Merge branch 'master' into logic-pain-fix
@ -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.
|
||||
|
BIN
res/ui/building_icons/virtual_processor.png
Normal file
After Width: | Height: | Size: 7.7 KiB |
BIN
res/ui/icons/display_sorted.png
Normal file
After Width: | Height: | Size: 430 B |
@ -10,7 +10,7 @@
|
||||
},
|
||||
"sprites/belt/built/forward_1.png":
|
||||
{
|
||||
"frame": {"x":1925,"y":1008,"w":116,"h":144},
|
||||
"frame": {"x":1545,"y":991,"w":116,"h":144},
|
||||
"rotated": false,
|
||||
"trimmed": true,
|
||||
"spriteSourceSize": {"x":14,"y":0,"w":116,"h":144},
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||||
@ -18,7 +18,7 @@
|
||||
},
|
||||
"sprites/belt/built/forward_2.png":
|
||||
{
|
||||
"frame": {"x":1540,"y":1139,"w":116,"h":144},
|
||||
"frame": {"x":428,"y":1186,"w":116,"h":144},
|
||||
"rotated": false,
|
||||
"trimmed": true,
|
||||
"spriteSourceSize": {"x":14,"y":0,"w":116,"h":144},
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||||
@ -26,7 +26,7 @@
|
||||
},
|
||||
"sprites/belt/built/forward_3.png":
|
||||
{
|
||||
"frame": {"x":1803,"y":1118,"w":116,"h":144},
|
||||
"frame": {"x":427,"y":1334,"w":116,"h":144},
|
||||
"rotated": false,
|
||||
"trimmed": true,
|
||||
"spriteSourceSize": {"x":14,"y":0,"w":116,"h":144},
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||||
@ -34,7 +34,7 @@
|
||||
},
|
||||
"sprites/belt/built/forward_4.png":
|
||||
{
|
||||
"frame": {"x":1923,"y":1156,"w":116,"h":144},
|
||||
"frame": {"x":971,"y":1317,"w":116,"h":144},
|
||||
"rotated": false,
|
||||
"trimmed": true,
|
||||
"spriteSourceSize": {"x":14,"y":0,"w":116,"h":144},
|
||||
@ -42,7 +42,7 @@
|
||||
},
|
||||
"sprites/belt/built/forward_5.png":
|
||||
{
|
||||
"frame": {"x":1801,"y":1266,"w":116,"h":144},
|
||||
"frame": {"x":421,"y":1482,"w":116,"h":144},
|
||||
"rotated": false,
|
||||
"trimmed": true,
|
||||
"spriteSourceSize": {"x":14,"y":0,"w":116,"h":144},
|
||||
@ -50,7 +50,7 @@
|
||||
},
|
||||
"sprites/belt/built/forward_6.png":
|
||||
{
|
||||
"frame": {"x":1921,"y":1304,"w":116,"h":144},
|
||||
"frame": {"x":414,"y":1630,"w":116,"h":144},
|
||||
"rotated": false,
|
||||
"trimmed": true,
|
||||
"spriteSourceSize": {"x":14,"y":0,"w":116,"h":144},
|
||||
@ -58,7 +58,7 @@
|
||||
},
|
||||
"sprites/belt/built/forward_7.png":
|
||||
{
|
||||
"frame": {"x":432,"y":1334,"w":116,"h":144},
|
||||
"frame": {"x":969,"y":1465,"w":116,"h":144},
|
||||
"rotated": false,
|
||||
"trimmed": true,
|
||||
"spriteSourceSize": {"x":14,"y":0,"w":116,"h":144},
|
||||
@ -66,7 +66,7 @@
|
||||
},
|
||||
"sprites/belt/built/forward_8.png":
|
||||
{
|
||||
"frame": {"x":430,"y":1482,"w":116,"h":144},
|
||||
"frame": {"x":412,"y":1778,"w":116,"h":144},
|
||||
"rotated": false,
|
||||
"trimmed": true,
|
||||
"spriteSourceSize": {"x":14,"y":0,"w":116,"h":144},
|
||||
@ -74,7 +74,7 @@
|
||||
},
|
||||
"sprites/belt/built/forward_9.png":
|
||||
{
|
||||
"frame": {"x":141,"y":1877,"w":116,"h":144},
|
||||
"frame": {"x":961,"y":1613,"w":116,"h":144},
|
||||
"rotated": false,
|
||||
"trimmed": true,
|
||||
"spriteSourceSize": {"x":14,"y":0,"w":116,"h":144},
|
||||
@ -82,7 +82,7 @@
|
||||
},
|
||||
"sprites/belt/built/forward_10.png":
|
||||
{
|
||||
"frame": {"x":438,"y":890,"w":116,"h":144},
|
||||
"frame": {"x":1545,"y":1139,"w":116,"h":144},
|
||||
"rotated": false,
|
||||
"trimmed": true,
|
||||
"spriteSourceSize": {"x":14,"y":0,"w":116,"h":144},
|
||||
@ -90,7 +90,7 @@
|
||||
},
|
||||
"sprites/belt/built/forward_11.png":
|
||||
{
|
||||
"frame": {"x":438,"y":1038,"w":116,"h":144},
|
||||
"frame": {"x":1534,"y":1287,"w":116,"h":144},
|
||||
"rotated": false,
|
||||
"trimmed": true,
|
||||
"spriteSourceSize": {"x":14,"y":0,"w":116,"h":144},
|
||||
@ -98,7 +98,7 @@
|
||||
},
|
||||
"sprites/belt/built/forward_12.png":
|
||||
{
|
||||
"frame": {"x":1542,"y":991,"w":116,"h":144},
|
||||
"frame": {"x":1530,"y":1435,"w":116,"h":144},
|
||||
"rotated": false,
|
||||
"trimmed": true,
|
||||
"spriteSourceSize": {"x":14,"y":0,"w":116,"h":144},
|
||||
@ -106,7 +106,7 @@
|
||||
},
|
||||
"sprites/belt/built/forward_13.png":
|
||||
{
|
||||
"frame": {"x":437,"y":1186,"w":116,"h":144},
|
||||
"frame": {"x":433,"y":1038,"w":116,"h":144},
|
||||
"rotated": false,
|
||||
"trimmed": true,
|
||||
"spriteSourceSize": {"x":14,"y":0,"w":116,"h":144},
|
||||
@ -114,7 +114,7 @@
|
||||
},
|
||||
"sprites/belt/built/left_0.png":
|
||||
{
|
||||
"frame": {"x":145,"y":1475,"w":130,"h":130},
|
||||
"frame": {"x":151,"y":1035,"w":130,"h":130},
|
||||
"rotated": false,
|
||||
"trimmed": true,
|
||||
"spriteSourceSize": {"x":0,"y":14,"w":130,"h":130},
|
||||
@ -122,7 +122,7 @@
|
||||
},
|
||||
"sprites/belt/built/left_1.png":
|
||||
{
|
||||
"frame": {"x":3,"y":1575,"w":130,"h":130},
|
||||
"frame": {"x":151,"y":1169,"w":130,"h":130},
|
||||
"rotated": false,
|
||||
"trimmed": true,
|
||||
"spriteSourceSize": {"x":0,"y":14,"w":130,"h":130},
|
||||
@ -130,7 +130,7 @@
|
||||
},
|
||||
"sprites/belt/built/left_2.png":
|
||||
{
|
||||
"frame": {"x":279,"y":1493,"w":130,"h":130},
|
||||
"frame": {"x":3,"y":1696,"w":130,"h":130},
|
||||
"rotated": false,
|
||||
"trimmed": true,
|
||||
"spriteSourceSize": {"x":0,"y":14,"w":130,"h":130},
|
||||
@ -138,7 +138,7 @@
|
||||
},
|
||||
"sprites/belt/built/left_3.png":
|
||||
{
|
||||
"frame": {"x":137,"y":1609,"w":130,"h":130},
|
||||
"frame": {"x":541,"y":1580,"w":130,"h":130},
|
||||
"rotated": false,
|
||||
"trimmed": true,
|
||||
"spriteSourceSize": {"x":0,"y":14,"w":130,"h":130},
|
||||
@ -146,7 +146,7 @@
|
||||
},
|
||||
"sprites/belt/built/left_4.png":
|
||||
{
|
||||
"frame": {"x":3,"y":1709,"w":130,"h":130},
|
||||
"frame": {"x":278,"y":1687,"w":130,"h":130},
|
||||
"rotated": false,
|
||||
"trimmed": true,
|
||||
"spriteSourceSize": {"x":0,"y":14,"w":130,"h":130},
|
||||
@ -154,7 +154,7 @@
|
||||
},
|
||||
"sprites/belt/built/left_5.png":
|
||||
{
|
||||
"frame": {"x":271,"y":1627,"w":130,"h":130},
|
||||
"frame": {"x":137,"y":1705,"w":130,"h":130},
|
||||
"rotated": false,
|
||||
"trimmed": true,
|
||||
"spriteSourceSize": {"x":0,"y":14,"w":130,"h":130},
|
||||
@ -162,7 +162,7 @@
|
||||
},
|
||||
"sprites/belt/built/left_6.png":
|
||||
{
|
||||
"frame": {"x":137,"y":1743,"w":130,"h":130},
|
||||
"frame": {"x":3,"y":1830,"w":130,"h":130},
|
||||
"rotated": false,
|
||||
"trimmed": true,
|
||||
"spriteSourceSize": {"x":0,"y":14,"w":130,"h":130},
|
||||
@ -170,7 +170,7 @@
|
||||
},
|
||||
"sprites/belt/built/left_7.png":
|
||||
{
|
||||
"frame": {"x":3,"y":1843,"w":130,"h":130},
|
||||
"frame": {"x":1091,"y":1354,"w":130,"h":130},
|
||||
"rotated": false,
|
||||
"trimmed": true,
|
||||
"spriteSourceSize": {"x":0,"y":14,"w":130,"h":130},
|
||||
@ -178,7 +178,7 @@
|
||||
},
|
||||
"sprites/belt/built/left_8.png":
|
||||
{
|
||||
"frame": {"x":1379,"y":1274,"w":130,"h":130},
|
||||
"frame": {"x":827,"y":1578,"w":130,"h":130},
|
||||
"rotated": false,
|
||||
"trimmed": true,
|
||||
"spriteSourceSize": {"x":0,"y":14,"w":130,"h":130},
|
||||
@ -186,7 +186,7 @@
|
||||
},
|
||||
"sprites/belt/built/left_9.png":
|
||||
{
|
||||
"frame": {"x":1513,"y":1287,"w":130,"h":130},
|
||||
"frame": {"x":534,"y":1714,"w":130,"h":130},
|
||||
"rotated": false,
|
||||
"trimmed": true,
|
||||
"spriteSourceSize": {"x":0,"y":14,"w":130,"h":130},
|
||||
@ -194,7 +194,7 @@
|
||||
},
|
||||
"sprites/belt/built/left_10.png":
|
||||
{
|
||||
"frame": {"x":1076,"y":1288,"w":130,"h":130},
|
||||
"frame": {"x":151,"y":1303,"w":130,"h":130},
|
||||
"rotated": false,
|
||||
"trimmed": true,
|
||||
"spriteSourceSize": {"x":0,"y":14,"w":130,"h":130},
|
||||
@ -202,7 +202,7 @@
|
||||
},
|
||||
"sprites/belt/built/left_11.png":
|
||||
{
|
||||
"frame": {"x":927,"y":1295,"w":130,"h":130},
|
||||
"frame": {"x":146,"y":1437,"w":130,"h":130},
|
||||
"rotated": false,
|
||||
"trimmed": true,
|
||||
"spriteSourceSize": {"x":0,"y":14,"w":130,"h":130},
|
||||
@ -210,7 +210,7 @@
|
||||
},
|
||||
"sprites/belt/built/left_12.png":
|
||||
{
|
||||
"frame": {"x":786,"y":1363,"w":130,"h":130},
|
||||
"frame": {"x":280,"y":1553,"w":130,"h":130},
|
||||
"rotated": false,
|
||||
"trimmed": true,
|
||||
"spriteSourceSize": {"x":0,"y":14,"w":130,"h":130},
|
||||
@ -218,7 +218,7 @@
|
||||
},
|
||||
"sprites/belt/built/left_13.png":
|
||||
{
|
||||
"frame": {"x":552,"y":1416,"w":130,"h":130},
|
||||
"frame": {"x":144,"y":1571,"w":130,"h":130},
|
||||
"rotated": false,
|
||||
"trimmed": true,
|
||||
"spriteSourceSize": {"x":0,"y":14,"w":130,"h":130},
|
||||
@ -226,7 +226,7 @@
|
||||
},
|
||||
"sprites/belt/built/right_0.png":
|
||||
{
|
||||
"frame": {"x":1647,"y":1294,"w":130,"h":130},
|
||||
"frame": {"x":271,"y":1821,"w":130,"h":130},
|
||||
"rotated": false,
|
||||
"trimmed": true,
|
||||
"spriteSourceSize": {"x":14,"y":14,"w":130,"h":130},
|
||||
@ -234,7 +234,7 @@
|
||||
},
|
||||
"sprites/belt/built/right_1.png":
|
||||
{
|
||||
"frame": {"x":1781,"y":1414,"w":130,"h":130},
|
||||
"frame": {"x":137,"y":1839,"w":130,"h":130},
|
||||
"rotated": false,
|
||||
"trimmed": true,
|
||||
"spriteSourceSize": {"x":14,"y":14,"w":130,"h":130},
|
||||
@ -242,7 +242,7 @@
|
||||
},
|
||||
"sprites/belt/built/right_2.png":
|
||||
{
|
||||
"frame": {"x":1344,"y":1408,"w":130,"h":130},
|
||||
"frame": {"x":532,"y":1848,"w":130,"h":130},
|
||||
"rotated": false,
|
||||
"trimmed": true,
|
||||
"spriteSourceSize": {"x":14,"y":14,"w":130,"h":130},
|
||||
@ -250,7 +250,7 @@
|
||||
},
|
||||
"sprites/belt/built/right_3.png":
|
||||
{
|
||||
"frame": {"x":1195,"y":1520,"w":130,"h":130},
|
||||
"frame": {"x":1359,"y":1447,"w":130,"h":130},
|
||||
"rotated": false,
|
||||
"trimmed": true,
|
||||
"spriteSourceSize": {"x":14,"y":14,"w":130,"h":130},
|
||||
@ -258,7 +258,7 @@
|
||||
},
|
||||
"sprites/belt/built/right_4.png":
|
||||
{
|
||||
"frame": {"x":1054,"y":1556,"w":130,"h":130},
|
||||
"frame": {"x":1223,"y":1539,"w":130,"h":130},
|
||||
"rotated": false,
|
||||
"trimmed": true,
|
||||
"spriteSourceSize": {"x":14,"y":14,"w":130,"h":130},
|
||||
@ -266,7 +266,7 @@
|
||||
},
|
||||
"sprites/belt/built/right_5.png":
|
||||
{
|
||||
"frame": {"x":1478,"y":1421,"w":130,"h":130},
|
||||
"frame": {"x":1081,"y":1622,"w":130,"h":130},
|
||||
"rotated": false,
|
||||
"trimmed": true,
|
||||
"spriteSourceSize": {"x":14,"y":14,"w":130,"h":130},
|
||||
@ -274,7 +274,7 @@
|
||||
},
|
||||
"sprites/belt/built/right_6.png":
|
||||
{
|
||||
"frame": {"x":1329,"y":1542,"w":130,"h":130},
|
||||
"frame": {"x":1357,"y":1581,"w":130,"h":130},
|
||||
"rotated": false,
|
||||
"trimmed": true,
|
||||
"spriteSourceSize": {"x":14,"y":14,"w":130,"h":130},
|
||||
@ -282,7 +282,7 @@
|
||||
},
|
||||
"sprites/belt/built/right_7.png":
|
||||
{
|
||||
"frame": {"x":1188,"y":1654,"w":130,"h":130},
|
||||
"frame": {"x":1215,"y":1673,"w":130,"h":130},
|
||||
"rotated": false,
|
||||
"trimmed": true,
|
||||
"spriteSourceSize": {"x":14,"y":14,"w":130,"h":130},
|
||||
@ -290,7 +290,7 @@
|
||||
},
|
||||
"sprites/belt/built/right_8.png":
|
||||
{
|
||||
"frame": {"x":1612,"y":1428,"w":130,"h":130},
|
||||
"frame": {"x":1081,"y":1756,"w":130,"h":130},
|
||||
"rotated": false,
|
||||
"trimmed": true,
|
||||
"spriteSourceSize": {"x":14,"y":14,"w":130,"h":130},
|
||||
@ -298,7 +298,7 @@
|
||||
},
|
||||
"sprites/belt/built/right_9.png":
|
||||
{
|
||||
"frame": {"x":1463,"y":1555,"w":130,"h":130},
|
||||
"frame": {"x":798,"y":1909,"w":130,"h":130},
|
||||
"rotated": false,
|
||||
"trimmed": true,
|
||||
"spriteSourceSize": {"x":14,"y":14,"w":130,"h":130},
|
||||
@ -306,7 +306,7 @@
|
||||
},
|
||||
"sprites/belt/built/right_10.png":
|
||||
{
|
||||
"frame": {"x":1915,"y":1452,"w":130,"h":130},
|
||||
"frame": {"x":1225,"y":1405,"w":130,"h":130},
|
||||
"rotated": false,
|
||||
"trimmed": true,
|
||||
"spriteSourceSize": {"x":14,"y":14,"w":130,"h":130},
|
||||
@ -314,7 +314,7 @@
|
||||
},
|
||||
"sprites/belt/built/right_11.png":
|
||||
{
|
||||
"frame": {"x":1210,"y":1386,"w":130,"h":130},
|
||||
"frame": {"x":1089,"y":1488,"w":130,"h":130},
|
||||
"rotated": false,
|
||||
"trimmed": true,
|
||||
"spriteSourceSize": {"x":14,"y":14,"w":130,"h":130},
|
||||
@ -322,7 +322,7 @@
|
||||
},
|
||||
"sprites/belt/built/right_12.png":
|
||||
{
|
||||
"frame": {"x":1061,"y":1422,"w":130,"h":130},
|
||||
"frame": {"x":827,"y":1712,"w":130,"h":130},
|
||||
"rotated": false,
|
||||
"trimmed": true,
|
||||
"spriteSourceSize": {"x":14,"y":14,"w":130,"h":130},
|
||||
@ -330,7 +330,7 @@
|
||||
},
|
||||
"sprites/belt/built/right_13.png":
|
||||
{
|
||||
"frame": {"x":920,"y":1429,"w":130,"h":130},
|
||||
"frame": {"x":668,"y":1717,"w":130,"h":130},
|
||||
"rotated": false,
|
||||
"trimmed": true,
|
||||
"spriteSourceSize": {"x":14,"y":14,"w":130,"h":130},
|
||||
@ -338,7 +338,7 @@
|
||||
},
|
||||
"sprites/blueprints/belt_left.png":
|
||||
{
|
||||
"frame": {"x":1322,"y":1676,"w":130,"h":130},
|
||||
"frame": {"x":932,"y":1909,"w":130,"h":130},
|
||||
"rotated": false,
|
||||
"trimmed": true,
|
||||
"spriteSourceSize": {"x":0,"y":14,"w":130,"h":130},
|
||||
@ -346,7 +346,7 @@
|
||||
},
|
||||
"sprites/blueprints/belt_right.png":
|
||||
{
|
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"frame": {"x":1746,"y":1548,"w":130,"h":130},
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"frame": {"x":1066,"y":1909,"w":130,"h":130},
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"rotated": false,
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"trimmed": true,
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"spriteSourceSize": {"x":14,"y":14,"w":130,"h":130},
|
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@ -354,7 +354,7 @@
|
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},
|
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"sprites/blueprints/belt_top.png":
|
||||
{
|
||||
"frame": {"x":261,"y":1877,"w":116,"h":144},
|
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"frame": {"x":961,"y":1761,"w":116,"h":144},
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"rotated": false,
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"trimmed": true,
|
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"spriteSourceSize": {"x":14,"y":0,"w":116,"h":144},
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@ -362,7 +362,7 @@
|
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},
|
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"sprites/blueprints/constant_signal.png":
|
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{
|
||||
"frame": {"x":1937,"y":759,"w":105,"h":127},
|
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"frame": {"x":1938,"y":759,"w":105,"h":127},
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"rotated": false,
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"trimmed": true,
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"spriteSourceSize": {"x":20,"y":0,"w":105,"h":127},
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@ -386,7 +386,7 @@
|
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},
|
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"sprites/blueprints/display.png":
|
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{
|
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"frame": {"x":1597,"y":1562,"w":128,"h":136},
|
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"frame": {"x":666,"y":1909,"w":128,"h":136},
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"rotated": false,
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"trimmed": true,
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"spriteSourceSize": {"x":8,"y":8,"w":128,"h":136},
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@ -402,10 +402,10 @@
|
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},
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"sprites/blueprints/lever.png":
|
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{
|
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"frame": {"x":1823,"y":732,"w":110,"h":116},
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"frame": {"x":1823,"y":732,"w":111,"h":129},
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"rotated": false,
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"spriteSourceSize": {"x":17,"y":4,"w":111,"h":129},
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"sourceSize": {"w":144,"h":144}
|
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},
|
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"sprites/blueprints/logic_gate-not.png":
|
||||
@ -418,7 +418,7 @@
|
||||
},
|
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"sprites/blueprints/logic_gate-or.png":
|
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{
|
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"frame": {"x":560,"y":888,"w":144,"h":123},
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"frame": {"x":1249,"y":989,"w":144,"h":123},
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"rotated": false,
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"trimmed": true,
|
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"spriteSourceSize": {"x":0,"y":0,"w":144,"h":123},
|
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@ -426,7 +426,7 @@
|
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},
|
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"sprites/blueprints/logic_gate-transistor.png":
|
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{
|
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"frame": {"x":1820,"y":970,"w":101,"h":144},
|
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"frame": {"x":1820,"y":996,"w":101,"h":144},
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"rotated": false,
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"trimmed": true,
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"spriteSourceSize": {"x":0,"y":0,"w":101,"h":144},
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@ -434,7 +434,7 @@
|
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},
|
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"sprites/blueprints/logic_gate-xor.png":
|
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{
|
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"frame": {"x":1101,"y":852,"w":144,"h":143},
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"frame": {"x":290,"y":890,"w":144,"h":143},
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"rotated": false,
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"trimmed": true,
|
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"spriteSourceSize": {"x":0,"y":0,"w":144,"h":143},
|
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@ -442,7 +442,7 @@
|
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},
|
||||
"sprites/blueprints/logic_gate.png":
|
||||
{
|
||||
"frame": {"x":824,"y":885,"w":144,"h":133},
|
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"frame": {"x":1249,"y":852,"w":144,"h":133},
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"rotated": false,
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"trimmed": true,
|
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"spriteSourceSize": {"x":0,"y":0,"w":144,"h":133},
|
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@ -450,7 +450,7 @@
|
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},
|
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"sprites/blueprints/miner-chainable.png":
|
||||
{
|
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"frame": {"x":150,"y":1035,"w":136,"h":143},
|
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"frame": {"x":689,"y":1424,"w":136,"h":143},
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"rotated": false,
|
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"trimmed": true,
|
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"spriteSourceSize": {"x":5,"y":0,"w":136,"h":143},
|
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@ -458,7 +458,7 @@
|
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},
|
||||
"sprites/blueprints/miner.png":
|
||||
{
|
||||
"frame": {"x":150,"y":1182,"w":136,"h":143},
|
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"frame": {"x":547,"y":1433,"w":136,"h":143},
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"rotated": false,
|
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"trimmed": true,
|
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"spriteSourceSize": {"x":5,"y":0,"w":136,"h":143},
|
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@ -506,7 +506,7 @@
|
||||
},
|
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"sprites/blueprints/rotater-ccw.png":
|
||||
{
|
||||
"frame": {"x":3,"y":1035,"w":143,"h":144},
|
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"frame": {"x":1665,"y":1198,"w":143,"h":144},
|
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"rotated": false,
|
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"trimmed": true,
|
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"spriteSourceSize": {"x":1,"y":0,"w":143,"h":144},
|
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@ -514,7 +514,7 @@
|
||||
},
|
||||
"sprites/blueprints/rotater-fl.png":
|
||||
{
|
||||
"frame": {"x":1396,"y":979,"w":142,"h":144},
|
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"frame": {"x":948,"y":1169,"w":142,"h":144},
|
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"rotated": false,
|
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"trimmed": true,
|
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"spriteSourceSize": {"x":0,"y":0,"w":142,"h":144},
|
||||
@ -522,7 +522,7 @@
|
||||
},
|
||||
"sprites/blueprints/rotater.png":
|
||||
{
|
||||
"frame": {"x":290,"y":1060,"w":143,"h":144},
|
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"frame": {"x":1899,"y":1169,"w":143,"h":144},
|
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"rotated": false,
|
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"trimmed": true,
|
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"spriteSourceSize": {"x":1,"y":0,"w":143,"h":144},
|
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@ -530,15 +530,31 @@
|
||||
},
|
||||
"sprites/blueprints/splitter-compact-inverse.png":
|
||||
{
|
||||
"frame": {"x":1249,"y":988,"w":142,"h":138},
|
||||
"frame": {"x":1242,"y":1116,"w":142,"h":138},
|
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"rotated": false,
|
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"trimmed": true,
|
||||
"spriteSourceSize": {"x":0,"y":2,"w":142,"h":138},
|
||||
"sourceSize": {"w":144,"h":144}
|
||||
},
|
||||
"sprites/blueprints/splitter-compact-merge-inverse.png":
|
||||
{
|
||||
"frame": {"x":1094,"y":1212,"w":142,"h":138},
|
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"rotated": false,
|
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"trimmed": true,
|
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"spriteSourceSize": {"x":0,"y":2,"w":142,"h":138},
|
||||
"sourceSize": {"w":144,"h":144}
|
||||
},
|
||||
"sprites/blueprints/splitter-compact-merge.png":
|
||||
{
|
||||
"frame": {"x":1650,"y":1493,"w":139,"h":138},
|
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"rotated": false,
|
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"trimmed": true,
|
||||
"spriteSourceSize": {"x":5,"y":2,"w":139,"h":138},
|
||||
"sourceSize": {"w":144,"h":144}
|
||||
},
|
||||
"sprites/blueprints/splitter-compact.png":
|
||||
{
|
||||
"frame": {"x":1094,"y":1146,"w":139,"h":138},
|
||||
"frame": {"x":1844,"y":1604,"w":139,"h":138},
|
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"rotated": false,
|
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"trimmed": true,
|
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"spriteSourceSize": {"x":5,"y":2,"w":139,"h":138},
|
||||
@ -578,7 +594,7 @@
|
||||
},
|
||||
"sprites/blueprints/underground_belt_entry-tier2.png":
|
||||
{
|
||||
"frame": {"x":3,"y":1330,"w":138,"h":125},
|
||||
"frame": {"x":553,"y":1176,"w":138,"h":125},
|
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"rotated": false,
|
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"trimmed": true,
|
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"spriteSourceSize": {"x":4,"y":19,"w":138,"h":125},
|
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@ -586,7 +602,7 @@
|
||||
},
|
||||
"sprites/blueprints/underground_belt_entry.png":
|
||||
{
|
||||
"frame": {"x":3,"y":1459,"w":138,"h":112},
|
||||
"frame": {"x":285,"y":1322,"w":138,"h":112},
|
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"rotated": false,
|
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"trimmed": true,
|
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"spriteSourceSize": {"x":4,"y":32,"w":138,"h":112},
|
||||
@ -594,7 +610,7 @@
|
||||
},
|
||||
"sprites/blueprints/underground_belt_exit-tier2.png":
|
||||
{
|
||||
"frame": {"x":558,"y":1185,"w":139,"h":112},
|
||||
"frame": {"x":3,"y":1326,"w":139,"h":112},
|
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"rotated": false,
|
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"trimmed": true,
|
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"spriteSourceSize": {"x":4,"y":0,"w":139,"h":112},
|
||||
@ -602,13 +618,13 @@
|
||||
},
|
||||
"sprites/blueprints/underground_belt_exit.png":
|
||||
{
|
||||
"frame": {"x":1237,"y":1270,"w":138,"h":112},
|
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"frame": {"x":3,"y":1442,"w":138,"h":112},
|
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"rotated": false,
|
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"trimmed": true,
|
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"spriteSourceSize": {"x":4,"y":0,"w":138,"h":112},
|
||||
"sourceSize": {"w":144,"h":144}
|
||||
},
|
||||
"sprites/blueprints/wire-cross.png":
|
||||
"sprites/blueprints/virtual_processor-analyzer.png":
|
||||
{
|
||||
"frame": {"x":3,"y":887,"w":144,"h":144},
|
||||
"rotated": false,
|
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@ -616,9 +632,49 @@
|
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"spriteSourceSize": {"x":0,"y":0,"w":144,"h":144},
|
||||
"sourceSize": {"w":144,"h":144}
|
||||
},
|
||||
"sprites/blueprints/virtual_processor-rotater.png":
|
||||
{
|
||||
"frame": {"x":1925,"y":1021,"w":118,"h":144},
|
||||
"rotated": false,
|
||||
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|
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|
||||
"sourceSize": {"w":144,"h":144}
|
||||
},
|
||||
"sprites/blueprints/virtual_processor-shapecompare.png":
|
||||
{
|
||||
"frame": {"x":1397,"y":852,"w":144,"h":133},
|
||||
"rotated": false,
|
||||
"trimmed": true,
|
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"spriteSourceSize": {"x":0,"y":0,"w":144,"h":133},
|
||||
"sourceSize": {"w":144,"h":144}
|
||||
},
|
||||
"sprites/blueprints/virtual_processor-unstacker.png":
|
||||
{
|
||||
"frame": {"x":1101,"y":704,"w":144,"h":144},
|
||||
"rotated": false,
|
||||
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|
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"spriteSourceSize": {"x":0,"y":0,"w":144,"h":144},
|
||||
"sourceSize": {"w":144,"h":144}
|
||||
},
|
||||
"sprites/blueprints/virtual_processor.png":
|
||||
{
|
||||
"frame": {"x":285,"y":1037,"w":144,"h":141},
|
||||
"rotated": false,
|
||||
"trimmed": true,
|
||||
"spriteSourceSize": {"x":0,"y":3,"w":144,"h":141},
|
||||
"sourceSize": {"w":144,"h":144}
|
||||
},
|
||||
"sprites/blueprints/wire-cross.png":
|
||||
{
|
||||
"frame": {"x":1249,"y":704,"w":144,"h":144},
|
||||
"rotated": false,
|
||||
"trimmed": false,
|
||||
"spriteSourceSize": {"x":0,"y":0,"w":144,"h":144},
|
||||
"sourceSize": {"w":144,"h":144}
|
||||
},
|
||||
"sprites/blueprints/wire-split.png":
|
||||
{
|
||||
"frame": {"x":801,"y":1022,"w":144,"h":82},
|
||||
"frame": {"x":1397,"y":989,"w":144,"h":82},
|
||||
"rotated": false,
|
||||
"trimmed": true,
|
||||
"spriteSourceSize": {"x":0,"y":62,"w":144,"h":82},
|
||||
@ -626,7 +682,7 @@
|
||||
},
|
||||
"sprites/blueprints/wire-turn.png":
|
||||
{
|
||||
"frame": {"x":706,"y":1036,"w":82,"h":82},
|
||||
"frame": {"x":1813,"y":1144,"w":82,"h":82},
|
||||
"rotated": false,
|
||||
"trimmed": true,
|
||||
"spriteSourceSize": {"x":62,"y":62,"w":82,"h":82},
|
||||
@ -650,7 +706,7 @@
|
||||
},
|
||||
"sprites/blueprints/wire_tunnel.png":
|
||||
{
|
||||
"frame": {"x":290,"y":1208,"w":138,"h":135},
|
||||
"frame": {"x":702,"y":1170,"w":138,"h":135},
|
||||
"rotated": false,
|
||||
"trimmed": true,
|
||||
"spriteSourceSize": {"x":4,"y":4,"w":138,"h":135},
|
||||
@ -658,7 +714,7 @@
|
||||
},
|
||||
"sprites/buildings/belt_left.png":
|
||||
{
|
||||
"frame": {"x":145,"y":1475,"w":130,"h":130},
|
||||
"frame": {"x":151,"y":1035,"w":130,"h":130},
|
||||
"rotated": false,
|
||||
"trimmed": true,
|
||||
"spriteSourceSize": {"x":0,"y":14,"w":130,"h":130},
|
||||
@ -666,7 +722,7 @@
|
||||
},
|
||||
"sprites/buildings/belt_right.png":
|
||||
{
|
||||
"frame": {"x":1647,"y":1294,"w":130,"h":130},
|
||||
"frame": {"x":271,"y":1821,"w":130,"h":130},
|
||||
"rotated": false,
|
||||
"trimmed": true,
|
||||
"spriteSourceSize": {"x":14,"y":14,"w":130,"h":130},
|
||||
@ -730,10 +786,10 @@
|
||||
},
|
||||
"sprites/buildings/lever.png":
|
||||
{
|
||||
"frame": {"x":1823,"y":852,"w":109,"h":114},
|
||||
"frame": {"x":1823,"y":865,"w":109,"h":127},
|
||||
"rotated": false,
|
||||
"trimmed": true,
|
||||
"spriteSourceSize": {"x":18,"y":18,"w":109,"h":114},
|
||||
"spriteSourceSize": {"x":18,"y":5,"w":109,"h":127},
|
||||
"sourceSize": {"w":144,"h":144}
|
||||
},
|
||||
"sprites/buildings/logic_gate-not.png":
|
||||
@ -746,7 +802,7 @@
|
||||
},
|
||||
"sprites/buildings/logic_gate-or.png":
|
||||
{
|
||||
"frame": {"x":1396,"y":852,"w":143,"h":123},
|
||||
"frame": {"x":1095,"y":1085,"w":143,"h":123},
|
||||
"rotated": false,
|
||||
"trimmed": true,
|
||||
"spriteSourceSize": {"x":1,"y":0,"w":143,"h":123},
|
||||
@ -762,7 +818,7 @@
|
||||
},
|
||||
"sprites/buildings/logic_gate-xor.png":
|
||||
{
|
||||
"frame": {"x":3,"y":1183,"w":143,"h":143},
|
||||
"frame": {"x":1897,"y":1317,"w":143,"h":143},
|
||||
"rotated": false,
|
||||
"trimmed": true,
|
||||
"spriteSourceSize": {"x":1,"y":0,"w":143,"h":143},
|
||||
@ -770,7 +826,7 @@
|
||||
},
|
||||
"sprites/buildings/logic_gate.png":
|
||||
{
|
||||
"frame": {"x":1249,"y":852,"w":143,"h":132},
|
||||
"frame": {"x":948,"y":1033,"w":143,"h":132},
|
||||
"rotated": false,
|
||||
"trimmed": true,
|
||||
"spriteSourceSize": {"x":1,"y":0,"w":143,"h":132},
|
||||
@ -778,7 +834,7 @@
|
||||
},
|
||||
"sprites/buildings/miner-chainable.png":
|
||||
{
|
||||
"frame": {"x":150,"y":1329,"w":136,"h":142},
|
||||
"frame": {"x":829,"y":1432,"w":136,"h":142},
|
||||
"rotated": false,
|
||||
"trimmed": true,
|
||||
"spriteSourceSize": {"x":5,"y":0,"w":136,"h":142},
|
||||
@ -786,7 +842,7 @@
|
||||
},
|
||||
"sprites/buildings/miner.png":
|
||||
{
|
||||
"frame": {"x":290,"y":1347,"w":136,"h":142},
|
||||
"frame": {"x":687,"y":1571,"w":136,"h":142},
|
||||
"rotated": false,
|
||||
"trimmed": true,
|
||||
"spriteSourceSize": {"x":5,"y":0,"w":136,"h":142},
|
||||
@ -834,7 +890,7 @@
|
||||
},
|
||||
"sprites/buildings/rotater-ccw.png":
|
||||
{
|
||||
"frame": {"x":1098,"y":999,"w":141,"h":143},
|
||||
"frame": {"x":1240,"y":1258,"w":141,"h":143},
|
||||
"rotated": false,
|
||||
"trimmed": true,
|
||||
"spriteSourceSize": {"x":2,"y":0,"w":141,"h":143},
|
||||
@ -842,7 +898,7 @@
|
||||
},
|
||||
"sprites/buildings/rotater-fl.png":
|
||||
{
|
||||
"frame": {"x":949,"y":1033,"w":141,"h":143},
|
||||
"frame": {"x":1385,"y":1300,"w":141,"h":143},
|
||||
"rotated": false,
|
||||
"trimmed": true,
|
||||
"spriteSourceSize": {"x":1,"y":0,"w":141,"h":143},
|
||||
@ -850,7 +906,7 @@
|
||||
},
|
||||
"sprites/buildings/rotater.png":
|
||||
{
|
||||
"frame": {"x":1395,"y":1127,"w":141,"h":143},
|
||||
"frame": {"x":1654,"y":1346,"w":141,"h":143},
|
||||
"rotated": false,
|
||||
"trimmed": true,
|
||||
"spriteSourceSize": {"x":2,"y":0,"w":141,"h":143},
|
||||
@ -858,15 +914,31 @@
|
||||
},
|
||||
"sprites/buildings/splitter-compact-inverse.png":
|
||||
{
|
||||
"frame": {"x":1243,"y":1130,"w":141,"h":136},
|
||||
"frame": {"x":1884,"y":1464,"w":141,"h":136},
|
||||
"rotated": false,
|
||||
"trimmed": true,
|
||||
"spriteSourceSize": {"x":0,"y":3,"w":141,"h":136},
|
||||
"sourceSize": {"w":144,"h":144}
|
||||
},
|
||||
"sprites/buildings/splitter-compact-merge-inverse.png":
|
||||
{
|
||||
"frame": {"x":1388,"y":1160,"w":142,"h":136},
|
||||
"rotated": false,
|
||||
"trimmed": true,
|
||||
"spriteSourceSize": {"x":0,"y":3,"w":142,"h":136},
|
||||
"sourceSize": {"w":144,"h":144}
|
||||
},
|
||||
"sprites/buildings/splitter-compact-merge.png":
|
||||
{
|
||||
"frame": {"x":559,"y":1036,"w":139,"h":136},
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||||
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@ -898,7 +970,7 @@
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{
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@ -906,7 +978,7 @@
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@ -914,7 +986,7 @@
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@ -922,7 +994,7 @@
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{
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"sprites/buildings/virtual_processor-unstacker.png":
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{
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{
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@ -946,7 +1058,7 @@
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"sprites/buildings/wire-split.png":
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{
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@ -954,7 +1066,7 @@
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},
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"sprites/buildings/wire-turn.png":
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{
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@ -978,7 +1090,7 @@
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},
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"sprites/buildings/wire_tunnel.png":
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{
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@ -1034,7 +1146,7 @@
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},
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"sprites/misc/waypoint.png":
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{
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"frame": {"x":1987,"y":1656,"w":38,"h":48},
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@ -1106,7 +1218,7 @@
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},
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"sprites/wires/display/yellow.png":
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{
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"frame": {"x":1793,"y":1570,"w":47,"h":47},
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@ -1114,10 +1226,10 @@
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"sprites/wires/lever_on.png":
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{
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"sprites/wires/logical_acceptor.png":
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@ -1138,7 +1250,7 @@
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},
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{
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@ -1146,7 +1258,7 @@
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"sprites/wires/network_empty.png":
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{
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@ -1162,7 +1274,7 @@
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"sprites/wires/sets/color_cross.png":
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{
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@ -1178,7 +1290,7 @@
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{
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@ -1186,7 +1298,7 @@
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{
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@ -1194,7 +1306,7 @@
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"sprites/wires/sets/conflict_cross.png":
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{
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@ -1210,7 +1322,7 @@
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{
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@ -1218,7 +1330,7 @@
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},
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"sprites/wires/sets/conflict_turn.png":
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{
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@ -1226,7 +1338,7 @@
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"sprites/wires/sets/regular_cross.png":
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{
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@ -1242,7 +1354,7 @@
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"sprites/wires/sets/regular_split.png":
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{
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@ -1250,7 +1362,7 @@
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},
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{
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@ -1258,7 +1370,7 @@
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},
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"sprites/wires/sets/shape_cross.png":
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{
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@ -1274,7 +1386,7 @@
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"sprites/wires/sets/shape_split.png":
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{
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@ -1282,7 +1394,7 @@
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},
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"sprites/wires/sets/shape_turn.png":
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{
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@ -1303,6 +1415,6 @@
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@ -2,7 +2,7 @@
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{
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@ -10,7 +10,7 @@
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"sprites/belt/built/forward_1.png":
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{
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@ -18,7 +18,7 @@
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"sprites/belt/built/forward_2.png":
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{
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@ -26,7 +26,7 @@
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},
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"sprites/belt/built/forward_3.png":
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{
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@ -34,7 +34,7 @@
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"sprites/belt/built/forward_4.png":
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@ -42,7 +42,7 @@
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},
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"sprites/belt/built/forward_5.png":
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{
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@ -50,7 +50,7 @@
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{
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@ -58,7 +58,7 @@
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@ -66,7 +66,7 @@
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"sprites/belt/built/forward_8.png":
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@ -74,7 +74,7 @@
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"sprites/belt/built/forward_9.png":
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@ -82,7 +82,7 @@
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|
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"rotated": false,
|
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|
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|
||||
@ -90,7 +90,7 @@
|
||||
},
|
||||
"sprites/belt/built/forward_11.png":
|
||||
{
|
||||
"frame": {"x":99,"y":862,"w":40,"h":48},
|
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"frame": {"x":294,"y":852,"w":40,"h":48},
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"rotated": false,
|
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"trimmed": true,
|
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"spriteSourceSize": {"x":4,"y":0,"w":40,"h":48},
|
||||
@ -98,7 +98,7 @@
|
||||
},
|
||||
"sprites/belt/built/forward_12.png":
|
||||
{
|
||||
"frame": {"x":51,"y":870,"w":40,"h":48},
|
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"frame": {"x":243,"y":890,"w":40,"h":48},
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"rotated": false,
|
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"trimmed": true,
|
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"spriteSourceSize": {"x":4,"y":0,"w":40,"h":48},
|
||||
@ -106,7 +106,7 @@
|
||||
},
|
||||
"sprites/belt/built/forward_13.png":
|
||||
{
|
||||
"frame": {"x":3,"y":907,"w":40,"h":48},
|
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"rotated": false,
|
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|
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"spriteSourceSize": {"x":4,"y":0,"w":40,"h":48},
|
||||
@ -114,7 +114,7 @@
|
||||
},
|
||||
"sprites/belt/built/left_0.png":
|
||||
{
|
||||
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|
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"rotated": false,
|
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|
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"spriteSourceSize": {"x":0,"y":4,"w":44,"h":44},
|
||||
@ -122,7 +122,7 @@
|
||||
},
|
||||
"sprites/belt/built/left_1.png":
|
||||
{
|
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|
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|
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"spriteSourceSize": {"x":0,"y":4,"w":44,"h":44},
|
||||
@ -130,7 +130,7 @@
|
||||
},
|
||||
"sprites/belt/built/left_2.png":
|
||||
{
|
||||
"frame": {"x":256,"y":640,"w":44,"h":44},
|
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|
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"trimmed": true,
|
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"spriteSourceSize": {"x":0,"y":4,"w":44,"h":44},
|
||||
@ -138,7 +138,7 @@
|
||||
},
|
||||
"sprites/belt/built/left_3.png":
|
||||
{
|
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"frame": {"x":202,"y":684,"w":44,"h":44},
|
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"frame": {"x":51,"y":819,"w":44,"h":44},
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|
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|
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"spriteSourceSize": {"x":0,"y":4,"w":44,"h":44},
|
||||
@ -146,7 +146,7 @@
|
||||
},
|
||||
"sprites/belt/built/left_4.png":
|
||||
{
|
||||
"frame": {"x":150,"y":687,"w":44,"h":44},
|
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"frame": {"x":3,"y":851,"w":44,"h":44},
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|
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|
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|
||||
@ -154,7 +154,7 @@
|
||||
},
|
||||
"sprites/belt/built/left_5.png":
|
||||
{
|
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|
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|
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|
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"spriteSourceSize": {"x":0,"y":4,"w":44,"h":44},
|
||||
@ -162,7 +162,7 @@
|
||||
},
|
||||
"sprites/belt/built/left_6.png":
|
||||
{
|
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"frame": {"x":51,"y":726,"w":44,"h":44},
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|
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"spriteSourceSize": {"x":0,"y":4,"w":44,"h":44},
|
||||
@ -170,7 +170,7 @@
|
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},
|
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"sprites/belt/built/left_7.png":
|
||||
{
|
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"frame": {"x":3,"y":763,"w":44,"h":44},
|
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|
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|
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"spriteSourceSize": {"x":0,"y":4,"w":44,"h":44},
|
||||
@ -178,7 +178,7 @@
|
||||
},
|
||||
"sprites/belt/built/left_8.png":
|
||||
{
|
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"frame": {"x":304,"y":651,"w":44,"h":44},
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|
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|
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"spriteSourceSize": {"x":0,"y":4,"w":44,"h":44},
|
||||
@ -186,7 +186,7 @@
|
||||
},
|
||||
"sprites/belt/built/left_9.png":
|
||||
{
|
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"frame": {"x":250,"y":688,"w":44,"h":44},
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|
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|
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"spriteSourceSize": {"x":0,"y":4,"w":44,"h":44},
|
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@ -194,7 +194,7 @@
|
||||
},
|
||||
"sprites/belt/built/left_10.png":
|
||||
{
|
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"frame": {"x":154,"y":639,"w":44,"h":44},
|
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"frame": {"x":3,"y":803,"w":44,"h":44},
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|
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"trimmed": true,
|
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"spriteSourceSize": {"x":0,"y":4,"w":44,"h":44},
|
||||
@ -202,7 +202,7 @@
|
||||
},
|
||||
"sprites/belt/built/left_11.png":
|
||||
{
|
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"frame": {"x":102,"y":670,"w":44,"h":44},
|
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|
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"trimmed": true,
|
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"spriteSourceSize": {"x":0,"y":4,"w":44,"h":44},
|
||||
@ -210,7 +210,7 @@
|
||||
},
|
||||
"sprites/belt/built/left_12.png":
|
||||
{
|
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"frame": {"x":51,"y":678,"w":44,"h":44},
|
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"frame": {"x":310,"y":708,"w":44,"h":44},
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|
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"trimmed": true,
|
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"spriteSourceSize": {"x":0,"y":4,"w":44,"h":44},
|
||||
@ -218,7 +218,7 @@
|
||||
},
|
||||
"sprites/belt/built/left_13.png":
|
||||
{
|
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"frame": {"x":3,"y":715,"w":44,"h":44},
|
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"frame": {"x":153,"y":748,"w":44,"h":44},
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"rotated": false,
|
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"trimmed": true,
|
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"spriteSourceSize": {"x":0,"y":4,"w":44,"h":44},
|
||||
@ -226,7 +226,7 @@
|
||||
},
|
||||
"sprites/belt/built/right_0.png":
|
||||
{
|
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"frame": {"x":198,"y":732,"w":44,"h":44},
|
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"frame": {"x":3,"y":899,"w":44,"h":44},
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"rotated": false,
|
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"trimmed": true,
|
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"spriteSourceSize": {"x":4,"y":4,"w":44,"h":44},
|
||||
@ -234,7 +234,7 @@
|
||||
},
|
||||
"sprites/belt/built/right_1.png":
|
||||
{
|
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"frame": {"x":147,"y":735,"w":44,"h":44},
|
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"frame": {"x":358,"y":710,"w":44,"h":44},
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"trimmed": true,
|
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"spriteSourceSize": {"x":4,"y":4,"w":44,"h":44},
|
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@ -242,7 +242,7 @@
|
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},
|
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"sprites/belt/built/right_2.png":
|
||||
{
|
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"frame": {"x":298,"y":699,"w":44,"h":44},
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"frame": {"x":99,"y":874,"w":44,"h":44},
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|
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@ -250,7 +250,7 @@
|
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},
|
||||
"sprites/belt/built/right_3.png":
|
||||
{
|
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"frame": {"x":246,"y":736,"w":44,"h":44},
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"frame": {"x":51,"y":915,"w":44,"h":44},
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|
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|
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@ -258,7 +258,7 @@
|
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},
|
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"sprites/belt/built/right_4.png":
|
||||
{
|
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"frame": {"x":195,"y":780,"w":44,"h":44},
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"frame": {"x":3,"y":947,"w":44,"h":44},
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|
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@ -266,7 +266,7 @@
|
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},
|
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"sprites/belt/built/right_5.png":
|
||||
{
|
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"frame": {"x":147,"y":783,"w":44,"h":44},
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"trimmed": true,
|
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"spriteSourceSize": {"x":4,"y":4,"w":44,"h":44},
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@ -274,7 +274,7 @@
|
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},
|
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"sprites/belt/built/right_6.png":
|
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{
|
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"frame": {"x":99,"y":814,"w":44,"h":44},
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@ -282,7 +282,7 @@
|
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},
|
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"sprites/belt/built/right_7.png":
|
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{
|
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"frame": {"x":51,"y":822,"w":44,"h":44},
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@ -290,7 +290,7 @@
|
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},
|
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"sprites/belt/built/right_8.png":
|
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{
|
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"frame": {"x":3,"y":859,"w":44,"h":44},
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@ -298,7 +298,7 @@
|
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},
|
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"sprites/belt/built/right_9.png":
|
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{
|
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|
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@ -306,7 +306,7 @@
|
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},
|
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"sprites/belt/built/right_10.png":
|
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{
|
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@ -314,7 +314,7 @@
|
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},
|
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"sprites/belt/built/right_11.png":
|
||||
{
|
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@ -322,7 +322,7 @@
|
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},
|
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"sprites/belt/built/right_12.png":
|
||||
{
|
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"frame": {"x":3,"y":811,"w":44,"h":44},
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|
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"spriteSourceSize": {"x":4,"y":4,"w":44,"h":44},
|
||||
@ -330,7 +330,7 @@
|
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},
|
||||
"sprites/belt/built/right_13.png":
|
||||
{
|
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|
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"spriteSourceSize": {"x":4,"y":4,"w":44,"h":44},
|
||||
@ -338,7 +338,7 @@
|
||||
},
|
||||
"sprites/blueprints/belt_left.png":
|
||||
{
|
||||
"frame": {"x":346,"y":714,"w":44,"h":44},
|
||||
"frame": {"x":147,"y":892,"w":44,"h":44},
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|
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"spriteSourceSize": {"x":0,"y":4,"w":44,"h":44},
|
||||
@ -346,7 +346,7 @@
|
||||
},
|
||||
"sprites/blueprints/belt_right.png":
|
||||
{
|
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|
||||
"frame": {"x":454,"y":717,"w":44,"h":44},
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|
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|
||||
@ -354,7 +354,7 @@
|
||||
},
|
||||
"sprites/blueprints/belt_top.png":
|
||||
{
|
||||
"frame": {"x":95,"y":914,"w":40,"h":48},
|
||||
"frame": {"x":318,"y":956,"w":40,"h":48},
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|
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|
||||
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|
||||
@ -386,7 +386,7 @@
|
||||
},
|
||||
"sprites/blueprints/display.png":
|
||||
{
|
||||
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|
||||
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|
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|
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@ -402,15 +402,15 @@
|
||||
},
|
||||
"sprites/blueprints/lever.png":
|
||||
{
|
||||
"frame": {"x":470,"y":257,"w":38,"h":40},
|
||||
"frame": {"x":470,"y":257,"w":38,"h":44},
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|
||||
"sourceSize": {"w":48,"h":48}
|
||||
},
|
||||
"sprites/blueprints/logic_gate-not.png":
|
||||
{
|
||||
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|
||||
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|
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|
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|
||||
@ -418,7 +418,7 @@
|
||||
},
|
||||
"sprites/blueprints/logic_gate-or.png":
|
||||
{
|
||||
"frame": {"x":55,"y":500,"w":48,"h":42},
|
||||
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|
||||
@ -442,7 +442,7 @@
|
||||
},
|
||||
"sprites/blueprints/logic_gate.png":
|
||||
{
|
||||
"frame": {"x":384,"y":566,"w":48,"h":45},
|
||||
"frame": {"x":311,"y":613,"w":48,"h":45},
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|
||||
@ -450,7 +450,7 @@
|
||||
},
|
||||
"sprites/blueprints/miner-chainable.png":
|
||||
{
|
||||
"frame": {"x":462,"y":345,"w":47,"h":48},
|
||||
"frame": {"x":462,"y":353,"w":47,"h":48},
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|
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"spriteSourceSize": {"x":1,"y":0,"w":47,"h":48},
|
||||
@ -458,7 +458,7 @@
|
||||
},
|
||||
"sprites/blueprints/miner.png":
|
||||
{
|
||||
"frame": {"x":211,"y":584,"w":47,"h":48},
|
||||
"frame": {"x":55,"y":626,"w":47,"h":48},
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|
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|
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"spriteSourceSize": {"x":1,"y":0,"w":47,"h":48},
|
||||
@ -522,7 +522,7 @@
|
||||
},
|
||||
"sprites/blueprints/rotater.png":
|
||||
{
|
||||
"frame": {"x":460,"y":397,"w":48,"h":48},
|
||||
"frame": {"x":460,"y":405,"w":48,"h":48},
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|
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"trimmed": false,
|
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@ -536,9 +536,25 @@
|
||||
"spriteSourceSize": {"x":0,"y":0,"w":48,"h":48},
|
||||
"sourceSize": {"w":48,"h":48}
|
||||
},
|
||||
"sprites/blueprints/splitter-compact-merge-inverse.png":
|
||||
{
|
||||
"frame": {"x":277,"y":390,"w":48,"h":48},
|
||||
"rotated": false,
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"sourceSize": {"w":48,"h":48}
|
||||
},
|
||||
"sprites/blueprints/splitter-compact-merge.png":
|
||||
{
|
||||
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||||
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{
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@ -570,7 +586,7 @@
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},
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"sprites/blueprints/trash.png":
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{
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@ -578,7 +594,7 @@
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},
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{
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@ -586,7 +602,7 @@
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},
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{
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@ -594,7 +610,7 @@
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},
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{
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@ -602,15 +618,55 @@
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},
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{
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"sprites/blueprints/virtual_processor.png":
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{
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@ -618,7 +674,7 @@
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},
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{
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@ -642,7 +698,7 @@
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},
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{
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@ -650,7 +706,7 @@
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},
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"sprites/blueprints/wire_tunnel.png":
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{
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@ -658,7 +714,7 @@
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},
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"sprites/buildings/belt_left.png":
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{
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@ -666,7 +722,7 @@
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},
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"sprites/buildings/belt_right.png":
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{
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"frame": {"x":3,"y":899,"w":44,"h":44},
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@ -674,7 +730,7 @@
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},
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"sprites/buildings/belt_top.png":
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{
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@ -682,7 +738,7 @@
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},
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"sprites/buildings/constant_signal.png":
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{
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@ -706,7 +762,7 @@
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},
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"sprites/buildings/display.png":
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{
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@ -730,15 +786,15 @@
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},
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"sprites/buildings/lever.png":
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{
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{
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@ -746,7 +802,7 @@
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},
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"sprites/buildings/logic_gate-or.png":
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{
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@ -762,7 +818,7 @@
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},
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"sprites/buildings/logic_gate-xor.png":
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{
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@ -770,7 +826,7 @@
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},
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"sprites/buildings/logic_gate.png":
|
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{
|
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@ -778,7 +834,7 @@
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},
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"sprites/buildings/miner-chainable.png":
|
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{
|
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"frame": {"x":262,"y":588,"w":47,"h":48},
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@ -786,7 +842,7 @@
|
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},
|
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"sprites/buildings/miner.png":
|
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{
|
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"frame": {"x":313,"y":599,"w":47,"h":48},
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@ -834,7 +890,7 @@
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},
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"sprites/buildings/rotater-ccw.png":
|
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{
|
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"frame": {"x":269,"y":494,"w":48,"h":48},
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@ -842,7 +898,7 @@
|
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},
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"sprites/buildings/rotater-fl.png":
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{
|
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@ -850,7 +906,7 @@
|
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},
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"sprites/buildings/rotater.png":
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{
|
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@ -858,15 +914,31 @@
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},
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"sprites/buildings/splitter-compact-inverse.png":
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{
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},
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{
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},
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{
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||||
},
|
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{
|
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|
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|
||||
@ -898,7 +970,7 @@
|
||||
},
|
||||
"sprites/buildings/trash.png":
|
||||
{
|
||||
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|
||||
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|
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|
||||
@ -906,7 +978,7 @@
|
||||
},
|
||||
"sprites/buildings/underground_belt_entry-tier2.png":
|
||||
{
|
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||||
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|
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|
||||
@ -914,7 +986,7 @@
|
||||
},
|
||||
"sprites/buildings/underground_belt_entry.png":
|
||||
{
|
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|
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|
||||
@ -922,7 +994,7 @@
|
||||
},
|
||||
"sprites/buildings/underground_belt_exit-tier2.png":
|
||||
{
|
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|
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|
||||
@ -930,15 +1002,55 @@
|
||||
},
|
||||
"sprites/buildings/underground_belt_exit.png":
|
||||
{
|
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|
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|
||||
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|
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|
||||
{
|
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|
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|
||||
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|
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"sprites/buildings/virtual_processor-rotater.png":
|
||||
{
|
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||||
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|
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"sprites/buildings/virtual_processor-shapecompare.png":
|
||||
{
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||||
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|
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"sprites/buildings/virtual_processor-unstacker.png":
|
||||
{
|
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|
||||
"sprites/buildings/virtual_processor.png":
|
||||
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|
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|
||||
"sprites/buildings/wire-cross.png":
|
||||
{
|
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||||
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|
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@ -946,7 +1058,7 @@
|
||||
},
|
||||
"sprites/buildings/wire-split.png":
|
||||
{
|
||||
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||||
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@ -962,7 +1074,7 @@
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{
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@ -970,7 +1082,7 @@
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@ -978,7 +1090,7 @@
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{
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{
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@ -1162,7 +1274,7 @@
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},
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{
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@ -1170,7 +1282,7 @@
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"sprites/wires/sets/color_forward.png":
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{
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@ -1178,7 +1290,7 @@
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{
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@ -1194,7 +1306,7 @@
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"sprites/wires/sets/conflict_cross.png":
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{
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@ -1202,7 +1314,7 @@
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},
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"sprites/wires/sets/conflict_forward.png":
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{
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@ -1210,7 +1322,7 @@
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"sprites/wires/sets/conflict_split.png":
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{
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@ -1226,7 +1338,7 @@
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"sprites/wires/sets/regular_cross.png":
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{
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@ -1234,7 +1346,7 @@
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"sprites/wires/sets/regular_forward.png":
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{
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@ -1242,7 +1354,7 @@
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{
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@ -1258,7 +1370,7 @@
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},
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"sprites/wires/sets/shape_cross.png":
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{
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@ -1266,7 +1378,7 @@
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{
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@ -1274,7 +1386,7 @@
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{
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@ -1303,6 +1415,6 @@
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@ -2,7 +2,7 @@
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"sprites/belt/built/forward_0.png":
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{
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@ -18,7 +18,7 @@
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"sprites/belt/built/forward_2.png":
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{
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@ -26,7 +26,7 @@
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"sprites/belt/built/forward_3.png":
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{
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@ -34,7 +34,7 @@
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@ -42,7 +42,7 @@
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@ -50,7 +50,7 @@
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@ -58,7 +58,7 @@
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@ -66,7 +66,7 @@
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@ -74,7 +74,7 @@
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@ -82,7 +82,7 @@
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@ -90,7 +90,7 @@
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@ -98,7 +98,7 @@
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{
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@ -106,7 +106,7 @@
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@ -114,7 +114,7 @@
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@ -122,7 +122,7 @@
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@ -130,7 +130,7 @@
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@ -138,7 +138,7 @@
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@ -146,7 +146,7 @@
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@ -154,7 +154,7 @@
|
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@ -162,7 +162,7 @@
|
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@ -170,7 +170,7 @@
|
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@ -178,7 +178,7 @@
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"sprites/belt/built/left_8.png":
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@ -186,7 +186,7 @@
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@ -194,7 +194,7 @@
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@ -202,7 +202,7 @@
|
||||
},
|
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"sprites/belt/built/left_11.png":
|
||||
{
|
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"frame": {"x":583,"y":1126,"w":87,"h":87},
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"spriteSourceSize": {"x":0,"y":9,"w":87,"h":87},
|
||||
@ -210,7 +210,7 @@
|
||||
},
|
||||
"sprites/belt/built/left_12.png":
|
||||
{
|
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"frame": {"x":486,"y":1155,"w":87,"h":87},
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"spriteSourceSize": {"x":0,"y":9,"w":87,"h":87},
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@ -218,7 +218,7 @@
|
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},
|
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"sprites/belt/built/left_13.png":
|
||||
{
|
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"frame": {"x":387,"y":1180,"w":87,"h":87},
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"frame": {"x":3,"y":1464,"w":87,"h":87},
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"spriteSourceSize": {"x":0,"y":9,"w":87,"h":87},
|
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@ -226,7 +226,7 @@
|
||||
},
|
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"sprites/belt/built/right_0.png":
|
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{
|
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|
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@ -234,7 +234,7 @@
|
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},
|
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"sprites/belt/built/right_1.png":
|
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{
|
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"frame": {"x":185,"y":1317,"w":87,"h":87},
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@ -242,7 +242,7 @@
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},
|
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"sprites/belt/built/right_2.png":
|
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{
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@ -250,7 +250,7 @@
|
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},
|
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"sprites/belt/built/right_3.png":
|
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{
|
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@ -258,7 +258,7 @@
|
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},
|
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"sprites/belt/built/right_4.png":
|
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{
|
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@ -266,7 +266,7 @@
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},
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"sprites/belt/built/right_5.png":
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{
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@ -274,7 +274,7 @@
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},
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"sprites/belt/built/right_6.png":
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{
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@ -282,7 +282,7 @@
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},
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"sprites/belt/built/right_7.png":
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{
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@ -290,7 +290,7 @@
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},
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"sprites/belt/built/right_8.png":
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{
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@ -298,7 +298,7 @@
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},
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"sprites/belt/built/right_9.png":
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{
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@ -306,7 +306,7 @@
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},
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"sprites/belt/built/right_10.png":
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{
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@ -314,7 +314,7 @@
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},
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"sprites/belt/built/right_11.png":
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{
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@ -322,7 +322,7 @@
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},
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"sprites/belt/built/right_12.png":
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{
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@ -330,7 +330,7 @@
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},
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"sprites/belt/built/right_13.png":
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{
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@ -338,7 +338,7 @@
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},
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"sprites/blueprints/belt_left.png":
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{
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@ -346,7 +346,7 @@
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},
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"sprites/blueprints/belt_right.png":
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{
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@ -354,7 +354,7 @@
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},
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"sprites/blueprints/belt_top.png":
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{
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@ -386,7 +386,7 @@
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},
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"sprites/blueprints/display.png":
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{
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@ -402,15 +402,15 @@
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},
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"sprites/blueprints/lever.png":
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{
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},
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"sprites/blueprints/logic_gate-not.png":
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{
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@ -418,7 +418,7 @@
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},
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"sprites/blueprints/logic_gate-or.png":
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{
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@ -442,7 +442,7 @@
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},
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"sprites/blueprints/logic_gate.png":
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{
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@ -450,7 +450,7 @@
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},
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"sprites/blueprints/miner-chainable.png":
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{
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@ -458,7 +458,7 @@
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},
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"sprites/blueprints/miner.png":
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{
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@ -514,7 +514,7 @@
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},
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"sprites/blueprints/rotater-fl.png":
|
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{
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@ -530,15 +530,31 @@
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},
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"sprites/blueprints/splitter-compact-inverse.png":
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{
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{
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},
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"sprites/blueprints/splitter-compact-merge.png":
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{
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},
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"sprites/blueprints/splitter-compact.png":
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{
|
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|
||||
@ -578,7 +594,7 @@
|
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},
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||||
"sprites/blueprints/underground_belt_entry-tier2.png":
|
||||
{
|
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|
||||
@ -586,7 +602,7 @@
|
||||
},
|
||||
"sprites/blueprints/underground_belt_entry.png":
|
||||
{
|
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|
||||
@ -594,7 +610,7 @@
|
||||
},
|
||||
"sprites/blueprints/underground_belt_exit-tier2.png":
|
||||
{
|
||||
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|
||||
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|
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@ -602,13 +618,13 @@
|
||||
},
|
||||
"sprites/blueprints/underground_belt_exit.png":
|
||||
{
|
||||
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|
||||
},
|
||||
"sprites/blueprints/wire-cross.png":
|
||||
"sprites/blueprints/virtual_processor-analyzer.png":
|
||||
{
|
||||
"frame": {"x":521,"y":799,"w":96,"h":96},
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"rotated": false,
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@ -616,9 +632,49 @@
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"sourceSize": {"w":96,"h":96}
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},
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"sprites/blueprints/virtual_processor-rotater.png":
|
||||
{
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||||
},
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||||
"sprites/blueprints/virtual_processor-shapecompare.png":
|
||||
{
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||||
},
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||||
"sprites/blueprints/virtual_processor-unstacker.png":
|
||||
{
|
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|
||||
},
|
||||
"sprites/blueprints/virtual_processor.png":
|
||||
{
|
||||
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||||
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|
||||
},
|
||||
"sprites/blueprints/wire-cross.png":
|
||||
{
|
||||
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||||
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||||
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|
||||
},
|
||||
"sprites/blueprints/wire-split.png":
|
||||
{
|
||||
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|
||||
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|
||||
@ -650,7 +706,7 @@
|
||||
},
|
||||
"sprites/blueprints/wire_tunnel.png":
|
||||
{
|
||||
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|
||||
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@ -658,7 +714,7 @@
|
||||
},
|
||||
"sprites/buildings/belt_left.png":
|
||||
{
|
||||
"frame": {"x":196,"y":1135,"w":87,"h":87},
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@ -666,7 +722,7 @@
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@ -674,7 +730,7 @@
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@ -706,7 +762,7 @@
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@ -730,10 +786,10 @@
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@ -746,7 +802,7 @@
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@ -770,7 +826,7 @@
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@ -778,7 +834,7 @@
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@ -786,7 +842,7 @@
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@ -834,7 +890,7 @@
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@ -842,7 +898,7 @@
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"sprites/buildings/rotater-fl.png":
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{
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@ -850,7 +906,7 @@
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"sprites/buildings/rotater.png":
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{
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@ -858,15 +914,31 @@
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"sprites/buildings/splitter-compact.png":
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{
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@ -898,7 +970,7 @@
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{
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@ -906,7 +978,7 @@
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{
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@ -914,7 +986,7 @@
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@ -930,15 +1002,55 @@
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{
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},
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"sprites/buildings/virtual_processor.png":
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{
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},
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"sprites/buildings/wire-cross.png":
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{
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"frame": {"x":339,"y":803,"w":96,"h":96},
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@ -946,7 +1058,7 @@
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},
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"sprites/buildings/wire-split.png":
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{
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@ -978,7 +1090,7 @@
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},
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"sprites/buildings/wire_tunnel.png":
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{
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@ -1114,10 +1226,10 @@
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},
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"sprites/wires/lever_on.png":
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||||
{
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"frame": {"x":948,"y":654,"w":73,"h":76},
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"frame": {"x":948,"y":663,"w":73,"h":85},
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"sourceSize": {"w":96,"h":96}
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},
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"sprites/wires/logical_acceptor.png":
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@ -1162,7 +1274,7 @@
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||||
},
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"sprites/wires/sets/color_cross.png":
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{
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@ -1178,7 +1290,7 @@
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{
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@ -1194,7 +1306,7 @@
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{
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@ -1210,7 +1322,7 @@
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{
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@ -1226,7 +1338,7 @@
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"sprites/wires/sets/regular_cross.png":
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||||
{
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@ -1242,7 +1354,7 @@
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{
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@ -1258,7 +1370,7 @@
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},
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{
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@ -1303,6 +1415,6 @@
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"smartupdate": "$TexturePacker:SmartUpdate:876f0711b44fa7bbab8d2539e9651766:ff01f850e086ef31c114b036c3a32e6d:908b89f5ca8ff73e331a35a3b14d0604$"
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Before Width: | Height: | Size: 567 KiB After Width: | Height: | Size: 636 KiB |
@ -277,6 +277,12 @@
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||||
<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>
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||||
<key type="filename">sprites/blueprints/virtual_processor-analyzer.png</key>
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||||
<key type="filename">sprites/blueprints/virtual_processor-rotater.png</key>
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<key type="filename">sprites/blueprints/virtual_processor-shapecompare.png</key>
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<key type="filename">sprites/blueprints/virtual_processor-unstacker.png</key>
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<key type="filename">sprites/blueprints/virtual_processor.png</key>
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<key type="filename">sprites/blueprints/wire_tunnel-coating.png</key>
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<key type="filename">sprites/buildings/display.png</key>
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@ -295,6 +301,12 @@
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||||
<key type="filename">sprites/buildings/underground_belt_entry.png</key>
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<key type="filename">sprites/buildings/underground_belt_exit-tier2.png</key>
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<key type="filename">sprites/buildings/underground_belt_exit.png</key>
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<key type="filename">sprites/buildings/virtual_processor-analyzer.png</key>
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<key type="filename">sprites/buildings/virtual_processor-shapecompare.png</key>
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<key type="filename">sprites/buildings/virtual_processor-unstacker.png</key>
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<key type="filename">sprites/buildings/virtual_processor.png</key>
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<key type="filename">sprites/buildings/wire_tunnel.png</key>
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<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>
|
||||
|
Before Width: | Height: | Size: 9.1 KiB After Width: | Height: | Size: 10 KiB |
BIN
res_raw/sprites/blueprints/splitter-compact-merge-inverse.png
Normal file
After Width: | Height: | Size: 16 KiB |
BIN
res_raw/sprites/blueprints/splitter-compact-merge.png
Normal file
After Width: | Height: | Size: 16 KiB |
Before Width: | Height: | Size: 43 KiB After Width: | Height: | Size: 44 KiB |
BIN
res_raw/sprites/blueprints/virtual_processor-analyzer.png
Normal file
After Width: | Height: | Size: 12 KiB |
BIN
res_raw/sprites/blueprints/virtual_processor-rotater.png
Normal file
After Width: | Height: | Size: 11 KiB |
BIN
res_raw/sprites/blueprints/virtual_processor-shapecompare.png
Normal file
After Width: | Height: | Size: 8.3 KiB |
BIN
res_raw/sprites/blueprints/virtual_processor-unstacker.png
Normal file
After Width: | Height: | Size: 11 KiB |
BIN
res_raw/sprites/blueprints/virtual_processor.png
Normal file
After Width: | Height: | Size: 13 KiB |
Before Width: | Height: | Size: 8.1 KiB After Width: | Height: | Size: 9.1 KiB |
BIN
res_raw/sprites/buildings/splitter-compact-merge-inverse.png
Normal file
After Width: | Height: | Size: 12 KiB |
BIN
res_raw/sprites/buildings/splitter-compact-merge.png
Normal file
After Width: | Height: | Size: 12 KiB |
Before Width: | Height: | Size: 24 KiB After Width: | Height: | Size: 28 KiB |
BIN
res_raw/sprites/buildings/virtual_processor-analyzer.png
Normal file
After Width: | Height: | Size: 9.5 KiB |
BIN
res_raw/sprites/buildings/virtual_processor-rotater.png
Normal file
After Width: | Height: | Size: 9.3 KiB |
BIN
res_raw/sprites/buildings/virtual_processor-shapecompare.png
Normal file
After Width: | Height: | Size: 7.6 KiB |
BIN
res_raw/sprites/buildings/virtual_processor-unstacker.png
Normal file
After Width: | Height: | Size: 8.8 KiB |
BIN
res_raw/sprites/buildings/virtual_processor.png
Normal file
After Width: | Height: | Size: 10 KiB |
Before Width: | Height: | Size: 8.6 KiB After Width: | Height: | Size: 9.5 KiB |
@ -664,7 +664,7 @@ iframe {
|
||||
user-select: all;
|
||||
}
|
||||
|
||||
// Steam overlay fiy
|
||||
// Steam overlay fix
|
||||
#steamOverlayCanvasFix {
|
||||
position: fixed;
|
||||
top: 0px;
|
||||
|
@ -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"] {
|
||||
|
@ -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;
|
||||
}
|
||||
}
|
||||
|
@ -103,7 +103,7 @@ $zindex: 100;
|
||||
}
|
||||
|
||||
body.uiHidden {
|
||||
#ingame_HUD_buildings_toolbar,
|
||||
.ingame_buildingsToolbar,
|
||||
#ingame_HUD_PlacementHints,
|
||||
#ingame_HUD_GameMenu,
|
||||
#ingame_HUD_PinnedShapes,
|
||||
|
@ -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);
|
||||
|
@ -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)",
|
||||
|
@ -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;
|
||||
|
@ -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() {
|
||||
|
@ -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);
|
||||
}
|
||||
}
|
||||
|
||||
|
@ -23,10 +23,6 @@ export class MetaLeverBuilding extends MetaBuilding {
|
||||
return true;
|
||||
}
|
||||
|
||||
getIsRotateable() {
|
||||
return false;
|
||||
}
|
||||
|
||||
getDimensions() {
|
||||
return new Vector(1, 1);
|
||||
}
|
||||
|
@ -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);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
151
src/js/game/buildings/virtual_processor.js
Normal 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({}));
|
||||
}
|
||||
}
|
@ -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 {
|
||||
|
@ -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;
|
||||
|
@ -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();
|
||||
|
@ -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(
|
||||
|
@ -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 = [];
|
||||
|
@ -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();
|
||||
|
||||
|
@ -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;
|
||||
}
|
||||
}
|
||||
|
@ -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 {
|
||||
|
@ -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: {
|
||||
|
@ -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);
|
||||
|
@ -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);
|
||||
}
|
||||
|
||||
/**
|
||||
|
@ -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(
|
||||
|
@ -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;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
@ -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();
|
||||
|
||||
|
@ -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);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
@ -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;
|
||||
}
|
||||
}
|
||||
|
@ -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",
|
||||
|
||||
|
@ -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();
|
||||
}
|
||||
}
|
||||
|
@ -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();
|
||||
}
|
||||
|
||||
|
@ -27,6 +27,7 @@
|
||||
* version: number,
|
||||
* internalId: string,
|
||||
* level: number
|
||||
* name: string|null
|
||||
* }} SavegameMetadata
|
||||
*
|
||||
* @typedef {{
|
||||
|
@ -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);
|
||||
});
|
||||
}
|
||||
|
||||
|
@ -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
|
||||
<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="${
|
||||
|
@ -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 d’informació 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.
|
||||
|
@ -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
|
||||
|
@ -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
|
||||
|
@ -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: >-
|
||||
|
@ -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
|
||||
|
@ -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!
|
||||
|