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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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66
src/js/game/systems/constant_producer.js
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66
src/js/game/systems/constant_producer.js
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import { globalConfig } from "../../core/config";
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import { DrawParameters } from "../../core/draw_parameters";
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import { Vector } from "../../core/vector";
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import { ConstantSignalComponent } from "../components/constant_signal";
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import { ItemProducerComponent } from "../components/item_producer";
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import { GameSystemWithFilter } from "../game_system_with_filter";
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import { MapChunk } from "../map_chunk";
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import { GameRoot } from "../root";
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export class ConstantProducerSystem extends GameSystemWithFilter {
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/** @param {GameRoot} root */
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constructor(root) {
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super(root, [ConstantSignalComponent, ItemProducerComponent]);
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}
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update() {
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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 producerComp = entity.components.ItemProducer;
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const signalComp = entity.components.ConstantSignal;
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if (!producerComp.isWireless() || !signalComp.isWireless()) {
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continue;
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}
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const ejectorComp = entity.components.ItemEjector;
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ejectorComp.tryEject(0, signalComp.signal);
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}
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}
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/**
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*
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* @param {DrawParameters} parameters
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* @param {MapChunk} chunk
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* @returns
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*/
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drawChunk(parameters, chunk) {
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const contents = chunk.containedEntitiesByLayer.regular;
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for (let i = 0; i < contents.length; ++i) {
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const producerComp = contents[i].components.ItemProducer;
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const signalComp = contents[i].components.ConstantSignal;
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if (!producerComp || !producerComp.isWireless() || !signalComp || !signalComp.isWireless()) {
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continue;
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}
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const staticComp = contents[i].components.StaticMapEntity;
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const item = signalComp.signal;
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if (!item) {
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continue;
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}
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const center = staticComp.getTileSpaceBounds().getCenter().toWorldSpace();
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const localOffset = new Vector(0, 1).rotateFastMultipleOf90(staticComp.rotation);
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item.drawItemCenteredClipped(
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center.x + localOffset.x,
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center.y + localOffset.y,
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parameters,
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globalConfig.tileSize * 0.65
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);
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}
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}
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}
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