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

Merge branch 'master' into logic-pain-fix

This commit is contained in:
dengr1065 2020-08-29 00:29:21 +03:00
commit 997cde22d9
70 changed files with 13256 additions and 12368 deletions

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@ -59,7 +59,7 @@ This project is based on ES5. Some ES2015 features are used but most of them are
1. Create the component file in `src/js/game/components/<name_lowercase>.js`
2. Create a component class (e.g. `MyFancyComponent`) which `extends Component`
3. Create a `static getId()` method which should return the `CamelCaseName` without component (e.g. `MyFancy`)
3. Create a `static getId()` method which should return the `PascalCaseName` without component (e.g. `MyFancy`)
4. If any data needs to be persisted, create a `static getSchema()` which should return the properties to be saved (See other components)
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.

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@ -10,7 +10,7 @@
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@ -578,7 +594,7 @@
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"sprites/buildings/virtual_processor-shapecompare.png":
{
"frame": {"x":721,"y":1090,"w":96,"h":89},
"rotated": false,
"trimmed": true,
"spriteSourceSize": {"x":0,"y":0,"w":96,"h":89},
"sourceSize": {"w":96,"h":96}
},
"sprites/buildings/virtual_processor-unstacker.png":
{
"frame": {"x":203,"y":774,"w":96,"h":96},
"rotated": false,
"trimmed": false,
"spriteSourceSize": {"x":0,"y":0,"w":96,"h":96},
"sourceSize": {"w":96,"h":96}
},
"sprites/buildings/virtual_processor.png":
{
"frame": {"x":335,"y":903,"w":96,"h":94},
"rotated": false,
"trimmed": true,
"spriteSourceSize": {"x":0,"y":2,"w":96,"h":94},
"sourceSize": {"w":96,"h":96}
},
"sprites/buildings/wire-cross.png":
{
"frame": {"x":829,"y":894,"w":96,"h":96},
"frame": {"x":339,"y":803,"w":96,"h":96},
"rotated": false,
"trimmed": false,
"spriteSourceSize": {"x":0,"y":0,"w":96,"h":96},
@ -946,7 +1058,7 @@
},
"sprites/buildings/wire-split.png":
{
"frame": {"x":621,"y":1010,"w":96,"h":54},
"frame": {"x":203,"y":874,"w":96,"h":54},
"rotated": false,
"trimmed": true,
"spriteSourceSize": {"x":0,"y":42,"w":96,"h":54},
@ -978,7 +1090,7 @@
},
"sprites/buildings/wire_tunnel.png":
{
"frame": {"x":3,"y":1127,"w":92,"h":90},
"frame": {"x":199,"y":1282,"w":92,"h":90},
"rotated": false,
"trimmed": true,
"spriteSourceSize": {"x":3,"y":3,"w":92,"h":90},
@ -1114,10 +1226,10 @@
},
"sprites/wires/lever_on.png":
{
"frame": {"x":948,"y":654,"w":73,"h":76},
"frame": {"x":948,"y":663,"w":73,"h":85},
"rotated": false,
"trimmed": true,
"spriteSourceSize": {"x":12,"y":12,"w":73,"h":76},
"spriteSourceSize": {"x":12,"y":3,"w":73,"h":85},
"sourceSize": {"w":96,"h":96}
},
"sprites/wires/logical_acceptor.png":
@ -1162,7 +1274,7 @@
},
"sprites/wires/sets/color_cross.png":
{
"frame": {"x":3,"y":774,"w":96,"h":96},
"frame": {"x":521,"y":899,"w":96,"h":96},
"rotated": false,
"trimmed": false,
"spriteSourceSize": {"x":0,"y":0,"w":96,"h":96},
@ -1178,7 +1290,7 @@
},
"sprites/wires/sets/color_split.png":
{
"frame": {"x":821,"y":994,"w":96,"h":54},
"frame": {"x":203,"y":932,"w":96,"h":54},
"rotated": false,
"trimmed": true,
"spriteSourceSize": {"x":0,"y":42,"w":96,"h":54},
@ -1194,7 +1306,7 @@
},
"sprites/wires/sets/conflict_cross.png":
{
"frame": {"x":103,"y":774,"w":96,"h":96},
"frame": {"x":621,"y":923,"w":96,"h":96},
"rotated": false,
"trimmed": false,
"spriteSourceSize": {"x":0,"y":0,"w":96,"h":96},
@ -1210,7 +1322,7 @@
},
"sprites/wires/sets/conflict_split.png":
{
"frame": {"x":721,"y":1049,"w":96,"h":54},
"frame": {"x":103,"y":933,"w":96,"h":54},
"rotated": false,
"trimmed": true,
"spriteSourceSize": {"x":0,"y":42,"w":96,"h":54},
@ -1226,7 +1338,7 @@
},
"sprites/wires/sets/regular_cross.png":
{
"frame": {"x":829,"y":894,"w":96,"h":96},
"frame": {"x":339,"y":803,"w":96,"h":96},
"rotated": false,
"trimmed": false,
"spriteSourceSize": {"x":0,"y":0,"w":96,"h":96},
@ -1242,7 +1354,7 @@
},
"sprites/wires/sets/regular_split.png":
{
"frame": {"x":621,"y":1010,"w":96,"h":54},
"frame": {"x":203,"y":874,"w":96,"h":54},
"rotated": false,
"trimmed": true,
"spriteSourceSize": {"x":0,"y":42,"w":96,"h":54},
@ -1258,7 +1370,7 @@
},
"sprites/wires/sets/shape_cross.png":
{
"frame": {"x":203,"y":774,"w":96,"h":96},
"frame": {"x":721,"y":990,"w":96,"h":96},
"rotated": false,
"trimmed": false,
"spriteSourceSize": {"x":0,"y":0,"w":96,"h":96},
@ -1274,7 +1386,7 @@
},
"sprites/wires/sets/shape_split.png":
{
"frame": {"x":621,"y":1068,"w":96,"h":54},
"frame": {"x":3,"y":960,"w":96,"h":54},
"rotated": false,
"trimmed": true,
"spriteSourceSize": {"x":0,"y":42,"w":96,"h":54},
@ -1303,6 +1415,6 @@
"format": "RGBA8888",
"size": {"w":1024,"h":2048},
"scale": "0.5",
"smartupdate": "$TexturePacker:SmartUpdate:876f0711b44fa7bbab8d2539e9651766:ff01f850e086ef31c114b036c3a32e6d:908b89f5ca8ff73e331a35a3b14d0604$"
"smartupdate": "$TexturePacker:SmartUpdate:65dccccf359b3f3582914eac20260366:f9eee0054558f8bf77da34f281176a03:908b89f5ca8ff73e331a35a3b14d0604$"
}
}

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@ -277,6 +277,12 @@
<key type="filename">sprites/blueprints/underground_belt_entry.png</key>
<key type="filename">sprites/blueprints/underground_belt_exit-tier2.png</key>
<key type="filename">sprites/blueprints/underground_belt_exit.png</key>
<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-unstacker.png</key>
<key type="filename">sprites/blueprints/virtual_processor.png</key>
<key type="filename">sprites/blueprints/wire_tunnel-coating.png</key>
<key type="filename">sprites/blueprints/wire_tunnel.png</key>
<key type="filename">sprites/buildings/constant_signal.png</key>
<key type="filename">sprites/buildings/display.png</key>
@ -295,6 +301,12 @@
<key type="filename">sprites/buildings/underground_belt_entry.png</key>
<key type="filename">sprites/buildings/underground_belt_exit-tier2.png</key>
<key type="filename">sprites/buildings/underground_belt_exit.png</key>
<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-unstacker.png</key>
<key type="filename">sprites/buildings/virtual_processor.png</key>
<key type="filename">sprites/buildings/wire_tunnel-coating.png</key>
<key type="filename">sprites/buildings/wire_tunnel.png</key>
<key type="filename">sprites/wires/lever_on.png</key>
<key type="filename">sprites/wires/sets/color_cross.png</key>
@ -533,6 +545,8 @@
</struct>
<key type="filename">sprites/wires/boolean_false.png</key>
<key type="filename">sprites/wires/boolean_true.png</key>
<key type="filename">sprites/wires/network_conflict.png</key>
<key type="filename">sprites/wires/network_empty.png</key>
<key type="filename">sprites/wires/wires_preview.png</key>
<struct type="IndividualSpriteSettings">
<key>pivotPoint</key>

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@ -664,7 +664,7 @@ iframe {
user-select: all;
}
// Steam overlay fiy
// Steam overlay fix
#steamOverlayCanvasFix {
position: fixed;
top: 0px;

View File

@ -1,5 +1,5 @@
$buildings: belt, cutter, miner, mixer, painter, rotater, splitter, stacker, trash, underground_belt, wire,
constant_signal, logic_gate, lever, filter, wire_tunnel, display;
constant_signal, logic_gate, lever, filter, wire_tunnel, display, virtual_processor;
@each $building in $buildings {
[data-icon="building_icons/#{$building}.png"] {

View File

@ -14,20 +14,37 @@
@include S(padding, 1px, 10px);
border: 0;
box-shadow: none;
border-radius: 0;
@include IncreasedClickArea(1px);
@include S(min-width, 30px);
color: #fff;
opacity: 0.25;
@include S(margin-left, 1px);
@include S(border-radius, $globalBorderRadius);
border-radius: 0;
&:first-child {
@include S(border-top-left-radius, $globalBorderRadius);
@include S(border-bottom-left-radius, $globalBorderRadius);
}
&:last-child {
@include S(border-top-right-radius, $globalBorderRadius);
@include S(border-bottom-right-radius, $globalBorderRadius);
}
&.displayIcons,
&.displayDetailed {
&.displayDetailed,
&.displaySorted {
background: uiResource("icons/display_list.png") center center / #{D(15px)} no-repeat;
&.displayIcons {
background-image: uiResource("icons/display_icons.png");
background-size: #{D(11.5px)};
}
&.displaySorted {
background-image: uiResource("icons/display_sorted.png");
background-size: #{D(11.5px)};
margin-right: 4px;
@include S(padding, 1px, 0);
}
}
background-color: #44484a !important;
@ -80,10 +97,7 @@
background: #f4f4f4;
@include S(margin-bottom, 4px);
display: grid;
@include DarkThemeOverride {
background: #222428;
}
@include S(border-radius, $globalBorderRadius);
grid-template-columns: 1fr auto;
@include S(padding, 5px);
@ -91,6 +105,18 @@
margin-bottom: 0;
}
&.pinned {
background: #e3e5e9;
}
@include DarkThemeOverride {
background: #222428;
&.pinned {
background: darken(#222428, 10);
}
}
canvas.icon {
grid-column: 1 / 2;
grid-row: 1 / 2;
@ -100,7 +126,6 @@
.counter {
@include SuperSmallText;
@include S(padding, 0, 3px);
}
}
@ -109,6 +134,7 @@
.dialogInner {
&[data-displaymode="detailed"] .displayDetailed,
&[data-displaymode="icons"] .displayIcons,
&[data-sorted="true"] .displaySorted,
&[data-datasource="produced"] .modeProduced,
&[data-datasource="delivered"] .modeDelivered,
&[data-datasource="stored"] .modeStored {
@ -132,7 +158,6 @@
.counter {
grid-column: 1 / 2;
grid-row: 2 / 3;
background: rgba(0, 10, 20, 0.05);
justify-self: end;
}
}

View File

@ -103,7 +103,7 @@ $zindex: 100;
}
body.uiHidden {
#ingame_HUD_buildings_toolbar,
.ingame_buildingsToolbar,
#ingame_HUD_PlacementHints,
#ingame_HUD_GameMenu,
#ingame_HUD_PinnedShapes,

View File

@ -285,13 +285,13 @@
@include S(border-radius, $globalBorderRadius);
@include S(padding, 5px);
display: grid;
grid-template-columns: 1fr auto auto;
grid-template-columns: 1fr 1fr auto auto;
grid-template-rows: auto auto;
@include S(grid-column-gap, 4px);
@include S(grid-row-gap, 1px);
.playtime {
grid-column: 1 / 2;
grid-column: 2 / 3;
grid-row: 2 / 3;
@include SuperSmallText;
opacity: 0.5;
@ -299,13 +299,29 @@
.level {
grid-column: 1 / 2;
grid-row: 2 / 3;
@include SuperSmallText;
opacity: 0.5;
}
.name {
grid-column: 1 / 3;
grid-row: 1 / 2;
@include PlainText;
display: inline-flex;
align-items: center;
> span {
display: inline-flex;
@include S(max-width, 140px);
overflow: hidden;
}
}
button.resumeGame,
button.downloadGame,
button.deleteGame {
button.deleteGame,
button.renameGame {
padding: 0;
align-self: center;
justify-self: center;
@ -314,7 +330,7 @@
}
button.downloadGame {
grid-column: 2 / 3;
grid-column: 3 / 4;
grid-row: 1 / 2;
background-color: $colorBlueBright;
background-image: uiResource("icons/download.png");
@ -326,7 +342,7 @@
}
button.deleteGame {
grid-column: 2 / 3;
grid-column: 3 / 4;
grid-row: 2 / 3;
background-color: $colorRedBright;
@include IncreasedClickArea(0px);
@ -337,8 +353,28 @@
background-size: 60%;
}
button.renameGame {
background-color: transparent;
@include IncreasedClickArea(2px);
background-image: uiResource("icons/edit_key.png");
@include S(width, 10px);
@include S(height, 10px);
align-self: center;
justify-self: center;
background-size: 90%;
opacity: 0.25;
@include S(margin-left, 4px);
&:hover {
opacity: 0.35;
}
@include DarkThemeInvert;
}
button.resumeGame {
grid-column: 3 / 4;
grid-column: 4 / 5;
grid-row: 1 / 3;
margin: 0;
@include S(width, 32px);

View File

@ -14,7 +14,11 @@ export const CHANGELOG = [
"Zoom towards mouse cursor (by Dimava)",
"Added multiple settings to optimize the performance",
"Updated the soundtrack again, it is now 40 minutes in total!",
"Added a button to the statistics dialog to disable the sorting (by squeek502)",
"Updated and added new translations (Thanks to all contributors!)",
"Added setting to be able to delete buildings while placing (inspired by hexy)",
"Mark pinned shapes in statistics dialog and show them first (inspired by davidburhans)",
"There are now compact 1x1 splitters available to be unlocked!",
"Allow editing waypoints (by isaisstillalive)",
"Show confirmation when cutting area which is too expensive to get pasted again (by isaisstillalive)",
"Show mouse and camera tile on debug overlay (F4) (by dengr)",

View File

@ -368,9 +368,18 @@ export class DialogWithForm extends Dialog {
* @param {array=} param0.buttons
* @param {string=} param0.confirmButtonId
* @param {string=} param0.extraButton
* @param {boolean=} param0.closeButton
* @param {Array<FormElement>} param0.formElements
*/
constructor({ app, title, desc, formElements, buttons = ["cancel", "ok:good"], confirmButtonId = "ok" }) {
constructor({
app,
title,
desc,
formElements,
buttons = ["cancel", "ok:good"],
confirmButtonId = "ok",
closeButton = true,
}) {
let html = "";
html += desc + "<br>";
for (let i = 0; i < formElements.length; ++i) {
@ -383,7 +392,7 @@ export class DialogWithForm extends Dialog {
contentHTML: html,
buttons: buttons,
type: "info",
closeButton: true,
closeButton,
});
this.confirmButtonId = confirmButtonId;
this.formElements = formElements;

View File

@ -53,27 +53,6 @@ export class Rectangle {
return a.left <= b.right && b.left <= a.right && a.top <= b.bottom && b.top <= a.bottom;
}
/**
* Returns a rectangle arround a rotated point
* @param {Array<Vector>} points
* @param {number} angle
* @returns {Rectangle}
*/
static getAroundPointsRotated(points, angle) {
let minX = 1e10;
let minY = 1e10;
let maxX = -1e10;
let maxY = -1e10;
for (let i = 0; i < points.length; ++i) {
const rotated = points[i].rotated(angle);
minX = Math.min(minX, rotated.x);
minY = Math.min(minY, rotated.y);
maxX = Math.max(maxX, rotated.x);
maxY = Math.max(maxY, rotated.y);
}
return new Rectangle(minX, minY, maxX - minX, maxY - minY);
}
/**
* Copies this instance
* @returns {Rectangle}
@ -82,28 +61,6 @@ export class Rectangle {
return new Rectangle(this.x, this.y, this.w, this.h);
}
/**
* Ensures the rectangle contains the given square
* @param {number} centerX
* @param {number} centerY
* @param {number} halfWidth
* @param {number} halfHeight
*/
extendBySquare(centerX, centerY, halfWidth, halfHeight) {
if (this.isEmpty()) {
// Just assign values since this rectangle is empty
this.x = centerX - halfWidth;
this.y = centerY - halfHeight;
this.w = halfWidth * 2;
this.h = halfHeight * 2;
} else {
this.setLeft(Math.min(this.x, centerX - halfWidth));
this.setRight(Math.max(this.right(), centerX + halfWidth));
this.setTop(Math.min(this.y, centerY - halfHeight));
this.setBottom(Math.max(this.bottom(), centerY + halfHeight));
}
}
/**
* Returns if this rectangle is empty
* @returns {boolean}
@ -259,14 +216,6 @@ export class Rectangle {
return new Rectangle(this.x - amount, this.y - amount, this.w + 2 * amount, this.h + 2 * amount);
}
/**
* Helper for computing a culling area. Returns the top left tile
* @returns {Vector}
*/
getMinStartTile() {
return new Vector(this.x, this.y).snapWorldToTile();
}
/**
* Returns if the given rectangle is contained
* @param {Rectangle} rect
@ -394,7 +343,7 @@ export class Rectangle {
}
/**
* Returns a new recangle in tile space which includes all tiles which are visible in this rect
* Returns a new rectangle in tile space which includes all tiles which are visible in this rect
* @returns {Rectangle}
*/
toTileCullRectangle() {

View File

@ -28,7 +28,7 @@ export class MetaCutterBuilding extends MetaBuilding {
case enumCutterVariants.quad:
return new Vector(4, 1);
default:
assertAlways(false, "Unknown splitter variant: " + variant);
assertAlways(false, "Unknown cutter variant: " + variant);
}
}

View File

@ -23,10 +23,6 @@ export class MetaLeverBuilding extends MetaBuilding {
return true;
}
getIsRotateable() {
return false;
}
getDimensions() {
return new Vector(1, 1);
}

View File

@ -11,7 +11,12 @@ import { formatItemsPerSecond } from "../../core/utils";
import { BeltUnderlaysComponent } from "../components/belt_underlays";
/** @enum {string} */
export const enumSplitterVariants = { compact: "compact", compactInverse: "compact-inverse" };
export const enumSplitterVariants = {
compact: "compact",
compactInverse: "compact-inverse",
compactMerge: "compact-merge",
compactMergeInverse: "compact-merge-inverse",
};
export class MetaSplitterBuilding extends MetaBuilding {
constructor() {
@ -24,6 +29,8 @@ export class MetaSplitterBuilding extends MetaBuilding {
return new Vector(2, 1);
case enumSplitterVariants.compact:
case enumSplitterVariants.compactInverse:
case enumSplitterVariants.compactMerge:
case enumSplitterVariants.compactMergeInverse:
return new Vector(1, 1);
default:
assertAlways(false, "Unknown splitter variant: " + variant);
@ -48,14 +55,17 @@ export class MetaSplitterBuilding extends MetaBuilding {
* @param {GameRoot} root
*/
getAvailableVariants(root) {
let available = [defaultBuildingVariant];
if (root.hubGoals.isRewardUnlocked(enumHubGoalRewards.reward_splitter_compact)) {
return [
defaultBuildingVariant,
enumSplitterVariants.compact,
enumSplitterVariants.compactInverse,
];
available.push(enumSplitterVariants.compact, enumSplitterVariants.compactInverse);
}
return super.getAvailableVariants(root);
if (root.hubGoals.isRewardUnlocked(enumHubGoalRewards.reward_merger_compact)) {
available.push(enumSplitterVariants.compactMerge, enumSplitterVariants.compactMergeInverse);
}
return available;
}
/**
@ -151,8 +161,37 @@ export class MetaSplitterBuilding extends MetaBuilding {
break;
}
case enumSplitterVariants.compactMerge:
case enumSplitterVariants.compactMergeInverse: {
entity.components.ItemAcceptor.setSlots([
{
pos: new Vector(0, 0),
directions: [enumDirection.bottom],
},
]);
entity.components.ItemEjector.setSlots([
{
pos: new Vector(0, 0),
direction: enumDirection.top,
},
{
pos: new Vector(0, 0),
direction:
variant === enumSplitterVariants.compactMergeInverse
? enumDirection.left
: enumDirection.right,
},
]);
entity.components.BeltUnderlays.underlays = [
{ pos: new Vector(0, 0), direction: enumDirection.top },
];
break;
}
default:
assertAlways(false, "Unknown painter variant: " + variant);
assertAlways(false, "Unknown splitter variant: " + variant);
}
}
}

View File

@ -0,0 +1,151 @@
import { Vector, enumDirection } from "../../core/vector";
import { LogicGateComponent, enumLogicGateType } from "../components/logic_gate";
import { WiredPinsComponent, enumPinSlotType } from "../components/wired_pins";
import { Entity } from "../entity";
import { defaultBuildingVariant, MetaBuilding } from "../meta_building";
import { GameRoot } from "../root";
/** @enum {string} */
export const enumVirtualProcessorVariants = {
analyzer: "analyzer",
rotater: "rotater",
unstacker: "unstacker",
shapecompare: "shapecompare",
};
/** @enum {string} */
export const enumVariantToGate = {
[defaultBuildingVariant]: enumLogicGateType.cutter,
[enumVirtualProcessorVariants.analyzer]: enumLogicGateType.analyzer,
[enumVirtualProcessorVariants.rotater]: enumLogicGateType.rotater,
[enumVirtualProcessorVariants.unstacker]: enumLogicGateType.unstacker,
[enumVirtualProcessorVariants.shapecompare]: enumLogicGateType.shapecompare,
};
export class MetaVirtualProcessorBuilding extends MetaBuilding {
constructor() {
super("virtual_processor");
}
getSilhouetteColor() {
return "#823cab";
}
/**
* @param {GameRoot} root
*/
getIsUnlocked(root) {
// @todo
return true;
}
/** @returns {"wires"} **/
getLayer() {
return "wires";
}
getDimensions() {
return new Vector(1, 1);
}
getAvailableVariants() {
return [
defaultBuildingVariant,
enumVirtualProcessorVariants.rotater,
enumVirtualProcessorVariants.unstacker,
enumVirtualProcessorVariants.analyzer,
enumVirtualProcessorVariants.shapecompare,
];
}
getRenderPins() {
// We already have it included
return false;
}
/**
*
* @param {Entity} entity
* @param {number} rotationVariant
*/
updateVariants(entity, rotationVariant, variant) {
const gateType = enumVariantToGate[variant];
entity.components.LogicGate.type = gateType;
const pinComp = entity.components.WiredPins;
switch (gateType) {
case enumLogicGateType.cutter:
case enumLogicGateType.analyzer:
case enumLogicGateType.unstacker: {
pinComp.setSlots([
{
pos: new Vector(0, 0),
direction: enumDirection.left,
type: enumPinSlotType.logicalEjector,
},
{
pos: new Vector(0, 0),
direction: enumDirection.right,
type: enumPinSlotType.logicalEjector,
},
{
pos: new Vector(0, 0),
direction: enumDirection.bottom,
type: enumPinSlotType.logicalAcceptor,
},
]);
break;
}
case enumLogicGateType.rotater: {
pinComp.setSlots([
{
pos: new Vector(0, 0),
direction: enumDirection.top,
type: enumPinSlotType.logicalEjector,
},
{
pos: new Vector(0, 0),
direction: enumDirection.bottom,
type: enumPinSlotType.logicalAcceptor,
},
]);
break;
}
case enumLogicGateType.shapecompare: {
pinComp.setSlots([
{
pos: new Vector(0, 0),
direction: enumDirection.top,
type: enumPinSlotType.logicalEjector,
},
{
pos: new Vector(0, 0),
direction: enumDirection.left,
type: enumPinSlotType.logicalAcceptor,
},
{
pos: new Vector(0, 0),
direction: enumDirection.right,
type: enumPinSlotType.logicalAcceptor,
},
]);
break;
}
default:
assertAlways("unknown logic gate type: " + gateType);
}
}
/**
* Creates the entity at the given location
* @param {Entity} entity
*/
setupEntityComponents(entity) {
entity.addComponent(
new WiredPinsComponent({
slots: [],
})
);
entity.addComponent(new LogicGateComponent({}));
}
}

View File

@ -7,6 +7,12 @@ export const enumLogicGateType = {
xor: "xor",
or: "or",
transistor: "transistor",
analyzer: "analyzer",
rotater: "rotater",
unstacker: "unstacker",
cutter: "cutter",
shapecompare: "shapecompare",
};
export class LogicGateComponent extends Component {

View File

@ -334,6 +334,7 @@ export class HUDBuildingPlacer extends HUDBuildingPlacerLogic {
}
// Synchronize rotation and origin
this.fakeEntity.layer = metaBuilding.getLayer();
const staticComp = this.fakeEntity.components.StaticMapEntity;
staticComp.origin = mouseTile;
staticComp.rotation = rotation;

View File

@ -641,7 +641,10 @@ export class HUDBuildingPlacerLogic extends BaseHUDPart {
}
// Deletion
if (button === enumMouseButton.right && !metaBuilding) {
if (
button === enumMouseButton.right &&
(!metaBuilding || !this.root.app.settings.getAllSettings().clearCursorOnDeleteWhilePlacing)
) {
this.currentlyDragging = true;
this.currentlyDeleting = true;
this.lastDragTile = this.root.camera.screenToWorld(pos).toTileSpace();

View File

@ -271,10 +271,19 @@ export class HUDMassSelector extends BaseHUDPart {
parameters.context.fillStyle = THEME.map.selectionOverlay;
const renderedUids = new Set();
for (let x = realTileStart.x; x <= realTileEnd.x; ++x) {
for (let y = realTileStart.y; y <= realTileEnd.y; ++y) {
const contents = this.root.map.getLayerContentXY(x, y, this.root.currentLayer);
if (contents && this.root.logic.canDeleteBuilding(contents)) {
// Prevent rendering the overlay twice
const uid = contents.uid;
if (renderedUids.has(uid)) {
continue;
}
renderedUids.add(uid);
const staticComp = contents.components.StaticMapEntity;
const bounds = staticComp.getTileSpaceBounds();
parameters.context.beginRoundedRect(

View File

@ -84,7 +84,7 @@ export class HUDShapeViewer extends BaseHUDPart {
const layers = definition.layers;
this.contentDiv.setAttribute("data-layers", layers.length);
for (let i = 0; i < layers.length; ++i) {
for (let i = layers.length - 1; i >= 0; --i) {
const layerElem = makeDiv(this.renderArea, null, ["layer", "layer-" + i]);
let fakeLayers = [];

View File

@ -47,9 +47,11 @@ export class HUDStatistics extends BaseHUDPart {
this.trackClicks(button, () => this.setDataSource(dataSource));
}
const buttonDisplaySorted = makeButton(this.filtersDisplayMode, ["displaySorted"]);
const buttonDisplayDetailed = makeButton(this.filtersDisplayMode, ["displayDetailed"]);
const buttonDisplayIcons = makeButton(this.filtersDisplayMode, ["displayIcons"]);
this.trackClicks(buttonDisplaySorted, () => this.toggleSorted());
this.trackClicks(buttonDisplayIcons, () => this.setDisplayMode(enumDisplayMode.icons));
this.trackClicks(buttonDisplayDetailed, () => this.setDisplayMode(enumDisplayMode.detailed));
@ -80,6 +82,21 @@ export class HUDStatistics extends BaseHUDPart {
}
}
/**
* @param {boolean} sorted
*/
setSorted(sorted) {
this.sorted = sorted;
this.dialogInner.setAttribute("data-sorted", String(sorted));
if (this.visible) {
this.rerenderFull();
}
}
toggleSorted() {
this.setSorted(!this.sorted);
}
initialize() {
this.domAttach = new DynamicDomAttach(this.root, this.background, {
attachClass: "visible",
@ -95,6 +112,7 @@ export class HUDStatistics extends BaseHUDPart {
/** @type {Object.<string, HUDShapeStatisticsHandle>} */
this.activeHandles = {};
this.setSorted(true);
this.setDataSource(enumAnalyticsDataSource.produced);
this.setDisplayMode(enumDisplayMode.detailed);
@ -183,7 +201,22 @@ export class HUDStatistics extends BaseHUDPart {
}
}
entries.sort((a, b) => b[1] - a[1]);
const pinnedShapes = this.root.hud.parts.pinnedShapes;
entries.sort((a, b) => {
const aPinned = pinnedShapes.isShapePinned(a[0]);
const bPinned = pinnedShapes.isShapePinned(b[0]);
if (aPinned !== bPinned) {
return aPinned ? -1 : 1;
}
// Sort by shape key for some consistency
if (!this.sorted || b[1] == a[1]) {
return b[0].localeCompare(a[0]);
}
return b[1] - a[1];
});
let rendered = new Set();

View File

@ -74,6 +74,11 @@ export class HUDShapeStatisticsHandle {
return;
}
this.element.classList.toggle(
"pinned",
this.root.hud.parts.pinnedShapes.isShapePinned(this.definition.getHash())
);
switch (dataSource) {
case enumAnalyticsDataSource.stored: {
this.counter.innerText = formatBigNumber(
@ -87,15 +92,10 @@ export class HUDShapeStatisticsHandle {
(this.root.productionAnalytics.getCurrentShapeRate(dataSource, this.definition) /
globalConfig.analyticsSliceDurationSeconds) *
60;
this.counter.innerText = T.ingame.statistics.shapesPerMinute.replace(
this.counter.innerText = T.ingame.statistics.shapesPerSecond.replace(
"<shapes>",
formatBigNumber(rate)
formatBigNumber(rate / 60)
);
if (G_IS_DEV && globalConfig.debug.detailedStatistics) {
this.counter.innerText = "" + round2Digits(rate / 60) + " /s";
}
break;
}
}

View File

@ -4,6 +4,7 @@ import { MetaConstantSignalBuilding } from "../../buildings/constant_signal";
import { MetaLogicGateBuilding } from "../../buildings/logic_gate";
import { MetaLeverBuilding } from "../../buildings/lever";
import { MetaWireTunnelBuilding } from "../../buildings/wire_tunnel";
import { MetaVirtualProcessorBuilding } from "../../buildings/virtual_processor";
const supportedBuildings = [
MetaWireBuilding,
@ -11,6 +12,7 @@ const supportedBuildings = [
MetaConstantSignalBuilding,
MetaLogicGateBuilding,
MetaLeverBuilding,
MetaVirtualProcessorBuilding,
];
export class HUDWiresToolbar extends HUDBaseToolbar {

View File

@ -63,6 +63,7 @@ export const KEYMAPPINGS = {
wire_tunnel: { keyCode: key("2") },
constant_signal: { keyCode: key("3") },
logic_gate: { keyCode: key("4") },
virtual_processor: { keyCode: key("5") },
},
placement: {

View File

@ -47,16 +47,23 @@ export class MapChunkView extends MapChunk {
}
/**
* Draws the foreground layer
* Draws the dynamic foreground layer
* @param {DrawParameters} parameters
*/
drawForegroundLayer(parameters) {
drawForegroundDynamicLayer(parameters) {
const systems = this.root.systemMgr.systems;
systems.itemEjector.drawChunk(parameters, this);
systems.itemAcceptor.drawChunk(parameters, this);
systems.miner.drawChunk(parameters, this);
}
/**
* Draws the static foreground layer
* @param {DrawParameters} parameters
*/
drawForegroundStaticLayer(parameters) {
const systems = this.root.systemMgr.systems;
systems.staticMapEntities.drawChunk(parameters, this);
systems.lever.drawChunk(parameters, this);

View File

@ -131,7 +131,8 @@ export class MapView extends BaseMap {
* @param {DrawParameters} parameters
*/
drawForeground(parameters) {
this.drawVisibleChunks(parameters, MapChunkView.prototype.drawForegroundLayer);
this.drawVisibleChunks(parameters, MapChunkView.prototype.drawForegroundDynamicLayer);
this.drawVisibleChunks(parameters, MapChunkView.prototype.drawForegroundStaticLayer);
}
/**

View File

@ -21,6 +21,7 @@ import { MetaLeverBuilding } from "./buildings/lever";
import { MetaFilterBuilding } from "./buildings/filter";
import { MetaWireTunnelBuilding, enumWireTunnelVariants } from "./buildings/wire_tunnel";
import { MetaDisplayBuilding } from "./buildings/display";
import { MetaVirtualProcessorBuilding, enumVirtualProcessorVariants } from "./buildings/virtual_processor";
const logger = createLogger("building_registry");
@ -43,6 +44,7 @@ export function initMetaBuildingRegistry() {
gMetaBuildingRegistry.register(MetaFilterBuilding);
gMetaBuildingRegistry.register(MetaWireTunnelBuilding);
gMetaBuildingRegistry.register(MetaDisplayBuilding);
gMetaBuildingRegistry.register(MetaVirtualProcessorBuilding);
// Belt
registerBuildingVariant(1, MetaBeltBaseBuilding, defaultBuildingVariant, 0);
@ -53,6 +55,8 @@ export function initMetaBuildingRegistry() {
registerBuildingVariant(4, MetaSplitterBuilding);
registerBuildingVariant(5, MetaSplitterBuilding, enumSplitterVariants.compact);
registerBuildingVariant(6, MetaSplitterBuilding, enumSplitterVariants.compactInverse);
registerBuildingVariant(47, MetaSplitterBuilding, enumSplitterVariants.compactMerge);
registerBuildingVariant(48, MetaSplitterBuilding, enumSplitterVariants.compactMergeInverse);
// Miner
registerBuildingVariant(7, MetaMinerBuilding);
@ -121,6 +125,13 @@ export function initMetaBuildingRegistry() {
// Display
registerBuildingVariant(40, MetaDisplayBuilding);
// Virtual Processor
registerBuildingVariant(42, MetaVirtualProcessorBuilding);
registerBuildingVariant(43, MetaVirtualProcessorBuilding, enumVirtualProcessorVariants.analyzer);
registerBuildingVariant(44, MetaVirtualProcessorBuilding, enumVirtualProcessorVariants.rotater);
registerBuildingVariant(45, MetaVirtualProcessorBuilding, enumVirtualProcessorVariants.unstacker);
registerBuildingVariant(46, MetaVirtualProcessorBuilding, enumVirtualProcessorVariants.shapecompare);
// Propagate instances
for (const key in gBuildingVariants) {
gBuildingVariants[key].metaInstance = gMetaBuildingRegistry.findByClass(

View File

@ -85,7 +85,7 @@ export class ShapeDefinition extends BasicSerializableObject {
return errorCode;
}
const definition = ShapeDefinition.fromShortKey(data);
this.layers = definition.layers;
this.layers = /** @type {Array<ShapeLayer>} */ (definition.layers);
}
serialize() {
@ -102,7 +102,8 @@ export class ShapeDefinition extends BasicSerializableObject {
/**
* The layers from bottom to top
* @type {Array<ShapeLayer>} */
* @type {Array<ShapeLayer>}
*/
this.layers = layers;
/** @type {string} */
@ -600,7 +601,7 @@ export class ShapeDefinition extends BasicSerializableObject {
for (let quadrantIndex = 0; quadrantIndex < 4; ++quadrantIndex) {
const item = quadrants[quadrantIndex];
if (item) {
item.color = colors[quadrantIndex] || item.color;
item.color = colors[quadrantIndex] || null;
}
}
}

View File

@ -52,6 +52,7 @@ export class ConstantSignalSystem extends GameSystemWithFilter {
desc: "Enter a shape code, color or '0' or '1'",
formElements: [signalValueInput],
buttons: ["cancel:bad:escape", "ok:good:enter"],
closeButton: false,
});
this.root.hud.parts.dialogs.internalShowDialog(dialog);
@ -106,6 +107,11 @@ export class ConstantSignalSystem extends GameSystemWithFilter {
* @returns {BaseItem}
*/
parseSignalCode(code) {
if (!this.root || !this.root.shapeDefinitionMgr) {
// Stale reference
return null;
}
code = trim(code);
const codeLower = code.toLowerCase();

View File

@ -37,14 +37,7 @@ export class LeverSystem extends GameSystemWithFilter {
const leverComp = entity.components.Lever;
if (leverComp) {
const sprite = leverComp.toggled ? this.spriteOn : this.spriteOff;
const origin = entity.components.StaticMapEntity.origin;
sprite.drawCached(
parameters,
origin.x * globalConfig.tileSize,
origin.y * globalConfig.tileSize,
globalConfig.tileSize,
globalConfig.tileSize
);
entity.components.StaticMapEntity.drawSpriteOnBoundsClipped(parameters, sprite);
}
}
}

View File

@ -1,9 +1,12 @@
import { LogicGateComponent, enumLogicGateType } from "../components/logic_gate";
import { GameSystemWithFilter } from "../game_system_with_filter";
import { BaseItem } from "../base_item";
import { enumColors } from "../colors";
import { enumLogicGateType, LogicGateComponent } from "../components/logic_gate";
import { enumPinSlotType } from "../components/wired_pins";
import { BOOL_TRUE_SINGLETON, BOOL_FALSE_SINGLETON, BooleanItem } from "../items/boolean_item";
import { enumItemProcessorTypes } from "../components/item_processor";
import { GameSystemWithFilter } from "../game_system_with_filter";
import { BOOL_FALSE_SINGLETON, BOOL_TRUE_SINGLETON, BooleanItem } from "../items/boolean_item";
import { COLOR_ITEM_SINGLETONS } from "../items/color_item";
import { ShapeDefinition } from "../shape_definition";
import { ShapeItem } from "../items/shape_item";
export class LogicGateSystem extends GameSystemWithFilter {
constructor(root) {
@ -15,6 +18,12 @@ export class LogicGateSystem extends GameSystemWithFilter {
[enumLogicGateType.xor]: this.compute_XOR.bind(this),
[enumLogicGateType.or]: this.compute_OR.bind(this),
[enumLogicGateType.transistor]: this.compute_IF.bind(this),
[enumLogicGateType.rotater]: this.compute_ROTATE.bind(this),
[enumLogicGateType.analyzer]: this.compute_ANALYZE.bind(this),
[enumLogicGateType.cutter]: this.compute_CUT.bind(this),
[enumLogicGateType.unstacker]: this.compute_UNSTACK.bind(this),
[enumLogicGateType.shapecompare]: this.compute_SHAPECOMPARE.bind(this),
};
}
@ -40,16 +49,26 @@ export class LogicGateSystem extends GameSystemWithFilter {
const result = this.boundOperations[logicComp.type](slotValues);
if (Array.isArray(result)) {
let resultIndex = 0;
for (let i = 0; i < slotComp.slots.length; ++i) {
const slot = slotComp.slots[i];
if (slot.type !== enumPinSlotType.logicalEjector) {
continue;
}
slot.value = result[resultIndex++];
}
} else {
// @TODO: For now we hardcode the value to always be slot 0
assert(
slotValues.length === slotComp.slots.length - 1,
"Bad slot config, should have N acceptor slots and 1 ejector"
);
assert(slotComp.slots[0].type === enumPinSlotType.logicalEjector, "Slot 0 should be ejector");
slotComp.slots[0].value = result;
}
}
}
/**
* @param {Array<BaseItem|null>} parameters
@ -177,4 +196,131 @@ export class LogicGateSystem extends GameSystemWithFilter {
return null;
}
/**
* @param {Array<BaseItem|null>} parameters
* @returns {BaseItem}
*/
compute_ROTATE(parameters) {
const item = parameters[0];
if (!item || item.getItemType() !== "shape") {
// Not a shape
return null;
}
const definition = /** @type {ShapeItem} */ (item).definition;
const rotatedDefinition = this.root.shapeDefinitionMgr.shapeActionRotateCW(definition);
return this.root.shapeDefinitionMgr.getShapeItemFromDefinition(rotatedDefinition);
}
/**
* @param {Array<BaseItem|null>} parameters
* @returns {[BaseItem, BaseItem]}
*/
compute_ANALYZE(parameters) {
const item = parameters[0];
if (!item || item.getItemType() !== "shape") {
// Not a shape
return [null, null];
}
const definition = /** @type {ShapeItem} */ (item).definition;
const lowerLayer = /** @type {import("../shape_definition").ShapeLayer} */ (definition.layers[0]);
if (!lowerLayer) {
return [null, null];
}
const topRightContent = lowerLayer[0];
if (!topRightContent || topRightContent.subShape === null) {
return [null, null];
}
const newDefinition = new ShapeDefinition({
layers: [
[
{ subShape: topRightContent.subShape, color: enumColors.uncolored },
{ subShape: topRightContent.subShape, color: enumColors.uncolored },
{ subShape: topRightContent.subShape, color: enumColors.uncolored },
{ subShape: topRightContent.subShape, color: enumColors.uncolored },
],
],
});
return [
COLOR_ITEM_SINGLETONS[topRightContent.color],
this.root.shapeDefinitionMgr.getShapeItemFromDefinition(newDefinition),
];
}
/**
* @param {Array<BaseItem|null>} parameters
* @returns {[BaseItem, BaseItem]}
*/
compute_CUT(parameters) {
const item = parameters[0];
if (!item || item.getItemType() !== "shape") {
// Not a shape
return [null, null];
}
const definition = /** @type {ShapeItem} */ (item).definition;
const result = this.root.shapeDefinitionMgr.shapeActionCutHalf(definition);
return [
result[0].isEntirelyEmpty()
? null
: this.root.shapeDefinitionMgr.getShapeItemFromDefinition(result[0]),
result[1].isEntirelyEmpty()
? null
: this.root.shapeDefinitionMgr.getShapeItemFromDefinition(result[1]),
];
}
/**
* @param {Array<BaseItem|null>} parameters
* @returns {[BaseItem, BaseItem]}
*/
compute_UNSTACK(parameters) {
const item = parameters[0];
if (!item || item.getItemType() !== "shape") {
// Not a shape
return [null, null];
}
const definition = /** @type {ShapeItem} */ (item).definition;
const layers = /** @type {Array<import("../shape_definition").ShapeLayer>} */ (definition.layers);
const upperLayerDefinition = new ShapeDefinition({
layers: [layers[layers.length - 1]],
});
const lowerLayers = layers.slice(0, layers.length - 1);
const lowerLayerDefinition =
lowerLayers.length > 0 ? new ShapeDefinition({ layers: lowerLayers }) : null;
return [
lowerLayerDefinition
? this.root.shapeDefinitionMgr.getShapeItemFromDefinition(lowerLayerDefinition)
: null,
this.root.shapeDefinitionMgr.getShapeItemFromDefinition(upperLayerDefinition),
];
}
/**
* @param {Array<BaseItem|null>} parameters
* @returns {BaseItem}
*/
compute_SHAPECOMPARE(parameters) {
const itemA = parameters[0];
const itemB = parameters[1];
return itemA &&
itemB &&
itemA.getItemType() === "shape" &&
itemB.getItemType() === "shape" &&
/** @type {ShapeItem} */ (itemA).definition.getHash() ===
/** @type {ShapeItem} */ (itemB).definition.getHash()
? BOOL_TRUE_SINGLETON
: BOOL_FALSE_SINGLETON;
}
}

View File

@ -24,6 +24,9 @@ export const enumHubGoalRewards = {
reward_painter_quad: "reward_painter_quad",
reward_storage: "reward_storage",
// @todo: unlock
reward_merger_compact: "reward_compact_merger",
reward_blueprints: "reward_blueprints",
reward_freeplay: "reward_freeplay",

View File

@ -243,6 +243,7 @@ export const allApplicationSettings = [
}),
new BoolSetting("alwaysMultiplace", enumCategories.advanced, (app, value) => {}),
new BoolSetting("clearCursorOnDeleteWhilePlacing", enumCategories.advanced, (app, value) => {}),
new BoolSetting("enableTunnelSmartplace", enumCategories.advanced, (app, value) => {}),
new BoolSetting("vignette", enumCategories.userInterface, (app, value) => {}),
new BoolSetting("compactBuildingInfo", enumCategories.userInterface, (app, value) => {}),
@ -289,6 +290,7 @@ class SettingsStorage {
this.compactBuildingInfo = false;
this.disableCutDeleteWarnings = false;
this.rotationByBuilding = true;
this.clearCursorOnDeleteWhilePlacing = true;
this.enableColorBlindHelper = false;
@ -495,7 +497,7 @@ export class ApplicationSettings extends ReadWriteProxy {
}
getCurrentVersion() {
return 21;
return 22;
}
/** @param {{settings: SettingsStorage, version: number}} data */
@ -588,6 +590,11 @@ export class ApplicationSettings extends ReadWriteProxy {
data.version = 21;
}
if (data.version < 22) {
data.settings.clearCursorOnDeleteWhilePlacing = true;
data.version = 22;
}
return ExplainedResult.good();
}
}

View File

@ -37,7 +37,7 @@ export class SavegameManager extends ReadWriteProxy {
}
getCurrentVersion() {
return 1001;
return 1002;
}
/**
@ -64,6 +64,13 @@ export class SavegameManager extends ReadWriteProxy {
data.version = 1001;
}
if (data.version < 1002) {
data.savegames.forEach(savegame => {
savegame.name = null;
});
data.version = 1002;
}
return ExplainedResult.good();
}

View File

@ -27,6 +27,7 @@
* version: number,
* internalId: string,
* level: number
* name: string|null
* }} SavegameMetadata
*
* @typedef {{

View File

@ -14,6 +14,8 @@ import { ReadWriteProxy } from "../core/read_write_proxy";
import { HUDModalDialogs } from "../game/hud/parts/modal_dialogs";
import { T } from "../translations";
import { getApplicationSettingById } from "../profile/application_settings";
import { FormElementInput } from "../core/modal_dialog_forms";
import { DialogWithForm } from "../core/modal_dialog_elements";
/**
* @typedef {import("../savegame/savegame_typedefs").SavegameMetadata} SavegameMetadata
@ -392,6 +394,13 @@ export class MainMenuState extends GameState {
: T.mainMenu.savegameLevelUnknown
);
const name = makeDiv(
elem,
null,
["name"],
"<span>" + (games[i].name ? games[i].name : T.mainMenu.savegameUnnamed) + "</span>"
);
const deleteButton = document.createElement("button");
deleteButton.classList.add("styledButton", "deleteGame");
elem.appendChild(deleteButton);
@ -400,6 +409,10 @@ export class MainMenuState extends GameState {
downloadButton.classList.add("styledButton", "downloadGame");
elem.appendChild(downloadButton);
const renameButton = document.createElement("button");
renameButton.classList.add("styledButton", "renameGame");
name.appendChild(renameButton);
const resumeButton = document.createElement("button");
resumeButton.classList.add("styledButton", "resumeGame");
elem.appendChild(resumeButton);
@ -407,10 +420,41 @@ export class MainMenuState extends GameState {
this.trackClicks(deleteButton, () => this.deleteGame(games[i]));
this.trackClicks(downloadButton, () => this.downloadGame(games[i]));
this.trackClicks(resumeButton, () => this.resumeGame(games[i]));
this.trackClicks(renameButton, () => this.requestRenameSavegame(games[i]));
}
}
}
/**
* @param {SavegameMetadata} game
*/
requestRenameSavegame(game) {
const regex = /^[a-zA-Z0-9_\- ]{1,20}$/;
const nameInput = new FormElementInput({
id: "nameInput",
label: null,
placeholder: "",
defaultValue: game.name || "",
validator: val => val.match(regex),
});
const dialog = new DialogWithForm({
app: this.app,
title: T.dialogs.renameSavegame.title,
desc: T.dialogs.renameSavegame.desc,
formElements: [nameInput],
buttons: ["cancel:bad:escape", "ok:good:enter"],
});
this.dialogs.internalShowDialog(dialog);
// When confirmed, save the name
dialog.buttonSignals.ok.add(() => {
game.name = nameInput.getValue();
this.app.savegameMgr.writeAsync();
this.renderSavegames();
});
}
/**
* @param {SavegameMetadata} game
*/
@ -473,7 +517,8 @@ export class MainMenuState extends GameState {
const savegame = this.app.savegameMgr.getSavegameById(game.internalId);
savegame.readAsync().then(() => {
const data = ReadWriteProxy.serializeObject(savegame.currentData);
generateFileDownload(savegame.filename, data);
const filename = (game.name || "unnamed") + ".bin";
generateFileDownload(filename, data);
});
}

View File

@ -17,7 +17,7 @@ export class MobileWarningState extends GameState {
There is also no estimate when this will change, but feel to make a contribution! It's
&nbsp;<a href="https://github.com/tobspr/shapez.io" target="_blank">open source</a>!</p>
<p>If you want to play on your computer, you can also get the standalone on steam:</p>
<p>If you want to play on your computer, you can also get the standalone on Steam:</p>
<a href="${

View File

@ -25,7 +25,7 @@ steamPage:
shortText: shapez.io és un joc que té com a objectiu construir i automatitzar fàbriques per tal de produir figures cada cop més complexes en un mapa infinit.
# This is the text shown above the Discord link
discordLink: Official Discord - Chat with me!
discordLink: Discord Oficial (en Anglès)
# 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:
@ -34,50 +34,50 @@ steamPage:
longText: >-
[img]{STEAM_APP_IMAGE}/extras/store_page_gif.gif[/img]
shapez.io is a game about building factories to automate the creation and processing of increasingly complex shapes across an infinitely expanding map.
shapez.io és un joc que té com a objectiu construir i automatitzar fàbriques per tal de produir figures cada cop més complexes en un mapa infinit.
Upon delivering the requested shapes you'll progress within the game and unlock upgrades to speed up your factory.
Al lliurar les formes geomètriques sol·licitades, progressaràs i desbloquejaràs millores per accelerar la teva fàbrica.
As the demand for shapes increases, you'll have to scale up your factory to meet the demand - Don't forget about resources though, you'll have to expand across the [b]infinite map[/b]!
Com que la demanda de figures va augmentant, hauràs de augmentar proporcionalment la teva fàbrica per satisfer la demanda. Però no t'oblidis dels recursos, ja que t'hauràs d'expandre a través del [b]mapa infinit[/b]!
Soon you'll have to mix colors and paint your shapes with them - Combine red, green and blue color resources to produce different colors and paint shapes with them to satisfy the demand.
Sovint, hauràs de començar a mesclar color i pintar les figures amb aquests; combina roig, verd i blau per produïr diferents colors i pintar les figures amb aquests per satisfer la demanda.
This game features 18 progressive levels (Which should already keep you busy for hours!) but I'm constantly adding new content - There's a lot planned!
Aquest joc presenta 18 nivells progressius (Els quals ja haurien de mantenir-te ocupat durant hores!) però estic constantment afegint nou contingut. Tenim moltes coses planejades!
Purchasing the game gives you access to the standalone version which has additional features, and you'll also receive access to newly developed features.
La compra del joc et dona accés a versió independent amb característiques adicionals, i també rebràs accés a les noves característiques que es desenvolupin.
[b]Standalone Advantages[/b]
[b]Ventatges de la Versió Independent[/b]
[list]
[*] Dark Mode
[*] Unlimited Waypoints
[*] Unlimited Savegames
[*] Additional settings
[*] Coming soon: Wires & Energy! Aiming for (roughly) end of July 2020.
[*] Coming soon: More Levels
[*] Allows me to further develop shapez.io ❤️
[*] Mode Oscur
[*] Punts d'interès il·limitats
[*] Guardar partides il·limitades
[*] Configuracions Adicionals
[*] Pròximament: Cables i Energia! Objectiu (aproximadament) per finals de Juliol del 2020.
[*] Pròximament: Més Nivells
[*] Em permet seguir desenvolupant shapez.io ❤️
[/list]
[b]Future Updates[/b]
[b]Futures Actualitzacions[/b]
I am updating the game often and trying to push an update at least once every week!
Actualitzo el joc sovint i intent treure una actualització nova per setmana!
[list]
[*] Different maps and challenges (e.g. maps with obstacles)
[*] Puzzles (Deliver the requested shape with a restricted area / set of buildings)
[*] A story mode where buildings have a cost
[*] Configurable map generator (Configure resource/shape size/density, seed and more)
[*] Additional types of shapes
[*] Performance improvements (The game already runs pretty well!)
[*] And much more!
[*] Mapes i reptes diferents (p.e. mapes amb obstacles)
[*] Trencaclosques (Entrega la figura amb una àrea/conjunt d'edificis delimitats)
[*] Un "Mode Història" on els edificis tenen un cost
[*] Generador de mapes configurable (Configura el tamany/densitat de les formes/recursos, llavors i més)
[*] Formes geomètriques adicionals
[*] Millores de rendiment (El joc ja funciona força bé!)
[*] Moltes coses més!
[/list]
[b]This game is open source![/b]
[b]Aquest joc és de codi obert![/b]
Anybody can contribute, I'm actively involved in the community and attempt to review all suggestions and take feedback into consideration where possible.
Be sure to check out my trello board for the full roadmap!
Qualsevol pot contribuir, estic involucrat activament en la comunitat i intento revisar tots els suggeriments i tenir en compte els comentaris sempre que sigui possible.
Assegureu-vos de consultar el meu tauler de trello per obtenir el full de ruta complet!
[b]Links[/b]
[b]Enllaços[/b]
[list]
[*] [url=https://discord.com/invite/HN7EVzV]Official Discord[/url]
@ -174,7 +174,7 @@ dialogs:
importSavegameError:
title: Error en importar
text: >-
Failed to import your savegame:
Ha ocurrit un error intentant importar la teva partida:
importSavegameSuccess:
title: Importar
@ -184,7 +184,7 @@ dialogs:
gameLoadFailure:
title: No es pot carregar la partida guardada
text: >-
Failed to load your savegame:
Ha ocurrit un error al intentar carregar la teva partida:
confirmSavegameDelete:
title: Eliminar
@ -194,7 +194,7 @@ dialogs:
savegameDeletionError:
title: Error en eliminar
text: >-
Failed to delete the savegame:
Ha ocurrit un error al intentar eliminar la teva partida:
restartRequired:
title: Reiniciar
@ -240,12 +240,12 @@ dialogs:
massCutConfirm:
title: Tallar edificis
desc: >-
Estàs esborrant molts edificis de cop (<count> per ser exactes)! Estàs segur que vols seguir?
Estàs tallant molts edificis de cop (<count> per ser exactes)! Estàs segur que vols seguir?
massCutInsufficientConfirm:
title: Confirm cut
title: Confirmar tallar
desc: >-
You can not afford to paste this area! Are you sure you want to cut it?
No pots aferrar a aquesta zona! Estàs segur de que vols tallarla?
blueprintsNotUnlocked:
title: Encara no s'ha desbloquejat
@ -271,7 +271,7 @@ dialogs:
desc: En la Demo només pots crear dos marcadors, aconsegueix la versió completa per gaudir de l'experiència completa!
exportScreenshotWarning:
title: Export screenshot
title: Exportar Captura de Pantalla
desc: Has demanat exportar la teva/teua base com una captura de pantalla. Tin en conte que aquest procés pot ser molt lent i inclús crashear el teu joc!
ingame:
@ -307,7 +307,7 @@ ingame:
purple: Morat
cyan: Cian
white: Blanc
black: Black
black: Negre
uncolored: Sense color
# Everything related to placing buildings (I.e. as soon as you selected a building
@ -315,7 +315,7 @@ ingame:
buildingPlacement:
# Buildings can have different variants which are unlocked at later levels,
# and this is the hint shown when there are multiple variants available.
cycleBuildingVariants: Pulsa <key> per a ciclar entre variants.
cycleBuildingVariants: Prem <key> per a ciclar entre variants.
# Shows the hotkey in the ui, e.g. "Hotkey: Q"
hotkeyLabel: >-
@ -687,139 +687,139 @@ settings:
disabled: Desactivat
scrollWheelSensitivity:
title: Zoom sensitivity
title: Sensitivitat del Zoom
description: >-
Changes how sensitive the zoom is (Either mouse wheel or trackpad).
Canvia la sensitivitat del zoom (Roda del ratolí o del trackpad).
sensitivity:
super_slow: Super slow
slow: Slow
super_slow: Molt lent
slow: Lent
regular: Regular
fast: Fast
super_fast: Super fast
fast: Ràpid
super_fast: Molt Ràpid
movementSpeed:
title: Movement speed
title: Velocitat de Moviment
description: >-
Changes how fast the view moves when using the keyboard.
Canvia la rapidesa amb la que la vista es mou mentres empres el teclat.
speeds:
super_slow: Super slow
slow: Slow
super_slow: Molt lent
slow: Lent
regular: Regular
fast: Fast
super_fast: Super Fast
extremely_fast: Extremely Fast
fast: Rápid
super_fast: Molt Ràpid
extremely_fast: Extremadament Ràpid
language:
title: Language
title: Idioma
description: >-
Change the language. All translations are user-contributed and might be incomplete!
Canvia l'idioma. Totes les traduccions són contribucions d'usuaris i poden estar incompletes!
enableColorBlindHelper:
title: Color Blind Mode
title: Mode per Daltònics
description: >-
Enables various tools which allow you to play the game if you are color blind.
Habilita diverses eines que et permeten jugar si ets Daltònic.
fullscreen:
title: Fullscreen
title: Pantalla Completa
description: >-
It is recommended to play the game in fullscreen to get the best experience. Only available in the standalone.
Es recomana jugar en Pantalla Completa per aconseguir la millor experiència. Només disponible a la versió completa del joc.
soundsMuted:
title: Mute Sounds
title: Silencia els sons
description: >-
If enabled, mutes all sound effects.
Si està activat, silencia tots els sons.
musicMuted:
title: Mute Music
title: Silencia la música
description: >-
If enabled, mutes all music.
Si està activat, silencia la música.
theme:
title: Game theme
title: Tema del joc (Visual)
description: >-
Choose the game theme (light / dark).
Tria el tema visual (clar / oscur).
themes:
dark: Dark
light: Light
dark: Oscur
light: Clar
refreshRate:
title: Simulation Target
title: Objectiu de Simulació
description: >-
If you have a 144hz monitor, change the refresh rate here so the game will properly simulate at higher refresh rates. This might actually decrease the FPS if your computer is too slow.
Si tens un monitor de 144hz, canvia la tarifa de refresc aquí per que el joc es mostri de forma correcta a tarifes de refresc altes. Pot decrementar els FPS si el teu ordenador és massa lent.
alwaysMultiplace:
title: Multiplace
title: Col·locació Múltiple
description: >-
If enabled, all buildings will stay selected after placement until you cancel it. This is equivalent to holding SHIFT permanently.
Si s'activa, tots els edificis es mantindràn seleccionats després de col·locarlos fins que ho cancel·lis. Això és equivalent a mantenir SHIFT permanentment.
offerHints:
title: Hints & Tutorials
title: Pistes i Tutorials
description: >-
Whether to offer hints and tutorials while playing. Also hides certain UI elements up to a given level to make it easier to get into the game.
Si s'activa, es mostraràn pistes i tutorials mentres es juga. També amaga certs elements visuals fins a un nivell per que sigui més fàcil aprendre a jugar.
enableTunnelSmartplace:
title: Smart Tunnels
title: Túnels Intel·ligents
description: >-
When enabled, placing tunnels will automatically remove unnecessary belts. This also enables you to drag tunnels and excess tunnels will get removed.
Si s'activa, al col·locar túnels s'eliminaràn les cintes transportadores innecessaris. També et permet arrastrar túnels i els túnels sobrants s'eliminaràn.
vignette:
title: Vignette
title: Vinyeta
description: >-
Enables the vignette, which darkens the screen corners and makes text easier to read.
Activa la vinyeta, que obscureix els cantons de la pantalla i facilita la lectura de texte.
rotationByBuilding:
title: Rotation by building type
title: Rotació segons el tipus d'edifici.
description: >-
Each building type remembers the rotation you last set it to individually. This may be more comfortable if you frequently switch between placing different building types.
Cada tipus d'edifici recorda la rotació que vau definir per última vegada de manera individual. Això pot ser més còmode si canvies freqüentment entre edificis.
compactBuildingInfo:
title: Compact Building Infos
title: Informació sobre Edificis Compactes
description: >-
Shortens info boxes for buildings by only showing their ratios. Otherwise a description and image is shown.
Escurça els quadres dinformació dels edificis només mostrant les seves velocitats. En cas contrari, es mostra una descripció i una imatge.
disableCutDeleteWarnings:
title: Disable Cut/Delete Warnings
title: Desactiva els diàlegs de Talla/Borra
description: >-
Disables the warning dialogs brought up when cutting/deleting more than 100 entities.
Desactiva els diàlegs d'advertència que es mostren en tallar / suprimir més de 100 entitats.
keybindings:
title: Keybindings
title: Combinacions de tecles
hint: >-
Tip: Be sure to make use of CTRL, SHIFT and ALT! They enable different placement options.
Tip: Assegura't d'emprar CTRL, SHIFT i ALT! Et permeten col·locar objectes de formes diferents.
resetKeybindings: Reset Keybindings
resetKeybindings: Resetejar les Combinacions de tecles
categoryLabels:
general: Application
ingame: Game
navigation: Navigating
placement: Placement
massSelect: Mass Select
buildings: Building Shortcuts
placementModifiers: Placement Modifiers
general: Aplicació
ingame: Joc
navigation: Navegació
placement: Col·locació
massSelect: Sel·lecció Massiva
buildings: Dreceres d'Edificis
placementModifiers: Modificadors de col·locació
mappings:
confirm: Confirm
back: Back
mapMoveUp: Move Up
mapMoveRight: Move Right
mapMoveDown: Move Down
mapMoveLeft: Move Left
mapMoveFaster: Move Faster
centerMap: Center Map
confirm: Confirmar
back: Enrere
mapMoveUp: Moure Amunt
mapMoveRight: Moure Dreta
mapMoveDown: Moure Avall
mapMoveLeft: Moure Esquerra
mapMoveFaster: Moure més Ràpid
centerMap: Centrar Mapa
mapZoomIn: Zoom in
mapZoomOut: Zoom out
createMarker: Create Marker
mapZoomIn: Apropar
mapZoomOut: Allunyar
createMarker: Crea un Marcador
menuOpenShop: Upgrades
menuOpenStats: Statistics
menuClose: Close Menu
menuOpenShop: Millores
menuOpenStats: Estadístiques
menuClose: Tancar Menú
toggleHud: Toggle HUD
toggleFPSInfo: Toggle FPS and Debug Info
switchLayers: Switch layers
exportScreenshot: Export whole Base as Image
toggleHud: Commutar HUD
toggleFPSInfo: Commutar FPS i Informació de Depuració
switchLayers: Canviar capes
exportScreenshot: Exportar la Base com a Imatge
belt: *belt
splitter: *splitter
underground_belt: *underground_belt
@ -834,49 +834,49 @@ keybindings:
trash: *trash
wire: *wire
pipette: Pipette
rotateWhilePlacing: Rotate
pipette: Pipeta
rotateWhilePlacing: Rotar
rotateInverseModifier: >-
Modifier: Rotate CCW instead
cycleBuildingVariants: Cycle Variants
confirmMassDelete: Delete area
pasteLastBlueprint: Paste last blueprint
cycleBuildings: Cycle Buildings
lockBeltDirection: Enable belt planner
Modifier: Rotar en sentit antihorari
cycleBuildingVariants: Rotar les Variants
confirmMassDelete: Eliminar àrea
pasteLastBlueprint: Afferar el darrer pla
cycleBuildings: Rotar els Buildings
lockBeltDirection: Habilitar el planificador de cintes transportadores
switchDirectionLockSide: >-
Planner: Switch side
Planner: Canviar costat
massSelectStart: Hold and drag to start
massSelectSelectMultiple: Select multiple areas
massSelectCopy: Copy area
massSelectCut: Cut area
massSelectStart: Manteniu premut i arrossegueu per començar
massSelectSelectMultiple: Seleccionar múltiples àrees
massSelectCopy: Copiar àrea
massSelectCut: Tallar àrea
placementDisableAutoOrientation: Disable automatic orientation
placeMultiple: Stay in placement mode
placeInverse: Invert automatic belt orientation
placementDisableAutoOrientation: Desactivar orientació automàtica
placeMultiple: Mantenir-se en mode de col·locació
placeInverse: Invertir orientació automàtica de les cintes transportadores
about:
title: About this Game
title: Sobre aquest Joc
body: >-
This game is open source and developed by <a href="https://github.com/tobspr" target="_blank">Tobias Springer</a> (this is me).<br><br>
Aquest joc és de codi obert i desenvolupat per <a href="https://github.com/tobspr" target="_blank">Tobias Springer</a> (sóc jo).<br><br>
If you want to contribute, check out <a href="<githublink>" target="_blank">shapez.io on GitHub</a>.<br><br>
Si vols contribuir, visita <a href="<githublink>" target="_blank">shapez.io a GitHub</a>.<br><br>
This game wouldn't have been possible without the great Discord community around my games - You should really join the <a href="<discordlink>" target="_blank">Discord server</a>!<br><br>
Aquest joc no hauria estat possible sense la gran comunitat de Discord al voltant dels meus jocs. Recoman unir-se al <a href="<discordlink>" target="_blank">servidor de Discord</a>!<br><br>
The soundtrack was made by <a href="https://soundcloud.com/pettersumelius" target="_blank">Peppsen</a> - He's awesome.<br><br>
Banda sonora creada per<a href="https://soundcloud.com/pettersumelius" target="_blank">Peppsen</a> - És increïble.<br><br>
Finally, huge thanks to my best friend <a href="https://github.com/niklas-dahl" target="_blank">Niklas</a> - Without our Factorio sessions, this game would never have existed.
Finalment, gràcies al meu millor amic <a href="https://github.com/niklas-dahl" target="_blank">Niklas</a>. Sense les nostres sessions de Factorio, aquest joc mai hauria existit.
changelog:
title: Changelog
title: Registre de Canvis
demo:
features:
restoringGames: Restoring savegames
importingGames: Importing savegames
oneGameLimit: Limited to one savegame
customizeKeybindings: Customizing Keybindings
exportingBase: Exporting whole Base as Image
restoringGames: Restaurar partides guardats
importingGames: Importar partides guardats
oneGameLimit: Limitat a una partida guardada.
customizeKeybindings: Personalitzar teclats
exportingBase: Exportar la base com a Imatge
settingNotAvailable: Not available in the demo.
settingNotAvailable: No disponible en la versió de demostració.

View File

@ -234,8 +234,8 @@ dialogs:
createMarker:
title: Nová značka
desc: Give it a meaningful name, you can also include a <strong>short key</strong> of a shape (Which you can generate <a href="https://viewer.shapez.io" target="_blank">here</a>)
titleEdit: Edit Marker
desc: Pojmenuj jí nějak výstižně, též ji můžeš doplnit <strong>zkratkou</strong> pro tvar (Kterou si můžete vytvořit <a href="https://viewer.shapez.io" target="_blank">zde</a>)
titleEdit: Upravit značku
markerDemoLimit:
desc: V ukázce můžete vytvořit pouze dvě značky. Získejte plnou verzi pro neomezený počet značek!
@ -252,8 +252,8 @@ dialogs:
může zejména u větších základen dlouho trvat, nebo dokonce shodit hru!
massCutInsufficientConfirm:
title: Confirm cut
desc: You can not afford to paste this area! Are you sure you want to cut it?
title: Potvrdit vyjmutí
desc: Nemůžeš si dovolit vložení této oblasti! Skutečně ji chceš vyjmout?
ingame:
# This is shown in the top left corner and displays useful keybindings in
@ -510,25 +510,25 @@ buildings:
description: Skladuje věci navíc až do naplnění kapacity. Může být použit na skladování surovin navíc.
wire:
default:
name: Energy Wire
description: Allows you to transport energy.
name: Kabel
description: Dovoluje přenos energie.
advanced_processor:
default:
name: Color Inverter
description: Accepts a color or shape and inverts it.
name: Invertor barev
description: Přijme barvu či tvar a převrátí jej.
energy_generator:
deliver: Deliver
toGenerateEnergy: For
deliver: Dodej
toGenerateEnergy: Pro
default:
name: Energy Generator
description: Generates energy by consuming shapes.
name: Generátor energie
description: Vyrábí energii zpracováním tvarů.
wire_crossings:
default:
name: Wire Splitter
description: Splits a energy wire into two.
name: Dělič kabelů
description: Rozdělí kabel na dva.
merger:
name: Wire Merger
description: Merges two energy wires into one.
name: Slučovač kabelů
description: Spojí dva kabely do jednoho.
storyRewards:
# Those are the rewards gained from completing the store
@ -543,7 +543,7 @@ storyRewards:
reward_painter:
title: Barvení
desc: >-
The <strong>painter</strong> has been unlocked - Extract some color veins (just as you do with shapes) and combine it with a shape in the painter to color them!<br><br>PS: If you are colorblind, there is a <strong>color blind mode</strong> in the settings!
<strong>Barvič</strong> byl právě odemčen - Vytěžte nějaká ložiska barev (podobně jako těžíte tvary) a spojte je s tvarem v barviči pro jeho obarvení!<br><br>PS: Pokud jste barvoslepý, v nastavení naleznete <strong>režim pro barvoslepé</strong>!
reward_mixer:
title: Míchání barev
@ -587,7 +587,7 @@ storyRewards:
desc: Odemknuli jste variantu <strong>barviče</strong> - Funguje stejně jako normální, ale nabarví <strong>dva tvary naráz</strong> pomocí jedné barvy!
reward_painter_quad:
title: Quad Painting
title: Čtyřstranné barvení
desc: Odemknuli jste variantu <strong>painter</strong> - Umožní vám nabarvit každou čtvrtinu tvaru jinou barvou!
reward_storage:
@ -616,9 +616,9 @@ storyRewards:
settings:
title: Nastavení
categories:
general: General
userInterface: User Interface
advanced: Advanced
general: Obecné
userInterface: Uživatelské rozhraní
advanced: Rozšířené
versionBadges:
dev: Vývojová verze

View File

@ -44,37 +44,38 @@ steamPage:
Nutze dein gesammeltes Wissen über die Maschinen und lasse deine Fabriken die gewünschten Formen der 18 verschiedenen Level abliefern. Schalte mit jedem Level neue Arbeitsschritte oder Gebäude frei. Das sollte dich schon für Stunden beschäftigt halten! Danach werden im Freispielmodus zufällige Formen generiert, die du ebenfalls abliefern kannst. Ich füge regelmäßig neue Funktionen hinzu und davon sind eine ganze Menge geplant!
Wenn du das Spiel erwirbst, erhälst du Zugriff auf die zusätzlichen Features der Standalone-Version. Das bedeutet, du kannst unter anderem die neuesten Updates zuerst spielen!
[b]Vorteile der Standalone[/b]
[list]
[*] Dark-Mode
[*] Unbegrenzte Wegpunkte
[*] Unbegrenzte Anzahl von Spielständen
[*] Weitere Einstellungen
[*] Es kommen: Mehr Levels
[*] Es kommen: Kabel & Energie! Voraussichtlich gegen Ende Juli 2020.
[*] Unterstütze die Entwicklung von shapez.io ❤️
[*] Dark Mode
[*] unbegrenzte Anzahl an Wegpunkten
[*] unbegrenzte Anzahl an Speicherständen
[*] zusätzliche Einstellungen
[*] Bald: Strom & Kabel! (Ungefähr) geplant für ende Juli 2020.
[*] Bald: mehr Level
[*] Erlaubt es mir shapez.io weiter zu entwickeln ❤️
[/list]
[b]Geplante Funktionen[/b]
[b]Zukünftige Updates:[/b]
Ich bin aktiv mit der Entwicklung beschäftigt und versuche jede Woche ein Update oder den aktuellen Stand der Entwicklung zu veröffentlichen.
Ich update das Spiel sehr oft, und versuche wöchentlich ein Update zu veröffentlichen!
[list]
[*] Verschiedene Karten und Herausforderungen (z.B. Karten mit Hindernissen)
[*] Puzzle (Liefere die gewünschten Formen mit begrenztem Platz / limitierten Gebäuden)
[*] Story-Modus mit Gebäudekosten
[*] Einstellbare Kartengenerierung (Ändere die Grösse/Anzahl/Dichte der Ressourcenflecken, den Seed und mehr)
[*] Mehr Formentypen
[*] Performanceverbesserungen (Das Spiel läuft bereits ganz gut!)
[*] Herausforderungen (liefere die geforderte Form mit einer beschränkten Karte / anzahl an Gebäuden ab)
[*] Eine Kampange, in der die Gebäude einen Preis haben.
[*] einen konfigurierbaren Kartengenerator (bestimme Ressourcen / Größe / Dichte, den Seed und viel mehr)
[*] zusätzliche Formen
[*] Performanceverbesserungen (Das Spiel läuft bereits sehr gut!)
[*] Und vieles mehr!
[/list]
[b] Dieses Spiel ist Open Source[/b]
[b]Das Spiel ist open source![/b]
Jeder kann dazu beitragen! Ich bin aktiv in die Community involviert, versuche alle Vorschläge zu lesen und beziehe so viel Feedback wie möglich mit in die Entwicklung ein.
Jeder kann dazu beitragen. Ich bin aktiv in der Communtiy involviert und versuche alle Vorschläge zu lesen und beziehe so viel Feedback wie möglich mit in die Entwicklung ein.
Die komplette Roadmap gibt es auf dem Trello-Board zum Nachlesen!
[b]Links [/b]
@ -83,6 +84,8 @@ steamPage:
[*] [url=https://discord.com/invite/HN7EVzV]Offizieller Discord[/url]
[*] [url=https://trello.com/b/ISQncpJP/shapezio]Roadmap[/url]
[*] [url=https://www.reddit.com/r/shapezio]Subreddit[/url]
[*] [url=https://github.com/tobspr/shapez.io]Source code (GitHub)[/url]
[*] [url=https://github.com/tobspr/shapez.io/blob/master/translations/README.md]Hilf zu übersetzen[/url]
[*] [url=https://github.com/tobspr/shapez.io]Quelltext (GitHub)[/url]
[*] [url=https://github.com/tobspr/shapez.io/blob/master/translations/README.md]Hilf beim Übersetzen[/url]
[/list]
@ -105,7 +108,7 @@ global:
trillions: T
# Shown for infinitely big numbers
infinite: unend
infinite:
time:
# Used for formatting past time dates
@ -141,9 +144,9 @@ demoBanners:
mainMenu:
play: Spielen
changelog: Änderungsprotokoll
continue: Fortsetzen
newGame: Neues Spiel
changelog: Änderungshistorie
subreddit: Reddit
importSavegame: Importieren
openSourceHint: Dieses Spiel ist Open Source!
@ -153,7 +156,7 @@ mainMenu:
# This is shown when using firefox and other browsers which are not supported.
browserWarning: >-
Sorry, aber das Spiel wird in deinem Browser langsam laufen! Erwerbe die Standalone-Version oder downloade Chrome für die beste Erfahrung!
Sorry, aber das Spiel wird in deinem Browser langsam laufen! Kaufe die Standalone-Version oder downloade Chrome für die beste Erfahrung!
savegameLevel: Level <x>
savegameLevelUnknown: Unbekanntes Level
@ -167,7 +170,7 @@ dialogs:
restart: Neustart
reset: Zurücksetzen
getStandalone: Standalone Ansehen
deleteGame: Ich weiß, was ich tue
deleteGame: Ich weiß, was ich tue!
viewUpdate: Update anzeigen
showUpgrades: Upgrades anzeigen
showKeybindings: Kürzel anzeigen
@ -200,15 +203,15 @@ dialogs:
restartRequired:
title: Neustart benötigt
text: >-
Du muss das Spiel neu starten, um die Einstellungen anzuwenden.
Du musst das Spiel neu starten, um die Einstellungen anzuwenden.
editKeybinding:
title: Tastenbelegung ändern
desc: Drücke die (Maus-)Taste, die du vergeben willst, oder ESC um abzubrechen.
desc: Drücke die (Maus-)Taste, die du belegen möchtest, oder ESC um abzubrechen.
resetKeybindingsConfirmation:
title: Tastenbelegung zurücksetzen
desc: Das wird alle deine Tastenbelegungen auf den Standard zurücksetzen. Bist du dir sicher?
desc: Dies wird alle deine Tastenbelegungen auf den Standard zurücksetzen. Bist du dir sicher?
keybindingsResetOk:
title: Tastenbelegung zurückgesetzt
@ -231,7 +234,7 @@ dialogs:
title: Upgrades Freischalten
desc: >-
Viele deiner Formen können noch benutzt werden, um Upgrades freizuschalten - <strong>Zerstöre deine alten Fabriken nicht!</strong>
Den Upgrade-Tab kannst du oben rechts im Bildschirm finden.
Den Upgrade-Tab findest du oben rechts im Bildschirm.
massDeleteConfirm:
title: Löschen bestätigen
@ -245,13 +248,12 @@ dialogs:
massCutInsufficientConfirm:
title: Ausschneiden bestätigen
desc: >-
Du hast aktuell nicht genug Blaupausenformen, um die Auswahl einzufügen! Möchtest du sie trotzdem ausschneiden?
desc: Du kannst dir das Einfügen nicht leisten! Bist du sicher, dass du trotzdem Ausschneiden möchtest?
blueprintsNotUnlocked:
title: Noch nicht freigeschaltet
desc: >-
Blueprints werden erst in Level 12 freigeschaltet!
Blaupausen werden erst in Level 12 freigeschaltet!
keybindingsIntroduction:
title: Nützliche Hotkeys
@ -264,15 +266,16 @@ dialogs:
createMarker:
title: Neuer Marker
titleEdit: Edit Marker
desc: Gib ihm einen griffigen Namen. Du kannst sogar die <strong>Abkürzung</strong> einer Form eingeben (Diese kann <a href="https://viewer.shapez.io" target="_blank">hier</a> generiert werden).
titleEdit: Marker bearbeiten
markerDemoLimit:
desc: Du kannst nur 2 benutzerdefinierte Marker in der Demo benutzen. Hol dir die Standalone, um unendlich viele Marker zu erstellen!
desc: Du kannst nur 2 Marker in der Demo benutzen. Hol dir die Standalone, um unendlich viele Marker zu erstellen!
exportScreenshotWarning:
title: Bildschirmfoto exportieren
desc: Hier kannst du ein Bildschirmfoto von deiner ganzen Fabrik erstellen. Für extrem große Fabriken kann das jedoch sehr lange dauern und ggf. zum Spielabsturz führen!
desc: >-
Hier kannst du ein Bildschirmfoto von deiner ganzen Fabrik erstellen. Für extrem große Fabriken kann das jedoch sehr lange dauern und ggf. zum Spielabsturz führen!
ingame:
# This is shown in the top left corner and displays useful keybindings in
@ -363,7 +366,7 @@ ingame:
dataSources:
stored:
title: Gelagert
description: Zeigt die Menge an Formen, die im zentralen Gebäude gelagert sind.
description: Zeigt die Menge an Formen, die im Hub gelagert sind.
produced:
title: Produziert
description: Zeigt die Menge an Formen, die deine gesamte Fabrik produziert (inkl. Zwischenprodukte).
@ -400,7 +403,7 @@ ingame:
# Map markers
waypoints:
waypoints: Markierungen
hub: HUB
hub: Hub
description: Linksklick auf einen Marker, um dort hinzugelangen, Rechtsklick, um ihn zu löschen.<br><br>Drücke <keybinding> um einen Marker aus deinem Blickwinkel, oder <strong>rechtsklicke</strong>, um einen Marker auf der ausgewählten Position zu erschaffen.
creationSuccessNotification: Marker wurde erstellt.
@ -416,7 +419,7 @@ ingame:
hints:
1_1_extractor: Platziere einen <strong>Extrahierer</strong> auf der <strong>Kreisform</strong> um sie zu extrahieren!
1_2_conveyor: >-
Verbinde den Extrahierer mit einem <strong>Förderband</strong> und schließe ihn am zentralen Gebäude an!<br><br>Tipp: <strong>Drück und ziehe</strong> das Förderband mit der Maus!
Verbinde den Extrahierer mit einem <strong>Förderband</strong> und schließe ihn am Hub an!<br><br>Tipp: <strong>Drück und ziehe</strong> das Förderband mit der Maus!
1_3_expand: >-
Dies ist <strong>KEIN</strong> Idle-Game! Baue mehr Extrahierer und Förderbänder, um das Ziel schneller zu erreichen.<br><br>Tipp: Halte <strong>UMSCH</strong>, um mehrere Gebäude zu platzieren und nutze <strong>R</strong> um sie zu rotieren.
@ -493,14 +496,14 @@ buildings:
rotater:
default:
name: &rotater Rotierer
name: &rotater Rotierer (-90°)
description: Rotiert Formen im Uhrzeigersinn um 90 Grad.
ccw:
name: Rotierer (CCW)
name: Rotierer (+90°)
description: Rotiert Formen gegen den Uhrzeigersinn um 90 Grad.
fl:
name: Rotierer (180)
description: Rotiert Formen um 180 Grad.
name: Rotierer (+180°)
description: Rotiert die Formen um 180 Grad.
stacker:
default:
@ -540,25 +543,25 @@ buildings:
wire:
default:
name: Energiekabel
description: Transportiert Energie.
name: Stromkabel
description: Erlaubt dir Strom zu transportieren.
advanced_processor:
default:
name: Farbinvertierer
description: Akzeptiert Farben und Formen und invertiert sie.
description: Invertiert die Farbe. Geht auch bei Formen.
energy_generator:
deliver: Liefere
toGenerateEnergy: für
default:
name: Energiegenerator
description: Generiert Energie, indem die Formen verbraucht werden.
name: Stromgenerator
description: Erzeugt Strom, indem er Formen verbraucht.
wire_crossings:
default:
name: Kabelverteiler
description: Teilt ein Energiekabel in zwei Ausgänge.
description: Teilt ein Stromkabel in zwei auf.
merger:
name: Kabelverbinder
description: Verbindet zwei Energiekabel zu einem.
description: Verbindet zwei Stromkabel zu einem.
storyRewards:
# Those are the rewards gained from completing the store
@ -573,7 +576,7 @@ storyRewards:
reward_painter:
title: Färben
desc: >-
The <strong>painter</strong> has been unlocked - Extract some color veins (just as you do with shapes) and combine it with a shape in the painter to color them!<br><br>PS: If you are colorblind, there is a <strong>color blind mode</strong> in the settings!
Der <strong>Färber</strong> wurde freigeschaltet. Extrahiere ein paar Farben (genauso wie bei Formen) und färbe damit eine Form im Färber!<br><br>PS: Falls du Farbenblind bist, es gibt einen <strong>Modus für Farbenblinde</strong> in den Einstellungen!
reward_mixer:
title: Farben mischen
@ -626,7 +629,7 @@ storyRewards:
reward_freeplay:
title: Freies Spiel
desc: Du hast es geschafft! Du hast den <strong>Freispielmodus</strong> freigeschaltet! Das heißt, dass abzuliefernde Formen jetzt zufällig generiert werden! (Keine Sorge, für die Standaloneversion ist noch mehr geplant!)
desc: Du hast es geschafft! Du bist im <strong>freien Spiel</strong> angekommen! Das heißt, dass abzuliefernde Formen jetzt zufällig generiert werden! (Keine Sorge, für die Standaloneversion ist noch mehr geplant!)
reward_blueprints:
title: Blaupause
@ -636,7 +639,7 @@ storyRewards:
no_reward:
title: Nächstes Level
desc: >-
Dieses Level hat dir keine Belohnung gegeben, aber das nächste schon! <br><br> PS: Denk 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 dafür das Nächste schon! <br><br> PS: Denk 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
@ -684,7 +687,7 @@ settings:
scrollWheelSensitivity:
title: Zoomempfindlichkeit
description: >-
Ändert die Sensitivität des Zooms (Sowohl Mausrad, als auch Trackpad).
Ändert die Empfindlichkeit des Zooms (Sowohl Mausrad, als auch Trackpad).
sensitivity:
super_slow: Sehr langsam
slow: Langsam
@ -722,30 +725,30 @@ settings:
soundsMuted:
title: Geräusche stummschalten
description: >-
Bei Aktivierung werden alle Geräusche stummgeschaltet.
Bei der Aktivierung werden alle Geräusche stummgeschaltet.
musicMuted:
title: Musik stummschalten
description: >-
Bei Aktivierung wird die Musik stummgeschaltet.
Bei der Aktivierung wird die Musik stummgeschaltet.
theme:
title: Farbmodus
description: >-
Wähle zwischen dunklem und hellem Farbmodus.
Wähle zwischen dem dunklen und dem hellen Farbmodus.
themes:
dark: Dunkel
light: Hell
refreshRate:
title: Zielbildwiederholrate
title: Tickrate
description: >-
Für z.B. einen 144-Hz-Monitor kann die Bildwiederholrate hier korrekt eingestellt werden. Bei einem zu langsamen Computer kann dies die Leistung beeinträchtigen.
Das Spiel passt die Tickrate automatisch so an, dass sie immer zwischen diesem Wert und der hälfte bleibt. Zum Beispiel bei einer Tickrate von 60 Hz versucht das Spiel, diese zu halten. Falls dies zu viel ist, regelt der Computer diese runter bis zu einer Untergrenze von 30Hz.
alwaysMultiplace:
title: Mehrfachplatzierung
description: >-
Bei Aktivierung wird das platzierte Gebäude nicht abgewählt. Das hat den gleichen Effekt wie beim Platzieren permanent UMSCH gedrückt zu halten.
Bei Aktivierung wird das platzierte Gebäude nicht abgewählt. Das hat den gleichen Effekt wie beim Platzieren UMSCH gedrückt zu halten.
offerHints:
title: Hinweise & Tutorials
@ -762,11 +765,6 @@ settings:
description: >-
Aktiviert den Vignetteneffekt, der den Rand des Bildschirms zunehmend verdunkelt und das Lesen der Textfelder vereinfacht.
rotationByBuilding:
title: Rotation pro Gebäudetyp
description: >-
Jeder Gebäudetyp merkt sich einzeln, welche Rotation ausgewählt ist. Das fühlt sich möglicherweise besser an, wenn du häufig zwischen verschiedenen Gebäudetypen wechselst.
compactBuildingInfo:
title: Kompakte Gebäudeinformationen
description: >-
@ -777,6 +775,13 @@ settings:
description: >-
Deaktiviert die Warnung, die beim Löschen und Ausschneiden von mehr als 100 Feldern angezeigt wird.
rotationByBuilding:
title: Rotation pro Gebäudetyp
description: >-
Jeder Gebäudetyp merkt sich einzeln, in welche Richtung er zeigt.
Das fühlt sich möglicherweise besser an, wenn du häufig zwischen verschiedenen
Gebäudetypen wechselst.
keybindings:
title: Tastenbelegung
hint: >-
@ -785,7 +790,7 @@ keybindings:
resetKeybindings: Tastenbelegung zurücksetzen.
categoryLabels:
general: Applikation
general: Anwendung
ingame: Spiel
navigation: Navigation
placement: Platzierung
@ -803,8 +808,8 @@ keybindings:
mapMoveFaster: Schneller bewegen
centerMap: Karte zentrieren
mapZoomIn: Hineinzoomen
mapZoomOut: Herauszoomen
mapZoomIn: Reinzoomen
mapZoomOut: Rauszoomen
createMarker: Markierung erstellen
menuOpenShop: Upgrades
@ -832,7 +837,6 @@ keybindings:
Modifikator: stattdessen gegen den UZS rotieren
cycleBuildingVariants: Variante wählen
confirmMassDelete: Massenlöschung bestätigen
pasteLastBlueprint: Letzte Blaupause einfügen
cycleBuildings: Gebäude rotieren
lockBeltDirection: Bandplaner aktivieren
switchDirectionLockSide: >-
@ -846,8 +850,10 @@ keybindings:
placementDisableAutoOrientation: Automatische Orientierung deaktivieren
placeMultiple: Im Platziermodus bleiben
placeInverse: Automatische Förderbandorientierung invertieren
advanced_processor: Farbnivertierer
energy_generator: Energiegenerator
pasteLastBlueprint: Letzte Blaupause einfügen
advanced_processor: Farbinvertierer
energy_generator: Stromgenerator
wire: Stromkabel
about:
title: Über dieses Spiel

View File

@ -153,10 +153,11 @@ mainMenu:
# This is shown when using firefox and other browsers which are not supported.
browserWarning: >-
Sorry, but the game is known to run slow on your browser! Get the standalone version or download chrome for the full experience.
Sorry, but the game is known to run slow on your browser! Get the standalone version or download Google Chrome for the full experience.
savegameLevel: Level <x>
savegameLevelUnknown: Unknown Level
savegameUnnamed: Unnamed
dialogs:
buttons:
@ -274,6 +275,10 @@ dialogs:
title: Export screenshot
desc: You requested to export your base as a screenshot. Please note that this can be quite slow for a big base and even crash your game!
renameSavegame:
title: Rename Savegame
desc: You can rename your savegame here.
ingame:
# This is shown in the top left corner and displays useful keybindings in
# every situation
@ -304,7 +309,7 @@ ingame:
green: Green
blue: Blue
yellow: Yellow
purple: Purple
purple: Magenta
cyan: Cyan
white: White
black: Black
@ -372,8 +377,8 @@ ingame:
description: Displaying shapes which are delivered to your central building.
noShapesProduced: No shapes have been produced so far.
# Displays the shapes per minute, e.g. '523 / m'
shapesPerMinute: <shapes> / m
# Displays the shapes per second, e.g. '523 / s'
shapesPerSecond: <shapes> / s
# Settings menu, when you press "ESC"
settingsMenu:
@ -482,6 +487,14 @@ buildings:
name: Merger (compact)
description: Merges two conveyor belts into one.
compact-merge:
name: Splitter (compact)
description: Splits one conveyor belt into two.
compact-merge-inverse:
name: Splitter (compact)
description: Splits one conveyor belt into two.
cutter:
default:
name: &cutter Cutter
@ -591,11 +604,32 @@ buildings:
# TEMP
description: Can be connected on the wires layer to show a color or shape. When inputting a boolean item, the display will be white if the value is 1.
virtual_processor:
default:
name: &virtual_processor Virtual Cutter
description: Virtually cuts the shape input from top to bottom and returns both halfs.
analyzer:
name: Shape Analyzer
description: Analyzes the top right quadrant of the lowest layer of the shape and returns its shape and color
rotater:
name: Virtual Rotater
description: Virtually rotates the shape by 90 degrees clockwise.
unstacker:
name: Virtual Unstacker
description: Returns the topmost layer to the right, and the remaining ones on the left.
shapecompare:
name: Compare Shapes
description: Returns true if both shapes are exactly equal
storyRewards:
# Those are the rewards gained from completing the store
reward_cutter_and_trash:
title: Cutting Shapes
desc: You just unlocked the <strong>cutter</strong> - it cuts shapes half from <strong>top to bottom</strong> regardless of its orientation!<br><br>Be sure to get rid of the waste, or otherwise <strong>it will stall</strong> - For this purpose I gave you a trash, which destroys everything you put into it!
desc: You just unlocked the <strong>cutter</strong> - it cuts shapes in half from <strong>top to bottom</strong> regardless of its orientation!<br><br>Be sure to get rid of the waste, or otherwise <strong>it will stall</strong> - For this purpose I have given you the trash can, which destroys everything you put into it!
reward_rotater:
title: Rotating
@ -820,6 +854,11 @@ settings:
description: >-
Disabling the tile grid can help with the performance. This also makes the game look cleaner!
clearCursorOnDeleteWhilePlacing:
title: Clear Cursor on Right Click
description: >-
Enabled by default, clears the cursor whenever you right click while you have a building selected for placement. If disabled, you can delete buildings by right-clicking while placing a building.
lowQualityTextures:
title: Low quality textures (Ugly)
description: >-

View File

@ -488,8 +488,8 @@ buildings:
name: Pivoteur inversé
description: Fait pivoter une forme de 90 degrés vers la gauche.
fl:
name: Pivoteur (180)
description: Fait pivoter les formes de 90 degrés.
name: Retourneur
description: Tourne la forme de 180 degrés.
stacker:
default:
@ -635,9 +635,9 @@ storyRewards:
settings:
title: Options
categories:
general: General
userInterface: User Interface
advanced: Advanced
general: Général
userInterface: Interface Utilisateur
advanced: Avancé
versionBadges:
dev: Développement

View File

@ -22,7 +22,7 @@
---
steamPage:
# This is the short text appearing on the steam page
shortText: shapez.io is a game about building factories to automate the creation and combination of increasingly complex shapes within an infinite map.
shortText: shapez.io giderek karmaşıklaşan şekillerin sonsuz bir harita üzerinde üretimi ve birleştirilmesi hakında bir oyundur.
# 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:
@ -31,56 +31,57 @@ steamPage:
longText: >-
[img]{STEAM_APP_IMAGE}/extras/store_page_gif.gif[/img]
shapez.io is a game about building factories to automate the creation and processing of increasingly complex shapes across an infinitely expanding map.
Upon delivering the requested shapes you will progress within the game and unlock upgrades to Hız up your factory.
shapez.io giderek karmaşıklaşan şekillerin sonsuz bir harita üzerinde üretimi ve birleştirilmesi hakında bir oyundur.
Talep edilen şekilleri verdikten sonra oyundaki geliştirmeleri açıp fabrikanızı hızlandırabilirsiniz.
As the demand for shapes increases, you will have to scale up your factory to meet the demand - Don't forget about resources though, you will have to expand across the [b]infinite map[/b]!
Şekiller için talep artınca fabrikanı büyütüp talebi karşılamalısın - Kaynakları unutma! Sonsuz [b]sonsuz haritada[/b] genişlemen gerekecek!
Soon you will have to mix colors and paint your shapes with them - Combine red, green and blue color resources to produce different colors and paint shapes with it to satisfy the demand.
Yakında renkleri karıştırman ve şekileri boyaman gerekecek - Talebi karşılamak için kırmızı, mavi ve yeşili karıştırıp şekilleri boyacaksın
This game features 18 progressive levels (Which should keep you busy for hours already!) but I'm constantly adding new content - There is a lot planned!
Bu oyun 18 kademeli seviye içerir (Seni saatlerce meşgul tutumalı) ama sürekli yeni şeyler ekliyorum - Ekleyecek çok şey var!
Purchasing the game gives you access to the standalone version which has additional features and you'll also receive access to newly developed features.
Bu oyunu satın almak indirilebilir versiyonuna (Ek özellikler var) ve yeni özeliklerine erişebileceksiniz.
[b]Standalone Advantages[/b]
[b]İndirebilir versiyonun avantajları[/b]
[list]
[*] Dark Mode
[*] Unlimited Waypoints
[*] Unlimited Savegames
[*] Additional settings
[*] Coming soon: Wires & Energy! Aiming for (roughly) end of July 2020.
[*] Coming soon: More Levels
[*] Allows me to further develop shapez.io ❤️
[*] Karanlık mod
[*] Sonsuz işaret
[*] Sonsuz kayıt alanı
[*] Ek ayarlar
[*] Yakında geliyor: Kablo ve enerji! Temmuz sonunu hedefliyorum.
[*] Yakında geliyor: Daha fazla seviyeler
[*] Shapez.io'yu geliştirmeme izin veriyor ❤️
[/list]
[b]Future Updates[/b]
[b]Gelecek güncellemeler[/b]
I am updating the game very often and trying to push an update at least every week!
Oyunu sık sık güncelliyorum ve en az haftada bir güncellemeye çalışıyorum!
[list]
[*] Different maps and challenges (e.g. maps with obstacles)
[*] Puzzles (Deliver the requested shape with a restricted area / set of buildings)
[*] A story mode where buildings have a cost
[*] Configurable map generator (Configure resource/shape size/density, seed and more)
[*] Additional types of shapes
[*] Performance improvements (The game already runs pretty well!)
[*] And much more!
[*] Farklı haritalar ve görevler (Örneğin engelli haritalar)
[*] Yapbozlar (İstenen şekilleri kısıtlı bir alanda / belli yapılar ile)
[*] Hikaye modu ile yapıların maliyeti olacak.
[*] Ayarlanabilir harita yapımı(Ayarlanabilir kaynak/şekil boyut/sıklığı, seedler ve daha fazlası)
[*] Ek şekiller
[*] Performans optimizasyonları (oyun zaten iyi çalışıyor)
[*] Ve daha fazlası
[/list]
[b]This game is open source![/b]
[b]Bu oyun açık kaynaklı![/b]
Bu oyuna herkes katkıda bulunabilir! Aktif olarak toplulukğa katkıda bulunuyorum ve bütün önerileri gözden geçirmeye çalışıyorum.
Yol planıma Trello'dan bakmayı unutmayın!
Anybody can contribute, I'm actively involved in the community and attempt to review all suggestions and take feedback into consideration where possible.
Be sure to check out my trello board for the full roadmap!
[b]Links[/b]
[list]
[*] [url=https://discord.com/invite/HN7EVzV]Official Discord[/url]
[*] [url=https://trello.com/b/ISQncpJP/shapezio]Roadmap[/url]
[*] [url=https://discord.com/invite/HN7EVzV]Dİscord'umuz[/url]
[*] [url=https://trello.com/b/ISQncpJP/shapezio]yol planı[/url]
[*] [url=https://www.reddit.com/r/shapezio]Subreddit[/url]
[*] [url=https://github.com/tobspr/shapez.io]Source code (GitHub)[/url]
[*] [url=https://github.com/tobspr/shapez.io/blob/master/translations/README.md]Help translate[/url]
[*] [url=https://github.com/tobspr/shapez.io]KAynak kodu (GitHub)[/url]
[*] [url=https://github.com/tobspr/shapez.io/blob/master/translations/README.md]Çevirmeye yardımcı olun[/url]
[/list]
discordLink: Official Discord - Chat with me!