;
delete entry.context;
bucket.pop();
}
});
}
/**
@ -84,53 +124,29 @@ export function makeOffscreenBuffer(w, h, { smooth = true, reusable = true, labe
let canvas = null;
let context = null;
let bestMatchingOne = null;
let bestMatchingPixelsDiff = 1e50;
const currentPixels = w * h;
// Ok, search in cache first
for (let i = 0; i < freeCanvasList.length; ++i) {
const { canvas: useableCanvas, context: useableContext } = freeCanvasList[i];
const bucket = freeCanvasBuckets.get(w * h) || [];
for (let i = 0; i < bucket.length; ++i) {
const { canvas: useableCanvas, context: useableContext } = bucket[i];
if (useableCanvas.width === w && useableCanvas.height === h) {
// Ok we found one
canvas = useableCanvas;
context = useableContext;
fastArrayDelete(freeCanvasList, i);
// Restore past state
context.restore();
context.save();
context.clearRect(0, 0, canvas.width, canvas.height);
delete canvas.style.width;
delete canvas.style.height;
stats.numReused++;
stats.backlogVramUsage -= getBufferVramUsageBytes(canvas);
fastArrayDelete(bucket, i);
break;
}
const otherPixels = useableCanvas.width * useableCanvas.height;
const diff = Math.abs(otherPixels - currentPixels);
if (diff < bestMatchingPixelsDiff) {
bestMatchingPixelsDiff = diff;
bestMatchingOne = {
canvas: useableCanvas,
context: useableContext,
index: i,
};
}
}
// Ok none matching, reuse one though
if (!canvas && bestMatchingOne) {
canvas = bestMatchingOne.canvas;
context = bestMatchingOne.context;
canvas.width = w;
canvas.height = h;
fastArrayDelete(freeCanvasList, bestMatchingOne.index);
}
// Reset context
if (context) {
// Restore past state
context.restore();
context.save();
context.clearRect(0, 0, canvas.width, canvas.height);
delete canvas.style.width;
delete canvas.style.height;
}
// None found , create new one
@ -138,6 +154,8 @@ export function makeOffscreenBuffer(w, h, { smooth = true, reusable = true, labe
canvas = document.createElement("canvas");
context = canvas.getContext("2d" /*, { alpha } */);
stats.numCreated++;
canvas.width = w;
canvas.height = h;
@ -145,6 +163,7 @@ export function makeOffscreenBuffer(w, h, { smooth = true, reusable = true, labe
context.save();
}
// @ts-ignore
canvas.label = label;
if (smooth) {
@ -167,8 +186,9 @@ export function makeOffscreenBuffer(w, h, { smooth = true, reusable = true, labe
export function registerCanvas(canvas, context) {
registeredCanvas.push({ canvas, context });
bufferCount += 1;
vramUsage += getBufferVramUsageBytes(canvas);
stats.bufferCount += 1;
const bytesUsed = getBufferVramUsageBytes(canvas);
stats.vramUsage += bytesUsed;
}
/**
@ -180,6 +200,7 @@ export function freeCanvas(canvas) {
let index = -1;
let data = null;
for (let i = 0; i < registeredCanvas.length; ++i) {
if (registeredCanvas[i].canvas === canvas) {
index = i;
@ -193,8 +214,18 @@ export function freeCanvas(canvas) {
return;
}
fastArrayDelete(registeredCanvas, index);
freeCanvasList.push(data);
bufferCount -= 1;
vramUsage -= getBufferVramUsageBytes(canvas);
const key = canvas.width * canvas.height;
const bucket = freeCanvasBuckets.get(key);
if (bucket) {
bucket.push(data);
} else {
freeCanvasBuckets.set(key, [data]);
}
stats.bufferCount -= 1;
const bytesUsed = getBufferVramUsageBytes(canvas);
stats.vramUsage -= bytesUsed;
stats.backlogVramUsage += bytesUsed;
}

View File

@ -84,8 +84,8 @@ export const globalConfig = {
// Global game speed
gameSpeed: 1,
warmupTimeSecondsFast: 0.1,
warmupTimeSecondsRegular: 1,
warmupTimeSecondsFast: 0.5,
warmupTimeSecondsRegular: 3,
smoothing: {
smoothMainCanvas: smoothCanvas && true,
@ -132,5 +132,5 @@ if (G_IS_DEV && globalConfig.debug.renderForTrailer) {
}
if (globalConfig.debug.fastGameEnter) {
globalConfig.debug.noArtificalDelays = true;
globalConfig.debug.noArtificialDelays = true;
}

View File

@ -1,230 +1,230 @@
import { makeOffscreenBuffer } from "./buffer_utils";
import { AtlasSprite, BaseSprite, RegularSprite, SpriteAtlasLink } from "./sprites";
import { cachebust } from "./cachebust";
import { createLogger } from "./logging";
/**
* @typedef {import("../application").Application} Application
* @typedef {import("./atlas_definitions").AtlasDefinition} AtlasDefinition;
*/
const logger = createLogger("loader");
const missingSpriteIds = {};
class LoaderImpl {
constructor() {
this.app = null;
/** @type {Map<string, BaseSprite>} */
this.sprites = new Map();
this.rawImages = [];
}
/**
* @param {Application} app
*/
linkAppAfterBoot(app) {
this.app = app;
this.makeSpriteNotFoundCanvas();
}
/**
* Fetches a given sprite from the cache
* @param {string} key
* @returns {BaseSprite}
*/
getSpriteInternal(key) {
const sprite = this.sprites.get(key);
if (!sprite) {
if (!missingSpriteIds[key]) {
// Only show error once
missingSpriteIds[key] = true;
logger.error("Sprite '" + key + "' not found!");
}
return this.spriteNotFoundSprite;
}
return sprite;
}
/**
* Returns an atlas sprite from the cache
* @param {string} key
* @returns {AtlasSprite}
*/
getSprite(key) {
const sprite = this.getSpriteInternal(key);
assert(sprite instanceof AtlasSprite || sprite === this.spriteNotFoundSprite, "Not an atlas sprite");
return /** @type {AtlasSprite} */ (sprite);
}
/**
* Returns a regular sprite from the cache
* @param {string} key
* @returns {RegularSprite}
*/
getRegularSprite(key) {
const sprite = this.getSpriteInternal(key);
assert(
sprite instanceof RegularSprite || sprite === this.spriteNotFoundSprite,
"Not a regular sprite"
);
return /** @type {RegularSprite} */ (sprite);
}
/**
*
* @param {string} key
* @returns {Promise<HTMLImageElement|null>}
*/
internalPreloadImage(key) {
const url = cachebust("res/" + key);
const image = new Image();
let triesSoFar = 0;
return Promise.race([
new Promise((resolve, reject) => {
setTimeout(reject, G_IS_DEV ? 500 : 10000);
}),
new Promise(resolve => {
image.onload = () => {
image.onerror = null;
image.onload = null;
if (typeof image.decode === "function") {
// SAFARI: Image.decode() fails on safari with svgs -> we dont want to fail
// on that
// FIREFOX: Decode never returns if the image is in cache, so call it in background
image.decode().then(
() => null,
() => null
);
}
resolve(image);
};
image.onerror = reason => {
logger.warn("Failed to load '" + url + "':", reason);
if (++triesSoFar < 4) {
logger.log("Retrying to load image from", url);
image.src = url + "?try=" + triesSoFar;
} else {
logger.warn("Failed to load", url, "after", triesSoFar, "tries with reason", reason);
image.onerror = null;
image.onload = null;
resolve(null);
}
};
image.src = url;
}),
]);
}
/**
* Preloads a sprite
* @param {string} key
* @returns {Promise<void>}
*/
preloadCSSSprite(key) {
return this.internalPreloadImage(key).then(image => {
if (key.indexOf("game_misc") >= 0) {
// Allow access to regular sprites
this.sprites.set(key, new RegularSprite(image, image.width, image.height));
}
this.rawImages.push(image);
});
}
/**
* Preloads an atlas
* @param {AtlasDefinition} atlas
* @returns {Promise<void>}
*/
preloadAtlas(atlas) {
return this.internalPreloadImage(atlas.getFullSourcePath()).then(image => {
// @ts-ignore
image.label = atlas.sourceFileName;
return this.internalParseAtlas(atlas, image);
});
}
/**
*
* @param {AtlasDefinition} atlas
* @param {HTMLImageElement} loadedImage
*/
internalParseAtlas({ meta: { scale }, sourceData }, loadedImage) {
this.rawImages.push(loadedImage);
for (const spriteName in sourceData) {
const { frame, sourceSize, spriteSourceSize } = sourceData[spriteName];
let sprite = /** @type {AtlasSprite} */ (this.sprites.get(spriteName));
if (!sprite) {
sprite = new AtlasSprite(spriteName);
this.sprites.set(spriteName, sprite);
}
const link = new SpriteAtlasLink({
packedX: frame.x,
packedY: frame.y,
packedW: frame.w,
packedH: frame.h,
packOffsetX: spriteSourceSize.x,
packOffsetY: spriteSourceSize.y,
atlas: loadedImage,
w: sourceSize.w,
h: sourceSize.h,
});
sprite.linksByResolution[scale] = link;
}
}
/**
* Makes the canvas which shows the question mark, shown when a sprite was not found
*/
makeSpriteNotFoundCanvas() {
const dims = 128;
const [canvas, context] = makeOffscreenBuffer(dims, dims, {
smooth: false,
label: "not-found-sprite",
});
context.fillStyle = "#f77";
context.fillRect(0, 0, dims, dims);
context.textAlign = "center";
context.textBaseline = "middle";
context.fillStyle = "#eee";
context.font = "25px Arial";
context.fillText("???", dims / 2, dims / 2);
// TODO: Not sure why this is set here
// @ts-ignore
canvas.src = "not-found";
const sprite = new AtlasSprite("not-found");
["0.1", "0.25", "0.5", "0.75", "1"].forEach(resolution => {
sprite.linksByResolution[resolution] = new SpriteAtlasLink({
packedX: 0,
packedY: 0,
w: dims,
h: dims,
packOffsetX: 0,
packOffsetY: 0,
packedW: dims,
packedH: dims,
atlas: canvas,
});
});
this.spriteNotFoundSprite = sprite;
}
}
export const Loader = new LoaderImpl();
import { makeOffscreenBuffer } from "./buffer_utils";
import { AtlasSprite, BaseSprite, RegularSprite, SpriteAtlasLink } from "./sprites";
import { cachebust } from "./cachebust";
import { createLogger } from "./logging";
/**
* @typedef {import("../application").Application} Application
* @typedef {import("./atlas_definitions").AtlasDefinition} AtlasDefinition;
*/
const logger = createLogger("loader");
const missingSpriteIds = {};
class LoaderImpl {
constructor() {
this.app = null;
/** @type {Map<string, BaseSprite>} */
this.sprites = new Map();
this.rawImages = [];
}
/**
* @param {Application} app
*/
linkAppAfterBoot(app) {
this.app = app;
this.makeSpriteNotFoundCanvas();
}
/**
* Fetches a given sprite from the cache
* @param {string} key
* @returns {BaseSprite}
*/
getSpriteInternal(key) {
const sprite = this.sprites.get(key);
if (!sprite) {
if (!missingSpriteIds[key]) {
// Only show error once
missingSpriteIds[key] = true;
logger.error("Sprite '" + key + "' not found!");
}
return this.spriteNotFoundSprite;
}
return sprite;
}
/**
* Returns an atlas sprite from the cache
* @param {string} key
* @returns {AtlasSprite}
*/
getSprite(key) {
const sprite = this.getSpriteInternal(key);
assert(sprite instanceof AtlasSprite || sprite === this.spriteNotFoundSprite, "Not an atlas sprite");
return /** @type {AtlasSprite} */ (sprite);
}
/**
* Returns a regular sprite from the cache
* @param {string} key
* @returns {RegularSprite}
*/
getRegularSprite(key) {
const sprite = this.getSpriteInternal(key);
assert(
sprite instanceof RegularSprite || sprite === this.spriteNotFoundSprite,
"Not a regular sprite"
);
return /** @type {RegularSprite} */ (sprite);
}
/**
*
* @param {string} key
* @returns {Promise<HTMLImageElement|null>}
*/
internalPreloadImage(key) {
const url = cachebust("res/" + key);
const image = new Image();
let triesSoFar = 0;
return Promise.race([
new Promise((resolve, reject) => {
setTimeout(reject, G_IS_DEV ? 500 : 10000);
}),
new Promise(resolve => {
image.onload = () => {
image.onerror = null;
image.onload = null;
if (typeof image.decode === "function") {
// SAFARI: Image.decode() fails on safari with svgs -> we dont want to fail
// on that
// FIREFOX: Decode never returns if the image is in cache, so call it in background
image.decode().then(
() => null,
() => null
);
}
resolve(image);
};
image.onerror = reason => {
logger.warn("Failed to load '" + url + "':", reason);
if (++triesSoFar < 4) {
logger.log("Retrying to load image from", url);
image.src = url + "?try=" + triesSoFar;
} else {
logger.warn("Failed to load", url, "after", triesSoFar, "tries with reason", reason);
image.onerror = null;
image.onload = null;
resolve(null);
}
};
image.src = url;
}),
]);
}
/**
* Preloads a sprite
* @param {string} key
* @returns {Promise<void>}
*/
preloadCSSSprite(key) {
return this.internalPreloadImage(key).then(image => {
if (key.indexOf("game_misc") >= 0) {
// Allow access to regular sprites
this.sprites.set(key, new RegularSprite(image, image.width, image.height));
}
this.rawImages.push(image);
});
}
/**
* Preloads an atlas
* @param {AtlasDefinition} atlas
* @returns {Promise<void>}
*/
preloadAtlas(atlas) {
return this.internalPreloadImage(atlas.getFullSourcePath()).then(image => {
// @ts-ignore
image.label = atlas.sourceFileName;
return this.internalParseAtlas(atlas, image);
});
}
/**
*
* @param {AtlasDefinition} atlas
* @param {HTMLImageElement} loadedImage
*/
internalParseAtlas({ meta: { scale }, sourceData }, loadedImage) {
this.rawImages.push(loadedImage);
for (const spriteName in sourceData) {
const { frame, sourceSize, spriteSourceSize } = sourceData[spriteName];
let sprite = /** @type {AtlasSprite} */ (this.sprites.get(spriteName));
if (!sprite) {
sprite = new AtlasSprite(spriteName);
this.sprites.set(spriteName, sprite);
}
const link = new SpriteAtlasLink({
packedX: frame.x,
packedY: frame.y,
packedW: frame.w,
packedH: frame.h,
packOffsetX: spriteSourceSize.x,
packOffsetY: spriteSourceSize.y,
atlas: loadedImage,
w: sourceSize.w,
h: sourceSize.h,
});
sprite.linksByResolution[scale] = link;
}
}
/**
* Makes the canvas which shows the question mark, shown when a sprite was not found
*/
makeSpriteNotFoundCanvas() {
const dims = 128;
const [canvas, context] = makeOffscreenBuffer(dims, dims, {
smooth: false,
label: "not-found-sprite",
});
context.fillStyle = "#f77";
context.fillRect(0, 0, dims, dims);
context.textAlign = "center";
context.textBaseline = "middle";
context.fillStyle = "#eee";
context.font = "25px Arial";
context.fillText("???", dims / 2, dims / 2);
// TODO: Not sure why this is set here
// @ts-ignore
canvas.src = "not-found";
const sprite = new AtlasSprite("not-found");
["0.1", "0.25", "0.5", "0.75", "1"].forEach(resolution => {
sprite.linksByResolution[resolution] = new SpriteAtlasLink({
packedX: 0,
packedY: 0,
w: dims,
h: dims,
packOffsetX: 0,
packOffsetY: 0,
packedW: dims,
packedH: dims,
atlas: canvas,
});
});
this.spriteNotFoundSprite = sprite;
}
}
export const Loader = new LoaderImpl();

View File

@ -30,10 +30,10 @@ export class Dialog {
* @param {string} param0.title Title of the dialog
* @param {string} param0.contentHTML Inner dialog html
* @param {Array<string>} param0.buttons
* Button list, each button contains of up to 3 parts seperated by ':'.
* Button list, each button contains of up to 3 parts separated by ':'.
* Part 0: The id, one of the one defined in dialog_buttons.yaml
* Part 1: The style, either good, bad or misc
* Part 2 (optional): Additional parameters seperated by '/', available are:
* Part 2 (optional): Additional parameters separated by '/', available are:
* timeout: This button is only available after some waiting time
* kb_enter: This button is triggered by the enter key
* kb_escape This button is triggered by the escape key

View File

@ -224,7 +224,7 @@ export class ReadWriteProxy {
return rawData;
})
// Parse JSON, this could throw but thats fine
// Parse JSON, this could throw but that's fine
.then(res => {
try {
return JSON.parse(res);

View File

@ -5,6 +5,8 @@ import { round3Digits } from "./utils";
export const ORIGINAL_SPRITE_SCALE = "0.75";
export const FULL_CLIP_RECT = new Rectangle(0, 0, 1, 1);
const EXTRUDE = 0.1;
export class BaseSprite {
/**
* Returns the raw handle
@ -206,15 +208,15 @@ export class AtlasSprite extends BaseSprite {
srcX,
srcY,
// atlas src siize
// atlas src size
srcW,
srcH,
// dest pos and size
destX,
destY,
destW,
destH
destX - EXTRUDE,
destY - EXTRUDE,
destW + 2 * EXTRUDE,
destH + 2 * EXTRUDE
);
}
@ -267,10 +269,10 @@ export class AtlasSprite extends BaseSprite {
srcH,
// dest pos and size
destX,
destY,
destW,
destH
destX - EXTRUDE,
destY - EXTRUDE,
destW + 2 * EXTRUDE,
destH + 2 * EXTRUDE
);
}

View File

@ -40,9 +40,9 @@ export class StaleAreaDetector {
* Makes this detector recompute the area of an entity whenever
* it changes in any way
* @param {Array<typeof Component>} components
* @param {number} tilesAround
* @param {number} tilesAround How many tiles arround to expand the area
*/
recomputeOnComponentsChanged(components, tilesAround = 1) {
recomputeOnComponentsChanged(components, tilesAround) {
const componentIds = components.map(component => component.getId());
/**
@ -50,6 +50,10 @@ export class StaleAreaDetector {
* @param {Entity} entity
*/
const checker = entity => {
if (!this.root.gameInitialized) {
return;
}
// Check for all components
for (let i = 0; i < componentIds.length; ++i) {
if (entity.components[componentIds[i]]) {

View File

@ -2,7 +2,7 @@ import { globalConfig } from "../core/config";
import { DrawParameters } from "../core/draw_parameters";
import { createLogger } from "../core/logging";
import { Rectangle } from "../core/rectangle";
import { epsilonCompare, round4Digits, clamp } from "../core/utils";
import { clamp, epsilonCompare, round4Digits } from "../core/utils";
import { enumDirection, enumDirectionToVector, enumInvertedDirections, Vector } from "../core/vector";
import { BasicSerializableObject, types } from "../savegame/serialization";
import { BaseItem } from "./base_item";
@ -1069,12 +1069,14 @@ export class BeltPath extends BasicSerializableObject {
// Trigger animation on the acceptor comp
const targetAcceptorComp = this.acceptorTarget.entity.components.ItemAcceptor;
if (targetAcceptorComp) {
targetAcceptorComp.onItemAccepted(
this.acceptorTarget.slot,
this.acceptorTarget.direction,
item,
remainingProgress
);
if (!this.root.app.settings.getAllSettings().simplifiedBelts) {
targetAcceptorComp.onItemAccepted(
this.acceptorTarget.slot,
this.acceptorTarget.direction,
item,
remainingProgress
);
}
}
return true;
@ -1091,7 +1093,7 @@ export class BeltPath extends BasicSerializableObject {
computePositionFromProgress(progress) {
let currentLength = 0;
// floating point issuses ..
// floating point issues ..
assert(progress <= this.totalLength + 0.02, "Progress too big: " + progress);
for (let i = 0; i < this.entityPath.length; ++i) {
@ -1179,6 +1181,35 @@ export class BeltPath extends BasicSerializableObject {
parameters.context.fillRect(firstItemIndicator.x - 3, firstItemIndicator.y - 1, 6, 2);
}
/**
* Checks if this belt path should render simplified
*/
checkIsPotatoMode() {
// POTATO Mode: Only show items when belt is hovered
if (!this.root.app.settings.getAllSettings().simplifiedBelts) {
return false;
}
const mousePos = this.root.app.mousePosition;
if (!mousePos) {
// Mouse not registered
return true;
}
const tile = this.root.camera.screenToWorld(mousePos).toTileSpace();
const contents = this.root.map.getLayerContentXY(tile.x, tile.y, "regular");
if (!contents || !contents.components.Belt) {
// Nothing below
return true;
}
if (contents.components.Belt.assignedPath !== this) {
// Not this path
return true;
}
return false;
}
/**
* Draws the path
* @param {DrawParameters} parameters
@ -1193,6 +1224,30 @@ export class BeltPath extends BasicSerializableObject {
return;
}
if (this.checkIsPotatoMode()) {
const firstItem = this.items[0];
if (this.entityPath.length > 1 && firstItem) {
const medianBeltIndex = clamp(
Math.round(this.entityPath.length / 2 - 1),
0,
this.entityPath.length - 1
);
const medianBelt = this.entityPath[medianBeltIndex];
const beltComp = medianBelt.components.Belt;
const staticComp = medianBelt.components.StaticMapEntity;
const centerPosLocal = beltComp.transformBeltToLocalSpace(
this.entityPath.length % 2 === 0 ? beltComp.getEffectiveLengthTiles() : 0.5
);
const centerPos = staticComp.localTileToWorld(centerPosLocal).toWorldSpaceCenterOfTile();
parameters.context.globalAlpha = 0.5;
firstItem[_item].drawItemCenteredClipped(centerPos.x, centerPos.y, parameters);
parameters.context.globalAlpha = 1;
}
return;
}
let currentItemPos = this.spacingToFirstItem;
let currentItemIndex = 0;
@ -1206,7 +1261,7 @@ export class BeltPath extends BasicSerializableObject {
// Check if the current items are on the belt
while (trackPos + beltLength >= currentItemPos - 1e-5) {
// Its on the belt, render it now
// It's on the belt, render it now
const staticComp = entity.components.StaticMapEntity;
assert(
currentItemPos - trackPos >= 0,

View File

@ -25,16 +25,27 @@ export const gBuildingVariants = {
// Set later
};
/**
* Mapping from 'metaBuildingId/variant/rotationVariant' to building code
* @type {Map<string, string>}
*/
const variantsCache = new Map();
/**
* Registers a new variant
* @param {number | string} id
* @param {number | string} code
* @param {typeof MetaBuilding} meta
* @param {typeof MetaBuildingVariant} variant
* @param {number} rotationVariant
*/
export function registerBuildingVariant(id, meta, variant, rotationVariant = 0) {
assert(!gBuildingVariants[id], "Duplicate id: " + id);
gBuildingVariants[id.toString()] = {
export function registerBuildingVariant(
code,
meta,
variant,
rotationVariant = 0
) {
assert(!gBuildingVariants[code], "Duplicate id: " + code);
gBuildingVariants[code.toString()] = {
metaClass: meta,
variant,
rotationVariant,
@ -53,31 +64,29 @@ export function getBuildingDataFromCode(code) {
return gBuildingVariants[code];
}
/**
* Builds the cache for the codes
*/
export function buildBuildingCodeCache() {
for (const code in gBuildingVariants) {
const data = gBuildingVariants[code];
const hash = data.metaInstance.getId() + "/" + data.variant + "/" + data.rotationVariant;
variantsCache.set(hash, +code);
}
}
/**
* Finds the code for a given variant
* @param {MetaBuilding} metaBuilding
* @param {typeof MetaBuildingVariant} variant
* @param {number} rotationVariant
* @returns {string}
*/
export function getCodeFromBuildingData(metaBuilding, variant, rotationVariant) {
for (const key in gBuildingVariants) {
const data = gBuildingVariants[key];
if (
data.metaInstance.getId() === metaBuilding.getId() &&
data.variant === variant &&
data.rotationVariant === rotationVariant
) {
return key;
}
const hash = metaBuilding.getId() + "/" + variant.getId() + "/" + rotationVariant;
const result = variantsCache.get(hash);
if (G_IS_DEV) {
assertAlways(!!result, "Building not found by data: " + hash);
}
assertAlways(
false,
"Building not found by data: " +
metaBuilding.getId() +
" / " +
variant.getId() +
" / " +
rotationVariant
);
return "0";
return result;
}

File diff suppressed because it is too large Load Diff

View File

@ -2,7 +2,12 @@
import { Application } from "../application";
/* typehints:end */
import { BufferMaintainer } from "../core/buffer_maintainer";
import { disableImageSmoothing, enableImageSmoothing, registerCanvas } from "../core/buffer_utils";
import {
disableImageSmoothing,
enableImageSmoothing,
getBufferStats,
registerCanvas,
} from "../core/buffer_utils";
import { globalConfig } from "../core/config";
import { getDeviceDPI, resizeHighDPICanvas } from "../core/dpi_manager";
import { DrawParameters } from "../core/draw_parameters";
@ -220,9 +225,6 @@ export class GameCore {
lastContext.clearRect(0, 0, lastCanvas.width, lastCanvas.height);
}
// globalConfig.smoothing.smoothMainCanvas = getDeviceDPI() < 1.5;
// globalConfig.smoothing.smoothMainCanvas = true;
canvas.classList.toggle("smoothed", globalConfig.smoothing.smoothMainCanvas);
// Oof, use :not() instead
@ -375,9 +377,9 @@ export class GameCore {
(zoomLevel / globalConfig.assetsDpi) * getDeviceDPI() * globalConfig.assetsSharpness;
let desiredAtlasScale = "0.25";
if (effectiveZoomLevel > 0.8 && !lowQuality) {
if (effectiveZoomLevel > 0.5 && !lowQuality) {
desiredAtlasScale = ORIGINAL_SPRITE_SCALE;
} else if (effectiveZoomLevel > 0.4 && !lowQuality) {
} else if (effectiveZoomLevel > 0.35 && !lowQuality) {
desiredAtlasScale = "0.5";
}
@ -501,18 +503,37 @@ export class GameCore {
);
const stats = this.root.buffers.getStats();
context.fillText(
"Buffers: " +
"Maintained Buffers: " +
stats.rootKeys +
" root keys, " +
" root keys / " +
stats.subKeys +
" sub keys / buffers / VRAM: " +
" buffers / VRAM: " +
round2Digits(stats.vramBytes / (1024 * 1024)) +
" MB",
20,
620
);
const internalStats = getBufferStats();
context.fillText(
"Total Buffers: " +
internalStats.bufferCount +
" buffers / " +
internalStats.backlogSize +
" backlog / " +
internalStats.backlogKeys +
" keys in backlog / VRAM " +
round2Digits(internalStats.vramUsage / (1024 * 1024)) +
" MB / Backlog " +
round2Digits(internalStats.backlogVramUsage / (1024 * 1024)) +
" MB / Created " +
internalStats.numCreated +
" / Reused " +
internalStats.numReused,
20,
640
);
}
if (G_IS_DEV && globalConfig.debug.testClipping) {

View File

@ -1,229 +1,221 @@
/* typehints:start */
import { DrawParameters } from "../core/draw_parameters";
import { Component } from "./component";
/* typehints:end */
import { GameRoot } from "./root";
import { globalConfig } from "../core/config";
import { enumDirectionToVector, enumDirectionToAngle } from "../core/vector";
import { BasicSerializableObject, types } from "../savegame/serialization";
import { EntityComponentStorage } from "./entity_components";
import { Loader } from "../core/loader";
import { drawRotatedSprite } from "../core/draw_utils";
import { gComponentRegistry } from "../core/global_registries";
export class Entity extends BasicSerializableObject {
/**
* @param {GameRoot} root
*/
constructor(root) {
super();
/**
* Handle to the global game root
*/
this.root = root;
/**
* The components of the entity
*/
this.components = new EntityComponentStorage();
/**
* Whether this entity was registered on the @see EntityManager so far
*/
this.registered = false;
/**
* On which layer this entity is
* @type {Layer}
*/
this.layer = "regular";
/**
* Internal entity unique id, set by the @see EntityManager
*/
this.uid = 0;
/* typehints:start */
/**
* Stores if this entity is destroyed, set by the @see EntityManager
* @type {boolean} */
this.destroyed;
/**
* Stores if this entity is queued to get destroyed in the next tick
* of the @see EntityManager
* @type {boolean} */
this.queuedForDestroy;
/**
* Stores the reason why this entity was destroyed
* @type {string} */
this.destroyReason;
/* typehints:end */
}
static getId() {
return "Entity";
}
/**
* @see BasicSerializableObject.getSchema
* @returns {import("../savegame/serialization").Schema}
*/
static getSchema() {
return {
uid: types.uint,
components: types.keyValueMap(types.objData(gComponentRegistry), false),
};
}
/**
* Returns a clone of this entity without contents
*/
duplicateWithoutContents() {
const clone = new Entity(this.root);
for (const key in this.components) {
clone.components[key] = this.components[key].duplicateWithoutContents();
}
clone.layer = this.layer;
return clone;
}
/**
* Internal destroy callback
*/
internalDestroyCallback() {
assert(!this.destroyed, "Can not destroy entity twice");
this.destroyed = true;
}
/**
* Adds a new component, only possible until the entity is registered on the entity manager,
* after that use @see EntityManager.addDynamicComponent
* @param {Component} componentInstance
* @param {boolean} force Used by the entity manager. Internal parameter, do not change
*/
addComponent(componentInstance, force = false) {
if (!force && this.registered) {
this.root.entityMgr.attachDynamicComponent(this, componentInstance);
return;
}
assert(force || !this.registered, "Entity already registered, use EntityManager.addDynamicComponent");
const id = /** @type {typeof Component} */ (componentInstance.constructor).getId();
assert(!this.components[id], "Component already present");
this.components[id] = componentInstance;
}
/**
* Removes a given component, only possible until the entity is registered on the entity manager,
* after that use @see EntityManager.removeDynamicComponent
* @param {typeof Component} componentClass
* @param {boolean} force
*/
removeComponent(componentClass, force = false) {
if (!force && this.registered) {
this.root.entityMgr.removeDynamicComponent(this, componentClass);
return;
}
assert(
force || !this.registered,
"Entity already registered, use EntityManager.removeDynamicComponent"
);
const id = componentClass.getId();
assert(this.components[id], "Component does not exist on entity");
delete this.components[id];
}
/**
* Draws the entity, to override use @see Entity.drawImpl
* @param {DrawParameters} parameters
*/
drawDebugOverlays(parameters) {
const context = parameters.context;
const staticComp = this.components.StaticMapEntity;
if (G_IS_DEV && staticComp && globalConfig.debug.showEntityBounds) {
if (staticComp) {
const transformed = staticComp.getTileSpaceBounds();
context.strokeStyle = "rgba(255, 0, 0, 0.5)";
context.lineWidth = 2;
// const boundsSize = 20;
context.beginPath();
context.rect(
transformed.x * globalConfig.tileSize,
transformed.y * globalConfig.tileSize,
transformed.w * globalConfig.tileSize,
transformed.h * globalConfig.tileSize
);
context.stroke();
}
}
if (G_IS_DEV && staticComp && globalConfig.debug.showAcceptorEjectors) {
const ejectorComp = this.components.ItemEjector;
if (ejectorComp) {
const ejectorSprite = Loader.getSprite("sprites/debug/ejector_slot.png");
for (let i = 0; i < ejectorComp.slots.length; ++i) {
const slot = ejectorComp.slots[i];
const slotTile = staticComp.localTileToWorld(slot.pos);
const direction = staticComp.localDirectionToWorld(slot.direction);
const directionVector = enumDirectionToVector[direction];
const angle = Math.radians(enumDirectionToAngle[direction]);
context.globalAlpha = slot.item ? 1 : 0.2;
drawRotatedSprite({
parameters,
sprite: ejectorSprite,
x: (slotTile.x + 0.5 + directionVector.x * 0.37) * globalConfig.tileSize,
y: (slotTile.y + 0.5 + directionVector.y * 0.37) * globalConfig.tileSize,
angle,
size: globalConfig.tileSize * 0.25,
});
}
}
const acceptorComp = this.components.ItemAcceptor;
if (acceptorComp) {
const acceptorSprite = Loader.getSprite("sprites/misc/acceptor_slot.png");
for (let i = 0; i < acceptorComp.slots.length; ++i) {
const slot = acceptorComp.slots[i];
const slotTile = staticComp.localTileToWorld(slot.pos);
for (let k = 0; k < slot.directions.length; ++k) {
const direction = staticComp.localDirectionToWorld(slot.directions[k]);
const directionVector = enumDirectionToVector[direction];
const angle = Math.radians(enumDirectionToAngle[direction] + 180);
context.globalAlpha = 0.4;
drawRotatedSprite({
parameters,
sprite: acceptorSprite,
x: (slotTile.x + 0.5 + directionVector.x * 0.37) * globalConfig.tileSize,
y: (slotTile.y + 0.5 + directionVector.y * 0.37) * globalConfig.tileSize,
angle,
size: globalConfig.tileSize * 0.25,
});
}
}
}
context.globalAlpha = 1;
}
// this.drawImpl(parameters);
}
///// Helper interfaces
///// Interface to override by subclasses
/**
* override, should draw the entity
* @param {DrawParameters} parameters
*/
drawImpl(parameters) {
abstract;
}
}
/* typehints:start */
import { DrawParameters } from "../core/draw_parameters";
import { Component } from "./component";
/* typehints:end */
import { GameRoot } from "./root";
import { globalConfig } from "../core/config";
import { enumDirectionToVector, enumDirectionToAngle } from "../core/vector";
import { BasicSerializableObject, types } from "../savegame/serialization";
import { EntityComponentStorage } from "./entity_components";
import { Loader } from "../core/loader";
import { drawRotatedSprite } from "../core/draw_utils";
import { gComponentRegistry } from "../core/global_registries";
export class Entity extends BasicSerializableObject {
/**
* @param {GameRoot} root
*/
constructor(root) {
super();
/**
* Handle to the global game root
*/
this.root = root;
/**
* The components of the entity
*/
this.components = new EntityComponentStorage();
/**
* Whether this entity was registered on the @see EntityManager so far
*/
this.registered = false;
/**
* On which layer this entity is
* @type {Layer}
*/
this.layer = "regular";
/**
* Internal entity unique id, set by the @see EntityManager
*/
this.uid = 0;
/* typehints:start */
/**
* Stores if this entity is destroyed, set by the @see EntityManager
* @type {boolean} */
this.destroyed;
/**
* Stores if this entity is queued to get destroyed in the next tick
* of the @see EntityManager
* @type {boolean} */
this.queuedForDestroy;
/**
* Stores the reason why this entity was destroyed
* @type {string} */
this.destroyReason;
/* typehints:end */
}
static getId() {
return "Entity";
}
/**
* @see BasicSerializableObject.getSchema
* @returns {import("../savegame/serialization").Schema}
*/
static getSchema() {
return {
uid: types.uint,
components: types.keyValueMap(types.objData(gComponentRegistry), false),
};
}
/**
* Returns a clone of this entity without contents
*/
duplicateWithoutContents() {
const clone = new Entity(this.root);
for (const key in this.components) {
clone.components[key] = this.components[key].duplicateWithoutContents();
}
clone.layer = this.layer;
return clone;
}
/**
* Adds a new component, only possible until the entity is registered on the entity manager,
* after that use @see EntityManager.addDynamicComponent
* @param {Component} componentInstance
* @param {boolean} force Used by the entity manager. Internal parameter, do not change
*/
addComponent(componentInstance, force = false) {
if (!force && this.registered) {
this.root.entityMgr.attachDynamicComponent(this, componentInstance);
return;
}
assert(force || !this.registered, "Entity already registered, use EntityManager.addDynamicComponent");
const id = /** @type {typeof Component} */ (componentInstance.constructor).getId();
assert(!this.components[id], "Component already present");
this.components[id] = componentInstance;
}
/**
* Removes a given component, only possible until the entity is registered on the entity manager,
* after that use @see EntityManager.removeDynamicComponent
* @param {typeof Component} componentClass
* @param {boolean} force
*/
removeComponent(componentClass, force = false) {
if (!force && this.registered) {
this.root.entityMgr.removeDynamicComponent(this, componentClass);
return;
}
assert(
force || !this.registered,
"Entity already registered, use EntityManager.removeDynamicComponent"
);
const id = componentClass.getId();
assert(this.components[id], "Component does not exist on entity");
delete this.components[id];
}
/**
* Draws the entity, to override use @see Entity.drawImpl
* @param {DrawParameters} parameters
*/
drawDebugOverlays(parameters) {
const context = parameters.context;
const staticComp = this.components.StaticMapEntity;
if (G_IS_DEV && staticComp && globalConfig.debug.showEntityBounds) {
if (staticComp) {
const transformed = staticComp.getTileSpaceBounds();
context.strokeStyle = "rgba(255, 0, 0, 0.5)";
context.lineWidth = 2;
// const boundsSize = 20;
context.beginPath();
context.rect(
transformed.x * globalConfig.tileSize,
transformed.y * globalConfig.tileSize,
transformed.w * globalConfig.tileSize,
transformed.h * globalConfig.tileSize
);
context.stroke();
}
}
if (G_IS_DEV && staticComp && globalConfig.debug.showAcceptorEjectors) {
const ejectorComp = this.components.ItemEjector;
if (ejectorComp) {
const ejectorSprite = Loader.getSprite("sprites/debug/ejector_slot.png");
for (let i = 0; i < ejectorComp.slots.length; ++i) {
const slot = ejectorComp.slots[i];
const slotTile = staticComp.localTileToWorld(slot.pos);
const direction = staticComp.localDirectionToWorld(slot.direction);
const directionVector = enumDirectionToVector[direction];
const angle = Math.radians(enumDirectionToAngle[direction]);
context.globalAlpha = slot.item ? 1 : 0.2;
drawRotatedSprite({
parameters,
sprite: ejectorSprite,
x: (slotTile.x + 0.5 + directionVector.x * 0.37) * globalConfig.tileSize,
y: (slotTile.y + 0.5 + directionVector.y * 0.37) * globalConfig.tileSize,
angle,
size: globalConfig.tileSize * 0.25,
});
}
}
const acceptorComp = this.components.ItemAcceptor;
if (acceptorComp) {
const acceptorSprite = Loader.getSprite("sprites/misc/acceptor_slot.png");
for (let i = 0; i < acceptorComp.slots.length; ++i) {
const slot = acceptorComp.slots[i];
const slotTile = staticComp.localTileToWorld(slot.pos);
for (let k = 0; k < slot.directions.length; ++k) {
const direction = staticComp.localDirectionToWorld(slot.directions[k]);
const directionVector = enumDirectionToVector[direction];
const angle = Math.radians(enumDirectionToAngle[direction] + 180);
context.globalAlpha = 0.4;
drawRotatedSprite({
parameters,
sprite: acceptorSprite,
x: (slotTile.x + 0.5 + directionVector.x * 0.37) * globalConfig.tileSize,
y: (slotTile.y + 0.5 + directionVector.y * 0.37) * globalConfig.tileSize,
angle,
size: globalConfig.tileSize * 0.25,
});
}
}
}
context.globalAlpha = 1;
}
// this.drawImpl(parameters);
}
///// Helper interfaces
///// Interface to override by subclasses
/**
* override, should draw the entity
* @param {DrawParameters} parameters
*/
drawImpl(parameters) {
abstract;
}
}

View File

@ -1,252 +1,258 @@
import { arrayDeleteValue, newEmptyMap, fastArrayDeleteValue } from "../core/utils";
import { Component } from "./component";
import { GameRoot } from "./root";
import { Entity } from "./entity";
import { BasicSerializableObject, types } from "../savegame/serialization";
import { createLogger } from "../core/logging";
const logger = createLogger("entity_manager");
// Manages all entities
// NOTICE: We use arrayDeleteValue instead of fastArrayDeleteValue since that does not preserve the order
// This is slower but we need it for the street path generation
export class EntityManager extends BasicSerializableObject {
constructor(root) {
super();
/** @type {GameRoot} */
this.root = root;
/** @type {Array<Entity>} */
this.entities = [];
// We store a seperate list with entities to destroy, since we don't destroy
// them instantly
/** @type {Array<Entity>} */
this.destroyList = [];
// Store a map from componentid to entities - This is used by the game system
// for faster processing
/** @type {Object.<string, Array<Entity>>} */
this.componentToEntity = newEmptyMap();
// Store the next uid to use
this.nextUid = 10000;
}
static getId() {
return "EntityManager";
}
static getSchema() {
return {
nextUid: types.uint,
};
}
getStatsText() {
return this.entities.length + " entities [" + this.destroyList.length + " to kill]";
}
// Main update
update() {
this.processDestroyList();
}
/**
* Registers a new entity
* @param {Entity} entity
* @param {number=} uid Optional predefined uid
*/
registerEntity(entity, uid = null) {
assert(this.entities.indexOf(entity) < 0, `RegisterEntity() called twice for entity ${entity}`);
assert(!entity.destroyed, `Attempting to register destroyed entity ${entity}`);
if (G_IS_DEV && uid !== null) {
assert(!this.findByUid(uid, false), "Entity uid already taken: " + uid);
}
if (uid !== null) {
assert(uid >= 0 && uid < Number.MAX_SAFE_INTEGER, "Invalid uid passed: " + uid);
}
this.entities.push(entity);
// Register into the componentToEntity map
for (const componentId in entity.components) {
if (entity.components[componentId]) {
if (this.componentToEntity[componentId]) {
this.componentToEntity[componentId].push(entity);
} else {
this.componentToEntity[componentId] = [entity];
}
}
}
// Give each entity a unique id
entity.uid = uid ? uid : this.generateUid();
entity.registered = true;
this.root.signals.entityAdded.dispatch(entity);
}
/**
* Sorts all entitiy lists after a resync
*/
sortEntityLists() {
this.entities.sort((a, b) => a.uid - b.uid);
this.destroyList.sort((a, b) => a.uid - b.uid);
for (const key in this.componentToEntity) {
this.componentToEntity[key].sort((a, b) => a.uid - b.uid);
}
}
/**
* Generates a new uid
* @returns {number}
*/
generateUid() {
return this.nextUid++;
}
/**
* Call to attach a new component after the creation of the entity
* @param {Entity} entity
* @param {Component} component
*/
attachDynamicComponent(entity, component) {
entity.addComponent(component, true);
const componentId = /** @type {typeof Component} */ (component.constructor).getId();
if (this.componentToEntity[componentId]) {
this.componentToEntity[componentId].push(entity);
} else {
this.componentToEntity[componentId] = [entity];
}
this.root.signals.entityGotNewComponent.dispatch(entity);
}
/**
* Call to remove a component after the creation of the entity
* @param {Entity} entity
* @param {typeof Component} component
*/
removeDynamicComponent(entity, component) {
entity.removeComponent(component, true);
const componentId = /** @type {typeof Component} */ (component.constructor).getId();
fastArrayDeleteValue(this.componentToEntity[componentId], entity);
this.root.signals.entityComponentRemoved.dispatch(entity);
}
/**
* Finds an entity buy its uid, kinda slow since it loops over all entities
* @param {number} uid
* @param {boolean=} errorWhenNotFound
* @returns {Entity}
*/
findByUid(uid, errorWhenNotFound = true) {
const arr = this.entities;
for (let i = 0, len = arr.length; i < len; ++i) {
const entity = arr[i];
if (entity.uid === uid) {
if (entity.queuedForDestroy || entity.destroyed) {
if (errorWhenNotFound) {
logger.warn("Entity with UID", uid, "not found (destroyed)");
}
return null;
}
return entity;
}
}
if (errorWhenNotFound) {
logger.warn("Entity with UID", uid, "not found");
}
return null;
}
/**
* Returns all entities having the given component
* @param {typeof Component} componentHandle
* @returns {Array<Entity>} entities
*/
getAllWithComponent(componentHandle) {
return this.componentToEntity[componentHandle.getId()] || [];
}
/**
* Return all of a given class. This is SLOW!
* @param {object} entityClass
* @returns {Array<Entity>} entities
*/
getAllOfClass(entityClass) {
// FIXME: Slow
const result = [];
for (let i = 0; i < this.entities.length; ++i) {
const entity = this.entities[i];
if (entity instanceof entityClass) {
result.push(entity);
}
}
return result;
}
/**
* Unregisters all components of an entity from the component to entity mapping
* @param {Entity} entity
*/
unregisterEntityComponents(entity) {
for (const componentId in entity.components) {
if (entity.components[componentId]) {
arrayDeleteValue(this.componentToEntity[componentId], entity);
}
}
}
// Processes the entities to destroy and actually destroys them
/* eslint-disable max-statements */
processDestroyList() {
for (let i = 0; i < this.destroyList.length; ++i) {
const entity = this.destroyList[i];
// Remove from entities list
arrayDeleteValue(this.entities, entity);
// Remove from componentToEntity list
this.unregisterEntityComponents(entity);
entity.registered = false;
entity.internalDestroyCallback();
this.root.signals.entityDestroyed.dispatch(entity);
}
this.destroyList = [];
}
/**
* Queues an entity for destruction
* @param {Entity} entity
*/
destroyEntity(entity) {
if (entity.destroyed) {
logger.error("Tried to destroy already destroyed entity:", entity.uid);
return;
}
if (entity.queuedForDestroy) {
logger.error("Trying to destroy entity which is already queued for destroy!", entity.uid);
return;
}
if (this.destroyList.indexOf(entity) < 0) {
this.destroyList.push(entity);
entity.queuedForDestroy = true;
this.root.signals.entityQueuedForDestroy.dispatch(entity);
} else {
assert(false, "Trying to destroy entity twice");
}
}
}
import { arrayDeleteValue, newEmptyMap, fastArrayDeleteValue } from "../core/utils";
import { Component } from "./component";
import { GameRoot } from "./root";
import { Entity } from "./entity";
import { BasicSerializableObject, types } from "../savegame/serialization";
import { createLogger } from "../core/logging";
import { globalConfig } from "../core/config";
const logger = createLogger("entity_manager");
// Manages all entities
// NOTICE: We use arrayDeleteValue instead of fastArrayDeleteValue since that does not preserve the order
// This is slower but we need it for the street path generation
export class EntityManager extends BasicSerializableObject {
constructor(root) {
super();
/** @type {GameRoot} */
this.root = root;
/** @type {Array<Entity>} */
this.entities = [];
// We store a separate list with entities to destroy, since we don't destroy
// them instantly
/** @type {Array<Entity>} */
this.destroyList = [];
// Store a map from componentid to entities - This is used by the game system
// for faster processing
/** @type {Object.<string, Array<Entity>>} */
this.componentToEntity = newEmptyMap();
// Store the next uid to use
this.nextUid = 10000;
}
static getId() {
return "EntityManager";
}
static getSchema() {
return {
nextUid: types.uint,
};
}
getStatsText() {
return this.entities.length + " entities [" + this.destroyList.length + " to kill]";
}
// Main update
update() {
this.processDestroyList();
}
/**
* Registers a new entity
* @param {Entity} entity
* @param {number=} uid Optional predefined uid
*/
registerEntity(entity, uid = null) {
if (G_IS_DEV && !globalConfig.debug.disableSlowAsserts) {
assert(this.entities.indexOf(entity) < 0, `RegisterEntity() called twice for entity ${entity}`);
}
assert(!entity.destroyed, `Attempting to register destroyed entity ${entity}`);
if (G_IS_DEV && !globalConfig.debug.disableSlowAsserts && uid !== null) {
assert(!this.findByUid(uid, false), "Entity uid already taken: " + uid);
assert(uid >= 0 && uid < Number.MAX_SAFE_INTEGER, "Invalid uid passed: " + uid);
}
this.entities.push(entity);
// Register into the componentToEntity map
for (const componentId in entity.components) {
if (entity.components[componentId]) {
if (this.componentToEntity[componentId]) {
this.componentToEntity[componentId].push(entity);
} else {
this.componentToEntity[componentId] = [entity];
}
}
}
// Give each entity a unique id
entity.uid = uid ? uid : this.generateUid();
entity.registered = true;
this.root.signals.entityAdded.dispatch(entity);
}
/**
* Generates a new uid
* @returns {number}
*/
generateUid() {
return this.nextUid++;
}
/**
* Call to attach a new component after the creation of the entity
* @param {Entity} entity
* @param {Component} component
*/
attachDynamicComponent(entity, component) {
entity.addComponent(component, true);
const componentId = /** @type {typeof Component} */ (component.constructor).getId();
if (this.componentToEntity[componentId]) {
this.componentToEntity[componentId].push(entity);
} else {
this.componentToEntity[componentId] = [entity];
}
this.root.signals.entityGotNewComponent.dispatch(entity);
}
/**
* Call to remove a component after the creation of the entity
* @param {Entity} entity
* @param {typeof Component} component
*/
removeDynamicComponent(entity, component) {
entity.removeComponent(component, true);
const componentId = /** @type {typeof Component} */ (component.constructor).getId();
fastArrayDeleteValue(this.componentToEntity[componentId], entity);
this.root.signals.entityComponentRemoved.dispatch(entity);
}
/**
* Finds an entity buy its uid, kinda slow since it loops over all entities
* @param {number} uid
* @param {boolean=} errorWhenNotFound
* @returns {Entity}
*/
findByUid(uid, errorWhenNotFound = true) {
const arr = this.entities;
for (let i = 0, len = arr.length; i < len; ++i) {
const entity = arr[i];
if (entity.uid === uid) {
if (entity.queuedForDestroy || entity.destroyed) {
if (errorWhenNotFound) {
logger.warn("Entity with UID", uid, "not found (destroyed)");
}
return null;
}
return entity;
}
}
if (errorWhenNotFound) {
logger.warn("Entity with UID", uid, "not found");
}
return null;
}
/**
* Returns a map which gives a mapping from UID to Entity.
* This map is not updated.
*
* @returns {Map<number, Entity>}
*/
getFrozenUidSearchMap() {
const result = new Map();
const array = this.entities;
for (let i = 0, len = array.length; i < len; ++i) {
const entity = array[i];
if (!entity.queuedForDestroy && !entity.destroyed) {
result.set(entity.uid, entity);
}
}
return result;
}
/**
* Returns all entities having the given component
* @param {typeof Component} componentHandle
* @returns {Array<Entity>} entities
*/
getAllWithComponent(componentHandle) {
return this.componentToEntity[componentHandle.getId()] || [];
}
/**
* Return all of a given class. This is SLOW!
* @param {object} entityClass
* @returns {Array<Entity>} entities
*/
getAllOfClass(entityClass) {
// FIXME: Slow
const result = [];
for (let i = 0; i < this.entities.length; ++i) {
const entity = this.entities[i];
if (entity instanceof entityClass) {
result.push(entity);
}
}
return result;
}
/**
* Unregisters all components of an entity from the component to entity mapping
* @param {Entity} entity
*/
unregisterEntityComponents(entity) {
for (const componentId in entity.components) {
if (entity.components[componentId]) {
arrayDeleteValue(this.componentToEntity[componentId], entity);
}
}
}
// Processes the entities to destroy and actually destroys them
/* eslint-disable max-statements */
processDestroyList() {
for (let i = 0; i < this.destroyList.length; ++i) {
const entity = this.destroyList[i];
// Remove from entities list
arrayDeleteValue(this.entities, entity);
// Remove from componentToEntity list
this.unregisterEntityComponents(entity);
entity.registered = false;
entity.destroyed = true;
this.root.signals.entityDestroyed.dispatch(entity);
}
this.destroyList = [];
}
/**
* Queues an entity for destruction
* @param {Entity} entity
*/
destroyEntity(entity) {
if (entity.destroyed) {
logger.error("Tried to destroy already destroyed entity:", entity.uid);
return;
}
if (entity.queuedForDestroy) {
logger.error("Trying to destroy entity which is already queued for destroy!", entity.uid);
return;
}
if (this.destroyList.indexOf(entity) < 0) {
this.destroyList.push(entity);
entity.queuedForDestroy = true;
this.root.signals.entityQueuedForDestroy.dispatch(entity);
} else {
assert(false, "Trying to destroy entity twice");
}
}
}

View File

@ -1,6 +1,8 @@
/* typehints:start */
import { Application } from "../application";
/* typehints:end */
import { randomChoice } from "../core/utils";
import { T } from "../translations";
export class GameLoadingOverlay {
@ -43,6 +45,7 @@ export class GameLoadingOverlay {
this.element.classList.add("gameLoadingOverlay");
this.parent.appendChild(this.element);
this.internalAddSpinnerAndText(this.element);
this.internalAddHint(this.element);
}
/**
@ -55,4 +58,15 @@ export class GameLoadingOverlay {
inner.innerText = T.global.loading;
element.appendChild(inner);
}
/**
* Adds a random hint
* @param {HTMLElement} element
*/
internalAddHint(element) {
const hint = document.createElement("span");
hint.innerHTML = randomChoice(T.tips);
hint.classList.add("hint");
element.appendChild(hint);
}
}

View File

@ -1,131 +1,137 @@
/* typehints:start */
import { Component } from "./component";
import { Entity } from "./entity";
/* typehints:end */
import { GameRoot } from "./root";
import { GameSystem } from "./game_system";
import { arrayDelete, arrayDeleteValue } from "../core/utils";
export class GameSystemWithFilter extends GameSystem {
/**
* Constructs a new game system with the given component filter. It will process
* all entities which have *all* of the passed components
* @param {GameRoot} root
* @param {Array<typeof Component>} requiredComponents
*/
constructor(root, requiredComponents) {
super(root);
this.requiredComponents = requiredComponents;
this.requiredComponentIds = requiredComponents.map(component => component.getId());
/**
* All entities which match the current components
* @type {Array<Entity>}
*/
this.allEntities = [];
this.root.signals.entityAdded.add(this.internalPushEntityIfMatching, this);
this.root.signals.entityGotNewComponent.add(this.internalReconsiderEntityToAdd, this);
this.root.signals.entityComponentRemoved.add(this.internalCheckEntityAfterComponentRemoval, this);
this.root.signals.entityQueuedForDestroy.add(this.internalPopEntityIfMatching, this);
this.root.signals.postLoadHook.add(this.internalPostLoadHook, this);
this.root.signals.bulkOperationFinished.add(this.refreshCaches, this);
}
/**
* @param {Entity} entity
*/
internalPushEntityIfMatching(entity) {
for (let i = 0; i < this.requiredComponentIds.length; ++i) {
if (!entity.components[this.requiredComponentIds[i]]) {
return;
}
}
assert(this.allEntities.indexOf(entity) < 0, "entity already in list: " + entity);
this.internalRegisterEntity(entity);
}
/**
*
* @param {Entity} entity
*/
internalCheckEntityAfterComponentRemoval(entity) {
if (this.allEntities.indexOf(entity) < 0) {
// Entity wasn't interesting anyways
return;
}
for (let i = 0; i < this.requiredComponentIds.length; ++i) {
if (!entity.components[this.requiredComponentIds[i]]) {
// Entity is not interesting anymore
arrayDeleteValue(this.allEntities, entity);
}
}
}
/**
*
* @param {Entity} entity
*/
internalReconsiderEntityToAdd(entity) {
for (let i = 0; i < this.requiredComponentIds.length; ++i) {
if (!entity.components[this.requiredComponentIds[i]]) {
return;
}
}
if (this.allEntities.indexOf(entity) >= 0) {
return;
}
this.internalRegisterEntity(entity);
}
refreshCaches() {
this.allEntities.sort((a, b) => a.uid - b.uid);
// Remove all entities which are queued for destroy
for (let i = 0; i < this.allEntities.length; ++i) {
const entity = this.allEntities[i];
if (entity.queuedForDestroy || entity.destroyed) {
this.allEntities.splice(i, 1);
}
}
}
/**
* Recomputes all target entities after the game has loaded
*/
internalPostLoadHook() {
this.refreshCaches();
}
/**
*
* @param {Entity} entity
*/
internalRegisterEntity(entity) {
this.allEntities.push(entity);
if (this.root.gameInitialized && !this.root.bulkOperationRunning) {
// Sort entities by uid so behaviour is predictable
this.allEntities.sort((a, b) => a.uid - b.uid);
}
}
/**
*
* @param {Entity} entity
*/
internalPopEntityIfMatching(entity) {
if (this.root.bulkOperationRunning) {
// We do this in refreshCaches afterwards
return;
}
const index = this.allEntities.indexOf(entity);
if (index >= 0) {
arrayDelete(this.allEntities, index);
}
}
}
/* typehints:start */
import { Component } from "./component";
import { Entity } from "./entity";
/* typehints:end */
import { GameRoot } from "./root";
import { GameSystem } from "./game_system";
import { arrayDelete, arrayDeleteValue } from "../core/utils";
import { globalConfig } from "../core/config";
export class GameSystemWithFilter extends GameSystem {
/**
* Constructs a new game system with the given component filter. It will process
* all entities which have *all* of the passed components
* @param {GameRoot} root
* @param {Array<typeof Component>} requiredComponents
*/
constructor(root, requiredComponents) {
super(root);
this.requiredComponents = requiredComponents;
this.requiredComponentIds = requiredComponents.map(component => component.getId());
/**
* All entities which match the current components
* @type {Array<Entity>}
*/
this.allEntities = [];
this.root.signals.entityAdded.add(this.internalPushEntityIfMatching, this);
this.root.signals.entityGotNewComponent.add(this.internalReconsiderEntityToAdd, this);
this.root.signals.entityComponentRemoved.add(this.internalCheckEntityAfterComponentRemoval, this);
this.root.signals.entityQueuedForDestroy.add(this.internalPopEntityIfMatching, this);
this.root.signals.postLoadHook.add(this.internalPostLoadHook, this);
this.root.signals.bulkOperationFinished.add(this.refreshCaches, this);
}
/**
* @param {Entity} entity
*/
internalPushEntityIfMatching(entity) {
for (let i = 0; i < this.requiredComponentIds.length; ++i) {
if (!entity.components[this.requiredComponentIds[i]]) {
return;
}
}
// This is slow!
if (G_IS_DEV && !globalConfig.debug.disableSlowAsserts) {
assert(this.allEntities.indexOf(entity) < 0, "entity already in list: " + entity);
}
this.internalRegisterEntity(entity);
}
/**
*
* @param {Entity} entity
*/
internalCheckEntityAfterComponentRemoval(entity) {
if (this.allEntities.indexOf(entity) < 0) {
// Entity wasn't interesting anyways
return;
}
for (let i = 0; i < this.requiredComponentIds.length; ++i) {
if (!entity.components[this.requiredComponentIds[i]]) {
// Entity is not interesting anymore
arrayDeleteValue(this.allEntities, entity);
}
}
}
/**
*
* @param {Entity} entity
*/
internalReconsiderEntityToAdd(entity) {
for (let i = 0; i < this.requiredComponentIds.length; ++i) {
if (!entity.components[this.requiredComponentIds[i]]) {
return;
}
}
if (this.allEntities.indexOf(entity) >= 0) {
return;
}
this.internalRegisterEntity(entity);
}
refreshCaches() {
// Remove all entities which are queued for destroy
for (let i = 0; i < this.allEntities.length; ++i) {
const entity = this.allEntities[i];
if (entity.queuedForDestroy || entity.destroyed) {
this.allEntities.splice(i, 1);
i -= 1;
}
}
this.allEntities.sort((a, b) => a.uid - b.uid);
}
/**
* Recomputes all target entities after the game has loaded
*/
internalPostLoadHook() {
this.refreshCaches();
}
/**
*
* @param {Entity} entity
*/
internalRegisterEntity(entity) {
this.allEntities.push(entity);
if (this.root.gameInitialized && !this.root.bulkOperationRunning) {
// Sort entities by uid so behaviour is predictable
this.allEntities.sort((a, b) => a.uid - b.uid);
}
}
/**
*
* @param {Entity} entity
*/
internalPopEntityIfMatching(entity) {
if (this.root.bulkOperationRunning) {
// We do this in refreshCaches afterwards
return;
}
const index = this.allEntities.indexOf(entity);
if (index >= 0) {
arrayDelete(this.allEntities, index);
}
}
}

22
src/js/game/hints.js Normal file
View File

@ -0,0 +1,22 @@
import { randomChoice } from "../core/utils";
import { T } from "../translations";
const hintsShown = [];
/**
* Finds a new hint to show about the game which the user hasn't seen within this session
*/
export function getRandomHint() {
let maxTries = 100 * T.tips.length;
while (maxTries-- > 0) {
const hint = randomChoice(T.tips);
if (!hintsShown.includes(hint)) {
hintsShown.push(hint);
return hint;
}
}
// All tips shown so far
return randomChoice(T.tips);
}

View File

@ -330,7 +330,7 @@ export class HUDBuildingPlacerLogic extends BaseHUDPart {
if (tileBelow && this.root.app.settings.getAllSettings().pickMinerOnPatch) {
this.currentMetaBuilding.set(gMetaBuildingRegistry.findByClass(MetaMinerBuilding));
// Select chained miner if available, since thats always desired once unlocked
// Select chained miner if available, since that's always desired once unlocked
if (this.root.hubGoals.isRewardUnlocked(enumHubGoalRewards.reward_miner_chainable)) {
this.currentVariant.set(ChainableMinerVariant);
}

View File

@ -1,7 +1,13 @@
import { BaseHUDPart } from "../base_hud_part";
/* dev:start */
import { makeDiv, removeAllChildren } from "../../../core/utils";
import { globalConfig } from "../../../core/config";
import { Vector } from "../../../core/vector";
import { Entity } from "../../entity";
import { BaseHUDPart } from "../base_hud_part";
import { DynamicDomAttach } from "../dynamic_dom_attach";
/**
* Allows to inspect entities by pressing F8 while hovering them
*/
export class HUDEntityDebugger extends BaseHUDPart {
createElements(parent) {
this.element = makeDiv(
@ -9,65 +15,143 @@ export class HUDEntityDebugger extends BaseHUDPart {
"ingame_HUD_EntityDebugger",
[],
`
Tile below cursor: <span class="mousePos"></span><br>
Chunk below cursor: <span class="chunkPos"></span><br>
<div class="entityInfo"></div>
<label>Entity Debugger</label>
<span class="hint">Use F8 to toggle this overlay</span>
<div class="propertyTable">
<div class="entityComponents"></div>
</div>
`
);
/** @type {HTMLElement} */
this.mousePosElem = this.element.querySelector(".mousePos");
/** @type {HTMLElement} */
this.chunkPosElem = this.element.querySelector(".chunkPos");
this.entityInfoElem = this.element.querySelector(".entityInfo");
this.componentsElem = this.element.querySelector(".entityComponents");
}
initialize() {
this.root.camera.downPreHandler.add(this.onMouseDown, this);
this.root.gameState.inputReciever.keydown.add(key => {
if (key.keyCode === 119) {
// F8
this.pickEntity();
}
});
/**
* The currently selected entity
* @type {Entity}
*/
this.selectedEntity = null;
this.lastUpdate = 0;
this.domAttach = new DynamicDomAttach(this.root, this.element);
}
update() {
pickEntity() {
const mousePos = this.root.app.mousePosition;
if (!mousePos) {
return;
}
const worldPos = this.root.camera.screenToWorld(mousePos);
const worldTile = worldPos.toTileSpace();
const chunk = worldTile.divideScalar(globalConfig.mapChunkSize).floor();
this.mousePosElem.innerText = worldTile.x + " / " + worldTile.y;
this.chunkPosElem.innerText = chunk.x + " / " + chunk.y;
const entity = this.root.map.getTileContent(worldTile, this.root.currentLayer);
this.selectedEntity = entity;
if (entity) {
removeAllChildren(this.entityInfoElem);
let html = "Entity";
const flag = (name, val) =>
`<span class='flag' data-value='${val ? "1" : "0"}'><u>${name}</u> ${val}</span>`;
html += "<div class='entityFlags'>";
html += flag("registered", entity.registered);
html += flag("uid", entity.uid);
html += flag("destroyed", entity.destroyed);
html += "</div>";
html += "<div class='components'>";
for (const componentId in entity.components) {
const data = entity.components[componentId];
html += "<div class='component'>";
html += "<strong class='name'>" + componentId + "</strong>";
html += "<textarea class='data'>" + JSON.stringify(data.serialize(), null, 2) + "</textarea>";
html += "</div>";
}
html += "</div>";
this.entityInfoElem.innerHTML = html;
this.rerenderFull(entity);
}
}
onMouseDown() {}
/**
*
* @param {string} name
* @param {any} val
* @param {number} indent
* @param {Array} recursion
*/
propertyToHTML(name, val, indent = 0, recursion = []) {
if (val !== null && typeof val === "object") {
// Array is displayed like object, with indexes
recursion.push(val);
// Get type class name (like Array, Object, Vector...)
let typeName = `(${val.constructor ? val.constructor.name : "unknown"})`;
if (Array.isArray(val)) {
typeName = `(Array[${val.length}])`;
}
if (val instanceof Vector) {
typeName = `(Vector[${val.x}, ${val.y}])`;
}
const colorStyle = `color: hsl(${30 * indent}, 100%, 80%)`;
let html = `<details class="object" style="${colorStyle}">
<summary>${name} ${typeName}</summary>
<div>`;
for (const property in val) {
const isRoot = val[property] == this.root;
const isRecursive = recursion.includes(val[property]);
let hiddenValue = isRoot ? "<root>" : null;
if (isRecursive) {
// Avoid recursion by not "expanding" object more than once
hiddenValue = "<recursion>";
}
html += this.propertyToHTML(
property,
hiddenValue ? hiddenValue : val[property],
indent + 1,
[...recursion] // still expand same value in other "branches"
);
}
html += "</div></details>";
return html;
}
const displayValue = (val + "")
.replaceAll("&", "&amp;")
.replaceAll("<", "&lt;")
.replaceAll(">", "&gt;");
return `<label>${name}</label> <span>${displayValue}</span>`;
}
/**
* Rerenders the whole container
* @param {Entity} entity
*/
rerenderFull(entity) {
removeAllChildren(this.componentsElem);
let html = "";
const property = (strings, val) => `<label>${strings[0]}</label> <span>${val}</span>`;
html += property`registered ${!!entity.registered}`;
html += property`uid ${entity.uid}`;
html += property`destroyed ${!!entity.destroyed}`;
for (const componentId in entity.components) {
const data = entity.components[componentId];
html += "<details class='object'>";
html += "<summary>" + componentId + "</summary><div>";
for (const property in data) {
// Put entity into recursion list, so it won't get "expanded"
html += this.propertyToHTML(property, data[property], 0, [entity]);
}
html += "</div></details>";
}
this.componentsElem.innerHTML = html;
}
update() {
this.domAttach.update(!!this.selectedEntity);
}
}
/* dev:end */

View File

@ -5,6 +5,7 @@ import { enumNotificationType } from "./notifications";
import { T } from "../../../translations";
import { KEYMAPPINGS } from "../../key_action_mapper";
import { DynamicDomAttach } from "../dynamic_dom_attach";
import { TrackedState } from "../../../core/tracked_state";
export class HUDGameMenu extends BaseHUDPart {
createElements(parent) {
@ -97,12 +98,17 @@ export class HUDGameMenu extends BaseHUDPart {
initialize() {
this.root.signals.gameSaved.add(this.onGameSaved, this);
this.trackedIsSaving = new TrackedState(this.onIsSavingChanged, this);
}
update() {
let playSound = false;
let notifications = new Set();
// Check whether we are saving
this.trackedIsSaving.set(!!this.root.gameState.currentSavePromise);
// Update visibility of buttons
for (let i = 0; i < this.visibilityToUpdate.length; ++i) {
const { condition, domAttach } = this.visibilityToUpdate[i];
@ -154,6 +160,10 @@ export class HUDGameMenu extends BaseHUDPart {
});
}
onIsSavingChanged(isSaving) {
this.saveButton.classList.toggle("saving", isSaving);
}
onGameSaved() {
this.saveButton.classList.toggle("animEven");
this.saveButton.classList.toggle("animOdd");

View File

@ -48,6 +48,9 @@ export class HUDMassSelector extends BaseHUDPart {
* @param {Entity} entity
*/
onEntityDestroyed(entity) {
if (this.root.bulkOperationRunning) {
return;
}
this.selectedUids.delete(entity.uid);
}
@ -90,14 +93,30 @@ export class HUDMassSelector extends BaseHUDPart {
doDelete() {
const entityUids = Array.from(this.selectedUids);
for (let i = 0; i < entityUids.length; ++i) {
const uid = entityUids[i];
const entity = this.root.entityMgr.findByUid(uid);
if (!this.root.logic.tryDeleteBuilding(entity)) {
logger.error("Error in mass delete, could not remove building");
this.selectedUids.delete(uid);
// Build mapping from uid to entity
/**
* @type {Map<number, Entity>}
*/
const mapUidToEntity = this.root.entityMgr.getFrozenUidSearchMap();
this.root.logic.performBulkOperation(() => {
for (let i = 0; i < entityUids.length; ++i) {
const uid = entityUids[i];
const entity = mapUidToEntity.get(uid);
if (!entity) {
logger.error("Entity not found by uid:", uid);
continue;
}
if (!this.root.logic.tryDeleteBuilding(entity)) {
logger.error("Error in mass delete, could not remove building");
}
}
}
});
// Clear uids later
this.selectedUids = new Set();
}
startCopy() {

View File

@ -1,56 +1,55 @@
import { BaseHUDPart } from "../base_hud_part";
import { makeDiv } from "../../../core/utils";
import { T } from "../../../translations";
import { IS_DEMO } from "../../../core/config";
/** @enum {string} */
export const enumNotificationType = {
saved: "saved",
upgrade: "upgrade",
success: "success",
};
const notificationDuration = 3;
export class HUDNotifications extends BaseHUDPart {
createElements(parent) {
this.element = makeDiv(parent, "ingame_HUD_Notifications", [], ``);
}
initialize() {
this.root.hud.signals.notification.add(this.onNotification, this);
/** @type {Array<{ element: HTMLElement, expireAt: number}>} */
this.notificationElements = [];
// Automatic notifications
this.root.signals.gameSaved.add(() =>
this.onNotification(T.ingame.notifications.gameSaved, enumNotificationType.saved)
);
}
/**
* @param {string} message
* @param {enumNotificationType} type
*/
onNotification(message, type) {
const element = makeDiv(this.element, null, ["notification", "type-" + type], message);
element.setAttribute("data-icon", "icons/notification_" + type + ".png");
this.notificationElements.push({
element,
expireAt: this.root.time.realtimeNow() + notificationDuration,
});
}
update() {
const now = this.root.time.realtimeNow();
for (let i = 0; i < this.notificationElements.length; ++i) {
const handle = this.notificationElements[i];
if (handle.expireAt <= now) {
handle.element.remove();
this.notificationElements.splice(i, 1);
}
}
}
}
import { makeDiv } from "../../../core/utils";
import { T } from "../../../translations";
import { BaseHUDPart } from "../base_hud_part";
/** @enum {string} */
export const enumNotificationType = {
saved: "saved",
upgrade: "upgrade",
success: "success",
};
const notificationDuration = 3;
export class HUDNotifications extends BaseHUDPart {
createElements(parent) {
this.element = makeDiv(parent, "ingame_HUD_Notifications", [], ``);
}
initialize() {
this.root.hud.signals.notification.add(this.onNotification, this);
/** @type {Array<{ element: HTMLElement, expireAt: number}>} */
this.notificationElements = [];
// Automatic notifications
this.root.signals.gameSaved.add(() =>
this.onNotification(T.ingame.notifications.gameSaved, enumNotificationType.saved)
);
}
/**
* @param {string} message
* @param {enumNotificationType} type
*/
onNotification(message, type) {
const element = makeDiv(this.element, null, ["notification", "type-" + type], message);
element.setAttribute("data-icon", "icons/notification_" + type + ".png");
this.notificationElements.push({
element,
expireAt: this.root.time.realtimeNow() + notificationDuration,
});
}
update() {
const now = this.root.time.realtimeNow();
for (let i = 0; i < this.notificationElements.length; ++i) {
const handle = this.notificationElements[i];
if (handle.expireAt <= now) {
handle.element.remove();
this.notificationElements.splice(i, 1);
}
}
}
}

View File

@ -204,22 +204,20 @@ export function getStringForKeyCode(code) {
case 115:
return "F4";
case 116:
return "F4";
case 117:
return "F5";
case 118:
case 117:
return "F6";
case 119:
case 118:
return "F7";
case 120:
case 119:
return "F8";
case 121:
case 120:
return "F9";
case 122:
case 121:
return "F10";
case 123:
case 122:
return "F11";
case 124:
case 123:
return "F12";
case 144:

View File

@ -1,236 +1,236 @@
import { globalConfig } from "../core/config";
import { Vector } from "../core/vector";
import { BasicSerializableObject, types } from "../savegame/serialization";
import { BaseItem } from "./base_item";
import { Entity } from "./entity";
import { MapChunkView } from "./map_chunk_view";
import { GameRoot } from "./root";
export class BaseMap extends BasicSerializableObject {
static getId() {
return "Map";
}
static getSchema() {
return {
seed: types.uint,
};
}
/**
*
* @param {GameRoot} root
*/
constructor(root) {
super();
this.root = root;
this.seed = 0;
/**
* Mapping of 'X|Y' to chunk
* @type {Map<string, MapChunkView>} */
this.chunksById = new Map();
}
/**
* Returns the given chunk by index
* @param {number} chunkX
* @param {number} chunkY
*/
getChunk(chunkX, chunkY, createIfNotExistent = false) {
const chunkIdentifier = chunkX + "|" + chunkY;
let storedChunk;
if ((storedChunk = this.chunksById.get(chunkIdentifier))) {
return storedChunk;
}
if (createIfNotExistent) {
const instance = new MapChunkView(this.root, chunkX, chunkY);
this.chunksById.set(chunkIdentifier, instance);
return instance;
}
return null;
}
/**
* Gets or creates a new chunk if not existent for the given tile
* @param {number} tileX
* @param {number} tileY
* @returns {MapChunkView}
*/
getOrCreateChunkAtTile(tileX, tileY) {
const chunkX = Math.floor(tileX / globalConfig.mapChunkSize);
const chunkY = Math.floor(tileY / globalConfig.mapChunkSize);
return this.getChunk(chunkX, chunkY, true);
}
/**
* Gets a chunk if not existent for the given tile
* @param {number} tileX
* @param {number} tileY
* @returns {MapChunkView?}
*/
getChunkAtTileOrNull(tileX, tileY) {
const chunkX = Math.floor(tileX / globalConfig.mapChunkSize);
const chunkY = Math.floor(tileY / globalConfig.mapChunkSize);
return this.getChunk(chunkX, chunkY, false);
}
/**
* Checks if a given tile is within the map bounds
* @param {Vector} tile
* @returns {boolean}
*/
isValidTile(tile) {
if (G_IS_DEV) {
assert(tile instanceof Vector, "tile is not a vector");
}
return Number.isInteger(tile.x) && Number.isInteger(tile.y);
}
/**
* Returns the tile content of a given tile
* @param {Vector} tile
* @param {Layer} layer
* @returns {Entity} Entity or null
*/
getTileContent(tile, layer) {
if (G_IS_DEV) {
this.internalCheckTile(tile);
}
const chunk = this.getChunkAtTileOrNull(tile.x, tile.y);
return chunk && chunk.getLayerContentFromWorldCoords(tile.x, tile.y, layer);
}
/**
* Returns the lower layers content of the given tile
* @param {number} x
* @param {number} y
* @returns {BaseItem=}
*/
getLowerLayerContentXY(x, y) {
return this.getOrCreateChunkAtTile(x, y).getLowerLayerFromWorldCoords(x, y);
}
/**
* Returns the tile content of a given tile
* @param {number} x
* @param {number} y
* @param {Layer} layer
* @returns {Entity} Entity or null
*/
getLayerContentXY(x, y, layer) {
const chunk = this.getChunkAtTileOrNull(x, y);
return chunk && chunk.getLayerContentFromWorldCoords(x, y, layer);
}
/**
* Returns the tile contents of a given tile
* @param {number} x
* @param {number} y
* @returns {Array<Entity>} Entity or null
*/
getLayersContentsMultipleXY(x, y) {
const chunk = this.getChunkAtTileOrNull(x, y);
if (!chunk) {
return [];
}
return chunk.getLayersContentsMultipleFromWorldCoords(x, y);
}
/**
* Checks if the tile is used
* @param {Vector} tile
* @param {Layer} layer
* @returns {boolean}
*/
isTileUsed(tile, layer) {
if (G_IS_DEV) {
this.internalCheckTile(tile);
}
const chunk = this.getChunkAtTileOrNull(tile.x, tile.y);
return chunk && chunk.getLayerContentFromWorldCoords(tile.x, tile.y, layer) != null;
}
/**
* Checks if the tile is used
* @param {number} x
* @param {number} y
* @param {Layer} layer
* @returns {boolean}
*/
isTileUsedXY(x, y, layer) {
const chunk = this.getChunkAtTileOrNull(x, y);
return chunk && chunk.getLayerContentFromWorldCoords(x, y, layer) != null;
}
/**
* Sets the tiles content
* @param {Vector} tile
* @param {Entity} entity
*/
setTileContent(tile, entity) {
if (G_IS_DEV) {
this.internalCheckTile(tile);
}
this.getOrCreateChunkAtTile(tile.x, tile.y).setLayerContentFromWorldCords(
tile.x,
tile.y,
entity,
entity.layer
);
const staticComponent = entity.components.StaticMapEntity;
assert(staticComponent, "Can only place static map entities in tiles");
}
/**
* Places an entity with the StaticMapEntity component
* @param {Entity} entity
*/
placeStaticEntity(entity) {
assert(entity.components.StaticMapEntity, "Entity is not static");
const staticComp = entity.components.StaticMapEntity;
const rect = staticComp.getTileSpaceBounds();
for (let dx = 0; dx < rect.w; ++dx) {
for (let dy = 0; dy < rect.h; ++dy) {
const x = rect.x + dx;
const y = rect.y + dy;
this.getOrCreateChunkAtTile(x, y).setLayerContentFromWorldCords(x, y, entity, entity.layer);
}
}
}
/**
* Removes an entity with the StaticMapEntity component
* @param {Entity} entity
*/
removeStaticEntity(entity) {
assert(entity.components.StaticMapEntity, "Entity is not static");
const staticComp = entity.components.StaticMapEntity;
const rect = staticComp.getTileSpaceBounds();
for (let dx = 0; dx < rect.w; ++dx) {
for (let dy = 0; dy < rect.h; ++dy) {
const x = rect.x + dx;
const y = rect.y + dy;
this.getOrCreateChunkAtTile(x, y).setLayerContentFromWorldCords(x, y, null, entity.layer);
}
}
}
// Internal
/**
* Checks a given tile for validty
* @param {Vector} tile
*/
internalCheckTile(tile) {
assert(tile instanceof Vector, "tile is not a vector: " + tile);
assert(tile.x % 1 === 0, "Tile X is not a valid integer: " + tile.x);
assert(tile.y % 1 === 0, "Tile Y is not a valid integer: " + tile.y);
}
}
import { globalConfig } from "../core/config";
import { Vector } from "../core/vector";
import { BasicSerializableObject, types } from "../savegame/serialization";
import { BaseItem } from "./base_item";
import { Entity } from "./entity";
import { MapChunkView } from "./map_chunk_view";
import { GameRoot } from "./root";
export class BaseMap extends BasicSerializableObject {
static getId() {
return "Map";
}
static getSchema() {
return {
seed: types.uint,
};
}
/**
*
* @param {GameRoot} root
*/
constructor(root) {
super();
this.root = root;
this.seed = 0;
/**
* Mapping of 'X|Y' to chunk
* @type {Map<string, MapChunkView>} */
this.chunksById = new Map();
}
/**
* Returns the given chunk by index
* @param {number} chunkX
* @param {number} chunkY
*/
getChunk(chunkX, chunkY, createIfNotExistent = false) {
const chunkIdentifier = chunkX + "|" + chunkY;
let storedChunk;
if ((storedChunk = this.chunksById.get(chunkIdentifier))) {
return storedChunk;
}
if (createIfNotExistent) {
const instance = new MapChunkView(this.root, chunkX, chunkY);
this.chunksById.set(chunkIdentifier, instance);
return instance;
}
return null;
}
/**
* Gets or creates a new chunk if not existent for the given tile
* @param {number} tileX
* @param {number} tileY
* @returns {MapChunkView}
*/
getOrCreateChunkAtTile(tileX, tileY) {
const chunkX = Math.floor(tileX / globalConfig.mapChunkSize);
const chunkY = Math.floor(tileY / globalConfig.mapChunkSize);
return this.getChunk(chunkX, chunkY, true);
}
/**
* Gets a chunk if not existent for the given tile
* @param {number} tileX
* @param {number} tileY
* @returns {MapChunkView?}
*/
getChunkAtTileOrNull(tileX, tileY) {
const chunkX = Math.floor(tileX / globalConfig.mapChunkSize);
const chunkY = Math.floor(tileY / globalConfig.mapChunkSize);
return this.getChunk(chunkX, chunkY, false);
}
/**
* Checks if a given tile is within the map bounds
* @param {Vector} tile
* @returns {boolean}
*/
isValidTile(tile) {
if (G_IS_DEV) {
assert(tile instanceof Vector, "tile is not a vector");
}
return Number.isInteger(tile.x) && Number.isInteger(tile.y);
}
/**
* Returns the tile content of a given tile
* @param {Vector} tile
* @param {Layer} layer
* @returns {Entity} Entity or null
*/
getTileContent(tile, layer) {
if (G_IS_DEV) {
this.internalCheckTile(tile);
}
const chunk = this.getChunkAtTileOrNull(tile.x, tile.y);
return chunk && chunk.getLayerContentFromWorldCoords(tile.x, tile.y, layer);
}
/**
* Returns the lower layers content of the given tile
* @param {number} x
* @param {number} y
* @returns {BaseItem=}
*/
getLowerLayerContentXY(x, y) {
return this.getOrCreateChunkAtTile(x, y).getLowerLayerFromWorldCoords(x, y);
}
/**
* Returns the tile content of a given tile
* @param {number} x
* @param {number} y
* @param {Layer} layer
* @returns {Entity} Entity or null
*/
getLayerContentXY(x, y, layer) {
const chunk = this.getChunkAtTileOrNull(x, y);
return chunk && chunk.getLayerContentFromWorldCoords(x, y, layer);
}
/**
* Returns the tile contents of a given tile
* @param {number} x
* @param {number} y
* @returns {Array<Entity>} Entity or null
*/
getLayersContentsMultipleXY(x, y) {
const chunk = this.getChunkAtTileOrNull(x, y);
if (!chunk) {
return [];
}
return chunk.getLayersContentsMultipleFromWorldCoords(x, y);
}
/**
* Checks if the tile is used
* @param {Vector} tile
* @param {Layer} layer
* @returns {boolean}
*/
isTileUsed(tile, layer) {
if (G_IS_DEV) {
this.internalCheckTile(tile);
}
const chunk = this.getChunkAtTileOrNull(tile.x, tile.y);
return chunk && chunk.getLayerContentFromWorldCoords(tile.x, tile.y, layer) != null;
}
/**
* Checks if the tile is used
* @param {number} x
* @param {number} y
* @param {Layer} layer
* @returns {boolean}
*/
isTileUsedXY(x, y, layer) {
const chunk = this.getChunkAtTileOrNull(x, y);
return chunk && chunk.getLayerContentFromWorldCoords(x, y, layer) != null;
}
/**
* Sets the tiles content
* @param {Vector} tile
* @param {Entity} entity
*/
setTileContent(tile, entity) {
if (G_IS_DEV) {
this.internalCheckTile(tile);
}
this.getOrCreateChunkAtTile(tile.x, tile.y).setLayerContentFromWorldCords(
tile.x,
tile.y,
entity,
entity.layer
);
const staticComponent = entity.components.StaticMapEntity;
assert(staticComponent, "Can only place static map entities in tiles");
}
/**
* Places an entity with the StaticMapEntity component
* @param {Entity} entity
*/
placeStaticEntity(entity) {
assert(entity.components.StaticMapEntity, "Entity is not static");
const staticComp = entity.components.StaticMapEntity;
const rect = staticComp.getTileSpaceBounds();
for (let dx = 0; dx < rect.w; ++dx) {
for (let dy = 0; dy < rect.h; ++dy) {
const x = rect.x + dx;
const y = rect.y + dy;
this.getOrCreateChunkAtTile(x, y).setLayerContentFromWorldCords(x, y, entity, entity.layer);
}
}
}
/**
* Removes an entity with the StaticMapEntity component
* @param {Entity} entity
*/
removeStaticEntity(entity) {
assert(entity.components.StaticMapEntity, "Entity is not static");
const staticComp = entity.components.StaticMapEntity;
const rect = staticComp.getTileSpaceBounds();
for (let dx = 0; dx < rect.w; ++dx) {
for (let dy = 0; dy < rect.h; ++dy) {
const x = rect.x + dx;
const y = rect.y + dy;
this.getOrCreateChunkAtTile(x, y).setLayerContentFromWorldCords(x, y, null, entity.layer);
}
}
}
// Internal
/**
* Checks a given tile for validty
* @param {Vector} tile
*/
internalCheckTile(tile) {
assert(tile instanceof Vector, "tile is not a vector: " + tile);
assert(tile.x % 1 === 0, "Tile X is not a valid integer: " + tile.x);
assert(tile.y % 1 === 0, "Tile Y is not a valid integer: " + tile.y);
}
}

View File

@ -88,16 +88,17 @@ export class MapChunkView extends MapChunk {
});
const dims = globalConfig.mapChunkWorldSize;
const extrude = 0.05;
// Draw chunk "pixel" art
parameters.context.imageSmoothingEnabled = false;
drawSpriteClipped({
parameters,
sprite,
x: this.x * dims,
y: this.y * dims,
w: dims,
h: dims,
x: this.x * dims - extrude,
y: this.y * dims - extrude,
w: dims + 2 * extrude,
h: dims + 2 * extrude,
originalW: overlaySize,
originalH: overlaySize,
});

View File

@ -66,32 +66,34 @@ export class MapView extends BaseMap {
* @param {DrawParameters} drawParameters
*/
drawStaticEntityDebugOverlays(drawParameters) {
const cullRange = drawParameters.visibleRect.toTileCullRectangle();
const top = cullRange.top();
const right = cullRange.right();
const bottom = cullRange.bottom();
const left = cullRange.left();
if (G_IS_DEV && (globalConfig.debug.showAcceptorEjectors || globalConfig.debug.showEntityBounds)) {
const cullRange = drawParameters.visibleRect.toTileCullRectangle();
const top = cullRange.top();
const right = cullRange.right();
const bottom = cullRange.bottom();
const left = cullRange.left();
const border = 1;
const border = 1;
const minY = top - border;
const maxY = bottom + border;
const minX = left - border;
const maxX = right + border - 1;
const minY = top - border;
const maxY = bottom + border;
const minX = left - border;
const maxX = right + border - 1;
// Render y from top down for proper blending
for (let y = minY; y <= maxY; ++y) {
for (let x = minX; x <= maxX; ++x) {
// const content = this.tiles[x][y];
const chunk = this.getChunkAtTileOrNull(x, y);
if (!chunk) {
continue;
}
const content = chunk.getTileContentFromWorldCoords(x, y);
if (content) {
let isBorder = x <= left - 1 || x >= right + 1 || y <= top - 1 || y >= bottom + 1;
if (!isBorder) {
content.drawDebugOverlays(drawParameters);
// Render y from top down for proper blending
for (let y = minY; y <= maxY; ++y) {
for (let x = minX; x <= maxX; ++x) {
// const content = this.tiles[x][y];
const chunk = this.getChunkAtTileOrNull(x, y);
if (!chunk) {
continue;
}
const content = chunk.getTileContentFromWorldCoords(x, y);
if (content) {
let isBorder = x <= left - 1 || x >= right + 1 || y <= top - 1 || y >= bottom + 1;
if (!isBorder) {
content.drawDebugOverlays(drawParameters);
}
}
}
}

View File

@ -236,4 +236,7 @@ export function initBuildingCodesAfterResourcesLoaded() {
);
variant.silhouetteColor = variant.metaInstance.getSilhouetteColor();
}
// Update caches
buildBuildingCodeCache();
}

File diff suppressed because it is too large Load Diff

View File

@ -9,14 +9,35 @@ import { MapChunkView } from "../map_chunk_view";
export class ItemAcceptorSystem extends GameSystemWithFilter {
constructor(root) {
super(root, [ItemAcceptorComponent]);
// Well ... it's better to be verbose I guess?
this.accumulatedTicksWhileInMapOverview = 0;
}
update() {
if (this.root.app.settings.getAllSettings().simplifiedBelts) {
// Disabled in potato mode
return;
}
// This system doesn't render anything while in map overview,
// so simply accumulate ticks
if (this.root.camera.getIsMapOverlayActive()) {
++this.accumulatedTicksWhileInMapOverview;
return;
}
// Compute how much ticks we missed
const numTicks = 1 + this.accumulatedTicksWhileInMapOverview;
const progress =
this.root.dynamicTickrate.deltaSeconds *
2 *
this.root.hubGoals.getBeltBaseSpeed() *
globalConfig.itemSpacingOnBelts; // * 2 because its only a half tile
globalConfig.itemSpacingOnBelts * // * 2 because its only a half tile
numTicks;
// Reset accumulated ticks
this.accumulatedTicksWhileInMapOverview = 0;
for (let i = 0; i < this.allEntities.length; ++i) {
const entity = this.allEntities[i];
@ -40,6 +61,11 @@ export class ItemAcceptorSystem extends GameSystemWithFilter {
* @param {MapChunkView} chunk
*/
drawChunk(parameters, chunk) {
if (this.root.app.settings.getAllSettings().simplifiedBelts) {
// Disabled in potato mode
return;
}
const contents = chunk.containedEntitiesByLayer.regular;
for (let i = 0; i < contents.length; ++i) {
const entity = contents[i];

View File

@ -2,8 +2,11 @@ import { globalConfig } from "../../core/config";
import { DrawParameters } from "../../core/draw_parameters";
import { createLogger } from "../../core/logging";
import { Rectangle } from "../../core/rectangle";
import { StaleAreaDetector } from "../../core/stale_area_detector";
import { enumDirection, enumDirectionToVector } from "../../core/vector";
import { BaseItem } from "../base_item";
import { BeltComponent } from "../components/belt";
import { ItemAcceptorComponent } from "../components/item_acceptor";
import { ItemEjectorComponent } from "../components/item_ejector";
import { Entity } from "../entity";
import { GameSystemWithFilter } from "../game_system_with_filter";
@ -15,102 +18,52 @@ export class ItemEjectorSystem extends GameSystemWithFilter {
constructor(root) {
super(root, [ItemEjectorComponent]);
this.root.signals.entityAdded.add(this.checkForCacheInvalidation, this);
this.root.signals.entityDestroyed.add(this.checkForCacheInvalidation, this);
this.root.signals.postLoadHook.add(this.recomputeCache, this);
this.staleAreaDetector = new StaleAreaDetector({
root: this.root,
name: "item-ejector",
recomputeMethod: this.recomputeArea.bind(this),
});
/**
* @type {Rectangle}
*/
this.areaToRecompute = null;
this.staleAreaDetector.recomputeOnComponentsChanged(
[ItemEjectorComponent, ItemAcceptorComponent, BeltComponent],
1
);
this.root.signals.postLoadHook.add(this.recomputeCacheFull, this);
}
/**
*
* @param {Entity} entity
* Recomputes an area after it changed
* @param {Rectangle} area
*/
checkForCacheInvalidation(entity) {
if (!this.root.gameInitialized) {
return;
}
if (!entity.components.StaticMapEntity) {
return;
}
// Optimize for the common case: adding or removing one building at a time. Clicking
// and dragging can cause up to 4 add/remove signals.
const staticComp = entity.components.StaticMapEntity;
const bounds = staticComp.getTileSpaceBounds();
const expandedBounds = bounds.expandedInAllDirections(2);
if (this.areaToRecompute) {
this.areaToRecompute = this.areaToRecompute.getUnion(expandedBounds);
} else {
this.areaToRecompute = expandedBounds;
}
}
/**
* Precomputes the cache, which makes up for a huge performance improvement
*/
recomputeCache() {
if (this.areaToRecompute) {
logger.log("Recomputing cache using rectangle");
if (G_IS_DEV && globalConfig.debug.renderChanges) {
this.root.hud.parts.changesDebugger.renderChange(
"ejector-area",
this.areaToRecompute,
"#fe50a6"
);
}
this.recomputeAreaCache();
this.areaToRecompute = null;
} else {
logger.log("Full cache recompute");
if (G_IS_DEV && globalConfig.debug.renderChanges) {
this.root.hud.parts.changesDebugger.renderChange(
"ejector-full",
new Rectangle(-1000, -1000, 2000, 2000),
"#fe50a6"
);
}
// Try to find acceptors for every ejector
for (let i = 0; i < this.allEntities.length; ++i) {
const entity = this.allEntities[i];
this.recomputeSingleEntityCache(entity);
}
}
}
/**
* Recomputes the cache in the given area
*/
recomputeAreaCache() {
const area = this.areaToRecompute;
let entryCount = 0;
logger.log("Recomputing area:", area.x, area.y, "/", area.w, area.h);
// Store the entities we already recomputed, so we don't do work twice
const recomputedEntities = new Set();
for (let x = area.x; x < area.right(); ++x) {
for (let y = area.y; y < area.bottom(); ++y) {
const entities = this.root.map.getLayersContentsMultipleXY(x, y);
for (let i = 0; i < entities.length; ++i) {
const entity = entities[i];
// Recompute the entity in case its relevant for this system and it
// hasn't already been computed
if (!recomputedEntities.has(entity.uid) && entity.components.ItemEjector) {
recomputedEntities.add(entity.uid);
this.recomputeSingleEntityCache(entity);
recomputeArea(area) {
/** @type {Set<number>} */
const seenUids = new Set();
for (let x = 0; x < area.w; ++x) {
for (let y = 0; y < area.h; ++y) {
const tileX = area.x + x;
const tileY = area.y + y;
// @NOTICE: Item ejector currently only supports regular layer
const contents = this.root.map.getLayerContentXY(tileX, tileY, "regular");
if (contents && contents.components.ItemEjector) {
if (!seenUids.has(contents.uid)) {
seenUids.add(contents.uid);
this.recomputeSingleEntityCache(contents);
}
}
}
}
return entryCount;
}
/**
* Recomputes the whole cache after the game has loaded
*/
recomputeCacheFull() {
logger.log("Full cache recompute in post load hook");
for (let i = 0; i < this.allEntities.length; ++i) {
const entity = this.allEntities[i];
this.recomputeSingleEntityCache(entity);
}
}
/**
@ -183,9 +136,7 @@ export class ItemEjectorSystem extends GameSystemWithFilter {
}
update() {
if (this.areaToRecompute) {
this.recomputeCache();
}
this.staleAreaDetector.update();
// Precompute effective belt speed
let progressGrowth = 2 * this.root.dynamicTickrate.deltaSeconds;
@ -251,7 +202,13 @@ export class ItemEjectorSystem extends GameSystemWithFilter {
// Try to hand over the item
if (this.tryPassOverItem(item, destEntity, destSlot.index)) {
// Handover successful, clear slot
targetAcceptorComp.onItemAccepted(destSlot.index, destSlot.acceptedDirection, item);
if (!this.root.app.settings.getAllSettings().simplifiedBelts) {
targetAcceptorComp.onItemAccepted(
destSlot.index,
destSlot.acceptedDirection,
item
);
}
sourceSlot.item = null;
continue;
}
@ -333,6 +290,11 @@ export class ItemEjectorSystem extends GameSystemWithFilter {
* @param {MapChunkView} chunk
*/
drawChunk(parameters, chunk) {
if (this.root.app.settings.getAllSettings().simplifiedBelts) {
// Disabled in potato mode
return;
}
const contents = chunk.containedEntitiesByLayer.regular;
for (let i = 0; i < contents.length; ++i) {

View File

@ -553,25 +553,7 @@ export class ItemProcessorSystem extends GameSystemWithFilter {
const bonusTimeToApply = Math.min(originalTime, processorComp.bonusTime);
const timeToProcess = originalTime - bonusTimeToApply;
// Substract one tick because we already process it this frame
// if (processorComp.bonusTime > originalTime) {
// if (processorComp.type === enumItemProcessorTypes.reader) {
// console.log(
// "Bonus time",
// round4Digits(processorComp.bonusTime),
// "Original time",
// round4Digits(originalTime),
// "Overcomit by",
// round4Digits(processorComp.bonusTime - originalTime),
// "->",
// round4Digits(timeToProcess),
// "reduced by",
// round4Digits(bonusTimeToApply)
// );
// }
// }
processorComp.bonusTime -= bonusTimeToApply;
processorComp.ongoingCharges.push({
items: outItems,
remainingTime: timeToProcess,

View File

@ -1,6 +1,6 @@
import { globalConfig } from "../../core/config";
import { Loader } from "../../core/loader";
import { smoothPulse, round4Digits } from "../../core/utils";
import { smoothPulse } from "../../core/utils";
import { enumItemProcessorRequirements, enumItemProcessorTypes } from "../components/item_processor";
import { Entity } from "../entity";
import { GameSystem } from "../game_system";
@ -17,7 +17,6 @@ export class ItemProcessorOverlaysSystem extends GameSystem {
this.readerOverlaySprite = Loader.getSprite("sprites/misc/reader_overlay.png");
this.drawnUids = new Set();
this.root.signals.gameFrameStarted.add(this.clearDrawnUids, this);
}
@ -40,7 +39,6 @@ export class ItemProcessorOverlaysSystem extends GameSystem {
}
const requirement = processorComp.processingRequirement;
if (!requirement && processorComp.type !== enumItemProcessorTypes.reader) {
continue;
}

View File

@ -46,7 +46,6 @@ export class MinerSystem extends GameSystemWithFilter {
}
// Check if miner is above an actual tile
if (!minerComp.cachedMinedItem) {
const staticComp = entity.components.StaticMapEntity;
const tileBelow = this.root.map.getLowerLayerContentXY(
@ -171,7 +170,7 @@ export class MinerSystem extends GameSystemWithFilter {
}
// Draw the item background - this is to hide the ejected item animation from
// the item ejecto
// the item ejector
const padding = 3;
const destX = staticComp.origin.x * globalConfig.tileSize + padding;

View File

@ -1,101 +1,101 @@
import { GameSystemWithFilter } from "../game_system_with_filter";
import { StorageComponent } from "../components/storage";
import { DrawParameters } from "../../core/draw_parameters";
import { formatBigNumber, lerp } from "../../core/utils";
import { Loader } from "../../core/loader";
import { BOOL_TRUE_SINGLETON, BOOL_FALSE_SINGLETON } from "../items/boolean_item";
import { MapChunkView } from "../map_chunk_view";
export class StorageSystem extends GameSystemWithFilter {
constructor(root) {
super(root, [StorageComponent]);
this.storageOverlaySprite = Loader.getSprite("sprites/misc/storage_overlay.png");
/**
* Stores which uids were already drawn to avoid drawing entities twice
* @type {Set<number>}
*/
this.drawnUids = new Set();
this.root.signals.gameFrameStarted.add(this.clearDrawnUids, this);
}
clearDrawnUids() {
this.drawnUids.clear();
}
update() {
for (let i = 0; i < this.allEntities.length; ++i) {
const entity = this.allEntities[i];
const storageComp = entity.components.Storage;
const pinsComp = entity.components.WiredPins;
// Eject from storage
if (storageComp.storedItem && storageComp.storedCount > 0) {
const ejectorComp = entity.components.ItemEjector;
const nextSlot = ejectorComp.getFirstFreeSlot();
if (nextSlot !== null) {
if (ejectorComp.tryEject(nextSlot, storageComp.storedItem)) {
storageComp.storedCount--;
if (storageComp.storedCount === 0) {
storageComp.storedItem = null;
}
}
}
}
let targetAlpha = storageComp.storedCount > 0 ? 1 : 0;
storageComp.overlayOpacity = lerp(storageComp.overlayOpacity, targetAlpha, 0.05);
pinsComp.slots[0].value = storageComp.storedItem;
pinsComp.slots[1].value = storageComp.getIsFull() ? BOOL_TRUE_SINGLETON : BOOL_FALSE_SINGLETON;
}
}
/**
* @param {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 storageComp = entity.components.Storage;
if (!storageComp) {
continue;
}
const storedItem = storageComp.storedItem;
if (!storedItem) {
continue;
}
if (this.drawnUids.has(entity.uid)) {
continue;
}
this.drawnUids.add(entity.uid);
const staticComp = entity.components.StaticMapEntity;
const context = parameters.context;
context.globalAlpha = storageComp.overlayOpacity;
const center = staticComp.getTileSpaceBounds().getCenter().toWorldSpace();
storedItem.drawItemCenteredClipped(center.x, center.y, parameters, 30);
this.storageOverlaySprite.drawCached(parameters, center.x - 15, center.y + 15, 30, 15);
if (parameters.visibleRect.containsCircle(center.x, center.y + 25, 20)) {
context.font = "bold 10px GameFont";
context.textAlign = "center";
context.fillStyle = "#64666e";
context.fillText(formatBigNumber(storageComp.storedCount), center.x, center.y + 25.5);
context.textAlign = "left";
}
context.globalAlpha = 1;
}
}
}
import { GameSystemWithFilter } from "../game_system_with_filter";
import { StorageComponent } from "../components/storage";
import { DrawParameters } from "../../core/draw_parameters";
import { formatBigNumber, lerp } from "../../core/utils";
import { Loader } from "../../core/loader";
import { BOOL_TRUE_SINGLETON, BOOL_FALSE_SINGLETON } from "../items/boolean_item";
import { MapChunkView } from "../map_chunk_view";
export class StorageSystem extends GameSystemWithFilter {
constructor(root) {
super(root, [StorageComponent]);
this.storageOverlaySprite = Loader.getSprite("sprites/misc/storage_overlay.png");
/**
* Stores which uids were already drawn to avoid drawing entities twice
* @type {Set<number>}
*/
this.drawnUids = new Set();
this.root.signals.gameFrameStarted.add(this.clearDrawnUids, this);
}
clearDrawnUids() {
this.drawnUids.clear();
}
update() {
for (let i = 0; i < this.allEntities.length; ++i) {
const entity = this.allEntities[i];
const storageComp = entity.components.Storage;
const pinsComp = entity.components.WiredPins;
// Eject from storage
if (storageComp.storedItem && storageComp.storedCount > 0) {
const ejectorComp = entity.components.ItemEjector;
const nextSlot = ejectorComp.getFirstFreeSlot();
if (nextSlot !== null) {
if (ejectorComp.tryEject(nextSlot, storageComp.storedItem)) {
storageComp.storedCount--;
if (storageComp.storedCount === 0) {
storageComp.storedItem = null;
}
}
}
}
let targetAlpha = storageComp.storedCount > 0 ? 1 : 0;
storageComp.overlayOpacity = lerp(storageComp.overlayOpacity, targetAlpha, 0.05);
pinsComp.slots[0].value = storageComp.storedItem;
pinsComp.slots[1].value = storageComp.getIsFull() ? BOOL_TRUE_SINGLETON : BOOL_FALSE_SINGLETON;
}
}
/**
* @param {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 storageComp = entity.components.Storage;
if (!storageComp) {
continue;
}
const storedItem = storageComp.storedItem;
if (!storedItem) {
continue;
}
if (this.drawnUids.has(entity.uid)) {
continue;
}
this.drawnUids.add(entity.uid);
const staticComp = entity.components.StaticMapEntity;
const context = parameters.context;
context.globalAlpha = storageComp.overlayOpacity;
const center = staticComp.getTileSpaceBounds().getCenter().toWorldSpace();
storedItem.drawItemCenteredClipped(center.x, center.y, parameters, 30);
this.storageOverlaySprite.drawCached(parameters, center.x - 15, center.y + 15, 30, 15);
if (parameters.visibleRect.containsCircle(center.x, center.y + 25, 20)) {
context.font = "bold 10px GameFont";
context.textAlign = "center";
context.fillStyle = "#64666e";
context.fillText(formatBigNumber(storageComp.storedCount), center.x, center.y + 25.5);
context.textAlign = "left";
}
context.globalAlpha = 1;
}
}
}

View File

@ -1,406 +1,369 @@
import { globalConfig } from "../../core/config";
import { Loader } from "../../core/loader";
import { createLogger } from "../../core/logging";
import { Rectangle } from "../../core/rectangle";
import {
enumAngleToDirection,
enumDirection,
enumDirectionToAngle,
enumDirectionToVector,
enumInvertedDirections,
} from "../../core/vector";
import { enumUndergroundBeltMode, UndergroundBeltComponent } from "../components/underground_belt";
import { Entity } from "../entity";
import { GameSystemWithFilter } from "../game_system_with_filter";
import { fastArrayDelete } from "../../core/utils";
const logger = createLogger("tunnels");
export class UndergroundBeltSystem extends GameSystemWithFilter {
constructor(root) {
super(root, [UndergroundBeltComponent]);
this.beltSprites = {
[enumUndergroundBeltMode.sender]: Loader.getSprite(
"sprites/buildings/underground_belt_entry.png"
),
[enumUndergroundBeltMode.receiver]: Loader.getSprite(
"sprites/buildings/underground_belt_exit.png"
),
};
this.root.signals.entityManuallyPlaced.add(this.onEntityManuallyPlaced, this);
/**
* @type {Rectangle}
*/
this.areaToRecompute = null;
this.root.signals.entityAdded.add(this.onEntityChanged, this);
this.root.signals.entityDestroyed.add(this.onEntityChanged, this);
}
/**
* Called when an entity got added or removed
* @param {Entity} entity
*/
onEntityChanged(entity) {
if (!this.root.gameInitialized) {
return;
}
const undergroundComp = entity.components.UndergroundBelt;
if (!undergroundComp) {
return;
}
const affectedArea = entity.components.StaticMapEntity.getTileSpaceBounds().expandedInAllDirections(
globalConfig.undergroundBeltMaxTilesByTier[
globalConfig.undergroundBeltMaxTilesByTier.length - 1
] + 1
);
if (this.areaToRecompute) {
this.areaToRecompute = this.areaToRecompute.getUnion(affectedArea);
} else {
this.areaToRecompute = affectedArea;
}
}
/**
* Callback when an entity got placed, used to remove belts between underground belts
* @param {Entity} entity
*/
onEntityManuallyPlaced(entity) {
if (!this.root.app.settings.getAllSettings().enableTunnelSmartplace) {
// Smart-place disabled
return;
}
const undergroundComp = entity.components.UndergroundBelt;
if (undergroundComp && undergroundComp.mode === enumUndergroundBeltMode.receiver) {
const staticComp = entity.components.StaticMapEntity;
const tile = staticComp.origin;
const direction = enumAngleToDirection[staticComp.rotation];
const inverseDirection = enumInvertedDirections[direction];
const offset = enumDirectionToVector[inverseDirection];
let currentPos = tile.copy();
const tier = undergroundComp.tier;
const range = globalConfig.undergroundBeltMaxTilesByTier[tier];
// FIND ENTRANCE
// Search for the entrance which is furthes apart (this is why we can't reuse logic here)
let matchingEntrance = null;
for (let i = 0; i < range; ++i) {
currentPos.addInplace(offset);
const contents = this.root.map.getTileContent(currentPos, entity.layer);
if (!contents) {
continue;
}
const contentsUndergroundComp = contents.components.UndergroundBelt;
const contentsStaticComp = contents.components.StaticMapEntity;
if (
contentsUndergroundComp &&
contentsUndergroundComp.tier === undergroundComp.tier &&
contentsUndergroundComp.mode === enumUndergroundBeltMode.sender &&
enumAngleToDirection[contentsStaticComp.rotation] === direction
) {
matchingEntrance = {
entity: contents,
range: i,
};
}
}
if (!matchingEntrance) {
// Nothing found
return;
}
// DETECT OBSOLETE BELTS BETWEEN
// Remove any belts between entrance and exit which have the same direction,
// but only if they *all* have the right direction
currentPos = tile.copy();
let allBeltsMatch = true;
for (let i = 0; i < matchingEntrance.range; ++i) {
currentPos.addInplace(offset);
const contents = this.root.map.getTileContent(currentPos, entity.layer);
if (!contents) {
allBeltsMatch = false;
break;
}
const contentsStaticComp = contents.components.StaticMapEntity;
const contentsBeltComp = contents.components.Belt;
if (!contentsBeltComp) {
allBeltsMatch = false;
break;
}
// It's a belt
if (
contentsBeltComp.direction !== enumDirection.top ||
enumAngleToDirection[contentsStaticComp.rotation] !== direction
) {
allBeltsMatch = false;
break;
}
}
currentPos = tile.copy();
if (allBeltsMatch) {
// All belts between this are obsolete, so drop them
for (let i = 0; i < matchingEntrance.range; ++i) {
currentPos.addInplace(offset);
const contents = this.root.map.getTileContent(currentPos, entity.layer);
assert(contents, "Invalid smart underground belt logic");
this.root.logic.tryDeleteBuilding(contents);
}
}
// REMOVE OBSOLETE TUNNELS
// Remove any double tunnels, by checking the tile plus the tile above
currentPos = tile.copy().add(offset);
for (let i = 0; i < matchingEntrance.range - 1; ++i) {
const posBefore = currentPos.copy();
currentPos.addInplace(offset);
const entityBefore = this.root.map.getTileContent(posBefore, entity.layer);
const entityAfter = this.root.map.getTileContent(currentPos, entity.layer);
if (!entityBefore || !entityAfter) {
continue;
}
const undergroundBefore = entityBefore.components.UndergroundBelt;
const undergroundAfter = entityAfter.components.UndergroundBelt;
if (!undergroundBefore || !undergroundAfter) {
// Not an underground belt
continue;
}
if (
// Both same tier
undergroundBefore.tier !== undergroundAfter.tier ||
// And same tier as our original entity
undergroundBefore.tier !== undergroundComp.tier
) {
// Mismatching tier
continue;
}
if (
undergroundBefore.mode !== enumUndergroundBeltMode.sender ||
undergroundAfter.mode !== enumUndergroundBeltMode.receiver
) {
// Not the right mode
continue;
}
// Check rotations
const staticBefore = entityBefore.components.StaticMapEntity;
const staticAfter = entityAfter.components.StaticMapEntity;
if (
enumAngleToDirection[staticBefore.rotation] !== direction ||
enumAngleToDirection[staticAfter.rotation] !== direction
) {
// Wrong rotation
continue;
}
// All good, can remove
this.root.logic.tryDeleteBuilding(entityBefore);
this.root.logic.tryDeleteBuilding(entityAfter);
}
}
}
/**
* Recomputes the cache in the given area, invalidating all entries there
*/
recomputeArea() {
const area = this.areaToRecompute;
logger.log("Recomputing area:", area.x, area.y, "/", area.w, area.h);
if (G_IS_DEV && globalConfig.debug.renderChanges) {
this.root.hud.parts.changesDebugger.renderChange("tunnels", this.areaToRecompute, "#fc03be");
}
for (let x = area.x; x < area.right(); ++x) {
for (let y = area.y; y < area.bottom(); ++y) {
const entities = this.root.map.getLayersContentsMultipleXY(x, y);
for (let i = 0; i < entities.length; ++i) {
const entity = entities[i];
const undergroundComp = entity.components.UndergroundBelt;
if (!undergroundComp) {
continue;
}
undergroundComp.cachedLinkedEntity = null;
}
}
}
}
update() {
if (this.areaToRecompute) {
this.recomputeArea();
this.areaToRecompute = null;
}
const delta = this.root.dynamicTickrate.deltaSeconds;
for (let i = 0; i < this.allEntities.length; ++i) {
const entity = this.allEntities[i];
const undergroundComp = entity.components.UndergroundBelt;
const pendingItems = undergroundComp.pendingItems;
// Decrease remaining time of all items in belt
for (let k = 0; k < pendingItems.length; ++k) {
const item = pendingItems[k];
item[1] = Math.max(0, item[1] - delta);
if (G_IS_DEV && globalConfig.debug.instantBelts) {
item[1] = 0;
}
}
if (undergroundComp.mode === enumUndergroundBeltMode.sender) {
this.handleSender(entity);
} else {
this.handleReceiver(entity);
}
}
}
/**
* Finds the receiver for a given sender
* @param {Entity} entity
* @returns {import("../components/underground_belt").LinkedUndergroundBelt}
*/
findRecieverForSender(entity) {
const staticComp = entity.components.StaticMapEntity;
const undergroundComp = entity.components.UndergroundBelt;
const searchDirection = staticComp.localDirectionToWorld(enumDirection.top);
const searchVector = enumDirectionToVector[searchDirection];
const targetRotation = enumDirectionToAngle[searchDirection];
let currentTile = staticComp.origin;
// Search in the direction of the tunnel
for (
let searchOffset = 0;
searchOffset < globalConfig.undergroundBeltMaxTilesByTier[undergroundComp.tier];
++searchOffset
) {
currentTile = currentTile.add(searchVector);
const potentialReceiver = this.root.map.getTileContent(currentTile, "regular");
if (!potentialReceiver) {
// Empty tile
continue;
}
const receiverUndergroundComp = potentialReceiver.components.UndergroundBelt;
if (!receiverUndergroundComp || receiverUndergroundComp.tier !== undergroundComp.tier) {
// Not a tunnel, or not on the same tier
continue;
}
const receiverStaticComp = potentialReceiver.components.StaticMapEntity;
if (receiverStaticComp.rotation !== targetRotation) {
// Wrong rotation
continue;
}
if (receiverUndergroundComp.mode !== enumUndergroundBeltMode.receiver) {
// Not a receiver, but a sender -> Abort to make sure we don't deliver double
break;
}
return { entity: potentialReceiver, distance: searchOffset };
}
// None found
return { entity: null, distance: 0 };
}
/**
*
* @param {Entity} entity
*/
handleSender(entity) {
const undergroundComp = entity.components.UndergroundBelt;
// Find the current receiver
let receiver = undergroundComp.cachedLinkedEntity;
if (!receiver) {
// We don't have a receiver, compute it
receiver = undergroundComp.cachedLinkedEntity = this.findRecieverForSender(entity);
if (G_IS_DEV && globalConfig.debug.renderChanges) {
this.root.hud.parts.changesDebugger.renderChange(
"sender",
entity.components.StaticMapEntity.getTileSpaceBounds(),
"#fc03be"
);
}
}
if (!receiver.entity) {
// If there is no connection to a receiver, ignore this one
return;
}
// Check if we have any item
if (undergroundComp.pendingItems.length > 0) {
assert(undergroundComp.pendingItems.length === 1, "more than 1 pending");
const nextItemAndDuration = undergroundComp.pendingItems[0];
const remainingTime = nextItemAndDuration[1];
const nextItem = nextItemAndDuration[0];
// Check if the item is ready to be emitted
if (remainingTime === 0) {
// Check if the receiver can accept it
if (
receiver.entity.components.UndergroundBelt.tryAcceptTunneledItem(
nextItem,
receiver.distance,
this.root.hubGoals.getUndergroundBeltBaseSpeed()
)
) {
// Drop this item
fastArrayDelete(undergroundComp.pendingItems, 0);
}
}
}
}
/**
*
* @param {Entity} entity
*/
handleReceiver(entity) {
const undergroundComp = entity.components.UndergroundBelt;
// Try to eject items, we only check the first one because it is sorted by remaining time
const items = undergroundComp.pendingItems;
if (items.length > 0) {
const nextItemAndDuration = undergroundComp.pendingItems[0];
const remainingTime = nextItemAndDuration[1];
const nextItem = nextItemAndDuration[0];
if (remainingTime <= 0) {
const ejectorComp = entity.components.ItemEjector;
const nextSlotIndex = ejectorComp.getFirstFreeSlot();
if (nextSlotIndex !== null) {
if (ejectorComp.tryEject(nextSlotIndex, nextItem)) {
items.shift();
}
}
}
}
}
}
import { globalConfig } from "../../core/config";
import { Loader } from "../../core/loader";
import { createLogger } from "../../core/logging";
import { Rectangle } from "../../core/rectangle";
import { StaleAreaDetector } from "../../core/stale_area_detector";
import { fastArrayDelete } from "../../core/utils";
import {
enumAngleToDirection,
enumDirection,
enumDirectionToAngle,
enumDirectionToVector,
enumInvertedDirections,
} from "../../core/vector";
import { enumUndergroundBeltMode, UndergroundBeltComponent } from "../components/underground_belt";
import { Entity } from "../entity";
import { GameSystemWithFilter } from "../game_system_with_filter";
const logger = createLogger("tunnels");
export class UndergroundBeltSystem extends GameSystemWithFilter {
constructor(root) {
super(root, [UndergroundBeltComponent]);
this.beltSprites = {
[enumUndergroundBeltMode.sender]: Loader.getSprite(
"sprites/buildings/underground_belt_entry.png"
),
[enumUndergroundBeltMode.receiver]: Loader.getSprite(
"sprites/buildings/underground_belt_exit.png"
),
};
this.staleAreaWatcher = new StaleAreaDetector({
root: this.root,
name: "underground-belt",
recomputeMethod: this.recomputeArea.bind(this),
});
this.root.signals.entityManuallyPlaced.add(this.onEntityManuallyPlaced, this);
// NOTICE: Once we remove a tunnel, we need to update the whole area to
// clear outdated handles
this.staleAreaWatcher.recomputeOnComponentsChanged(
[UndergroundBeltComponent],
globalConfig.undergroundBeltMaxTilesByTier[globalConfig.undergroundBeltMaxTilesByTier.length - 1]
);
}
/**
* Callback when an entity got placed, used to remove belts between underground belts
* @param {Entity} entity
*/
onEntityManuallyPlaced(entity) {
if (!this.root.app.settings.getAllSettings().enableTunnelSmartplace) {
// Smart-place disabled
return;
}
const undergroundComp = entity.components.UndergroundBelt;
if (undergroundComp && undergroundComp.mode === enumUndergroundBeltMode.receiver) {
const staticComp = entity.components.StaticMapEntity;
const tile = staticComp.origin;
const direction = enumAngleToDirection[staticComp.rotation];
const inverseDirection = enumInvertedDirections[direction];
const offset = enumDirectionToVector[inverseDirection];
let currentPos = tile.copy();
const tier = undergroundComp.tier;
const range = globalConfig.undergroundBeltMaxTilesByTier[tier];
// FIND ENTRANCE
// Search for the entrance which is farthest apart (this is why we can't reuse logic here)
let matchingEntrance = null;
for (let i = 0; i < range; ++i) {
currentPos.addInplace(offset);
const contents = this.root.map.getTileContent(currentPos, entity.layer);
if (!contents) {
continue;
}
const contentsUndergroundComp = contents.components.UndergroundBelt;
const contentsStaticComp = contents.components.StaticMapEntity;
if (
contentsUndergroundComp &&
contentsUndergroundComp.tier === undergroundComp.tier &&
contentsUndergroundComp.mode === enumUndergroundBeltMode.sender &&
enumAngleToDirection[contentsStaticComp.rotation] === direction
) {
matchingEntrance = {
entity: contents,
range: i,
};
}
}
if (!matchingEntrance) {
// Nothing found
return;
}
// DETECT OBSOLETE BELTS BETWEEN
// Remove any belts between entrance and exit which have the same direction,
// but only if they *all* have the right direction
currentPos = tile.copy();
let allBeltsMatch = true;
for (let i = 0; i < matchingEntrance.range; ++i) {
currentPos.addInplace(offset);
const contents = this.root.map.getTileContent(currentPos, entity.layer);
if (!contents) {
allBeltsMatch = false;
break;
}
const contentsStaticComp = contents.components.StaticMapEntity;
const contentsBeltComp = contents.components.Belt;
if (!contentsBeltComp) {
allBeltsMatch = false;
break;
}
// It's a belt
if (
contentsBeltComp.direction !== enumDirection.top ||
enumAngleToDirection[contentsStaticComp.rotation] !== direction
) {
allBeltsMatch = false;
break;
}
}
currentPos = tile.copy();
if (allBeltsMatch) {
// All belts between this are obsolete, so drop them
for (let i = 0; i < matchingEntrance.range; ++i) {
currentPos.addInplace(offset);
const contents = this.root.map.getTileContent(currentPos, entity.layer);
assert(contents, "Invalid smart underground belt logic");
this.root.logic.tryDeleteBuilding(contents);
}
}
// REMOVE OBSOLETE TUNNELS
// Remove any double tunnels, by checking the tile plus the tile above
currentPos = tile.copy().add(offset);
for (let i = 0; i < matchingEntrance.range - 1; ++i) {
const posBefore = currentPos.copy();
currentPos.addInplace(offset);
const entityBefore = this.root.map.getTileContent(posBefore, entity.layer);
const entityAfter = this.root.map.getTileContent(currentPos, entity.layer);
if (!entityBefore || !entityAfter) {
continue;
}
const undergroundBefore = entityBefore.components.UndergroundBelt;
const undergroundAfter = entityAfter.components.UndergroundBelt;
if (!undergroundBefore || !undergroundAfter) {
// Not an underground belt
continue;
}
if (
// Both same tier
undergroundBefore.tier !== undergroundAfter.tier ||
// And same tier as our original entity
undergroundBefore.tier !== undergroundComp.tier
) {
// Mismatching tier
continue;
}
if (
undergroundBefore.mode !== enumUndergroundBeltMode.sender ||
undergroundAfter.mode !== enumUndergroundBeltMode.receiver
) {
// Not the right mode
continue;
}
// Check rotations
const staticBefore = entityBefore.components.StaticMapEntity;
const staticAfter = entityAfter.components.StaticMapEntity;
if (
enumAngleToDirection[staticBefore.rotation] !== direction ||
enumAngleToDirection[staticAfter.rotation] !== direction
) {
// Wrong rotation
continue;
}
// All good, can remove
this.root.logic.tryDeleteBuilding(entityBefore);
this.root.logic.tryDeleteBuilding(entityAfter);
}
}
}
/**
* Recomputes the cache in the given area, invalidating all entries there
* @param {Rectangle} area
*/
recomputeArea(area) {
for (let x = area.x; x < area.right(); ++x) {
for (let y = area.y; y < area.bottom(); ++y) {
const entities = this.root.map.getLayersContentsMultipleXY(x, y);
for (let i = 0; i < entities.length; ++i) {
const entity = entities[i];
const undergroundComp = entity.components.UndergroundBelt;
if (!undergroundComp) {
continue;
}
undergroundComp.cachedLinkedEntity = null;
}
}
}
}
update() {
this.staleAreaWatcher.update();
const delta = this.root.dynamicTickrate.deltaSeconds;
for (let i = 0; i < this.allEntities.length; ++i) {
const entity = this.allEntities[i];
const undergroundComp = entity.components.UndergroundBelt;
const pendingItems = undergroundComp.pendingItems;
// Decrease remaining time of all items in belt
for (let k = 0; k < pendingItems.length; ++k) {
const item = pendingItems[k];
item[1] = Math.max(0, item[1] - delta);
if (G_IS_DEV && globalConfig.debug.instantBelts) {
item[1] = 0;
}
}
if (undergroundComp.mode === enumUndergroundBeltMode.sender) {
this.handleSender(entity);
} else {
this.handleReceiver(entity);
}
}
}
/**
* Finds the receiver for a given sender
* @param {Entity} entity
* @returns {import("../components/underground_belt").LinkedUndergroundBelt}
*/
findRecieverForSender(entity) {
const staticComp = entity.components.StaticMapEntity;
const undergroundComp = entity.components.UndergroundBelt;
const searchDirection = staticComp.localDirectionToWorld(enumDirection.top);
const searchVector = enumDirectionToVector[searchDirection];
const targetRotation = enumDirectionToAngle[searchDirection];
let currentTile = staticComp.origin;
// Search in the direction of the tunnel
for (
let searchOffset = 0;
searchOffset < globalConfig.undergroundBeltMaxTilesByTier[undergroundComp.tier];
++searchOffset
) {
currentTile = currentTile.add(searchVector);
const potentialReceiver = this.root.map.getTileContent(currentTile, "regular");
if (!potentialReceiver) {
// Empty tile
continue;
}
const receiverUndergroundComp = potentialReceiver.components.UndergroundBelt;
if (!receiverUndergroundComp || receiverUndergroundComp.tier !== undergroundComp.tier) {
// Not a tunnel, or not on the same tier
continue;
}
const receiverStaticComp = potentialReceiver.components.StaticMapEntity;
if (receiverStaticComp.rotation !== targetRotation) {
// Wrong rotation
continue;
}
if (receiverUndergroundComp.mode !== enumUndergroundBeltMode.receiver) {
// Not a receiver, but a sender -> Abort to make sure we don't deliver double
break;
}
return { entity: potentialReceiver, distance: searchOffset };
}
// None found
return { entity: null, distance: 0 };
}
/**
*
* @param {Entity} entity
*/
handleSender(entity) {
const undergroundComp = entity.components.UndergroundBelt;
// Find the current receiver
let cacheEntry = undergroundComp.cachedLinkedEntity;
if (!cacheEntry) {
// Need to recompute cache
cacheEntry = undergroundComp.cachedLinkedEntity = this.findRecieverForSender(entity);
}
if (!cacheEntry.entity) {
// If there is no connection to a receiver, ignore this one
return;
}
// Check if we have any item
if (undergroundComp.pendingItems.length > 0) {
assert(undergroundComp.pendingItems.length === 1, "more than 1 pending");
const nextItemAndDuration = undergroundComp.pendingItems[0];
const remainingTime = nextItemAndDuration[1];
const nextItem = nextItemAndDuration[0];
// Check if the item is ready to be emitted
if (remainingTime === 0) {
// Check if the receiver can accept it
if (
cacheEntry.entity.components.UndergroundBelt.tryAcceptTunneledItem(
nextItem,
cacheEntry.distance,
this.root.hubGoals.getUndergroundBeltBaseSpeed()
)
) {
// Drop this item
fastArrayDelete(undergroundComp.pendingItems, 0);
}
}
}
}
/**
*
* @param {Entity} entity
*/
handleReceiver(entity) {
const undergroundComp = entity.components.UndergroundBelt;
// Try to eject items, we only check the first one because it is sorted by remaining time
const items = undergroundComp.pendingItems;
if (items.length > 0) {
const nextItemAndDuration = undergroundComp.pendingItems[0];
const remainingTime = nextItemAndDuration[1];
const nextItem = nextItemAndDuration[0];
if (remainingTime <= 0) {
const ejectorComp = entity.components.ItemEjector;
const nextSlotIndex = ejectorComp.getFirstFreeSlot();
if (nextSlotIndex !== null) {
if (ejectorComp.tryEject(nextSlotIndex, nextItem)) {
items.shift();
}
}
}
}
}
}

View File

@ -162,7 +162,7 @@ export class WireSystem extends GameSystemWithFilter {
const tunnelEntities = this.root.entityMgr.getAllWithComponent(WireTunnelComponent);
const pinEntities = this.root.entityMgr.getAllWithComponent(WiredPinsComponent);
// Clear all network references, but not on the first update since thats the deserializing one
// Clear all network references, but not on the first update since that's the deserializing one
if (!this.isFirstRecompute) {
for (let i = 0; i < wireEntities.length; ++i) {
wireEntities[i].components.Wire.linkedNetwork = null;
@ -432,7 +432,7 @@ export class WireSystem extends GameSystemWithFilter {
continue;
}
// Check if its a tunnel, if so, go to the forwarded item
// Check if it's a tunnel, if so, go to the forwarded item
const tunnelComp = entity.components.WireTunnel;
if (tunnelComp) {
if (visitedTunnels.has(entity.uid)) {

View File

@ -149,8 +149,6 @@ export class WiredPinsSystem extends GameSystemWithFilter {
}
}
update() {}
/**
* Draws a given entity
* @param {DrawParameters} parameters

View File

@ -276,6 +276,7 @@ export const allApplicationSettings = [
new BoolSetting("lowQualityMapResources", enumCategories.performance, (app, value) => {}),
new BoolSetting("disableTileGrid", enumCategories.performance, (app, value) => {}),
new BoolSetting("lowQualityTextures", enumCategories.performance, (app, value) => {}),
new BoolSetting("simplifiedBelts", enumCategories.performance, (app, value) => {}),
];
export function getApplicationSettingById(id) {
@ -313,6 +314,7 @@ class SettingsStorage {
this.lowQualityMapResources = false;
this.disableTileGrid = false;
this.lowQualityTextures = false;
this.simplifiedBelts = false;
/**
* @type {Object.<string, number>}
@ -523,7 +525,7 @@ export class ApplicationSettings extends ReadWriteProxy {
}
getCurrentVersion() {
return 26;
return 27;
}
/** @param {{settings: SettingsStorage, version: number}} data */
@ -646,6 +648,11 @@ export class ApplicationSettings extends ReadWriteProxy {
data.version = 26;
}
if (data.version < 27) {
data.settings.simplifiedBelts = false;
data.version = 27;
}
return ExplainedResult.good();
}
}

View File

@ -1,146 +1,146 @@
import { ExplainedResult } from "../core/explained_result";
import { createLogger } from "../core/logging";
import { gComponentRegistry } from "../core/global_registries";
import { SerializerInternal } from "./serializer_internal";
/**
* @typedef {import("../game/component").Component} Component
* @typedef {import("../game/component").StaticComponent} StaticComponent
* @typedef {import("../game/entity").Entity} Entity
* @typedef {import("../game/root").GameRoot} GameRoot
* @typedef {import("../savegame/savegame_typedefs").SerializedGame} SerializedGame
*/
const logger = createLogger("savegame_serializer");
/**
* Serializes a savegame
*/
export class SavegameSerializer {
constructor() {
this.internal = new SerializerInternal();
}
/**
* Serializes the game root into a dump
* @param {GameRoot} root
* @param {boolean=} sanityChecks Whether to check for validity
* @returns {object}
*/
generateDumpFromGameRoot(root, sanityChecks = true) {
/** @type {SerializedGame} */
const data = {
camera: root.camera.serialize(),
time: root.time.serialize(),
map: root.map.serialize(),
entityMgr: root.entityMgr.serialize(),
hubGoals: root.hubGoals.serialize(),
pinnedShapes: root.hud.parts.pinnedShapes.serialize(),
waypoints: root.hud.parts.waypoints.serialize(),
entities: this.internal.serializeEntityArray(root.entityMgr.entities),
beltPaths: root.systemMgr.systems.belt.serializePaths(),
};
if (!G_IS_RELEASE) {
if (sanityChecks) {
// Sanity check
const sanity = this.verifyLogicalErrors(data);
if (!sanity.result) {
logger.error("Created invalid savegame:", sanity.reason, "savegame:", data);
return null;
}
}
}
return data;
}
/**
* Verifies if there are logical errors in the savegame
* @param {SerializedGame} savegame
* @returns {ExplainedResult}
*/
verifyLogicalErrors(savegame) {
if (!savegame.entities) {
return ExplainedResult.bad("Savegame has no entities");
}
const seenUids = [];
// Check for duplicate UIDS
for (let i = 0; i < savegame.entities.length; ++i) {
/** @type {Entity} */
const entity = savegame.entities[i];
const uid = entity.uid;
if (!Number.isInteger(uid)) {
return ExplainedResult.bad("Entity has invalid uid: " + uid);
}
if (seenUids.indexOf(uid) >= 0) {
return ExplainedResult.bad("Duplicate uid " + uid);
}
seenUids.push(uid);
// Verify components
if (!entity.components) {
return ExplainedResult.bad("Entity is missing key 'components': " + JSON.stringify(entity));
}
const components = entity.components;
for (const componentId in components) {
const componentClass = gComponentRegistry.findById(componentId);
// Check component id is known
if (!componentClass) {
return ExplainedResult.bad("Unknown component id: " + componentId);
}
// Verify component data
const componentData = components[componentId];
const componentVerifyError = /** @type {StaticComponent} */ (componentClass).verify(
componentData
);
// Check component data is ok
if (componentVerifyError) {
return ExplainedResult.bad(
"Component " + componentId + " has invalid data: " + componentVerifyError
);
}
}
}
return ExplainedResult.good();
}
/**
* Tries to load the savegame from a given dump
* @param {SerializedGame} savegame
* @param {GameRoot} root
* @returns {ExplainedResult}
*/
deserialize(savegame, root) {
// Sanity
const verifyResult = this.verifyLogicalErrors(savegame);
if (!verifyResult.result) {
return ExplainedResult.bad(verifyResult.reason);
}
let errorReason = null;
errorReason = errorReason || root.entityMgr.deserialize(savegame.entityMgr);
errorReason = errorReason || root.time.deserialize(savegame.time);
errorReason = errorReason || root.camera.deserialize(savegame.camera);
errorReason = errorReason || root.map.deserialize(savegame.map);
errorReason = errorReason || root.hubGoals.deserialize(savegame.hubGoals);
errorReason = errorReason || root.hud.parts.pinnedShapes.deserialize(savegame.pinnedShapes);
errorReason = errorReason || root.hud.parts.waypoints.deserialize(savegame.waypoints);
errorReason = errorReason || this.internal.deserializeEntityArray(root, savegame.entities);
errorReason = errorReason || root.systemMgr.systems.belt.deserializePaths(savegame.beltPaths);
// Check for errors
if (errorReason) {
return ExplainedResult.bad(errorReason);
}
return ExplainedResult.good();
}
}
import { ExplainedResult } from "../core/explained_result";
import { createLogger } from "../core/logging";
import { gComponentRegistry } from "../core/global_registries";
import { SerializerInternal } from "./serializer_internal";
/**
* @typedef {import("../game/component").Component} Component
* @typedef {import("../game/component").StaticComponent} StaticComponent
* @typedef {import("../game/entity").Entity} Entity
* @typedef {import("../game/root").GameRoot} GameRoot
* @typedef {import("../savegame/savegame_typedefs").SerializedGame} SerializedGame
*/
const logger = createLogger("savegame_serializer");
/**
* Serializes a savegame
*/
export class SavegameSerializer {
constructor() {
this.internal = new SerializerInternal();
}
/**
* Serializes the game root into a dump
* @param {GameRoot} root
* @param {boolean=} sanityChecks Whether to check for validity
* @returns {object}
*/
generateDumpFromGameRoot(root, sanityChecks = true) {
/** @type {SerializedGame} */
const data = {
camera: root.camera.serialize(),
time: root.time.serialize(),
map: root.map.serialize(),
entityMgr: root.entityMgr.serialize(),
hubGoals: root.hubGoals.serialize(),
pinnedShapes: root.hud.parts.pinnedShapes.serialize(),
waypoints: root.hud.parts.waypoints.serialize(),
entities: this.internal.serializeEntityArray(root.entityMgr.entities),
beltPaths: root.systemMgr.systems.belt.serializePaths(),
};
if (G_IS_DEV) {
if (sanityChecks) {
// Sanity check
const sanity = this.verifyLogicalErrors(data);
if (!sanity.result) {
logger.error("Created invalid savegame:", sanity.reason, "savegame:", data);
return null;
}
}
}
return data;
}
/**
* Verifies if there are logical errors in the savegame
* @param {SerializedGame} savegame
* @returns {ExplainedResult}
*/
verifyLogicalErrors(savegame) {
if (!savegame.entities) {
return ExplainedResult.bad("Savegame has no entities");
}
const seenUids = new Set();
// Check for duplicate UIDS
for (let i = 0; i < savegame.entities.length; ++i) {
/** @type {Entity} */
const entity = savegame.entities[i];
const uid = entity.uid;
if (!Number.isInteger(uid)) {
return ExplainedResult.bad("Entity has invalid uid: " + uid);
}
if (seenUids.has(uid)) {
return ExplainedResult.bad("Duplicate uid " + uid);
}
seenUids.add(uid);
// Verify components
if (!entity.components) {
return ExplainedResult.bad("Entity is missing key 'components': " + JSON.stringify(entity));
}
const components = entity.components;
for (const componentId in components) {
const componentClass = gComponentRegistry.findById(componentId);
// Check component id is known
if (!componentClass) {
return ExplainedResult.bad("Unknown component id: " + componentId);
}
// Verify component data
const componentData = components[componentId];
const componentVerifyError = /** @type {StaticComponent} */ (componentClass).verify(
componentData
);
// Check component data is ok
if (componentVerifyError) {
return ExplainedResult.bad(
"Component " + componentId + " has invalid data: " + componentVerifyError
);
}
}
}
return ExplainedResult.good();
}
/**
* Tries to load the savegame from a given dump
* @param {SerializedGame} savegame
* @param {GameRoot} root
* @returns {ExplainedResult}
*/
deserialize(savegame, root) {
// Sanity
const verifyResult = this.verifyLogicalErrors(savegame);
if (!verifyResult.result) {
return ExplainedResult.bad(verifyResult.reason);
}
let errorReason = null;
errorReason = errorReason || root.entityMgr.deserialize(savegame.entityMgr);
errorReason = errorReason || root.time.deserialize(savegame.time);
errorReason = errorReason || root.camera.deserialize(savegame.camera);
errorReason = errorReason || root.map.deserialize(savegame.map);
errorReason = errorReason || root.hubGoals.deserialize(savegame.hubGoals);
errorReason = errorReason || root.hud.parts.pinnedShapes.deserialize(savegame.pinnedShapes);
errorReason = errorReason || root.hud.parts.waypoints.deserialize(savegame.waypoints);
errorReason = errorReason || this.internal.deserializeEntityArray(root, savegame.entities);
errorReason = errorReason || root.systemMgr.systems.belt.deserializePaths(savegame.beltPaths);
// Check for errors
if (errorReason) {
return ExplainedResult.bad(errorReason);
}
return ExplainedResult.good();
}
}

View File

@ -1,438 +1,458 @@
import { APPLICATION_ERROR_OCCURED } from "../core/error_handler";
import { GameState } from "../core/game_state";
import { logSection, createLogger } from "../core/logging";
import { waitNextFrame } from "../core/utils";
import { globalConfig } from "../core/config";
import { GameLoadingOverlay } from "../game/game_loading_overlay";
import { KeyActionMapper } from "../game/key_action_mapper";
import { Savegame } from "../savegame/savegame";
import { GameCore } from "../game/core";
import { MUSIC } from "../platform/sound";
const logger = createLogger("state/ingame");
// Different sub-states
const stages = {
s3_createCore: "🌈 3: Create core",
s4_A_initEmptyGame: "🌈 4/A: Init empty game",
s4_B_resumeGame: "🌈 4/B: Resume game",
s5_firstUpdate: "🌈 5: First game update",
s6_postLoadHook: "🌈 6: Post load hook",
s7_warmup: "🌈 7: Warmup",
s10_gameRunning: "🌈 10: Game finally running",
leaving: "🌈 Saving, then leaving the game",
destroyed: "🌈 DESTROYED: Core is empty and waits for state leave",
initFailed: "🌈 ERROR: Initialization failed!",
};
export const gameCreationAction = {
new: "new-game",
resume: "resume-game",
};
// Typehints
export class GameCreationPayload {
constructor() {
/** @type {boolean|undefined} */
this.fastEnter;
/** @type {Savegame} */
this.savegame;
}
}
export class InGameState extends GameState {
constructor() {
super("InGameState");
/** @type {GameCreationPayload} */
this.creationPayload = null;
// Stores current stage
this.stage = "";
/** @type {GameCore} */
this.core = null;
/** @type {KeyActionMapper} */
this.keyActionMapper = null;
/** @type {GameLoadingOverlay} */
this.loadingOverlay = null;
/** @type {Savegame} */
this.savegame;
this.boundInputFilter = this.filterInput.bind(this);
}
/**
* Switches the game into another sub-state
* @param {string} stage
*/
switchStage(stage) {
assert(stage, "Got empty stage");
if (stage !== this.stage) {
this.stage = stage;
logger.log(this.stage);
return true;
} else {
// log(this, "Re entering", stage);
return false;
}
}
// GameState implementation
getInnerHTML() {
return "";
}
getThemeMusic() {
return MUSIC.theme;
}
onBeforeExit() {
// logger.log("Saving before quitting");
// return this.doSave().then(() => {
// logger.log(this, "Successfully saved");
// // this.stageDestroyed();
// });
}
onAppPause() {
// if (this.stage === stages.s10_gameRunning) {
// logger.log("Saving because app got paused");
// this.doSave();
// }
}
getHasFadeIn() {
return false;
}
getPauseOnFocusLost() {
return false;
}
getHasUnloadConfirmation() {
return true;
}
onLeave() {
if (this.core) {
this.stageDestroyed();
}
this.app.inputMgr.dismountFilter(this.boundInputFilter);
}
onResized(w, h) {
super.onResized(w, h);
if (this.stage === stages.s10_gameRunning) {
this.core.resize(w, h);
}
}
// ---- End of GameState implementation
/**
* Goes back to the menu state
*/
goBackToMenu() {
this.saveThenGoToState("MainMenuState");
}
/**
* Goes back to the settings state
*/
goToSettings() {
this.saveThenGoToState("SettingsState", {
backToStateId: this.key,
backToStatePayload: this.creationPayload,
});
}
/**
* Goes back to the settings state
*/
goToKeybindings() {
this.saveThenGoToState("KeybindingsState", {
backToStateId: this.key,
backToStatePayload: this.creationPayload,
});
}
/**
* Moves to a state outside of the game
* @param {string} stateId
* @param {any=} payload
*/
saveThenGoToState(stateId, payload) {
if (this.stage === stages.leaving || this.stage === stages.destroyed) {
logger.warn(
"Tried to leave game twice or during destroy:",
this.stage,
"(attempted to move to",
stateId,
")"
);
return;
}
this.stageLeavingGame();
this.doSave().then(() => {
this.stageDestroyed();
this.moveToState(stateId, payload);
});
}
onBackButton() {
// do nothing
}
/**
* Called when the game somehow failed to initialize. Resets everything to basic state and
* then goes to the main menu, showing the error
* @param {string} err
*/
onInitializationFailure(err) {
if (this.switchStage(stages.initFailed)) {
logger.error("Init failure:", err);
this.stageDestroyed();
this.moveToState("MainMenuState", { loadError: err });
}
}
// STAGES
/**
* Creates the game core instance, and thus the root
*/
stage3CreateCore() {
if (this.switchStage(stages.s3_createCore)) {
logger.log("Creating new game core");
this.core = new GameCore(this.app);
this.core.initializeRoot(this, this.savegame);
if (this.savegame.hasGameDump()) {
this.stage4bResumeGame();
} else {
this.app.gameAnalytics.handleGameStarted();
this.stage4aInitEmptyGame();
}
}
}
/**
* Initializes a new empty game
*/
stage4aInitEmptyGame() {
if (this.switchStage(stages.s4_A_initEmptyGame)) {
this.core.initNewGame();
this.stage5FirstUpdate();
}
}
/**
* Resumes an existing game
*/
stage4bResumeGame() {
if (this.switchStage(stages.s4_B_resumeGame)) {
if (!this.core.initExistingGame()) {
this.onInitializationFailure("Savegame is corrupt and can not be restored.");
return;
}
this.app.gameAnalytics.handleGameResumed();
this.stage5FirstUpdate();
}
}
/**
* Performs the first game update on the game which initializes most caches
*/
stage5FirstUpdate() {
if (this.switchStage(stages.s5_firstUpdate)) {
this.core.root.logicInitialized = true;
this.core.updateLogic();
this.stage6PostLoadHook();
}
}
/**
* Call the post load hook, this means that we have loaded the game, and all systems
* can operate and start to work now.
*/
stage6PostLoadHook() {
if (this.switchStage(stages.s6_postLoadHook)) {
logger.log("Post load hook");
this.core.postLoadHook();
this.stage7Warmup();
}
}
/**
* This makes the game idle and draw for a while, because we run most code this way
* the V8 engine can already start to optimize it. Also this makes sure the resources
* are in the VRAM and we have a smooth experience once we start.
*/
stage7Warmup() {
if (this.switchStage(stages.s7_warmup)) {
if (G_IS_DEV && globalConfig.debug.noArtificialDelays) {
this.warmupTimeSeconds = 0.05;
} else {
if (this.creationPayload.fastEnter) {
this.warmupTimeSeconds = globalConfig.warmupTimeSecondsFast;
} else {
this.warmupTimeSeconds = globalConfig.warmupTimeSecondsRegular;
}
}
}
}
/**
* The final stage where this game is running and updating regulary.
*/
stage10GameRunning() {
if (this.switchStage(stages.s10_gameRunning)) {
this.core.root.signals.readyToRender.dispatch();
logSection("GAME STARTED", "#26a69a");
// Initial resize, might have changed during loading (this is possible)
this.core.resize(this.app.screenWidth, this.app.screenHeight);
}
}
/**
* This stage destroys the whole game, used to cleanup
*/
stageDestroyed() {
if (this.switchStage(stages.destroyed)) {
// Cleanup all api calls
this.cancelAllAsyncOperations();
if (this.syncer) {
this.syncer.cancelSync();
this.syncer = null;
}
// Cleanup core
if (this.core) {
this.core.destruct();
this.core = null;
}
}
}
/**
* When leaving the game
*/
stageLeavingGame() {
if (this.switchStage(stages.leaving)) {
// ...
}
}
// END STAGES
/**
* Filters the input (keybindings)
*/
filterInput() {
return this.stage === stages.s10_gameRunning;
}
/**
* @param {GameCreationPayload} payload
*/
onEnter(payload) {
this.app.inputMgr.installFilter(this.boundInputFilter);
this.creationPayload = payload;
this.savegame = payload.savegame;
this.loadingOverlay = new GameLoadingOverlay(this.app, this.getDivElement());
this.loadingOverlay.showBasic();
// Remove unneded default element
document.body.querySelector(".modalDialogParent").remove();
this.asyncChannel.watch(waitNextFrame()).then(() => this.stage3CreateCore());
}
/**
* Render callback
* @param {number} dt
*/
onRender(dt) {
if (APPLICATION_ERROR_OCCURED) {
// Application somehow crashed, do not do anything
return;
}
if (this.stage === stages.s7_warmup) {
this.core.draw();
this.warmupTimeSeconds -= dt / 1000.0;
if (this.warmupTimeSeconds < 0) {
logger.log("Warmup completed");
this.stage10GameRunning();
}
}
if (this.stage === stages.s10_gameRunning) {
this.core.tick(dt);
}
// If the stage is still active (This might not be the case if tick() moved us to game over)
if (this.stage === stages.s10_gameRunning) {
// Only draw if page visible
if (this.app.pageVisible) {
this.core.draw();
}
this.loadingOverlay.removeIfAttached();
} else {
if (!this.loadingOverlay.isAttached()) {
this.loadingOverlay.showBasic();
}
}
}
onBackgroundTick(dt) {
this.onRender(dt);
}
/**
* Saves the game
*/
doSave() {
if (!this.savegame || !this.savegame.isSaveable()) {
return Promise.resolve();
}
if (APPLICATION_ERROR_OCCURED) {
logger.warn("skipping save because application crashed");
return Promise.resolve();
}
if (
this.stage !== stages.s10_gameRunning &&
this.stage !== stages.s7_warmup &&
this.stage !== stages.leaving
) {
logger.warn("Skipping save because game is not ready");
return Promise.resolve();
}
// First update the game data
logger.log("Starting to save game ...");
this.core.root.signals.gameSaved.dispatch();
this.savegame.updateData(this.core.root);
return this.savegame.writeSavegameAndMetadata().catch(err => {
logger.warn("Failed to save:", err);
});
}
}
import { APPLICATION_ERROR_OCCURED } from "../core/error_handler";
import { GameState } from "../core/game_state";
import { logSection, createLogger } from "../core/logging";
import { waitNextFrame } from "../core/utils";
import { globalConfig } from "../core/config";
import { GameLoadingOverlay } from "../game/game_loading_overlay";
import { KeyActionMapper } from "../game/key_action_mapper";
import { Savegame } from "../savegame/savegame";
import { GameCore } from "../game/core";
import { MUSIC } from "../platform/sound";
const logger = createLogger("state/ingame");
// Different sub-states
const stages = {
s3_createCore: "🌈 3: Create core",
s4_A_initEmptyGame: "🌈 4/A: Init empty game",
s4_B_resumeGame: "🌈 4/B: Resume game",
s5_firstUpdate: "🌈 5: First game update",
s6_postLoadHook: "🌈 6: Post load hook",
s7_warmup: "🌈 7: Warmup",
s10_gameRunning: "🌈 10: Game finally running",
leaving: "🌈 Saving, then leaving the game",
destroyed: "🌈 DESTROYED: Core is empty and waits for state leave",
initFailed: "🌈 ERROR: Initialization failed!",
};
export const gameCreationAction = {
new: "new-game",
resume: "resume-game",
};
// Typehints
export class GameCreationPayload {
constructor() {
/** @type {boolean|undefined} */
this.fastEnter;
/** @type {Savegame} */
this.savegame;
}
}
export class InGameState extends GameState {
constructor() {
super("InGameState");
/** @type {GameCreationPayload} */
this.creationPayload = null;
// Stores current stage
this.stage = "";
/** @type {GameCore} */
this.core = null;
/** @type {KeyActionMapper} */
this.keyActionMapper = null;
/** @type {GameLoadingOverlay} */
this.loadingOverlay = null;
/** @type {Savegame} */
this.savegame = null;
this.boundInputFilter = this.filterInput.bind(this);
/**
* Whether we are currently saving the game
* @TODO: This doesn't realy fit here
*/
this.currentSavePromise = null;
}
/**
* Switches the game into another sub-state
* @param {string} stage
*/
switchStage(stage) {
assert(stage, "Got empty stage");
if (stage !== this.stage) {
this.stage = stage;
logger.log(this.stage);
return true;
} else {
// log(this, "Re entering", stage);
return false;
}
}
// GameState implementation
getInnerHTML() {
return "";
}
getThemeMusic() {
return MUSIC.theme;
}
onBeforeExit() {
// logger.log("Saving before quitting");
// return this.doSave().then(() => {
// logger.log(this, "Successfully saved");
// // this.stageDestroyed();
// });
}
onAppPause() {
// if (this.stage === stages.s10_gameRunning) {
// logger.log("Saving because app got paused");
// this.doSave();
// }
}
getHasFadeIn() {
return false;
}
getPauseOnFocusLost() {
return false;
}
getHasUnloadConfirmation() {
return true;
}
onLeave() {
if (this.core) {
this.stageDestroyed();
}
this.app.inputMgr.dismountFilter(this.boundInputFilter);
}
onResized(w, h) {
super.onResized(w, h);
if (this.stage === stages.s10_gameRunning) {
this.core.resize(w, h);
}
}
// ---- End of GameState implementation
/**
* Goes back to the menu state
*/
goBackToMenu() {
this.saveThenGoToState("MainMenuState");
}
/**
* Goes back to the settings state
*/
goToSettings() {
this.saveThenGoToState("SettingsState", {
backToStateId: this.key,
backToStatePayload: this.creationPayload,
});
}
/**
* Goes back to the settings state
*/
goToKeybindings() {
this.saveThenGoToState("KeybindingsState", {
backToStateId: this.key,
backToStatePayload: this.creationPayload,
});
}
/**
* Moves to a state outside of the game
* @param {string} stateId
* @param {any=} payload
*/
saveThenGoToState(stateId, payload) {
if (this.stage === stages.leaving || this.stage === stages.destroyed) {
logger.warn(
"Tried to leave game twice or during destroy:",
this.stage,
"(attempted to move to",
stateId,
")"
);
return;
}
this.stageLeavingGame();
this.doSave().then(() => {
this.stageDestroyed();
this.moveToState(stateId, payload);
});
}
onBackButton() {
// do nothing
}
/**
* Called when the game somehow failed to initialize. Resets everything to basic state and
* then goes to the main menu, showing the error
* @param {string} err
*/
onInitializationFailure(err) {
if (this.switchStage(stages.initFailed)) {
logger.error("Init failure:", err);
this.stageDestroyed();
this.moveToState("MainMenuState", { loadError: err });
}
}
// STAGES
/**
* Creates the game core instance, and thus the root
*/
stage3CreateCore() {
if (this.switchStage(stages.s3_createCore)) {
logger.log("Creating new game core");
this.core = new GameCore(this.app);
this.core.initializeRoot(this, this.savegame);
if (this.savegame.hasGameDump()) {
this.stage4bResumeGame();
} else {
this.app.gameAnalytics.handleGameStarted();
this.stage4aInitEmptyGame();
}
}
}
/**
* Initializes a new empty game
*/
stage4aInitEmptyGame() {
if (this.switchStage(stages.s4_A_initEmptyGame)) {
this.core.initNewGame();
this.stage5FirstUpdate();
}
}
/**
* Resumes an existing game
*/
stage4bResumeGame() {
if (this.switchStage(stages.s4_B_resumeGame)) {
if (!this.core.initExistingGame()) {
this.onInitializationFailure("Savegame is corrupt and can not be restored.");
return;
}
this.app.gameAnalytics.handleGameResumed();
this.stage5FirstUpdate();
}
}
/**
* Performs the first game update on the game which initializes most caches
*/
stage5FirstUpdate() {
if (this.switchStage(stages.s5_firstUpdate)) {
this.core.root.logicInitialized = true;
this.core.updateLogic();
this.stage6PostLoadHook();
}
}
/**
* Call the post load hook, this means that we have loaded the game, and all systems
* can operate and start to work now.
*/
stage6PostLoadHook() {
if (this.switchStage(stages.s6_postLoadHook)) {
logger.log("Post load hook");
this.core.postLoadHook();
this.stage7Warmup();
}
}
/**
* This makes the game idle and draw for a while, because we run most code this way
* the V8 engine can already start to optimize it. Also this makes sure the resources
* are in the VRAM and we have a smooth experience once we start.
*/
stage7Warmup() {
if (this.switchStage(stages.s7_warmup)) {
if (G_IS_DEV && globalConfig.debug.noArtificialDelays) {
this.warmupTimeSeconds = 0.05;
} else {
if (this.creationPayload.fastEnter) {
this.warmupTimeSeconds = globalConfig.warmupTimeSecondsFast;
} else {
this.warmupTimeSeconds = globalConfig.warmupTimeSecondsRegular;
}
}
}
}
/**
* The final stage where this game is running and updating regulary.
*/
stage10GameRunning() {
if (this.switchStage(stages.s10_gameRunning)) {
this.core.root.signals.readyToRender.dispatch();
logSection("GAME STARTED", "#26a69a");
// Initial resize, might have changed during loading (this is possible)
this.core.resize(this.app.screenWidth, this.app.screenHeight);
}
}
/**
* This stage destroys the whole game, used to cleanup
*/
stageDestroyed() {
if (this.switchStage(stages.destroyed)) {
// Cleanup all api calls
this.cancelAllAsyncOperations();
if (this.syncer) {
this.syncer.cancelSync();
this.syncer = null;
}
// Cleanup core
if (this.core) {
this.core.destruct();
this.core = null;
}
}
}
/**
* When leaving the game
*/
stageLeavingGame() {
if (this.switchStage(stages.leaving)) {
// ...
}
}
// END STAGES
/**
* Filters the input (keybindings)
*/
filterInput() {
return this.stage === stages.s10_gameRunning;
}
/**
* @param {GameCreationPayload} payload
*/
onEnter(payload) {
this.app.inputMgr.installFilter(this.boundInputFilter);
this.creationPayload = payload;
this.savegame = payload.savegame;
this.loadingOverlay = new GameLoadingOverlay(this.app, this.getDivElement());
this.loadingOverlay.showBasic();
// Remove unneded default element
document.body.querySelector(".modalDialogParent").remove();
this.asyncChannel.watch(waitNextFrame()).then(() => this.stage3CreateCore());
}
/**
* Render callback
* @param {number} dt
*/
onRender(dt) {
if (APPLICATION_ERROR_OCCURED) {
// Application somehow crashed, do not do anything
return;
}
if (this.stage === stages.s7_warmup) {
this.core.draw();
this.warmupTimeSeconds -= dt / 1000.0;
if (this.warmupTimeSeconds < 0) {
logger.log("Warmup completed");
this.stage10GameRunning();
}
}
if (this.stage === stages.s10_gameRunning) {
this.core.tick(dt);
}
// If the stage is still active (This might not be the case if tick() moved us to game over)
if (this.stage === stages.s10_gameRunning) {
// Only draw if page visible
if (this.app.pageVisible) {
this.core.draw();
}
this.loadingOverlay.removeIfAttached();
} else {
if (!this.loadingOverlay.isAttached()) {
this.loadingOverlay.showBasic();
}
}
}
onBackgroundTick(dt) {
this.onRender(dt);
}
/**
* Saves the game
*/
doSave() {
if (!this.savegame || !this.savegame.isSaveable()) {
return Promise.resolve();
}
if (APPLICATION_ERROR_OCCURED) {
logger.warn("skipping save because application crashed");
return Promise.resolve();
}
if (
this.stage !== stages.s10_gameRunning &&
this.stage !== stages.s7_warmup &&
this.stage !== stages.leaving
) {
logger.warn("Skipping save because game is not ready");
return Promise.resolve();
}
if (this.currentSavePromise) {
logger.warn("Skipping double save and returning same promise");
return this.currentSavePromise;
}
logger.log("Starting to save game ...");
this.savegame.updateData(this.core.root);
this.currentSavePromise = this.savegame
.writeSavegameAndMetadata()
.catch(err => {
// Catch errors
logger.warn("Failed to save:", err);
})
.then(() => {
// Clear promise
logger.log("Saved!");
this.core.root.signals.gameSaved.dispatch();
this.currentSavePromise = null;
});
return this.currentSavePromise;
}
}

View File

@ -1,293 +1,331 @@
import { GameState } from "../core/game_state";
import { createLogger } from "../core/logging";
import { findNiceValue } from "../core/utils";
import { cachebust } from "../core/cachebust";
import { PlatformWrapperImplBrowser } from "../platform/browser/wrapper";
import { T, autoDetectLanguageId, updateApplicationLanguage } from "../translations";
import { HUDModalDialogs } from "../game/hud/parts/modal_dialogs";
import { CHANGELOG } from "../changelog";
import { globalConfig } from "../core/config";
const logger = createLogger("state/preload");
export class PreloadState extends GameState {
constructor() {
super("PreloadState");
}
getInnerHTML() {
return `
<div class="loadingImage"></div>
<div class="loadingStatus">
<span class="desc">Booting</span>
<span class="bar">
<span class="inner" style="width: 0%"></span>
<span class="status">0%</span>
</span>
</div>
</div>
`;
}
getThemeMusic() {
return null;
}
getHasFadeIn() {
return false;
}
onEnter() {
this.htmlElement.classList.add("prefab_LoadingState");
const elementsToRemove = ["#loadingPreload", "#fontPreload"];
for (let i = 0; i < elementsToRemove.length; ++i) {
const elem = document.querySelector(elementsToRemove[i]);
if (elem) {
elem.remove();
}
}
this.dialogs = new HUDModalDialogs(null, this.app);
const dialogsElement = document.body.querySelector(".modalDialogParent");
this.dialogs.initializeToElement(dialogsElement);
/** @type {HTMLElement} */
this.statusText = this.htmlElement.querySelector(".loadingStatus > .desc");
/** @type {HTMLElement} */
this.statusBar = this.htmlElement.querySelector(".loadingStatus > .bar > .inner");
/** @type {HTMLElement} */
this.statusBarText = this.htmlElement.querySelector(".loadingStatus > .bar > .status");
this.currentStatus = "booting";
this.currentIndex = 0;
this.startLoading();
}
onLeave() {
// this.dialogs.cleanup();
}
startLoading() {
this.setStatus("Booting")
.then(() => this.setStatus("Creating platform wrapper"))
.then(() => this.app.platformWrapper.initialize())
.then(() => this.setStatus("Initializing local storage"))
.then(() => {
const wrapper = this.app.platformWrapper;
if (wrapper instanceof PlatformWrapperImplBrowser) {
try {
window.localStorage.setItem("local_storage_test", "1");
window.localStorage.removeItem("local_storage_test");
} catch (ex) {
logger.error("Failed to read/write local storage:", ex);
return new Promise(() => {
alert(`Your brower does not support thirdparty cookies or you have disabled it in your security settings.\n\n
In Chrome this setting is called "Block third-party cookies and site data".\n\n
Please allow third party cookies and then reload the page.`);
// Never return
});
}
}
})
.then(() => this.setStatus("Creating storage"))
.then(() => {
return this.app.storage.initialize();
})
.then(() => this.setStatus("Initializing libraries"))
.then(() => this.app.analytics.initialize())
.then(() => this.app.gameAnalytics.initialize())
.then(() => this.setStatus("Initializing settings"))
.then(() => {
return this.app.settings.initialize();
})
.then(() => {
// Initialize fullscreen
if (this.app.platformWrapper.getSupportsFullscreen()) {
this.app.platformWrapper.setFullscreen(this.app.settings.getIsFullScreen());
}
})
.then(() => this.setStatus("Initializing language"))
.then(() => {
if (this.app.settings.getLanguage() === "auto-detect") {
const language = autoDetectLanguageId();
logger.log("Setting language to", language);
return this.app.settings.updateLanguage(language);
}
})
.then(() => {
const language = this.app.settings.getLanguage();
updateApplicationLanguage(language);
})
.then(() => this.setStatus("Initializing sounds"))
.then(() => {
// Notice: We don't await the sounds loading itself
return this.app.sound.initialize();
})
.then(() => {
this.app.backgroundResourceLoader.startLoading();
})
.then(() => this.setStatus("Initializing savegame"))
.then(() => {
return this.app.savegameMgr.initialize().catch(err => {
logger.error("Failed to initialize savegames:", err);
alert(
"Your savegames failed to load, it seems your data files got corrupted. I'm so sorry!\n\n(This can happen if your pc crashed while a game was saved).\n\nYou can try re-importing your savegames."
);
return this.app.savegameMgr.writeAsync();
});
})
.then(() => this.setStatus("Downloading resources"))
.then(() => {
return this.app.backgroundResourceLoader.getPromiseForBareGame();
})
.then(() => this.setStatus("Checking changelog"))
.then(() => {
if (G_IS_DEV && globalConfig.debug.disableUpgradeNotification) {
return;
}
return this.app.storage
.readFileAsync("lastversion.bin")
.catch(err => {
logger.warn("Failed to read lastversion:", err);
return G_BUILD_VERSION;
})
.then(version => {
logger.log("Last version:", version, "App version:", G_BUILD_VERSION);
this.app.storage.writeFileAsync("lastversion.bin", G_BUILD_VERSION);
return version;
})
.then(version => {
let changelogEntries = [];
logger.log("Last seen version:", version);
for (let i = 0; i < CHANGELOG.length; ++i) {
if (CHANGELOG[i].version === version) {
break;
}
changelogEntries.push(CHANGELOG[i]);
}
if (changelogEntries.length === 0) {
return;
}
let dialogHtml = T.dialogs.updateSummary.desc;
for (let i = 0; i < changelogEntries.length; ++i) {
const entry = changelogEntries[i];
dialogHtml += `
<div class="changelogDialogEntry">
<span class="version">${entry.version}</span>
<span class="date">${entry.date}</span>
<ul class="changes">
${entry.entries.map(text => `<li>${text}</li>`).join("")}
</ul>
</div>
`;
}
return new Promise(resolve => {
this.dialogs.showInfo(T.dialogs.updateSummary.title, dialogHtml).ok.add(resolve);
});
});
})
.then(() => this.setStatus("Launching"))
.then(
() => {
this.moveToState("MainMenuState");
},
err => {
this.showFailMessage(err);
}
);
}
setStatus(text) {
logger.log("✅ " + text);
this.currentIndex += 1;
this.currentStatus = text;
this.statusText.innerText = text;
const numSteps = 10; // FIXME
const percentage = (this.currentIndex / numSteps) * 100.0;
this.statusBar.style.width = percentage + "%";
this.statusBarText.innerText = findNiceValue(percentage) + "%";
return Promise.resolve();
}
showFailMessage(text) {
logger.error("App init failed:", text);
const email = "bugs@shapez.io";
const subElement = document.createElement("div");
subElement.classList.add("failureBox");
subElement.innerHTML = `
<div class="logo">
<img src="${cachebust("res/logo.png")}" alt="Shapez.io Logo">
</div>
<div class="failureInner">
<div class="errorHeader">
Failed to initialize application!
</div>
<div class="errorMessage">
${this.currentStatus} failed:<br/>
${text}
</div>
<div class="supportHelp">
Please send me an email with steps to reproduce and what you did before this happened:
<br /><a class="email" href="mailto:${email}?subject=App%20does%20not%20launch">${email}</a>
</div>
<div class="lower">
<button class="resetApp styledButton">Reset App</button>
<i>Build ${G_BUILD_VERSION} @ ${G_BUILD_COMMIT_HASH}</i>
</div>
</div>
`;
this.htmlElement.classList.add("failure");
this.htmlElement.appendChild(subElement);
const resetBtn = subElement.querySelector("button.resetApp");
this.trackClicks(resetBtn, this.showResetConfirm);
}
showResetConfirm() {
if (confirm("Are you sure you want to reset the app? This will delete all your savegames")) {
this.resetApp();
}
}
resetApp() {
this.app.settings
.resetEverythingAsync()
.then(() => {
this.app.savegameMgr.resetEverythingAsync();
})
.then(() => {
this.app.settings.resetEverythingAsync();
})
.then(() => {
window.location.reload();
});
}
}
import { CHANGELOG } from "../changelog";
import { cachebust } from "../core/cachebust";
import { globalConfig } from "../core/config";
import { GameState } from "../core/game_state";
import { createLogger } from "../core/logging";
import { findNiceValue } from "../core/utils";
import { getRandomHint } from "../game/hints";
import { HUDModalDialogs } from "../game/hud/parts/modal_dialogs";
import { PlatformWrapperImplBrowser } from "../platform/browser/wrapper";
import { autoDetectLanguageId, T, updateApplicationLanguage } from "../translations";
const logger = createLogger("state/preload");
export class PreloadState extends GameState {
constructor() {
super("PreloadState");
}
getInnerHTML() {
return `
<div class="loadingImage"></div>
<div class="loadingStatus">
<span class="desc">Booting</span>
<span class="bar">
<span class="inner" style="width: 0%"></span>
<span class="status">0%</span>
</span>
</div>
</div>
<span class="hint"></span>
`;
}
getThemeMusic() {
return null;
}
getHasFadeIn() {
return false;
}
onEnter() {
this.htmlElement.classList.add("prefab_LoadingState");
const elementsToRemove = ["#loadingPreload", "#fontPreload"];
for (let i = 0; i < elementsToRemove.length; ++i) {
const elem = document.querySelector(elementsToRemove[i]);
if (elem) {
elem.remove();
}
}
this.dialogs = new HUDModalDialogs(null, this.app);
const dialogsElement = document.body.querySelector(".modalDialogParent");
this.dialogs.initializeToElement(dialogsElement);
/** @type {HTMLElement} */
this.statusText = this.htmlElement.querySelector(".loadingStatus > .desc");
/** @type {HTMLElement} */
this.statusBar = this.htmlElement.querySelector(".loadingStatus > .bar > .inner");
/** @type {HTMLElement} */
this.statusBarText = this.htmlElement.querySelector(".loadingStatus > .bar > .status");
/** @type {HTMLElement} */
this.hintsText = this.htmlElement.querySelector(".hint");
this.lastHintShown = -1000;
this.nextHintDuration = 0;
this.currentStatus = "booting";
this.currentIndex = 0;
this.startLoading();
}
onLeave() {
// this.dialogs.cleanup();
}
startLoading() {
this.setStatus("Booting")
.then(() => this.setStatus("Creating platform wrapper"))
.then(() => this.app.platformWrapper.initialize())
.then(() => this.setStatus("Initializing local storage"))
.then(() => {
const wrapper = this.app.platformWrapper;
if (wrapper instanceof PlatformWrapperImplBrowser) {
try {
window.localStorage.setItem("local_storage_test", "1");
window.localStorage.removeItem("local_storage_test");
} catch (ex) {
logger.error("Failed to read/write local storage:", ex);
return new Promise(() => {
alert(`Your brower does not support thirdparty cookies or you have disabled it in your security settings.\n\n
In Chrome this setting is called "Block third-party cookies and site data".\n\n
Please allow third party cookies and then reload the page.`);
// Never return
});
}
}
})
.then(() => this.setStatus("Creating storage"))
.then(() => {
return this.app.storage.initialize();
})
.then(() => this.setStatus("Initializing libraries"))
.then(() => this.app.analytics.initialize())
.then(() => this.app.gameAnalytics.initialize())
.then(() => this.setStatus("Initializing settings"))
.then(() => {
return this.app.settings.initialize();
})
.then(() => {
// Initialize fullscreen
if (this.app.platformWrapper.getSupportsFullscreen()) {
this.app.platformWrapper.setFullscreen(this.app.settings.getIsFullScreen());
}
})
.then(() => this.setStatus("Initializing language"))
.then(() => {
if (this.app.settings.getLanguage() === "auto-detect") {
const language = autoDetectLanguageId();
logger.log("Setting language to", language);
return this.app.settings.updateLanguage(language);
}
})
.then(() => {
const language = this.app.settings.getLanguage();
updateApplicationLanguage(language);
})
.then(() => this.setStatus("Initializing sounds"))
.then(() => {
// Notice: We don't await the sounds loading itself
return this.app.sound.initialize();
})
.then(() => {
this.app.backgroundResourceLoader.startLoading();
})
.then(() => this.setStatus("Initializing savegame"))
.then(() => {
return this.app.savegameMgr.initialize().catch(err => {
logger.error("Failed to initialize savegames:", err);
alert(
"Your savegames failed to load, it seems your data files got corrupted. I'm so sorry!\n\n(This can happen if your pc crashed while a game was saved).\n\nYou can try re-importing your savegames."
);
return this.app.savegameMgr.writeAsync();
});
})
.then(() => this.setStatus("Downloading resources"))
.then(() => {
return this.app.backgroundResourceLoader.getPromiseForBareGame();
})
.then(() => this.setStatus("Checking changelog"))
.then(() => {
if (G_IS_DEV && globalConfig.debug.disableUpgradeNotification) {
return;
}
return this.app.storage
.readFileAsync("lastversion.bin")
.catch(err => {
logger.warn("Failed to read lastversion:", err);
return G_BUILD_VERSION;
})
.then(version => {
logger.log("Last version:", version, "App version:", G_BUILD_VERSION);
this.app.storage.writeFileAsync("lastversion.bin", G_BUILD_VERSION);
return version;
})
.then(version => {
let changelogEntries = [];
logger.log("Last seen version:", version);
for (let i = 0; i < CHANGELOG.length; ++i) {
if (CHANGELOG[i].version === version) {
break;
}
changelogEntries.push(CHANGELOG[i]);
}
if (changelogEntries.length === 0) {
return;
}
let dialogHtml = T.dialogs.updateSummary.desc;
for (let i = 0; i < changelogEntries.length; ++i) {
const entry = changelogEntries[i];
dialogHtml += `
<div class="changelogDialogEntry">
<span class="version">${entry.version}</span>
<span class="date">${entry.date}</span>
<ul class="changes">
${entry.entries.map(text => `<li>${text}</li>`).join("")}
</ul>
</div>
`;
}
return new Promise(resolve => {
this.dialogs.showInfo(T.dialogs.updateSummary.title, dialogHtml).ok.add(resolve);
});
});
})
.then(() => this.setStatus("Launching"))
.then(
() => {
this.moveToState("MainMenuState");
},
err => {
this.showFailMessage(err);
}
);
}
update() {
const now = performance.now();
if (now - this.lastHintShown > this.nextHintDuration) {
this.lastHintShown = now;
const hintText = getRandomHint();
this.hintsText.innerHTML = hintText;
/**
* Compute how long the user will need to read the hint.
* We calculate with 130 words per minute, with an average of 5 chars
* that is 650 characters / minute
*/
this.nextHintDuration = Math.max(2500, (hintText.length / 650) * 60 * 1000);
}
}
onRender() {
this.update();
}
onBackgroundTick() {
this.update();
}
/**
*
* @param {string} text
*/
setStatus(text) {
logger.log("✅ " + text);
this.currentIndex += 1;
this.currentStatus = text;
this.statusText.innerText = text;
const numSteps = 10; // FIXME
const percentage = (this.currentIndex / numSteps) * 100.0;
this.statusBar.style.width = percentage + "%";
this.statusBarText.innerText = findNiceValue(percentage) + "%";
return Promise.resolve();
}
showFailMessage(text) {
logger.error("App init failed:", text);
const email = "bugs@shapez.io";
const subElement = document.createElement("div");
subElement.classList.add("failureBox");
subElement.innerHTML = `
<div class="logo">
<img src="${cachebust("res/logo.png")}" alt="Shapez.io Logo">
</div>
<div class="failureInner">
<div class="errorHeader">
Failed to initialize application!
</div>
<div class="errorMessage">
${this.currentStatus} failed:<br/>
${text}
</div>
<div class="supportHelp">
Please send me an email with steps to reproduce and what you did before this happened:
<br /><a class="email" href="mailto:${email}?subject=App%20does%20not%20launch">${email}</a>
</div>
<div class="lower">
<button class="resetApp styledButton">Reset App</button>
<i>Build ${G_BUILD_VERSION} @ ${G_BUILD_COMMIT_HASH}</i>
</div>
</div>
`;
this.htmlElement.classList.add("failure");
this.htmlElement.appendChild(subElement);
const resetBtn = subElement.querySelector("button.resetApp");
this.trackClicks(resetBtn, this.showResetConfirm);
this.hintsText.remove();
}
showResetConfirm() {
if (confirm("Are you sure you want to reset the app? This will delete all your savegames!")) {
this.resetApp();
}
}
resetApp() {
this.app.settings
.resetEverythingAsync()
.then(() => {
this.app.savegameMgr.resetEverythingAsync();
})
.then(() => {
this.app.settings.resetEverythingAsync();
})
.then(() => {
window.location.reload();
});
}
}

View File

@ -38,7 +38,7 @@ The base language is English and can be found [here](base-en.yaml).
## Editing existing translations
If you want to edit an existing translation (Fixing typos, Updating it to a newer version, etc), you can just use the github file editor to edit the file.
If you want to edit an existing translation (Fixing typos, updating it to a newer version, etc), you can just use the github file editor to edit the file.
- Click the language you want to edit from the list above
- Click the small "edit" symbol on the top right
@ -61,6 +61,8 @@ If you want to edit an existing translation (Fixing typos, Updating it to a newe
Please DM me on Discord (tobspr#5407), so I can add the language template for you.
**Important: I am currently not accepting new languages until the wires update is out!**
Please use the following template:
```
@ -77,4 +79,4 @@ PS: I'm super busy, but I'll give my best to do it quickly!
## Updating a language to the latest version
Run `yarn syncTranslations` in the root directory to synchronize all translations to the latest version! This will remove obsolete keys and add newly added keys. (Run `yarn` before to install packes).
Run `yarn syncTranslations` in the root directory to synchronize all translations to the latest version! This will remove obsolete keys and add newly added keys. (Run `yarn` before to install packages).

View File

@ -66,7 +66,7 @@ steamPage:
[*] Verschiedene Karten und Herausforderungen (z.B. Karten mit Hindernissen)
[*] Puzzle (Liefere die geforderte Form mit begrenztem Platz/limitierten Gebäuden)
[*] Eine Kampagne mit Gebäudekosten
[*] Konfigurierbarer Kartengenerator (Ändere die Grösse/Anzahl/Dichte der Ressourcenflecken, den Seed und viel mehr)
[*] Konfigurierbarer Kartengenerator (Ändere die Grösse/Anzahl/Dichte der Ressourcenflecken, den Seed und vieles mehr)
[*] Mehr Formentypen
[*] Performanceverbesserungen (Das Spiel läuft bereits sehr gut!)
[*] Und vieles mehr!
@ -256,7 +256,7 @@ dialogs:
title: Nützliche Hotkeys
desc: >-
Dieses Spiel hat viele Hotkeys, die den Bau von Fabriken vereinfachen und beschleunigen.
Hier sind ein paar, aber prüfe am besten die <strong>Tastenbelegung-Einstellungen</strong>!<br><br>
Hier sind ein paar Beispiele, aber prüfe am besten die <strong>Tastenbelegung-Einstellungen</strong>!<br><br>
<code class='keybinding'>STRG</code> + Ziehen: Wähle Areal aus.<br>
<code class='keybinding'>UMSCH</code>: Halten, um mehrere Gebäude zu platzieren.<br>
<code class='keybinding'>ALT</code>: Invertiere die Platzierungsrichtung der Förderbänder.<br>
@ -635,7 +635,7 @@ storyRewards:
no_reward:
title: Nächstes Level
desc: >-
Dieses Level hat dir keine Belohnung gegeben, aber dafür das Nächste schon! <br><br> PS: Denke daran, deine alten Fabriken nicht zu zerstören - Du wirst sie später <strong>alle</strong> noch brauchen, um <strong>Upgrades freizuschalten</strong>!
Dieses Level hat dir keine Belohnung gegeben, aber im Nächsten gibt es eine! <br><br> PS: Denke daran, deine alten Fabriken nicht zu zerstören - Du wirst sie später <strong>alle</strong> noch brauchen, um <strong>Upgrades freizuschalten</strong>!
no_reward_freeplay:
title: Nächstes Level
@ -694,7 +694,7 @@ settings:
movementSpeed:
title: Bewegungsgeschwindigkeit
description: >-
Ändert die Geschwindigkeit, mit der der Bildschirm durch die Pfeiltasten bewegt wird.
Ändert die Geschwindigkeit, mit welcher der Bildschirm durch die Pfeiltasten bewegt wird.
speeds:
super_slow: Sehr langsam
slow: Langsam
@ -711,7 +711,7 @@ settings:
enableColorBlindHelper:
title: Modus für Farbenblinde
description: >-
Aktiviert verschiedene Werkzeuge, die dir das Spielen trotz Farbenblindheit ermöglichen.
Aktiviert verschiedene Werkzeuge, welche dir das Spielen trotz Farbenblindheit ermöglichen.
fullscreen:
title: Vollbild
@ -775,7 +775,7 @@ settings:
rotationByBuilding:
title: Rotation pro Gebäudetyp
description: >-
Jeder Gebäudetyp merkt sich einzeln, in welche Richtung er zeigt.
Jeder Gebäudetyp merkt sich eigenständig, in welche Richtung er zeigt.
Das fühlt sich möglicherweise besser an, wenn du häufig zwischen verschiedenen Gebäudetypen wechselst.
compactBuildingInfo:
@ -786,7 +786,7 @@ settings:
disableCutDeleteWarnings:
title: Deaktiviere Warnungsdialog beim Löschen
description: >-
Deaktiviert die Warnung, die beim Löschen und Ausschneiden von mehr als 100 Feldern angezeigt wird.
Deaktiviert die Warnung, welche beim Löschen und Ausschneiden von mehr als 100 Feldern angezeigt wird.
keybindings:
title: Tastenbelegung

View File

@ -898,6 +898,11 @@ settings:
description: >-
Enabled by default, selects the miner if you use the pipette when hovering a resource patch.
simplifiedBelts:
title: Simplified Belts (Ugly)
description: >-
Does not render belt items except when hovering the belt, to save performance.
keybindings:
title: Keybindings
hint: >-
@ -1004,3 +1009,53 @@ demo:
exportingBase: Exporting whole Base as Image
settingNotAvailable: Not available in the demo.
tips:
- The hub accepts input of any kind, not just the current shape!
- Make sure your factories are stackable - it will pay out!
- Don't build too close to the hub, or it will be a huge chaos!
- If stacking does not work, try switching the inputs.
- You can toggle the belt planner direction by pressing <b>R</b>.
- Holding <b>CTRL</b> allows dragging of belts without auto-orientation.
- Ratios stay the same, as long as all upgrades are on the same Tier.
- Serial execution is more efficient than parallel.
- You will unlock more variants of buildings later in the game!
- You can use <b>T</b> to switch between different variants.
- Symmetry is key!
- You can weave different tiers of tunnels.
- Try to build compact factories - it will pay out!
- The painter has a mirrored variant which you can select with <b>T</b>
- Having the right building ratios will maximize efficiency.
- At maximum level, 5 extractors will fill a single belt.
- Don't forget about tunnels!
- You don't need to divide up items evenly for full efficiency.
- Holding <b>SHIFT</b> will activate the belt planner, letting you place long lines of belts easily.
- Cutters always cut vertically, regardless of their orientation.
- To get white mix all three colors.
- The storage buffer priorities the first output.
- Invest time to build repeatable designs - it's worth it!
- Holding <b>CTRL</b> allows to place multiple buildings.
- You can hold <b>ALT</b> to invert the direction of placed belts.
- Efficiency is key!
- Shape patches that are further away from the hub are more complex.
- Machines have a limited speed, divide them up for maximum efficiency.
- Use balancers to maximize your efficiency.
- Organization is important. Try not to cross conveyors too much.
- Plan in advance, or it will be a huge chaos!
- Don't remove your old factories! You'll need them to unlock upgrades.
- Try beating level 18 on your own before seeking for help!
- Don't complicate things, try to stay simple and you'll go far.
- You may need to re-use factories later in the game. Plan your factories to be re-usable.
- Sometimes, you can find a needed shape in the map without creating it with stackers.
- Full windmills / pinwheels can never spawn naturally.
- Color your shapes before cutting for maximum efficiency.
- With modules, space is merely a perception; a concern for mortal men.
- Make a separate blueprint factory. They're important for modules.
- Have a closer look on the color mixer, and your questions will be answered.
- Use <b>CTRL</b> + Click to select an area.
- Building too close to the hub can get in the way of later projects.
- The pin icon next to each shape in the upgrade list pins it to the screen.
- Mix all primary colours together to make white!
- You have an infinite map, don't cramp your factory, expand!
- Also try Factorio! It's my favourite game.
- The quad cutter cuts clockwise starting from the top right!

View File

@ -168,7 +168,7 @@ dialogs:
deleteGame: Tiedän mitä olen tekemässä
viewUpdate: Näytä päivitys
showUpgrades: Näytä Päivitykset
showKeybindings: Show Keybindings
showKeybindings: Näytä pikanäppäimet
importSavegameError:
title: Tuonti Virhe
@ -258,7 +258,7 @@ dialogs:
createMarker:
title: Uusi Merkki
desc: Anna merkille kuvaava nimi, voit myös sisällyttää muodon <strong>lyhyen avaimen</strong> siihen. (Lyhyen avaimen voit luoda <a href="https://viewer.shapez.io" target="_blank">täällä</a>)
titleEdit: Edit Marker
titleEdit: Muokkaa merkkiä
markerDemoLimit:
desc: Voit tehdä vain kaksi mukautettua merkkiä demoversiossa. Hanki itsenäinen versio saadaksesi loputtoman määrän merkkejä!
@ -267,8 +267,8 @@ dialogs:
title: Vie kuvakaappaus
desc: Pyysit tukikohtasi viemistä kuvakaappauksena. Huomaa, että tämä voi olla melko hidasta isolla tukikohdalla ja voi jopa kaataa pelisi!
massCutInsufficientConfirm:
title: Confirm cut
desc: You can not afford to paste this area! Are you sure you want to cut it?
title: Vahvista leikkaus
desc: Sinulla ei ole varaa leikata tätä aluetta! Oletko varma että haluat leikata sen?
ingame:
# This is shown in the top left corner and displays useful keybindings in
@ -303,8 +303,8 @@ ingame:
purple: Violetti
cyan: Syaani
white: Valkoinen
uncolored: Ei Väriä
black: Black
uncolored: Väritön
black: Musta
# Everything related to placing buildings (I.e. as soon as you selected a building
# from the toolbar)
@ -465,7 +465,7 @@ buildings:
tier2:
name: Tunneli Taso II
description: Sallii resurssien kuljetuksen rakennuksien ja hihnojen alta.
description: Sallii resurssien kuljetuksen rakennuksien ja hihnojen alta pidemmältä kantamalta.
splitter: # Internal name for the Balancer
default:
@ -498,11 +498,11 @@ buildings:
name: &rotater Kääntäjä
description: Kääntää muotoja 90 astetta myötäpäivään.
ccw:
name: Rotate (Vastapäivään)
name: Kääntäjä (Vastapäivään)
description: Kääntää muotoja 90 astetta vastapäivään.
fl:
name: Rotate (180)
description: Rotates shapes by 180 degrees.
name: Kääntäkä (180)
description: Kääntää muotoja 180 astetta.
stacker:
default:
@ -550,11 +550,11 @@ buildings:
description: Tuottaa sähköä kuluttamalla muotoja. Jokainen sähkögeneraattori vaatii eri muotoja.
wire_crossings:
default:
name: Wire Splitter
description: Splits a energy wire into two.
name: Johdon jakaja
description: Jakaa energiajohdon kahteen.
merger:
name: Wire Merger
description: Merges two energy wires into one.
name: Johtojen yhdistäjä
description: Yhdistää kaksi energiajohtoa yhteen.
storyRewards:
# Those are the rewards gained from completing the store
@ -642,9 +642,9 @@ storyRewards:
settings:
title: Asetukset
categories:
general: General
userInterface: User Interface
advanced: Advanced
general: Yleinen
userInterface: Käyttöliittyma
advanced: Kehittynyt
versionBadges:
dev: Kehitys
@ -736,17 +736,17 @@ settings:
refreshRate:
title: Simulaatiotavoite
description: >-
Jos sinulla on 144hz näyttö, muuta virkistystaajuus täällä jotta pelin simulaatio toimii oikein isommilla virkistystaajuuksilla. Tämä voi laskea FPS nopeutta jos tietokoneesi on liian hidas.
Jos sinulla on 144hz näyttö, muuta virkistystaajuus täällä jotta pelin simulaatio toimii oikein isommilla virkistystaajuuksilla. Tämä voi laskea FPS nopeutta, jos tietokoneesi on liian hidas.
alwaysMultiplace:
title: Monisijoitus
description: >-
Jos käytössä, kaikki rakennukset pysyvät valittuina sijoittamisen jälkeen kunnes peruutat sen. Tämä vastaa SHIFT:in pitämistö pohjassa ikuisesti.
Jos käytössä, kaikki rakennukset pysyvät valittuina sijoittamisen jälkeen kunnes peruutat sen. Tämä vastaa SHIFT:in pitämistä pohjassa ikuisesti.
offerHints:
title: Vihjeet & Oppaat
description: >-
Tarjotaanko pelaamisen aikana vihjeitä ja oppaita. Myös piilottaa tietyt käyttöliittymäelementit tietyn tason mukaan, jotta alkuunpääseminen olisi helpompaa.
Tarjoaa pelaamisen aikana vihjeitä ja oppaita. Myös piilottaa tietyt käyttöliittymäelementit tietyn tason mukaan, jotta alkuunpääseminen olisi helpompaa.
enableTunnelSmartplace:
title: Älykkäät Tunnelit
@ -771,12 +771,12 @@ settings:
disableCutDeleteWarnings:
title: Poista Leikkaus/Poisto Varoitukset
description: >-
Poista varoitusikkunat dialogs brought up when cutting/deleting more than 100 entities.
Poista varoitusikkunat jotka ilmestyy kun leikkaat/poistat enemmän kuin 100 entiteettiä
keybindings:
title: Pikanäppäimet
hint: >-
Tip: Muista käyttää CTRL, VAIHTO and ALT! Ne ottavat käyttöön erilaisia sijoitteluvaihtoehtoja.
Tip: Muista käyttää CTRL, VAIHTO ja ALT! Ne ottavat käyttöön erilaisia sijoitteluvaihtoehtoja.
resetKeybindings: Nollaa Pikanäppäimet
@ -843,13 +843,13 @@ keybindings:
placementDisableAutoOrientation: Poista automaattinen suunta käytöstä
placeMultiple: Pysy sijoittamistilassa
placeInverse: Käännä automaattinen hihnan suunta
menuClose: Close Menu
placeInverse: Käännä automaattinen hihnan suunta päinvastoin
menuClose: Sulje valikko
about:
title: Tietoja tästä pelistä
body: >-
Tämä peli on avoimen lähdekoodin ja kehitettä on <a href="https://github.com/tobspr" target="_blank">Tobias Springer</a> (tämä on minä).<br><br>
Tämä peli on avointa lähdekoodia ja kehittäjä on <a href="https://github.com/tobspr" target="_blank">Tobias Springer</a> (tämä on minä).<br><br>
Jos haluat osallistua, tarkista <a href="<githublink>" target="_blank">shapez.io githubissa</a>.<br><br>

View File

@ -32,15 +32,15 @@ steamPage:
[img]{STEAM_APP_IMAGE}/extras/store_page_gif.gif[/img]
shapez.io est un jeu dans lequel vous devrez construire des usines pour automatiser la création et la combinaison de formes de plus en plus complexes sur une carte infinie.
Lors de la livraison des formes requises vous progresserez et débloquerez des améliorations pour accélerer votre usine.
En livrant les formes requises, vous progresserez et débloquerez des améliorations pour accélérer votre usine.
Au vu de l'augmentation des demandes de formes, vous devrez agrandir votre usine pour répondre à la forte demande - Mais n'oubliez pas les ressources, vous drevrez vous étendre au milieu de cette [b]carte infinie[/b] !
Vous devrez agrandir votre usine pour répondre à laugmentation de la demande en formes — Mais noubliez pas les ressources, vous devrez vous étendre au milieu de cette [b]carte infinie[/b]!
Bientôt vous devrez mixer les couleurs et peindre vos formes avec - Combinez les ressources de couleurs rouge, verte et bleue pour produire différentes couleurs et peindre les formes avec pour satisfaire la demande.
Bientôt, vous devrez mélanger les couleurs et peindre vos formes avec — Combinez les ressources de couleurs rouge, verte et bleue pour produire différentes couleurs et peindre les formes avec pour satisfaire la demande.
Ce jeu propose 18 niveaux progressifs (qui devraient déjà vous occuper quelques heures !) mais j'ajoute constamment de nouveau contenus - Il y en a beaucoup de prévus !
Ce jeu propose 18 niveaux progressifs (qui devraient déjà vous occuper quelques heures!) mais je développe constamment plus de contenu — Il y a beaucoup de choses prévues!
Acheter le jeu vous donne accès à la version complète qui a des fonctionnalités additionnelles et vous recevrez aussi un accès à des fonctionnalités fraîchement développées.
Acheter le jeu vous donne accès à la version complète qui a des fonctionnalités supplémentaires, et vous pourrez aussi accéder aux fonctionnalités fraîchement développées.
[b]Avantages de la version complète (standalone)[/b]
@ -48,30 +48,30 @@ steamPage:
[*] Mode sombre
[*] Balises infinies
[*] Parties infinies
[*] Plus d'options
[*] Prochainement: Câbles et énergie ! Prévu pour (environ) fin Juillet 2020.
[*] Prochainement: Plus de niveaux
[*] Aidez moi à continuer de développer shapez.io ❤️
[*] Plus doptions
[*] Prochainement : Câbles et énergie! Prévu pour (environ) fin juillet 2020.
[*] Prochainement : Plus de niveaux
[*] Aidez-moi à continuer de développer shapez.io ❤️
[/list]
[b]Mises à jour futures[/b]
[b]Mises à jour à venir[/b]
Je fais souvent des mises à jour et essaye d'en sortir une par semaine!
Je fais souvent des mises à jour et jessaye den sortir une par semaine!
[list]
[*] Différentes cartes et challenges (e.g. carte avec obstacles)
[*] Puzzles (Délivrer la forme requise avec une zone limitée/jeu de bâtiments)
[*] Casse-tête (Livrer la forme requise avec une zone limitée/jeu de bâtiments)
[*] Un mode histoire où les bâtiments ont un coût
[*] Générateur de carte configurable (configuration des ressources/formes/taille/densitée, seed et plus)
[*] Plus de formes
[*] Amélioration des performances (Le jeu tourne déjà plutot bien !)
[*] Et bien plus !
[*] Générateur de carte configurable (configuration des ressources/formes/taille/densité, graine aléatoire et plus)
[*] Plus de niveaux
[*] Amélioration des performances (Le jeu tourne déjà plutôt bien!)
[*] Et bien plus!
[/list]
[b]Ce jeu est open source ![/b]
[b]Ce jeu est open source![/b]
Tout le monde peut contribuer, je suis très impliqué dans la communauté et j'essaye de répondre à toutes les suggestions et prendre en compte vos retours si possible.
Jetez un coup d'œil à mon Trello pour le suivi du projet et la planification du développement !
Tout le monde peut contribuer, je suis très impliqué dans la communauté et jessaye de répondre à toutes les suggestions et prendre en compte vos retours si possible.
Jetez un coup dœil à mon Trello pour le suivi du projet et les plans de développement!
[b]Liens[/b]
[list]
@ -82,19 +82,20 @@ steamPage:
[*] [url=https://github.com/tobspr/shapez.io/blob/master/translations/README.md]Aidez à traduire[/url]
[/list]
discordLink: Discord officiel - Parlez avec moi!
discordLink: Discord officiel — Parlez avec moi!
global:
loading: Chargement
error: Erreur
# How big numbers are rendered, e.g. "10,000"
thousandsDivider: " "
# En français, le séparateur des milliers est lespace (fine) insécable
thousandsDivider: ""
# What symbol to use to seperate the integer part from the fractional part of a number, e.g. "0.4"
decimalSeparator: ","
# The suffix for large numbers, e.g. 1.3k, 400.2M, etc. cf wikipedia système international d'unité
# The suffix for large numbers, e.g. 1.3k, 400.2M, etc. cf wikipedia système international dunité
# For french: https://fr.wikipedia.org/wiki/Pr%C3%A9fixes_du_Syst%C3%A8me_international_d%27unit%C3%A9s
suffix:
thousands: k
@ -108,20 +109,20 @@ global:
time:
# Used for formatting past time dates
oneSecondAgo: il y a une seconde
xSecondsAgo: il y a <x> secondes
xSecondsAgo: il y a <x> secondes
oneMinuteAgo: il y a une minute
xMinutesAgo: il y a <x> minutes
xMinutesAgo: il y a <x> minutes
oneHourAgo: il y a une heure
xHoursAgo: il y a <x> heures
xHoursAgo: il y a <x> heures
oneDayAgo: il y a un jour
xDaysAgo: il y a <x> jours
xDaysAgo: il y a <x> jours
# Short formats for times, e.g. '5h 23m'
secondsShort: <seconds>s
minutesAndSecondsShort: <minutes>m <seconds>s
hoursAndMinutesShort: <hours>h <minutes>m
secondsShort: <seconds> s
minutesAndSecondsShort: <minutes> m <seconds> s
hoursAndMinutesShort: <hours> h <minutes> m
xMinutes: <x> minutes
xMinutes: <x> minutes
keys:
tab: TAB
@ -135,21 +136,21 @@ demoBanners:
# This is the "advertisement" shown in the main menu and other various places
title: Version démo
intro: >-
Achetez la version complète pour débloquer toutes les fonctionnalités !
Achetez la version complète pour débloquer toutes les fonctionnalités!
mainMenu:
play: Jouer
changelog: Historique
importSavegame: Importer
openSourceHint: Ce jeu est open source !
openSourceHint: Ce jeu est open source!
discordLink: Serveur Discord officiel
helpTranslate: Contribuez à la traduction !
helpTranslate: Contribuez à la traduction!
# This is shown when using firefox and other browsers which are not supported.
browserWarning: >-
Désolé, ce jeu est connu pour tourner lentement sur votre navigateur web ! Procurez-vous la version complète ou téléchargez Chrome pour une meilleure expérience.
Désolé, ce jeu sera lent sur votre navigateur web! Procurez-vous la version complète ou téléchargez Chrome pour une meilleure expérience.
savegameLevel: Niveau <x>
savegameLevel: Niveau <x>
savegameLevelUnknown: Niveau inconnu
continue: Continuer
@ -165,16 +166,16 @@ dialogs:
later: Plus tard
restart: Relancer
reset: Réinitialiser
getStandalone: Se procurer la version complète
getStandalone: Obtenir la version complète
deleteGame: Je sais ce que je fais
viewUpdate: Voir les mises à jour
showUpgrades: Montrer les améliorations
showKeybindings: Montrer les raccourcis
importSavegameError:
title: Erreur d'importation
title: Erreur dimportation
text: >-
Impossible d'importer votre sauvegarde:
Impossible dimporter votre sauvegarde :
importSavegameSuccess:
title: Sauvegarde importée
@ -184,17 +185,17 @@ dialogs:
gameLoadFailure:
title: La sauvegarde est corrompue
text: >-
Impossible de charger votre sauvegarde:
Impossible de charger votre sauvegarde :
confirmSavegameDelete:
title: Confirmez la suppression
text: >-
Êtes-vous certains de vouloir supprimer votre partie ?
Êtes-vous sûr de vouloir supprimer votre partie?
savegameDeletionError:
title: Impossible de supprimer
text: >-
Impossible de supprimer votre sauvegarde:
Impossible de supprimer votre sauvegarde :
restartRequired:
title: Redémarrage requis
@ -211,91 +212,91 @@ dialogs:
keybindingsResetOk:
title: Réinitialisation des contrôles
desc: Les contrôles ont été réinitialisés dans leur état par défaut respectifs !
desc: Les contrôles ont été remis à défaut!
featureRestriction:
title: Version démo
desc: Vous avez essayé d'accéder à la fonction (<feature>) qui n'est pas disponible dans la démo. Considérez l'achat de la version complète pour une expérience optimale !
desc: Vous avez essayé daccéder à la fonction (<feature>) qui nest pas disponible dans la démo. Pensez à acheter la version complète pour une expérience optimale!
oneSavegameLimit:
title: Sauvegardes limitées
desc: Vous ne pouvez avoir qu'une seule sauvegarde en même temps dans la version démo. Merci d'effacer celle en cours ou alternativement de vous procurer la version complète !
desc: Vous ne pouvez avoir quune seule sauvegarde en même temps dans la version démo. Merci deffacer celle en cours ou bien de vous procurer la version complète!
updateSummary:
title: Nouvelle mise à jour !
title: Nouvelle mise à jour!
desc: >-
Voici les modifications depuis votre dernière session:
Voici les changements depuis votre dernière session :
upgradesIntroduction:
title: Débloquer les améliorations
desc: >-
Toutes les formes que vous produisez peuvent être utilisées pour débloquer des améliorations - <strong>Ne détruisez pas vos anciennes usines !</strong>
L'onglet des améliorations se trouve dans le coin supérieur droit de l'écran.
Toutes les formes que vous produisez peuvent être utilisées pour débloquer des améliorations — <strong>Ne détruisez pas vos anciennes usines!</strong>
Longlet des améliorations se trouve dans le coin supérieur droit de lécran.
massDeleteConfirm:
title: Confirmation de suppression
desc: >-
Vous allez supprimer pas mal de bâtiments (<count> pour être exact) ! Êtes vous certains de vouloir faire ça ?
Vous allez supprimer beaucoup de bâtiments (<count> pour être précis)! Êtes-vous sûr de vouloir faire ça?
massCutConfirm:
title: Confirmer la coupure
desc: >-
Vous vous apprêtez à couper beaucoup de bâtiments (<count> pour être précis) ! Êtes-vous certains de vouloir faire ça ?
Vous allez couper beaucoup de bâtiments (<count> pour être précis)! Êtes-vous sûr de vouloir faire ça?
blueprintsNotUnlocked:
title: Pas encore débloqué
desc: >-
Les patrons n'ont pas encore étés débloqués ! Terminez encore quelques niveaux pour y avoir accès.
Les patrons nont pas encore été débloqués! Terminez le niveau 12 pour y avoir accès.
keybindingsIntroduction:
title: Raccourcis utiles
desc: >-
Le jeu a de nombreux raccourcis facilitant la construction de grandes usines.
En voici quelques uns, n'hésitez pas à aller <strong>découvrir les raccourcis</strong> !<br><br>
<code class='keybinding'>CTRL</code> + Glisser: Sélectionne une zone à copier / effacer.<br>
<code class='keybinding'>SHIFT</code>: Laissez appuyé pour placer plusieurs fois le même bâtiment.<br>
<code class='keybinding'>ALT</code>: Inverse l'orientation des convoyeurs placés.<br>
En voici quelques-uns, nhésitez pas à aller <strong>découvrir les raccourcis</strong>!<br><br>
<code class='keybinding'>CTRL</code> + glisser : Sélectionne une zone à copier/effacer.<br>
<code class='keybinding'>MAJ</code> : Laissez appuyé pour placer plusieurs fois le même bâtiment.<br>
<code class='keybinding'>ALT</code> : Inverse lorientation des convoyeurs placés.<br>
createMarker:
title: Nouvelle balise
desc: Donnez-lui un nom, vous pouvez aussi inclure <strong>le raccourci </strong> d'une forme (Que vous pouvez générer <a href="https://viewer.shapez.io" target="_blank">ici</a>)
titleEdit: Éditer cette balise
desc: Donnez-lui un nom, vous pouvez aussi inclure <strong>le raccourci</strong> dune forme (que vous pouvez générer <a href="https://viewer.shapez.io" target="_blank">ici</a>).
titleEdit: Modifier cette balise
markerDemoLimit:
desc: Vous ne pouvez créer que deux balises dans la démo. Achetez la version complète pour en faire autant que vous voulez !
desc: Vous ne pouvez créer que deux balises dans la démo. Achetez la version complète pour en placer autant que vous voulez!
exportScreenshotWarning:
title: Exporter une capture d'écran
title: Exporter une capture décran
desc: >-
Vous avez demandé à exporter votre base sous la forme d'une capture d'écran. Soyez conscient que cela peut s'avérer passablement lent pour une grande base, voire même faire planter votre jeu !
Vous avez demandé à exporter une capture décran de votre base. Soyez conscient que cela peut savérer passablement lent pour une grande base, voire faire planter votre jeu!
massCutInsufficientConfirm:
title: Confirmer la coupe
desc: Vous n'avez pas les moyens de copier cette zone ! Etes vous certain de vouloir la couper ?
desc: Vous navez pas les moyens de copier cette zone! Êtes-vous sûr de vouloir la couper?
ingame:
# This is shown in the top left corner and displays useful keybindings in
# every situation
keybindingsOverlay:
moveMap: Déplacer
selectBuildings: Sélection d'une zone
stopPlacement: Arrêter le placement
selectBuildings: Sélection dune zone
stopPlacement: Arrêter de placer
rotateBuilding: Tourner le bâtiment
placeMultiple: Placement multiple
reverseOrientation: Changer l'orientation
disableAutoOrientation: Désactiver l'orientation automatique
toggleHud: Basculer l'affichage tête haute (ATH)
reverseOrientation: Changer lorientation
disableAutoOrientation: Désactiver lorientation automatique
toggleHud: Basculer laffichage tête haute (ATH)
placeBuilding: Placer un bâtiment
createMarker: Créer une balise
delete: Supprimer
pasteLastBlueprint: Copier le dernier patron
lockBeltDirection: Utiliser le plannificateur de convoyeurs
plannerSwitchSide: Échanger la direction du plannificateur
lockBeltDirection: Utiliser le planificateur de convoyeurs
plannerSwitchSide: Inverser la direction du planificateur
cutSelection: Couper
copySelection: Copier
clearSelection: Effacer la sélection
pipette: Pipette
switchLayers: Échanger les calques
switchLayers: Changer de calque
# Everything related to placing buildings (I.e. as soon as you selected a building
# from the toolbar)
@ -306,29 +307,29 @@ ingame:
# Shows the hotkey in the ui, e.g. "Hotkey: Q"
hotkeyLabel: >-
Raccourci: <key>
Raccourci : <key>
infoTexts:
speed: Vitesse
range: Portée
storage: Espace de stockage
oneItemPerSecond: 1 forme / s
itemsPerSecond: <x> formes / s
itemsPerSecondDouble: (x2)
oneItemPerSecond: 1 forme  s
itemsPerSecond: <x> formes  s
itemsPerSecondDouble: (×2)
tiles: <x> cases
tiles: <x> cases
# The notification when completing a level
levelCompleteNotification:
# <level> is replaced by the actual level, so this gets 'Level 03' for example.
levelTitle: Niveau <level>
levelTitle: Niveau <level>
completed: Terminé
unlockText: <reward> débloqué !
unlockText: <reward> débloqué!
buttonNextLevel: Niveau suivant
# Notifications on the lower right
notifications:
newUpgrade: Une nouvelle amélioration est disponible !
newUpgrade: Une nouvelle amélioration est disponible!
gameSaved: Votre partie a été sauvegardée.
# The "Upgrades" window
@ -337,11 +338,11 @@ ingame:
buttonUnlock: Améliorer
# Gets replaced to e.g. "Tier IX"
tier: Niveau <x>
tier: Niveau <x>
# The roman number for each tier
tierLabels: [I, II, III, IV, V, VI, VII, VIII, IX, X]
maximumLevel: NIVEAU MAXIMAL (Vitesse x<currentMult>)
maximumLevel: NIVEAU MAXIMAL (Vitesse ×<currentMult>)
# The "Statistics" window
statistics:
@ -352,14 +353,14 @@ ingame:
description: Affiche le nombre de formes stockées dans votre bâtiment central.
produced:
title: Produit
description: Affiche tous les formes que votre usine produit, en incluant les formes intermédiaires.
description: Affiche toutes les formes que votre usine produit, y compris les formes intermédiaires.
delivered:
title: Délivré
title: Livré
description: Affiche les formes qui ont été livrées dans votre bâtiment central.
noShapesProduced: Aucune forme n'a été produite jusqu'à présent.
noShapesProduced: Aucune forme produite pour le moment.
# Displays the shapes per minute, e.g. '523 / m'
shapesPerMinute: <shapes> / m
shapesPerMinute: <shapes>  m
# Settings menu, when you press "ESC"
settingsMenu:
@ -375,7 +376,7 @@ ingame:
# Bottom left tutorial hints
tutorialHints:
title: Besoin d'aide ?
title: Besoin daide?
showHint: Indice
hideHint: Fermer
@ -387,19 +388,19 @@ ingame:
waypoints:
waypoints: Balise
hub: Centre
description: Cliquez une balise pour vous y rendre, clic-droit pour l'effacer.<br><br>Appuyez sur <keybinding> pour créer une balise sur la vue actuelle, ou <strong>clic-droit</strong> pour en créer une sur l'endroit pointé.
description: Cliquez sur une balise pour vous y rendre, clic-droit pour leffacer.<br><br>Appuyez sur <keybinding> pour créer une balise sur la vue actuelle, ou <strong>clic-droit</strong> pour en créer une sur lendroit pointé.
creationSuccessNotification: La balise a été créée.
# Interactive tutorial
interactiveTutorial:
title: Tutoriel
hints:
1_1_extractor: Placez un <strong>extracteur</strong> sur une <strong>forme en cercle</strong> pour l'extraire !
1_1_extractor: Placez un <strong>extracteur</strong> sur une <strong>forme en cercle</strong> pour lextraire!
1_2_conveyor: >-
Connectez l'extracteur avec un <strong>convoyeur</strong> vers votre centre !<br><br>Astuce: <strong>Cliquez et faites glisser</strong> le convoyeur avec votre souris !
Connectez lextracteur avec un <strong>convoyeur</strong> vers votre centre!<br><br>Astuce : <strong>Cliquez et faites glisser</strong> le convoyeur avec votre souris!
1_3_expand: >-
Ceci n'est <strong>PAS</strong> un jeu incrémental et inactif ! Construisez plus d'extracteurs et de convoyeurs pour atteindre plus vite votre votre but.<br><br>Astuce: Gardez <strong>MAJ</strong> enfoncé pour placer plusieurs extracteurs, et utilisez <strong>R</strong> pour les faire pivoter.
Ceci nest <strong>PAS</strong> un jeu incrémental et inactif! Construisez plus dextracteurs et de convoyeurs pour atteindre plus vite votre but.<br><br>Astuce : Gardez <strong>MAJ</strong> enfoncé pour placer plusieurs extracteurs, et utilisez <strong>R</strong> pour les faire pivoter.
colors:
red: Rouge
@ -409,92 +410,92 @@ ingame:
purple: Violet
cyan: Cyan
white: Blanc
uncolored: Non coloré
uncolored: Sans couleur
black: Noir
shapeViewer:
title: Calques
empty: Vide
copyKey: Copier la clé de forme
copyKey: Copier le raccourci de la forme
# All shop upgrades
shopUpgrades:
belt:
name: Convoyeurs, Distributeurs et Tunnels
description: Vitesse x<currentMult> → x<newMult>
name: Convoyeurs, distributeurs et tunnels
description: Vitesse ×<currentMult> → ×<newMult>
miner:
name: Extraction
description: Vitesse x<currentMult> → x<newMult>
description: Vitesse ×<currentMult> → ×<newMult>
processors:
name: Découpage, Rotation et Empilage
description: Vitesse x<currentMult> → x<newMult>
name: Découpage, rotation et empilage
description: Vitesse ×<currentMult> → ×<newMult>
painting:
name: Mélange et Peinture
description: Vitesse x<currentMult> → x<newMult>
name: Mélange et peinture
description: Vitesse ×<currentMult> → ×<newMult>
# Buildings and their name / description
buildings:
belt:
default:
name: &belt Convoyeur
description: Transporte les objects, maintenez et faites glisser pour en placer plusieurs.
description: Transporte les objets, maintenez et faites glisser pour en placer plusieurs.
miner: # Internal name for the Extractor
default:
name: &miner Extracteur
description: Placez-le au dessus d'une forme ou couleur pour l'extraire.
description: Placez-le au-dessus dune forme ou couleur pour lextraire.
chainable:
name: Extracteur en série
description: Placez-le au dessus d'une forme ou couleur pour l'extraire. Peut être mis en série.
description: Placez-le au-dessus dune forme ou couleur pour lextraire. Peut être mis en série.
underground_belt: # Internal name for the Tunnel
default:
name: &underground_belt Tunnel
description: Permet de faire passer des ressources en dessous de bâtiment et de convoyeurs.
description: Permet de faire passer des ressources sous les bâtiments et les convoyeurs.
tier2:
name: Tunnel Niveau II
description: Permet de faire passer des ressources en dessous de bâtiment et de convoyeurs.
name: Tunnel niveau II
description: Permet de faire passer des ressources sous les bâtiments et les convoyeurs.
splitter: # Internal name for the Balancer
default:
name: &splitter Répartiteur
description: Multifonctionnel - Distribue de manière équitable toutes les entrées vers toutes les sorties.
description: Multifonctions — Distribue équitablement toutes les entrées vers toutes les sorties.
compact:
name: Fusionneur (compact)
description: Fusionne deux convoyeurs en un.
description: Fusionne deux convoyeurs en un seul.
compact-inverse:
name: Fusionneur (compact)
description: Fusionne deux convoyeurs en un.
description: Fusionne deux convoyeurs en un seul.
cutter:
default:
name: &cutter Découpeur
description: Coupe une forme de haut en bas et sort les deux parties. <strong>Si vous n'utilisez qu'une seule partie, assurez-vous de détruite l'autre ou sinon, gare au blocage !</strong>
description: Coupe une forme de haut en bas et sort les deux parties. <strong>Si vous nutilisez quune seule partie, assurez-vous de détruire lautre ou sinon, gare au blocage!</strong>
quad:
name: Découpeur (Quatre)
description: Coupe une forme en quatre parties. <strong>Si vous n'utilisez pas toutes les parties, assurez-vous de détruite les autres ou sinon, gare au blocage !</strong>
name: Découpeur (quadruple)
description: Coupe une forme en quatre parties. <strong>Si vous nutilisez pas toutes les parties, assurez-vous de détruire les autres ou sinon, gare au blocage!</strong>
rotater:
default:
name: &rotater Pivoteur
description: Fait pivoter une forme de 90 degrés vers la droite.
description: Fait pivoter une forme de 90 degrés vers la droite.
ccw:
name: Pivoteur inversé
description: Fait pivoter une forme de 90 degrés vers la gauche.
description: Fait pivoter une forme de 90 degrés vers la gauche.
fl:
name: Retourneur
description: Tourne la forme de 180 degrés.
description: Tourne une forme de 180 degrés.
stacker:
default:
name: &stacker Combineur
description: Combine deux formes. Si elles ne peuvent pas êtres combinées, la forme de droite est placée sur la forme de gauche.
description: Combine deux formes. Si elles ne peuvent pas être combinées, la forme de droite est placée sur la forme de gauche.
mixer:
default:
@ -506,11 +507,11 @@ buildings:
name: &painter Peintre
description: &painter_desc Colorie entièrement la forme de gauche avec la couleur de droite.
double:
name: Peintre (Double)
name: Peintre (double)
description: Colorie les deux formes de gauche avec la couleur de droite.
quad:
name: Peintre (Quadruple)
description: Permet de colorier chaque quadrant d'une forme avec une couleur différente.
name: Peintre (quadruple)
description: Colorie chaque quadrant dune forme avec une couleur différente.
mirrored:
name: *painter
description: *painter_desc
@ -518,125 +519,125 @@ buildings:
trash:
default:
name: &trash Poubelle
description: Accepte des formes de n'importe quel côté et les détruit... pour toujours.
description: Accepte des formes de nimporte quel côté et les détruit… pour toujours.
storage:
name: Stockage
description: Stocke les formes en trop jusqu'à une certaine capacité. Peut être utilisé comme tampon.
description: Stocke les formes en trop jusqu’à une certaine capacité. Peut être utilisé pour absorber un surplus.
hub:
deliver: Délivrez
deliver: Livrez
toUnlock: pour débloquer
levelShortcut: NV
wire:
default:
name: Ligne énergétique
description: Permet de transporter de l'énergie.
name: Câble
description: Permet de transporter de lénergie.
advanced_processor:
default:
name: Inverseur de couleur
description: Accepte une couleur ou une forme et l'inverse.
description: Accepte une couleur ou une forme, et linverse.
energy_generator:
deliver: Délivrer
deliver: Livrer
toGenerateEnergy: Pour
default:
name: Générateur d'énergie
description: Genère de l'énergie en consommant des formes.
name: Générateur dénergie
description: Génère de lénergie en consommant des formes.
wire_crossings:
default:
name: Duplicateur de ligne
description: Sépare une ligne énergétique en deux.
name: Duplicateur de câble
description: Sépare un câble en deux.
merger:
name: Fusionneur de ligne
description: Fusionne deux lignes énergétiques en une seule.
name: Fusionneur de câble
description: Fusionne deux câbles en un seul.
storyRewards:
# Those are the rewards gained from completing the store
reward_cutter_and_trash:
title: Découper des formes
desc: Vous venez de débloquer le <strong>découpeur</strong> - il coupe des formes en deux <strong>de haut en bas</strong> quel que soit son orientation !<br><br>Assurez-vous de vous débarasser des déchets, sinon <strong>gare au blocage</strong> - À cet effet, je mets à votre disposition la poubelle, qui détruit tout ce que vous y mettez !
title: Découpage de formes
desc: Vous venez de débloquer le <strong>découpeur</strong> — il coupe des formes en deux <strong>de haut en bas</strong> quelle que soit son orientation!<br><br>Assurez-vous de vous débarrasser des déchets, sinon <strong>gare au blocage</strong> — À cet effet, je mets à votre disposition la poubelle, qui détruit tout ce que vous y mettez!
reward_rotater:
title: Rotation
desc: Le <strong>pivoteur</strong> a été débloqué ! Il pivote les formes de 90 degrés vers la droite.
desc: Le <strong>pivoteur</strong> a été débloqué! Il pivote les formes de 90 degrés vers la droite.
reward_painter:
title: Peintre
desc: >-
Le <strong>peintre</strong> a été débloqué - Extrayez des pigments de couleur (comme vous le faites avec les formes) et combinez les avec une forme dans un peintre pour les colorier !<br><br>PS: Si vous êtes daltonien, il y a un <strong>mode daltonien</strong> paramétrable dans les préférences !
Le <strong>peintre</strong> a été débloqué — Extrayez des pigments de couleur (comme vous le faites avec les formes) et combinez-les avec une forme dans un peintre pour les colorier!<br><br>PS : Si vous êtes daltonien, il y a un <strong>mode daltonien</strong> paramétrable dans les préférences!
reward_mixer:
title: Mélangeur de couleurs
desc: Le <strong>mélangeur</strong> a été débloqué - Combinez deux couleurs en utilisant <strong>la synthèse additive des couleurs</strong> avec ce bâtiment !
desc: Le <strong>mélangeur</strong> a été débloqué Combinez deux couleurs en utilisant <strong>la synthèse additive des couleurs</strong> avec ce bâtiment!
reward_stacker:
title: Combineur
desc: Vous pouvez maintenant combiner deux formes avec le <strong>combineur</strong> ! Les deux entrées sont combinées et si elles ne peuvent êtres mises l'une à côté de l'autre, elles sont <strong>fusionnées</strong>. Sinon, la forme de droite est <strong>placée au dessus</strong> de la forme de gauche après avoir été légèrement réduite.
desc: Vous pouvez maintenant combiner deux formes avec le <strong>combineur</strong>! Les deux entrées sont combinées et si elles peuvent être mises lune à côté de lautre, elles sont <strong>fusionnées</strong>. Sinon, la forme de droite est <strong>placée au-dessus</strong> de la forme de gauche.
reward_splitter:
title: Distributeur/Rassembleur
desc: Le <strong>répartiteur</strong> multifonctionnel a été débloqué - Il peut être utilisé pour construire de plus grandes usines en <strong>distribuant équitablement et rassemblant les formes</strong> entre plusieurs convoyeurs !<br><br>
title: Distributeur/rassembleur
desc: Le <strong>répartiteur</strong> multifonctionnel a été débloqué Il peut être utilisé pour construire de plus grandes usines en <strong>distribuant équitablement et rassemblant les formes</strong> entre plusieurs convoyeurs!<br><br>
reward_tunnel:
title: Tunnel
desc: Le <strong>tunnel</strong> a été débloqué - À présent il devient possible de faire passer des formes sous les convoyeurs et les bâtiments !
desc: Le <strong>tunnel</strong> a été débloqué — Vous pouvez maintenant faire passer des formes sous les convoyeurs et les bâtiments!
reward_rotater_ccw:
title: Pivoteur inversé
desc: Vous avez débloqué une variante du <strong>pivoteur</strong> - Elle permet de faire pivoter vers la gauche ! Pour le construire, sélectionnez le pivoteur et <strong>appuyez sur 'T' pour alterner entre les variantes</strong> !
desc: Vous avez débloqué une variante du <strong>pivoteur</strong> — Elle permet de faire pivoter vers la gauche! Pour le construire, sélectionnez le pivoteur et <strong>appuyez sur 'T' pour alterner entre les variantes</strong>!
reward_miner_chainable:
title: Extracteur en série
desc: Vous avez débloqué <strong>l'extracteur en série</strong> ! Il permet de <strong>transférer ses resources</strong> à d'autres extracteurs pour augmenter le débit sortant !
desc: Vous avez débloqué <strong>lextracteur en série</strong>! Il permet de <strong>transférer ses ressources</strong> à dautres extracteurs pour augmenter le débit sortant!
reward_underground_belt_tier_2:
title: Tunnel niveau II
desc: Vous avez débloqué une nouvelle variante du <strong>tunnel</strong> - Elle a une <strong>portée plus grande</strong>, et vous pouvez à présent superposer les deux variantes de tunnels !
desc: Vous avez débloqué une nouvelle variante du <strong>tunnel</strong> — Elle a une <strong>portée plus grande</strong>, et vous pouvez superposer les deux variantes de tunnels!
reward_splitter_compact:
title: Répartiteur compact
desc: >-
Vous avez débloqué une variante compacte du <strong>répartiteur</strong> - Elle accepte deux entrées et les rassemble en une sortie !
Vous avez débloqué une variante compacte du <strong>répartiteur</strong> — Elle accepte deux entrées et les rassemble en une sortie!
reward_cutter_quad:
title: Quadruple découpeur
desc: Vous avez débloqué une variante du <strong>découpeur</strong> - Elle permet de découper les formes en <strong>quatre parties</strong> à la place de simplement deux !
desc: Vous avez débloqué une variante du <strong>découpeur</strong> Elle permet de découper les formes en <strong>quatre parties</strong> à la place de simplement deux!
reward_painter_double:
title: Double peintre
desc: Vous avez débloqué une variante du <strong>peintre</strong> - Elle fonctionne comme le peintre de base, mais elle permet de traiter <strong>deux formes à la fois</strong> en ne consommant qu'une couleur au lieu de deux !
desc: Vous avez débloqué une variante du <strong>peintre</strong> Elle fonctionne comme le peintre de base, mais elle permet de traiter <strong>deux formes à la fois</strong> en ne consommant quune couleur au lieu de deux!
reward_painter_quad:
title: Quadruple peintre
desc: Vous avez débloqué une variante du <strong>peintre</strong> - Elle permet de colorier chaque partie d'une forme individuellement !
desc: Vous avez débloqué une variante du <strong>peintre</strong> — Elle permet de colorier chaque partie dune forme individuellement!
reward_storage:
title: Tampon de stockage
desc: Vous avez débloqué une variante de <strong>la poubelle</strong> - Elle permet de stocker des formes jusqu'à une certaine limite !
desc: Vous avez débloqué une variante de <strong>la poubelle</strong> — Elle permet de stocker des formes jusquà une certaine limite!
reward_freeplay:
title: Mode libre
desc: Vous y êtes arrivé ! Vous avez débloqué le <strong>mode libre</strong> ! Cela veut dire que dorénavant, les formes sont générées aléatoirement ! (Ne vous en faites pas, plus de contenu est prévu pour la version complète !)
desc: Vous y êtes arrivé! Vous avez débloqué le <strong>mode libre</strong>! Cela veut dire que dorénavant, les formes sont générées aléatoirement! (Ne vous en faites pas, encore plus de contenu est prévu pour la version complète!)
reward_blueprints:
title: Patrons
desc: Vous pouvez maintenant <strong>copier et coller</strong> des parties de votre usines ! Sélectionnez une zone (Appuyez sur CTRL, et sélectionnez avec votre souris), et appuyez sur 'C' pour la copier.<br><br>Coller n'est <strong>pas gratuit</strong>, vous devez produire <strong>des formes de patrons</strong> pour vous le payer (les mêmes que celles que vous venez de livrer).
desc: Vous pouvez maintenant <strong>copier et coller</strong> des parties de votre usine! Sélectionnez une zone (Appuyez sur CTRL, et sélectionnez avec votre souris), et appuyez sur 'C' pour la copier.<br><br>Coller nest <strong>pas gratuit</strong>, vous devez produire <strong>des formes de patrons</strong> pour vous le payer (les mêmes que celles que vous venez de livrer).
# Special reward, which is shown when there is no reward actually
no_reward:
title: Niveau suivant
desc: >-
Ce niveau n'a pas de récompense mais le prochain, oui ! <br><br>PS: Vous ne devriez pas détruire votre usine actuelle - Vous aurez besoin de <strong>toutes</strong> ces formes plus tard pour <strong>débloquer des améliorations</strong>
Ce niveau na pas de récompense mais le prochain, si!<br><br>PS : Ne détruisez pas votre usine actuelle — Vous aurez besoin de <strong>toutes</strong> ces formes plus tard pour <strong>débloquer des améliorations</strong>.
no_reward_freeplay:
title: Niveau suivant
desc: >-
Bravo ! À propos, plus de contenu est prévu pour la version complète !
Bravo! À propos, plus de contenu est prévu pour la version complète!
settings:
title: Options
categories:
general: Général
userInterface: Interface Utilisateur
userInterface: Interface utilisateur
advanced: Avancé
performance: Performance
@ -648,26 +649,26 @@ settings:
labels:
uiScale:
title: Taille de l'interface
title: Taille de linterface
description: >-
Change la taille de l'interface utilisateur. Cette interface se redimensionnera suivant la résolution de votre appareil, mais cette option contrôle le facteur de résolution.
Change la taille de linterface utilisateur. Cette interface se redimensionnera suivant la résolution de votre écran, mais cette option contrôle le facteur de résolution.
scales:
super_small: Très petite
small: Petite
regular: Normale
large: Large
huge: Très large
large: Grande
huge: Très grande
scrollWheelSensitivity:
title: Sensibilité du zoom
description: >-
Change la sensibilité du zoom (aussi bien de la roulette de la souris que du pavé tactile).
Change la sensibilité du zoom (roulette de la souris et pavé tactile).
sensitivity:
super_slow: Super lent
super_slow: Très lent
slow: Lent
regular: Normal
fast: Rapide
super_fast: Super rapide
super_fast: Très rapide
fullscreen:
title: Plein écran
@ -687,7 +688,7 @@ settings:
theme:
title: Thème
description: >-
Choisissez votre thème (clair / sombre).
Choisissez votre thème (clair/sombre).
themes:
dark: Sombre
@ -701,7 +702,7 @@ settings:
alwaysMultiplace:
title: Placement multiple
description: >-
Si activé, tous les bâtiments resterons sélectionnés tant que vous n'aurez pas annulé. Ceci revient à garder la touche SHIFT appuyée en permanence.
Si activé, tous les bâtiments resteront sélectionnés tant que vous naurez pas annulé. Ceci revient à garder la touche MAJ appuyée en permanence.
offerHints:
title: Indices
@ -711,13 +712,13 @@ settings:
language:
title: Langue
description: >-
Change la langue. Toutes les traductions sont des contributions des utilisateurs et pourraient être partiellement incomplètes !
Change la langue. Les traductions sont une contribution des utilisateurs et peuvent être incomplètes!
movementSpeed:
title: Vitesse de déplacement
description: Change la vitesse à laquelle l'écran se déplace lors de l'utilisation du clavier.
description: Change la vitesse de déplacement de lécran avec les touches clavier.
speeds:
super_slow: Super lent
super_slow: Très lent
slow: Lent
regular: Normal
fast: Rapide
@ -728,75 +729,75 @@ settings:
title: Tunnels intelligents
description: >-
Si cette option est sélectionnée, placer des tunnels effacera automatiquement les convoyeurs inutiles.
Cela permet aussi d'étirer les tunnels et les tunnels en surnombre seront effacés.
Cela permet aussi détirer les tunnels, et les tunnels en surnombre seront effacés.
vignette:
title: Effet de vignette
description: >-
Permet l'affichage de l'effet de vignette qui assombrit les coins de l'écran afin de rendre le texte plus facile à lire.
Permet laffichage de leffet de vignette qui assombrit les coins de lécran afin de rendre le texte plus facile à lire.
autosaveInterval:
title: Fréquence des sauvegardes automatiques
description: >-
Contrôle avec quelle fréquence le jeu sera sauvegardé automatiquement. Vous pouvez aussi entièrement désactiver cette fonctionnalité ici.
intervals:
one_minute: 1 Minute
two_minutes: 2 Minutes
five_minutes: 5 Minutes
ten_minutes: 10 Minutes
twenty_minutes: 20 Minutes
one_minute: 1 minute
two_minutes: 2 minutes
five_minutes: 5 minutes
ten_minutes: 10 minutes
twenty_minutes: 20 minutes
disabled: Désactivé
compactBuildingInfo:
title: Informations réduites sur les bâtiments
description: >-
Raccourcit les panneaux d'information sur les bâtiments en n'affichant que les ratios. Dans le cas contraire, une description et une imagine sont présentés.
Raccourcit les panneaux dinformation sur les bâtiments en naffichant que les ratios. Si désactivé, montre une description et une image.
disableCutDeleteWarnings:
title: Désactive les avertissement pour Couper/Effacer
title: Désactive les avertissements pour Couper/Effacer
description: >-
Désactive la boîte de dialogue qui s'affiche lorsque vous vous apprêtez à couper/effacer plus de 100 entités.
Désactive la boîte de dialogue qui saffiche lorsque vous vous apprêtez à couper/effacer plus de 100 entités.
enableColorBlindHelper:
title: Mode Daltonien
title: Mode daltonien
description: Active divers outils qui permettent de jouer à ce jeu si vous êtes daltonien.
rotationByBuilding:
title: Rotation par catégorie de bâtiment
description: >-
Chaque catégorie de bâtiment enregistre le sens de rotation que vous lui avez assigné la dernière fois, de manière individuelle.
Cela sera sans doute plus confortable si vous alternez fréquemment entre le placement de différents types de bâtiments.
Cela sera sans doute plus agréable si vous alternez fréquemment entre le placement de différents types de bâtiments.
lowQualityMapResources:
title: Ressources de la carte de plus basse qualité
description: >-
Simplifie le rendu des ressources sur la carte lorsqu'elle est zoomée opur améliorer les performances.
C'est encore plus clean, n'oubliez pas d'essayer !
Simplifie le rendu des ressources sur la carte lorsquelle est zoomée pour améliorer les performances.
Ça donne un rendu encore plus propre, alors essayez-le!
disableTileGrid:
title: Desactiver la grille de placement
title: Désactiver la grille de placement
description: >-
Desactiver la grille de placement peut aider les performances. Ça rend aussi le jeu encore plus uni!
Désactiver la grille de placement peut améliorer les performances. Ça rend aussi lapparence plus unie!
clearCursorOnDeleteWhilePlacing:
title: Effacer le curseur avec clic droit
title: Déselectionner avec le clic droit
description: >-
Activé par défaut, efface le curseur lorsque vous faites un clic droit en ayant un bâtiment selectioné pour la constructio. Si desactivé, vous pouvez detruire les bâtiments en faisant un clic droit tout en placant un bâtiment.
Activé par défaut. Désélectionne le bâtiment choisi pour la construction lorsque vous faites un clic droit sur un bâtiment existant. Si désactivé, vous pouvez détruire des bâtiments avec un clic droit puis continuer de placer le bâtiment sélectionné.
lowQualityTextures:
title: Textures de basse résolution (Moche)
title: Textures de basse résolution (moche)
description: >-
Utilise des textures de basse qualité pour augmenter les performances. Cela va rendre le jeu moche!
Utilise des textures de basse qualité pour améliorer les performances. Rend le jeu très moche!
displayChunkBorders:
title: Monter les bordures de chunks
title: Monter les secteurs
description: >-
Le jeu est divisé en parties de 16x16 cases, si ce réglage est activé, les bordures de chaque partie sont affichées.
Le jeu est divisé en secteurs de 16×16 cases. Si ce réglage est activé, les limites de chaque secteur sont affichées.
keybindings:
title: Contrôles
hint: >-
Astuce: Soyez sûr d'utiliser CTRL, SHIFT et ALT ! Ces touches activent différentes options de placement.
Astuce : Noubliez pas dutiliser CTRL, MAJ et ALT! Ces touches activent différentes options de placement.
resetKeybindings: Réinitialiser les contrôles
@ -805,7 +806,7 @@ keybindings:
ingame: Jeu
navigation: Navigation
placement: Placement
massSelect: Suppression de zone
massSelect: Sélection dune zone
buildings: Raccourcis bâtiment
placementModifiers: Modificateurs de placement
@ -825,8 +826,8 @@ keybindings:
menuOpenShop: Améliorations
menuOpenStats: Statistiques
toggleHud: Basculer l'affichage tête haute (ATH)
toggleFPSInfo: Basculer l'affichage des IPS (itérations par seconde) et des informations de débogage
toggleHud: Basculer laffichage tête haute (ATH)
toggleFPSInfo: Basculer laffichage des IPS (itérations par seconde) et des informations de débogage
belt: *belt
splitter: *splitter
underground_belt: *underground_belt
@ -840,49 +841,49 @@ keybindings:
rotateWhilePlacing: Pivoter
rotateInverseModifier: >-
Variante: Pivote à gauche
Variante : Pivote à gauche
cycleBuildingVariants: Alterner entre les variantes
confirmMassDelete: Confirmer la suppression de la sélection
cycleBuildings: Alterner entre les bâtiments
massSelectStart: Cliquez et maintenez pour commencer
massSelectStart: Cliquez et glissez pour commencer
massSelectSelectMultiple: Sélectionner plusieurs zones
massSelectCopy: Copier la sélection
placementDisableAutoOrientation: Désactiver l'orientation automatique
placementDisableAutoOrientation: Désactiver lorientation automatique
placeMultiple: Rester en mode placement
placeInverse: Inverser le mode d'orientation automatique
placeInverse: Inverser le mode dorientation automatique
pasteLastBlueprint: Copier le dernier patron
massSelectCut: Couper la sélection
exportScreenshot: Exporter toute la base en tant qu'image.
exportScreenshot: Exporter une image de toute la base
mapMoveFaster: Se déplacer plus vite
lockBeltDirection: Utiliser le plannificateur de convoyeurs
switchDirectionLockSide: "Plannificateur: changer de côté"
lockBeltDirection: Utiliser le planificateur de convoyeurs
switchDirectionLockSide: "Planificateur : changer de côté"
pipette: Pipette
menuClose: Fermer le menu
switchLayers: Échanger les calques
switchLayers: Basculer le calque
advanced_processor: Inverseur de couleur
energy_generator: Générateur d'énergie
wire: Ligne énergétique
energy_generator: Générateur dénergie
wire: Câble
about:
title: À propos de ce jeu
body: >-
Ce jeu est open source et développé par <a href="https://github.com/tobspr"
target="_blank">Tobias Springer</a> (c'est moi).<br><br>
target="_blank">Tobias Springer</a> (cest moi).<br><br>
Si vous souhaitez contribuer, allez voir <a href="<githublink>"
target="_blank">shapez.io sur github</a>.<br><br>
Ce jeu n'aurait pu être réalisé sans la précieuse communauté Discord autour de
mes jeux - Vous devriez vraiment envisager de joindre le <a href="<discordlink>"
target="_blank">serveur Discord</a> !<br><br>
Ce jeu naurait pas pu être réalisé sans la précieuse communauté Discord autour de
mes jeux — Vous devriez vraiment rejoindre le <a href="<discordlink>"
target="_blank">serveur Discord</a>!<br><br>
La bande son a été créée par <a href="https://soundcloud.com/pettersumelius"
target="_blank">Peppsen</a> - Il est impressionnant !<br><br>
target="_blank">Peppsen</a> — Il est génial!<br><br>
Pour terminer, un immense merci à mon meilleur amis <a
href="https://github.com/niklas-dahl" target="_blank">Niklas</a> - Sans nos sessions sur factorio, ce jeu n'aurait jamais existé.
Pour terminer, un immense merci à mon meilleur ami <a
href="https://github.com/niklas-dahl" target="_blank">Niklas</a> — Sans nos sessions sur Factorio, ce jeu naurait jamais existé.
changelog:
title: Historique
@ -893,7 +894,7 @@ demo:
importingGames: Importer des sauvegardes
oneGameLimit: Limité à une sauvegarde
customizeKeybindings: Personnalisation des contrôles
exportingBase: Exporter toute la base en tant qu'image
exportingBase: Exporter une image de toute la base
settingNotAvailable: Indisponible dans la démo.
#

View File

@ -22,10 +22,10 @@
---
steamPage:
# This is the short text appearing on the steam page
shortText: shapez.io adalah permainan membangun pabrik-pabrik dengan tujuan untuk mengautomatiskan pembentukan dan pemrosesan bentuk-bentuk yang bertambah semakin kompleks di dalam area permainan yang meluas secara tak terhingga.
shortText: Shapez.io adalah game tentang membangun pabrik untuk mengotomatiskan pembuatan dan pemrosesan bentuk-bentuk yang semakin kompleks di peta yang meluas tanpa batas.
# This is the text shown above the discord link
discordLink: Tautan Resmi Discord Obrol dengan saya!
discordLink: Tautan Resmi Discord Mari mengobrol dengan saya!
# This is the long description for the steam page - It is contained here so you can help to translate it, and I will regulary update the store page.
# NOTICE:
# - Do not translate the first line (This is the gif image at the start of the store)
@ -33,13 +33,13 @@ steamPage:
longText: >-
[img]{STEAM_APP_IMAGE}/extras/store_page_gif.gif[/img]
shapez.io adalah permainan membangun pabrik-pabrik dengan tujuan untuk mengautomatiskan pembentukan dan pemrosesan bentuk-bentuk yang bertambah semakin kompleks di dalam area permainan yang meluas secara tak terhingga.
shapez.io adalah permainan membangun pabrik dengan tujuan untuk mengautomatiskan pembentukan dan pemrosesan bentuk-bentuk yang bertambah semakin kompleks di peta yang meluas tanpa batas.
Setelah pengiriman bentuk-bentuk yang diminta, Anda akan maju dalam permainan dan membuka tingkatan versi-versi mesin selanjutnya untuk mempercepat pabrik Anda.
Seiring meningkatnya kesulitan dari bentuk-bentuk yang diminta, Anda harus meningkatkan pabrik Anda untuk mengatasi kesulitan tersebut Jangan lupa dengan sumber-sumber daya, Anda harus memperluas ke seluruh [b]area yang tidak terbatas[/b]!
Seiring meningkatnya kesulitan dari bentuk-bentuk yang diminta, Anda harus meningkatkan pabrik Anda untuk mengatasi kesulitan tersebut Jangan lupa dengan sumber daya, Anda harus memperluas ke seluruh [b]area yang tidak terbatas[/b]!
Kemudian Anda harus mencampurkan warna-warna dan mencat bentuk-bentuk dengannya Campurkan merah, hijau, dan biru untuk memproduksi warna-warna lain dan mencat bentuk-bentuk dengannya untuk memenuhi permintaan.
Kemudian Anda harus mencampurkan warna-warna dan mencat bentuk-bentuk tersebut Campurkan merah, hijau, dan biru untuk memproduksi warna-warna lain dan mencat bentuk-bentuk tersebut untuk memenuhi permintaan.
Permainan ini mempunyai 18 level-level progresif (yang mana akan membuat Anda sibuk berjam-jam!), akan tetapi saya akan terus menambahkan konten-konten baru Ada banyak yang direncanakan!
@ -48,16 +48,16 @@ steamPage:
[b]Keuntungan Versi Penuh[/b]
[list]
[*] Versi Permainan Gelap
[*] Mode Malam
[*] Titik Arah Tak Terhingga
[*] Penyimpanan Permainan Tak Terhingga
[*] Pengaturan-pengaturan Tambahan
[*] Akan datang: Kawat & Energi! Akan dicoba untuk dicapai untuk (kira-kira) akhir Juli 2020.
[*] Akan datang: Kawat & Energi! Akan dicoba untuk dicapai sekitar akhir Juli 2020.
[*] Akan datang: Level-level tambahan
[*] Memperkenankan saya untuk terus mengembangkan shapez.io ❤️
[*] Mendukung saya untuk terus mengembangkan shapez.io ❤️
[/list]
[b]Pembaruan di Masa Depan[/b]
[b]Pembaruan di masa yang akan datang[/b]
Saya seringkali membarui permainan ini dan terus mencoba untuk menciptakan pembaruan paling sedikit sekali seminggu!
@ -87,8 +87,8 @@ steamPage:
[/list]
global:
loading: Memuat
error: Terdapat kesalahan
loading: Sedang memuat
error: Terjadi kesalahan
# How big numbers are rendered, e.g. "10,000"
thousandsDivider: ","
@ -98,9 +98,9 @@ global:
# The suffix for large numbers, e.g. 1.3k, 400.2M, etc.
suffix:
thousands: k
millions: M
billions: B
thousands: K
millions: J
billions: M
trillions: T
# Shown for infinitely big numbers
@ -108,13 +108,13 @@ global:
time:
# Used for formatting past time dates
oneSecondAgo: satu detik yang lalu
oneSecondAgo: sedetik yang lalu
xSecondsAgo: <x> detik yang lalu
oneMinuteAgo: satu menit yang lalu
oneMinuteAgo: semenit yang lalu
xMinutesAgo: <x> menit yang lalu
oneHourAgo: satu jam yang lalu
oneHourAgo: sejam yang lalu
xHoursAgo: <x> jam yang lalu
oneDayAgo: satu hari yang lalu
oneDayAgo: sehari yang lalu
xDaysAgo: <x> hari yang lalu
# Short formats for times, e.g. '5h 23m'
@ -142,7 +142,7 @@ mainMenu:
play: Mulai Permainan
continue: Lanjutkan Permainan
newGame: Permainan Baru
changelog: Ganti Data Log
changelog: Catatan Perubahan
subreddit: Reddit
importSavegame: Impor Data Simpanan
openSourceHint: Permainan ini bekerja secara open source!
@ -166,7 +166,7 @@ dialogs:
restart: Mulai Ulang
reset: Setel Ulang
getStandalone: Dapatkan Versi Penuh
deleteGame: Saya tahu apa yang saya kerjakan
deleteGame: Saya tahu apa yang saya lakukan
viewUpdate: Tampilkan Pembaruan
showUpgrades: Tunjukkan Tingkatan
showKeybindings: Tunjukan Tombol Pintas

View File

@ -87,7 +87,7 @@ steamPage:
global:
loading: Laden
error: Error
error: Fout
# How big numbers are rendered, e.g. "10,000"
thousandsDivider: "."
@ -172,7 +172,7 @@ dialogs:
showKeybindings: Zie Sneltoetsen
importSavegameError:
title: Importeer error
title: Importeerfout
text: >-
Het importeren van je savegame is mislukt:
@ -322,7 +322,7 @@ ingame:
# <level> is replaced by the actual level, so this gets 'Level 03' for example.
levelTitle: Level <level>
completed: Voltooid
unlockText: Ontgrendeld <reward>!
unlockText: <reward> ontgrendeld!
buttonNextLevel: Volgende Level
# Notifications on the lower right
@ -633,9 +633,9 @@ storyRewards:
settings:
title: Opties
categories:
general: General
userInterface: User Interface
advanced: Advanced
general: Algemeen
userInterface: Opmaak
advanced: Geavanceerd
versionBadges:
dev: Ontwikkeling
@ -795,8 +795,8 @@ keybindings:
menuOpenShop: Upgrades
menuOpenStats: Statistieken
toggleHud: Toggle HUD
toggleFPSInfo: Toggle FPS en Debug Info
toggleHud: Schakel HUD
toggleFPSInfo: Schakel FPS en Debug Info
belt: *belt
splitter: *splitter
underground_belt: *underground_belt

View File

@ -22,7 +22,7 @@
---
steamPage:
# This is the short text appearing on the steam page
shortText: shapez.io é um jogo sobre construir fábricas, automatizando a criação e combinação de formas cada vez mais complexas num mapa infinito.
shortText: Shapez.io é um jogo sobre construir fábricas, automatizando a criação e combinação de formas cada vez mais complexas num mapa infinito.
# This is the text shown above the Discord link
discordLink: Discord Oficial - Converse comigo!
@ -34,17 +34,17 @@ steamPage:
longText: >-
[img]{STEAM_APP_IMAGE}/extras/store_page_gif.gif[/img]
shapez.io é um jogo sobre construir fábricas, automatizando a criação e combinação de formas cada vez mais complexas num mapa infinito.
Shapez.io é um jogo sobre construir fábricas, automatizando a criação e combinação de formas cada vez mais complexas num mapa infinito.
Após a entrega das formas requisitadas você progredirá no jogo e desbloqueará melhorias para acelerar sua fábrica.
Após a entrega das formas requisitadas, você avançará no jogo e desbloqueará melhorias para acelerar sua produção.
Conforme sua demanda por formas aumenta, você irá que aumentar sua fábrica para alcançar-la - Mas não se esqueça dos recursos, você precisará expandir pelo [b]mapa infinito[/b]!
Conforme sua demanda por formas aumenta, você terá que aumentar sua fábrica para alcançá-la - Mas não se esqueça dos recursos, você precisará expandir pelo [b]mapa infinito[/b]!
Rapidamente você vai ter que misturar cores e pintar suas formas com elas - Combine recursos vermelhos, verdes e azuis para produzir cores diferentes e pintar formas com elas para satisfazer a demanda.
Em pouco tempo você terá que misturar cores e pintar suas formas com elas - Combine recursos vermelhos, verdes e azuis para produzir cores diferentes e pintar formas com elas para satisfazer a demanda.
O jogo contém 18 níveis progressivos (Que já devem manter você ocupado por horas!) mas eu adiciono novo contéudo constantemente - Tem bastante coisa já planejada!
O jogo contém 18 níveis progressivos (que já devem manter você ocupado por horas!) mas eu adiciono novo contéudo constantemente - Tem bastante coisa já planejada!
Comprando o jogo você terá acesso à versão completa, que contém recursos adicionais, e além disso você também terá acesso aos recursos que seram desenvolvidos.
Comprando o jogo você terá acesso à versão completa, que contém recursos adicionais, e além disso você também terá acesso aos recursos que serão desenvolvidos.
[b]Vantagens da versão completa[/b]
@ -60,15 +60,15 @@ steamPage:
[b]Atualizações Futuras[/b]
Eu lanço atualizações frequentemente e estou tentando lançar pelo menos um por semana!
Eu lanço atualizações frequentemente e estou tentando lançar pelo menos uma por semana!
[list]
[*] Mapas diferentes e desafios (por exemplo mapas com obstáculos)
[*] Puzzles (Entregue a forma pedida com uma área restringida ou um certo conjunto de construções)
[*] Um modo história onde as construções têm um custo
[*] Um geredor de mapa customizável (Configure recursos, forma, tamanho, densidade, semente e mais)
[*] Um gerador de mapa customizável (configure recursos, formas, tamanho, densidade, semente e mais)
[*] Mais tipos de formas
[*] Melhorias de desempenho (O jogo já roda bem!)
[*] Melhorias de desempenho (o jogo já roda bem!)
[*] E muito mais!
[/list]
@ -130,8 +130,8 @@ global:
control: CTRL
alt: ALT
escape: ESC
shift: SHIFT
space: ESPAÇO
shift: Shift
space: Espaço
demoBanners:
# This is the "advertisement" shown in the main menu and other various places
@ -145,7 +145,7 @@ mainMenu:
newGame: Novo jogo
changelog: Changelog
subreddit: Reddit
importSavegame: Importar
importSavegame: Importar save
openSourceHint: Esse jogo tem código aberto!
discordLink: Discord oficial
helpTranslate: Ajude a traduzir!
@ -183,7 +183,7 @@ dialogs:
Seu jogo salvo foi importado com sucesso.
gameLoadFailure:
title: Jogo salvo quebrado
title: Jogo salvo corrompido
text: >-
Houve uma falha ao carregar seu jogo salvo:
@ -198,13 +198,13 @@ dialogs:
Houve uma falha ao deletar seu jogo salvo:
restartRequired:
title: Ação necessária
title: Reinicialização necessária
text: >-
Você precisa reiniciar o jogo para aplicar as mudanças.
editKeybinding:
title: Alterar tecla
desc: Pressiona a tecla que deseja vincular, ou ESC para cancelar.
desc: Pressione a tecla que deseja vincular, ou ESC para cancelar.
resetKeybindingsConfirmation:
title: Resetar controles
@ -234,17 +234,17 @@ dialogs:
O guia de melhorias pode ser encontrado no canto superior direito da tela.
massDeleteConfirm:
title: Deletar
title: Deletar?
desc: >-
Você está deletando vários objetos (<count> para ser exato)! Você quer continuar?
massCutConfirm:
title: Confirmar corte
title: Confirmar corte?
desc: >-
Você está cortando vários objetos (<count> para ser exato)! Você quer continuar?
massCutInsufficientConfirm:
title: Confirmar Corte
title: Confirmar Corte?
desc: >-
You can not afford to paste this area! Are you sure you want to cut it?
@ -290,8 +290,8 @@ ingame:
createMarker: Criar marcador
delete: Destruir
pasteLastBlueprint: Colar último projeto
lockBeltDirection: Ativar Planejador de Esteiras
plannerSwitchSide: Girar Planejador
lockBeltDirection: Ativar Planejamento de Esteiras
plannerSwitchSide: Girar Planejamento
cutSelection: Cortar
copySelection: Copiar
clearSelection: Limpar Seleção
@ -363,13 +363,13 @@ ingame:
dataSources:
stored:
title: Estoque
description: Exibindo a quantidade de formas armazenadas em sua construção central.
description: Exibindo a quantidade de formas armazenadas no seu HUB.
produced:
title: Produção
description: Exibindo todas as formas que toda a sua fábrica produz, incluindo produtos intermediários..
delivered:
title: Entregue
description: Exibindo formas entregues na sua construção central.
description: Exibindo formas entregues no seu HUB.
noShapesProduced: Nenhuma forma foi produzida até o momento.
# Displays the shapes per minute, e.g. '523 / m'
@ -384,14 +384,14 @@ ingame:
buttons:
continue: Continuar
settings: Definições
settings: Configurações
menu: Voltar ao menu
# Bottom left tutorial hints
tutorialHints:
title: Quer ajuda?
showHint: Mostrar dica
hideHint: Fechar
hideHint: Esconder dica
# When placing a blueprint
blueprintPlacer:
@ -401,7 +401,7 @@ ingame:
waypoints:
waypoints: Marcadores
hub: HUB
description: Clique com o botão esquerdo do mouse em um marcador para pular, clique com o botão direito do mouse para excluí-lo. <br><br> Pressione <keybinding> para criar um marcador a partir da exibição atual ou <strong>clique com o botão direito do mouse</strong> para criar um marcador no local selecionado.
description: Clique com o botão esquerdo do mouse em um marcador para pular, clique com o botão direito do mouse para excluí-lo. <br><br> Pressione <keybinding> para criar um marcador à partir da exibição atual ou <strong>clique com o botão direito do mouse</strong> para criar um marcador no local selecionado.
creationSuccessNotification: Marcador criado.
# Shape viewer
@ -419,7 +419,7 @@ ingame:
Conecte o extrator com uma <strong>esteira transportadora</strong> até a sua base!<br><br>Dica, <strong>clique e arraste</strong> a esteira com o mouse!
1_3_expand: >-
Este <strong>NÃO</strong> é um jogo inativo! Construa mais extratores e esteiras para concluir o objetivo mais rapidamente.<br><br>Dica, segure <strong>SHIFT</strong> para colocar vários extratores e use <strong>R</strong> para girá-los.
Este <strong>NÃO</strong> é um jogo idle! Construa mais extratores e esteiras para concluir o objetivo mais rapidamente.<br><br>Dica, segure <strong>SHIFT</strong> para colocar vários extratores e use <strong>R</strong> para girá-los.
# All shop upgrades
shopUpgrades:
@ -433,7 +433,7 @@ shopUpgrades:
name: Corte, Rotação e Montagem
description: Velocidade x<currentMult> → x<newMult>
painting:
name: Mistura e Pintura
name: Mistura de cores e Pintura
description: Velocidade x<currentMult> → x<newMult>
# Buildings and their name / description
@ -469,7 +469,7 @@ buildings:
tier2:
name: Túnel Classe II
description: Permite transportar recursos por baixo de construções e esteiras.
description: Permite transportar recursos por baixo de construções e outras esteiras.
splitter: # Internal name for the Balancer
default:
@ -541,7 +541,7 @@ buildings:
storage:
name: Estoque
description: Armazena itens em excesso, até uma determinada capacidade. Pode ser usado como uma porta de transbordamento.
description: Armazena itens em excesso, até uma determinada capacidade. Pode ser usado como uma eclusa.
energy_generator:
deliver: Entregar
@ -575,7 +575,7 @@ storyRewards:
reward_painter:
title: Pintura
desc: >-
O <strong>Pintor</strong> foi desbloqueado - Extrai alguns pigmentos coloridos (assim como você fez com as formas) e combina-os com uma forma no pintor para os colorir!<br><br>PS: Se for daltônico, existe um <strong>modo daltônico</strong> nas definições!
O <strong>Pintor</strong> foi desbloqueado - Extraia alguns pigmentos coloridos (assim como você fez com as formas) e combine-os com uma forma no pintor para colorí-las!<br><br>PS: Se for daltônico, existe um <strong>modo daltônico</strong> nas definições!
reward_mixer:
title: Misturando cores
@ -591,7 +591,7 @@ storyRewards:
reward_tunnel:
title: Túnel
desc: O <strong>túnel</strong> foi desbloqueado - Agora você pode canalizar itens sob construções!
desc: O <strong>túnel</strong> foi desbloqueado - Agora você pode transportar itens abaixo do solo!
reward_rotater_ccw:
title: Rotação anti-horária
@ -646,7 +646,7 @@ storyRewards:
Parabéns! Aliás, mais conteúdo vindo na versão completa!
settings:
title: opções
title: Opções
categories:
general: Geral
userInterface: Interface de Usuário
@ -671,7 +671,7 @@ settings:
huge: Gigante
autosaveInterval:
title: Intervalo de gravação automática
title: Intervalo de save automático
description: >-
Controla a frequência com que o jogo salva automaticamente. Você também pode desativá-lo totalmente aqui.
@ -714,7 +714,7 @@ settings:
enableColorBlindHelper:
title: Modo daltônico.
description: >-
Permite várias ferramentas que permitem jogar se você é daltônico.
Habilita várias ferramentas que te permitem jogar se você é daltônico.
fullscreen:
title: Tela Cheia
@ -745,24 +745,24 @@ settings:
Se você possui um monitor de 144 hz, altere a taxa de atualização aqui para que o jogo seja simulado corretamente com taxas de atualização mais altas. Isso diminuir o FPS consideravelmente se o computador for muito lento.
alwaysMultiplace:
title: Multiplicidade
title: Posicionamento Múltiplo
description: >-
Se ativado, todas as construções permanecerão selecionadas após o posicionamento até que você a cancele. Isso é equivalente a pressionar SHIFT permanentemente.
offerHints:
title: Dicas e tutoriais
title: Dicas e Tutoriais
description: >-
Se ativado, oferece dicas e tutoriais enquanto se joga. Além disso, esconde certos elementos da interface até certo ponto, para facilitar o começo do jogo.
enableTunnelSmartplace:
title: Túneis inteligentes
title: Túneis Inteligentes
description: >-
Quando colocados, irão remover automaticamente esteiras desnecessárias. Isso também permite arrastar túneis e túneis em excesso serão removidos.
vignette:
title: Vinheta
description: >-
Permite o modo vinheta que escurece os cantos da tela e facilita a leitura do texto.
Habilita o modo vinheta que escurece os cantos da tela e facilita a leitura do texto.
rotationByBuilding:
title: Rotação por tipo de construção
@ -777,7 +777,7 @@ settings:
disableCutDeleteWarnings:
title: Desativar avisos de recorte / exclusão
description: >-
Desative as caixas de diálogo de aviso exibidas ao cortar / excluir mais de 100 entidades.
Desativa as caixas de diálogo de aviso exibidas ao cortar / excluir mais de 100 entidades.
keybindings:
title: Controles
@ -790,9 +790,9 @@ keybindings:
general: Geral
ingame: Jogo
navigation: Navegação
placement: Construção
massSelect: Seleção
buildings: Atalhos de objetos
placement: Posicionamento
massSelect: Seleção em Massa
buildings: Construções
placementModifiers: Modificadores
mappings:
@ -807,7 +807,7 @@ keybindings:
mapZoomIn: Aproximar
mapZoomOut: Distanciar
createMarker: Criar marcação
createMarker: Criar marcador
menuOpenShop: Melhorias
menuOpenStats: Estatísticas
@ -839,7 +839,7 @@ keybindings:
confirmMassDelete: Confirmar exclusão em massa
pasteLastBlueprint: Colar último projeto
cycleBuildings: Trocar de construção
lockBeltDirection: Ativar planejador de correia
lockBeltDirection: Ativar planejamento de esteira
switchDirectionLockSide: >-
Planejador: Mudar de lado