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Puzzle DLC (#1172)
* Puzzle mode (#1135) * Add mode button to main menu * [WIP] Add mode menu. Add factory-based gameMode creation * Add savefile migration, serialize, deserialize * Add hidden HUD elements, zone, and zoom, boundary constraints * Clean up lint issues * Add building, HUD exclusion, building exclusion, and refactor - [WIP] Add ConstantProducer building that combines ConstantSignal and ItemProducer functionality. Currently using temp assets. - Add pre-placement check to the zone - Use Rectangles for zone and boundary - Simplify zone drawing - Account for exclusion in savegame data - [WIP] Add puzzle play and edit buttons in puzzle mode menu * [WIP] Add building, component, and systems for producing and accepting user-specified items and checking goal criteria * Add ingame puzzle mode UI elements - Add minimal menus in puzzle mode for back, next navigation - Add lower menu for changing zone dimenensions Co-authored-by: Greg Considine <gconsidine@users.noreply.github.com> * Performance optimizations (#1154) * 1.3.1 preparations * Minor fixes, update translations * Fix achievements not working * Lots of belt optimizations, ~15% performance boost * Puzzle mode, part 1 * Puzzle mode, part 2 * Fix missing import * Puzzle mode, part 3 * Fix typo * Puzzle mode, part 4 * Puzzle Mode fixes: Correct zone restrictions and more (#1155) * Hide Puzzle Editor Controls in regular game mode, fix typo * Disallow shrinking zone if there are buildings * Fix multi-tile buildings for shrinking * Puzzle mode, Refactor hud * Puzzle mode * Fixed typo in latest puzzle commit (#1156) * Allow completing puzzles * Puzzle mode, almost done * Bump version to 1.4.0 * Fixes * [puzzle] Prevent pipette cheats (miners, emitters) (#1158) * Puzzle mode, almost done * Allow clearing belts with 'B' * Multiple users for the puzzle dlc * Bump api key * Minor adjustments * Update * Minor fixes * Fix throughput * Fix belts * Minor puzzle adjustments * New difficulty * Minor puzzle improvements * Fix belt path * Update translations * Added a button to return to the menu after a puzzle is completed (#1170) * added another button to return to the menu * improved menu return * fixed continue button to not go back to menu * [Puzzle] Added ability to lock buildings in the puzzle editor! (#1164) * initial test * tried to get it to work * added icon * added test exclusion * reverted css * completed flow for building locking * added lock option * finalized look and changed locked building to same sprite * removed unused art * added clearing every goal acceptor on lock to prevent creating impossible puzzles * heavily improved validation and prevented autocompletion * validation only checks every 100 ticks to improve performance * validation only checks every 100 ticks to improve performance * removed clearing goal acceptors as it isn't needed because of validation * Add soundtrack, puzzle dlc fixes Co-authored-by: Greg Considine <gconsidine@users.noreply.github.com> Co-authored-by: dengr1065 <dengr1065@gmail.com> Co-authored-by: Sense101 <67970865+Sense101@users.noreply.github.com>
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@@ -14,7 +14,6 @@ export class BeltReaderSystem extends GameSystemWithFilter {
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const minimumTimeForThroughput = now - 1;
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for (let i = 0; i < this.allEntities.length; ++i) {
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const entity = this.allEntities[i];
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const readerComp = entity.components.BeltReader;
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const pinsComp = entity.components.WiredPins;
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@@ -23,12 +22,14 @@ export class BeltReaderSystem extends GameSystemWithFilter {
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readerComp.lastItemTimes.shift();
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}
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pinsComp.slots[1].value = readerComp.lastItem;
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pinsComp.slots[0].value =
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(readerComp.lastItemTimes[readerComp.lastItemTimes.length - 1] || 0) >
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minimumTimeForThroughput
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? BOOL_TRUE_SINGLETON
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: BOOL_FALSE_SINGLETON;
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if (!entity.components.BeltReader.isWireless()) {
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pinsComp.slots[1].value = readerComp.lastItem;
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pinsComp.slots[0].value =
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(readerComp.lastItemTimes[readerComp.lastItemTimes.length - 1] || 0) >
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minimumTimeForThroughput
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? BOOL_TRUE_SINGLETON
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: BOOL_FALSE_SINGLETON;
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}
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if (now - readerComp.lastThroughputComputation > 0.5) {
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// Compute throughput
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