Proper belt underlays for splitters

pull/670/head
tobspr 4 years ago
parent 16902bed8d
commit b8f27aec44

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} }
} }

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@ -1,360 +1,393 @@
import { DrawParameters } from "./draw_parameters"; import { DrawParameters } from "./draw_parameters";
import { Rectangle } from "./rectangle"; import { Rectangle } from "./rectangle";
import { round3Digits } from "./utils"; import { round3Digits } from "./utils";
const floorSpriteCoordinates = false; export const ORIGINAL_SPRITE_SCALE = "0.75";
export const FULL_CLIP_RECT = new Rectangle(0, 0, 1, 1);
export const ORIGINAL_SPRITE_SCALE = "0.75";
export class BaseSprite {
export class BaseSprite { /**
/** * Returns the raw handle
* Returns the raw handle * @returns {HTMLImageElement|HTMLCanvasElement}
* @returns {HTMLImageElement|HTMLCanvasElement} */
*/ getRawTexture() {
getRawTexture() { abstract;
abstract; return null;
return null; }
}
/**
/** * Draws the sprite
* Draws the sprite * @param {CanvasRenderingContext2D} context
* @param {CanvasRenderingContext2D} context * @param {number} x
* @param {number} x * @param {number} y
* @param {number} y * @param {number} w
* @param {number} w * @param {number} h
* @param {number} h */
*/ draw(context, x, y, w, h) {
draw(context, x, y, w, h) { // eslint-disable-line no-unused-vars
// eslint-disable-line no-unused-vars abstract;
abstract; }
} }
}
/**
/** * Position of a sprite within an atlas
* Position of a sprite within an atlas */
*/ export class SpriteAtlasLink {
export class SpriteAtlasLink { /**
/** *
* * @param {object} param0
* @param {object} param0 * @param {number} param0.packedX
* @param {number} param0.packedX * @param {number} param0.packedY
* @param {number} param0.packedY * @param {number} param0.packOffsetX
* @param {number} param0.packOffsetX * @param {number} param0.packOffsetY
* @param {number} param0.packOffsetY * @param {number} param0.packedW
* @param {number} param0.packedW * @param {number} param0.packedH
* @param {number} param0.packedH * @param {number} param0.w
* @param {number} param0.w * @param {number} param0.h
* @param {number} param0.h * @param {HTMLImageElement|HTMLCanvasElement} param0.atlas
* @param {HTMLImageElement|HTMLCanvasElement} param0.atlas */
*/ constructor({ w, h, packedX, packedY, packOffsetX, packOffsetY, packedW, packedH, atlas }) {
constructor({ w, h, packedX, packedY, packOffsetX, packOffsetY, packedW, packedH, atlas }) { this.packedX = packedX;
this.packedX = packedX; this.packedY = packedY;
this.packedY = packedY; this.packedW = packedW;
this.packedW = packedW; this.packedH = packedH;
this.packedH = packedH; this.packOffsetX = packOffsetX;
this.packOffsetX = packOffsetX; this.packOffsetY = packOffsetY;
this.packOffsetY = packOffsetY; this.atlas = atlas;
this.atlas = atlas; this.w = w;
this.w = w; this.h = h;
this.h = h; }
} }
}
export class AtlasSprite extends BaseSprite {
export class AtlasSprite extends BaseSprite { /**
/** *
* * @param {string} spriteName
* @param {string} spriteName */
*/ constructor(spriteName = "sprite") {
constructor(spriteName = "sprite") { super();
super(); /** @type {Object.<string, SpriteAtlasLink>} */
/** @type {Object.<string, SpriteAtlasLink>} */ this.linksByResolution = {};
this.linksByResolution = {}; this.spriteName = spriteName;
this.spriteName = spriteName; }
}
getRawTexture() {
getRawTexture() { return this.linksByResolution[ORIGINAL_SPRITE_SCALE].atlas;
return this.linksByResolution[ORIGINAL_SPRITE_SCALE].atlas; }
}
/**
/** * Draws the sprite onto a regular context using no contexts
* Draws the sprite onto a regular context using no contexts * @see {BaseSprite.draw}
* @see {BaseSprite.draw} */
*/ draw(context, x, y, w, h) {
draw(context, x, y, w, h) { if (G_IS_DEV) {
if (G_IS_DEV) { assert(context instanceof CanvasRenderingContext2D, "Not a valid context");
assert(context instanceof CanvasRenderingContext2D, "Not a valid context"); }
}
const link = this.linksByResolution[ORIGINAL_SPRITE_SCALE];
const link = this.linksByResolution[ORIGINAL_SPRITE_SCALE];
assert(
assert( link,
link, "Link not known: " +
"Link not known: " + ORIGINAL_SPRITE_SCALE +
ORIGINAL_SPRITE_SCALE + " (having " +
" (having " + Object.keys(this.linksByResolution) +
Object.keys(this.linksByResolution) + ")"
")" );
);
const width = w || link.w;
const width = w || link.w; const height = h || link.h;
const height = h || link.h;
const scaleW = width / link.w;
const scaleW = width / link.w; const scaleH = height / link.h;
const scaleH = height / link.h;
context.drawImage(
context.drawImage( link.atlas,
link.atlas,
link.packedX,
link.packedX, link.packedY,
link.packedY, link.packedW,
link.packedW, link.packedH,
link.packedH,
x + link.packOffsetX * scaleW,
x + link.packOffsetX * scaleW, y + link.packOffsetY * scaleH,
y + link.packOffsetY * scaleH, link.packedW * scaleW,
link.packedW * scaleW, link.packedH * scaleH
link.packedH * scaleH );
); }
}
/**
/** *
* * @param {DrawParameters} parameters
* @param {DrawParameters} parameters * @param {number} x
* @param {number} x * @param {number} y
* @param {number} y * @param {number} size
* @param {number} size * @param {boolean=} clipping
* @param {boolean=} clipping */
*/ drawCachedCentered(parameters, x, y, size, clipping = true) {
drawCachedCentered(parameters, x, y, size, clipping = true) { this.drawCached(parameters, x - size / 2, y - size / 2, size, size, clipping);
this.drawCached(parameters, x - size / 2, y - size / 2, size, size, clipping); }
}
/**
/** *
* * @param {CanvasRenderingContext2D} context
* @param {CanvasRenderingContext2D} context * @param {number} x
* @param {number} x * @param {number} y
* @param {number} y * @param {number} size
* @param {number} size */
*/ drawCentered(context, x, y, size) {
drawCentered(context, x, y, size) { this.draw(context, x - size / 2, y - size / 2, size, size);
this.draw(context, x - size / 2, y - size / 2, size, size); }
}
/**
/** * Draws the sprite
* Draws the sprite * @param {DrawParameters} parameters
* @param {DrawParameters} parameters * @param {number} x
* @param {number} x * @param {number} y
* @param {number} y * @param {number} w
* @param {number} w * @param {number} h
* @param {number} h * @param {boolean=} clipping Whether to perform culling
* @param {boolean=} clipping Whether to perform culling */
*/ drawCached(parameters, x, y, w = null, h = null, clipping = true) {
drawCached(parameters, x, y, w = null, h = null, clipping = true) { if (G_IS_DEV) {
if (G_IS_DEV) { assert(parameters instanceof DrawParameters, "Not a valid context");
assert(parameters instanceof DrawParameters, "Not a valid context"); assert(!!w && w > 0, "Not a valid width:" + w);
assert(!!w && w > 0, "Not a valid width:" + w); assert(!!h && h > 0, "Not a valid height:" + h);
assert(!!h && h > 0, "Not a valid height:" + h); }
}
const visibleRect = parameters.visibleRect;
const visibleRect = parameters.visibleRect;
const scale = parameters.desiredAtlasScale;
const scale = parameters.desiredAtlasScale; const link = this.linksByResolution[scale];
const link = this.linksByResolution[scale];
if (!link) {
if (!link) { assert(false, `Link not known: ${scale} (having ${Object.keys(this.linksByResolution)})`);
assert(false, `Link not known: ${scale} (having ${Object.keys(this.linksByResolution)})`); }
}
const scaleW = w / link.w;
const scaleW = w / link.w; const scaleH = h / link.h;
const scaleH = h / link.h;
let destX = x + link.packOffsetX * scaleW;
let destX = x + link.packOffsetX * scaleW; let destY = y + link.packOffsetY * scaleH;
let destY = y + link.packOffsetY * scaleH; let destW = link.packedW * scaleW;
let destW = link.packedW * scaleW; let destH = link.packedH * scaleH;
let destH = link.packedH * scaleH;
let srcX = link.packedX;
let srcX = link.packedX; let srcY = link.packedY;
let srcY = link.packedY; let srcW = link.packedW;
let srcW = link.packedW; let srcH = link.packedH;
let srcH = link.packedH;
let intersection = null;
let intersection = null;
if (clipping) {
if (clipping) { const rect = new Rectangle(destX, destY, destW, destH);
const rect = new Rectangle(destX, destY, destW, destH); intersection = rect.getIntersection(visibleRect);
intersection = rect.getIntersection(visibleRect); if (!intersection) {
if (!intersection) { return;
return; }
}
srcX += (intersection.x - destX) / scaleW;
srcX += (intersection.x - destX) / scaleW; srcY += (intersection.y - destY) / scaleH;
srcY += (intersection.y - destY) / scaleH;
srcW *= intersection.w / destW;
srcW *= intersection.w / destW; srcH *= intersection.h / destH;
srcH *= intersection.h / destH;
destX = intersection.x;
destX = intersection.x; destY = intersection.y;
destY = intersection.y;
destW = intersection.w;
destW = intersection.w; destH = intersection.h;
destH = intersection.h; }
}
parameters.context.drawImage(
if (floorSpriteCoordinates) { link.atlas,
parameters.context.drawImage(
link.atlas, // atlas src pos
srcX,
// atlas src pos srcY,
Math.floor(srcX),
Math.floor(srcY), // atlas src siize
srcW,
// atlas src size srcH,
Math.floor(srcW),
Math.floor(srcH), // dest pos and size
destX,
// dest pos destY,
Math.floor(destX), destW,
Math.floor(destY), destH
);
// dest size }
Math.floor(destW),
Math.floor(destH) /**
); * Draws a subset of the sprite. Does NO culling
} else { * @param {DrawParameters} parameters
parameters.context.drawImage( * @param {number} x
link.atlas, * @param {number} y
* @param {number} w
// atlas src pos * @param {number} h
srcX, * @param {Rectangle=} clipRect The rectangle in local space (0 ... 1) to draw of the image
srcY, */
drawCachedWithClipRect(parameters, x, y, w = null, h = null, clipRect = FULL_CLIP_RECT) {
// atlas src siize if (G_IS_DEV) {
srcW, assert(parameters instanceof DrawParameters, "Not a valid context");
srcH, assert(!!w && w > 0, "Not a valid width:" + w);
assert(!!h && h > 0, "Not a valid height:" + h);
// dest pos and size assert(clipRect, "No clip rect given!");
destX, }
destY,
destW, const scale = parameters.desiredAtlasScale;
destH const link = this.linksByResolution[scale];
);
} if (!link) {
} assert(false, `Link not known: ${scale} (having ${Object.keys(this.linksByResolution)})`);
}
/**
* Renders into an html element const scaleW = w / link.w;
* @param {HTMLElement} element const scaleH = h / link.h;
* @param {number} w
* @param {number} h let destX = x + link.packOffsetX * scaleW + clipRect.x * w;
*/ let destY = y + link.packOffsetY * scaleH + clipRect.y * h;
renderToHTMLElement(element, w = 1, h = 1) { let destW = link.packedW * scaleW * clipRect.w;
element.style.position = "relative"; let destH = link.packedH * scaleH * clipRect.h;
element.innerHTML = this.getAsHTML(w, h);
} let srcX = link.packedX + clipRect.x * link.packedW;
let srcY = link.packedY + clipRect.y * link.packedH;
/** let srcW = link.packedW * clipRect.w;
* Returns the html to render as icon let srcH = link.packedH * clipRect.h;
* @param {number} w
* @param {number} h parameters.context.drawImage(
*/ link.atlas,
getAsHTML(w, h) {
const link = this.linksByResolution["0.5"]; // atlas src pos
srcX,
// Find out how much we have to scale it so that it fits srcY,
const scaleX = w / link.w;
const scaleY = h / link.h; // atlas src siize
srcW,
// Find out how big the scaled atlas is srcH,
const atlasW = link.atlas.width * scaleX;
const atlasH = link.atlas.height * scaleY; // dest pos and size
destX,
// @ts-ignore destY,
const srcSafe = link.atlas.src.replaceAll("\\", "/"); destW,
destH
// Find out how big we render the sprite );
const widthAbsolute = scaleX * link.packedW; }
const heightAbsolute = scaleY * link.packedH;
/**
// Compute the position in the relative container * Renders into an html element
const leftRelative = (link.packOffsetX * scaleX) / w; * @param {HTMLElement} element
const topRelative = (link.packOffsetY * scaleY) / h; * @param {number} w
const widthRelative = widthAbsolute / w; * @param {number} h
const heightRelative = heightAbsolute / h; */
renderToHTMLElement(element, w = 1, h = 1) {
// Scale the atlas relative to the width and height of the element element.style.position = "relative";
const bgW = atlasW / widthAbsolute; element.innerHTML = this.getAsHTML(w, h);
const bgH = atlasH / heightAbsolute; }
// Figure out what the position of the atlas is /**
const bgX = link.packedX * scaleX; * Returns the html to render as icon
const bgY = link.packedY * scaleY; * @param {number} w
* @param {number} h
// Fuck you, whoever thought its a good idea to make background-position work like it does now */
const bgXRelative = -bgX / (widthAbsolute - atlasW); getAsHTML(w, h) {
const bgYRelative = -bgY / (heightAbsolute - atlasH); const link = this.linksByResolution["0.5"];
return ` // Find out how much we have to scale it so that it fits
<span class="spritesheetImage" style=" const scaleX = w / link.w;
background-image: url('${srcSafe}'); const scaleY = h / link.h;
left: ${round3Digits(leftRelative * 100.0)}%;
top: ${round3Digits(topRelative * 100.0)}%; // Find out how big the scaled atlas is
width: ${round3Digits(widthRelative * 100.0)}%; const atlasW = link.atlas.width * scaleX;
height: ${round3Digits(heightRelative * 100.0)}%; const atlasH = link.atlas.height * scaleY;
background-repeat: repeat;
background-position: ${round3Digits(bgXRelative * 100.0)}% ${round3Digits( // @ts-ignore
bgYRelative * 100.0 const srcSafe = link.atlas.src.replaceAll("\\", "/");
)}%;
background-size: ${round3Digits(bgW * 100.0)}% ${round3Digits(bgH * 100.0)}%; // Find out how big we render the sprite
"></span> const widthAbsolute = scaleX * link.packedW;
`; const heightAbsolute = scaleY * link.packedH;
}
} // Compute the position in the relative container
const leftRelative = (link.packOffsetX * scaleX) / w;
export class RegularSprite extends BaseSprite { const topRelative = (link.packOffsetY * scaleY) / h;
constructor(sprite, w, h) { const widthRelative = widthAbsolute / w;
super(); const heightRelative = heightAbsolute / h;
this.w = w;
this.h = h; // Scale the atlas relative to the width and height of the element
this.sprite = sprite; const bgW = atlasW / widthAbsolute;
} const bgH = atlasH / heightAbsolute;
getRawTexture() { // Figure out what the position of the atlas is
return this.sprite; const bgX = link.packedX * scaleX;
} const bgY = link.packedY * scaleY;
/** // Fuck you, whoever thought its a good idea to make background-position work like it does now
* Draws the sprite, do *not* use this for sprites which are rendered! Only for drawing const bgXRelative = -bgX / (widthAbsolute - atlasW);
* images into buffers const bgYRelative = -bgY / (heightAbsolute - atlasH);
* @param {CanvasRenderingContext2D} context
* @param {number} x return `
* @param {number} y <span class="spritesheetImage" style="
* @param {number} w background-image: url('${srcSafe}');
* @param {number} h left: ${round3Digits(leftRelative * 100.0)}%;
*/ top: ${round3Digits(topRelative * 100.0)}%;
draw(context, x, y, w, h) { width: ${round3Digits(widthRelative * 100.0)}%;
assert(context, "No context given"); height: ${round3Digits(heightRelative * 100.0)}%;
assert(x !== undefined, "No x given"); background-repeat: repeat;
assert(y !== undefined, "No y given"); background-position: ${round3Digits(bgXRelative * 100.0)}% ${round3Digits(
assert(w !== undefined, "No width given"); bgYRelative * 100.0
assert(h !== undefined, "No height given"); )}%;
context.drawImage(this.sprite, x, y, w, h); background-size: ${round3Digits(bgW * 100.0)}% ${round3Digits(bgH * 100.0)}%;
} "></span>
`;
/** }
* Draws the sprite, do *not* use this for sprites which are rendered! Only for drawing }
* images into buffers
* @param {CanvasRenderingContext2D} context export class RegularSprite extends BaseSprite {
* @param {number} x constructor(sprite, w, h) {
* @param {number} y super();
* @param {number} w this.w = w;
* @param {number} h this.h = h;
*/ this.sprite = sprite;
drawCentered(context, x, y, w, h) { }
assert(context, "No context given");
assert(x !== undefined, "No x given"); getRawTexture() {
assert(y !== undefined, "No y given"); return this.sprite;
assert(w !== undefined, "No width given"); }
assert(h !== undefined, "No height given");
context.drawImage(this.sprite, x - w / 2, y - h / 2, w, h); /**
} * Draws the sprite, do *not* use this for sprites which are rendered! Only for drawing
} * images into buffers
* @param {CanvasRenderingContext2D} context
* @param {number} x
* @param {number} y
* @param {number} w
* @param {number} h
*/
draw(context, x, y, w, h) {
assert(context, "No context given");
assert(x !== undefined, "No x given");
assert(y !== undefined, "No y given");
assert(w !== undefined, "No width given");
assert(h !== undefined, "No height given");
context.drawImage(this.sprite, x, y, w, h);
}
/**
* Draws the sprite, do *not* use this for sprites which are rendered! Only for drawing
* images into buffers
* @param {CanvasRenderingContext2D} context
* @param {number} x
* @param {number} y
* @param {number} w
* @param {number} h
*/
drawCentered(context, x, y, w, h) {
assert(context, "No context given");
assert(x !== undefined, "No x given");
assert(y !== undefined, "No y given");
assert(w !== undefined, "No width given");
assert(h !== undefined, "No height given");
context.drawImage(this.sprite, x - w / 2, y - h / 2, w, h);
}
}

@ -1,50 +1,86 @@
import { createLogger } from "./logging"; import { Component } from "../game/component";
import { Rectangle } from "./rectangle"; import { Entity } from "../game/entity";
import { globalConfig } from "./config"; import { globalConfig } from "./config";
import { createLogger } from "./logging";
const logger = createLogger("stale_areas"); import { Rectangle } from "./rectangle";
export class StaleAreaDetector { const logger = createLogger("stale_areas");
/**
* export class StaleAreaDetector {
* @param {object} param0 /**
* @param {import("../game/root").GameRoot} param0.root *
* @param {string} param0.name The name for reference * @param {object} param0
* @param {(Rectangle) => void} param0.recomputeMethod Method which recomputes the given area * @param {import("../game/root").GameRoot} param0.root
*/ * @param {string} param0.name The name for reference
constructor({ root, name, recomputeMethod }) { * @param {(Rectangle) => void} param0.recomputeMethod Method which recomputes the given area
this.root = root; */
this.name = name; constructor({ root, name, recomputeMethod }) {
this.recomputeMethod = recomputeMethod; this.root = root;
this.name = name;
/** @type {Rectangle} */ this.recomputeMethod = recomputeMethod;
this.staleArea = null;
} /** @type {Rectangle} */
this.staleArea = null;
/** }
* Invalidates the given area
* @param {Rectangle} area /**
*/ * Invalidates the given area
invalidate(area) { * @param {Rectangle} area
// logger.log(this.name, "invalidated", area.toString()); */
if (this.staleArea) { invalidate(area) {
this.staleArea = this.staleArea.getUnion(area); // logger.log(this.name, "invalidated", area.toString());
} else { if (this.staleArea) {
this.staleArea = area.clone(); this.staleArea = this.staleArea.getUnion(area);
} } else {
} this.staleArea = area.clone();
}
/** }
* Updates the stale area
*/ /**
update() { * Makes this detector recompute the area of an entity whenever
if (this.staleArea) { * it changes in any way
logger.log(this.name, "is recomputing", this.staleArea.toString()); * @param {Array<typeof Component>} components
if (G_IS_DEV && globalConfig.debug.renderChanges) { * @param {number} tilesAround
this.root.hud.parts.changesDebugger.renderChange(this.name, this.staleArea, "#fd145b"); */
} recomputeOnComponentsChanged(components, tilesAround = 1) {
this.recomputeMethod(this.staleArea); const componentIds = components.map(component => component.getId());
this.staleArea = null;
} /**
} * Internal checker method
} * @param {Entity} entity
*/
const checker = entity => {
// Check for all components
for (let i = 0; i < componentIds.length; ++i) {
if (entity.components[componentIds[i]]) {
// Entity is relevant, compute affected area
const area = entity.components.StaticMapEntity.getTileSpaceBounds().expandedInAllDirections(
tilesAround
);
this.invalidate(area);
return;
}
}
};
this.root.signals.entityAdded.add(checker);
this.root.signals.entityChanged.add(checker);
this.root.signals.entityComponentRemoved.add(checker);
this.root.signals.entityGotNewComponent.add(checker);
this.root.signals.entityDestroyed.add(checker);
}
/**
* Updates the stale area
*/
update() {
if (this.staleArea) {
logger.log(this.name, "is recomputing", this.staleArea.toString());
if (G_IS_DEV && globalConfig.debug.renderChanges) {
this.root.hud.parts.changesDebugger.renderChange(this.name, this.staleArea, "#fd145b");
}
this.recomputeMethod(this.staleArea);
this.staleArea = null;
}
}
}

@ -96,6 +96,7 @@ export class MetaSplitterBuilding extends MetaBuilding {
entity.addComponent( entity.addComponent(
new ItemEjectorComponent({ new ItemEjectorComponent({
slots: [], // set later slots: [], // set later
renderFloatingItems: false,
}) })
); );

@ -1,33 +1,56 @@
import { Component } from "../component"; import { enumDirection, Vector } from "../../core/vector";
import { types } from "../../savegame/serialization"; import { Component } from "../component";
import { enumDirection, Vector } from "../../core/vector";
/**
export class BeltUnderlaysComponent extends Component { * Store which type an underlay is, this is cached so we can easily
static getId() { * render it.
return "BeltUnderlays"; *
} * Full: Render underlay at top and bottom of tile
* Bottom Only: Only render underlay at the bottom half
duplicateWithoutContents() { * Top Only:
const beltUnderlaysCopy = []; * @enum {string}
for (let i = 0; i < this.underlays.length; ++i) { */
const underlay = this.underlays[i]; export const enumClippedBeltUnderlayType = {
beltUnderlaysCopy.push({ full: "full",
pos: underlay.pos.copy(), bottomOnly: "bottomOnly",
direction: underlay.direction, topOnly: "topOnly",
}); none: "none",
} };
return new BeltUnderlaysComponent({ /**
underlays: beltUnderlaysCopy, * @typedef {{
}); * pos: Vector,
} * direction: enumDirection,
* cachedType?: enumClippedBeltUnderlayType
/** * }} BeltUnderlayTile
* @param {object} param0 */
* @param {Array<{pos: Vector, direction: enumDirection}>=} param0.underlays Where to render belt underlays
*/ export class BeltUnderlaysComponent extends Component {
constructor({ underlays }) { static getId() {
super(); return "BeltUnderlays";
this.underlays = underlays; }
}
} duplicateWithoutContents() {
const beltUnderlaysCopy = [];
for (let i = 0; i < this.underlays.length; ++i) {
const underlay = this.underlays[i];
beltUnderlaysCopy.push({
pos: underlay.pos.copy(),
direction: underlay.direction,
});
}
return new BeltUnderlaysComponent({
underlays: beltUnderlaysCopy,
});
}
/**
* @param {object} param0
* @param {Array<BeltUnderlayTile>=} param0.underlays Where to render belt underlays
*/
constructor({ underlays = [] }) {
super();
this.underlays = underlays;
}
}

@ -1,161 +1,159 @@
import { enumDirection, enumDirectionToVector, Vector } from "../../core/vector"; import { enumDirection, enumDirectionToVector, Vector } from "../../core/vector";
import { types } from "../../savegame/serialization"; import { types } from "../../savegame/serialization";
import { BaseItem } from "../base_item"; import { BaseItem } from "../base_item";
import { BeltPath } from "../belt_path"; import { BeltPath } from "../belt_path";
import { Component } from "../component"; import { Component } from "../component";
import { Entity } from "../entity"; import { Entity } from "../entity";
import { typeItemSingleton } from "../item_resolver"; import { typeItemSingleton } from "../item_resolver";
/** /**
* @typedef {{ * @typedef {{
* pos: Vector, * pos: Vector,
* direction: enumDirection, * direction: enumDirection,
* item: BaseItem, * item: BaseItem,
* progress: number?, * progress: number?,
* cachedDestSlot?: import("./item_acceptor").ItemAcceptorLocatedSlot, * cachedDestSlot?: import("./item_acceptor").ItemAcceptorLocatedSlot,
* cachedBeltPath?: BeltPath, * cachedBeltPath?: BeltPath,
* cachedTargetEntity?: Entity * cachedTargetEntity?: Entity
* }} ItemEjectorSlot * }} ItemEjectorSlot
*/ */
export class ItemEjectorComponent extends Component { export class ItemEjectorComponent extends Component {
static getId() { static getId() {
return "ItemEjector"; return "ItemEjector";
} }
static getSchema() { static getSchema() {
// The cachedDestSlot, cachedTargetEntity fields are not serialized. // The cachedDestSlot, cachedTargetEntity fields are not serialized.
return { return {
slots: types.array( slots: types.array(
types.structured({ types.structured({
item: types.nullable(typeItemSingleton), item: types.nullable(typeItemSingleton),
progress: types.float, progress: types.float,
}) })
), ),
}; };
} }
duplicateWithoutContents() { duplicateWithoutContents() {
const slotsCopy = []; const slotsCopy = [];
for (let i = 0; i < this.slots.length; ++i) { for (let i = 0; i < this.slots.length; ++i) {
const slot = this.slots[i]; const slot = this.slots[i];
slotsCopy.push({ slotsCopy.push({
pos: slot.pos.copy(), pos: slot.pos.copy(),
direction: slot.direction, direction: slot.direction,
}); });
} }
return new ItemEjectorComponent({ return new ItemEjectorComponent({
slots: slotsCopy, slots: slotsCopy,
}); renderFloatingItems: this.renderFloatingItems,
} });
}
/**
* /**
* @param {object} param0 *
* @param {Array<{pos: Vector, direction: enumDirection }>=} param0.slots The slots to eject on * @param {object} param0
*/ * @param {Array<{pos: Vector, direction: enumDirection }>=} param0.slots The slots to eject on
constructor({ slots = [] }) { * @param {boolean=} param0.renderFloatingItems Whether to render items even if they are not connected
super(); */
constructor({ slots = [], renderFloatingItems = true }) {
this.setSlots(slots); super();
/** this.setSlots(slots);
* Whether this ejector slot is enabled this.renderFloatingItems = renderFloatingItems;
*/ }
this.enabled = true;
} /**
* @param {Array<{pos: Vector, direction: enumDirection }>} slots The slots to eject on
/** */
* @param {Array<{pos: Vector, direction: enumDirection }>} slots The slots to eject on setSlots(slots) {
*/ /** @type {Array<ItemEjectorSlot>} */
setSlots(slots) { this.slots = [];
/** @type {Array<ItemEjectorSlot>} */ for (let i = 0; i < slots.length; ++i) {
this.slots = []; const slot = slots[i];
for (let i = 0; i < slots.length; ++i) { this.slots.push({
const slot = slots[i]; pos: slot.pos,
this.slots.push({ direction: slot.direction,
pos: slot.pos, item: null,
direction: slot.direction, progress: 0,
item: null, cachedDestSlot: null,
progress: 0, cachedTargetEntity: null,
cachedDestSlot: null, });
cachedTargetEntity: null, }
}); }
}
} /**
* Returns where this slot ejects to
/** * @param {ItemEjectorSlot} slot
* Returns where this slot ejects to * @returns {Vector}
* @param {ItemEjectorSlot} slot */
* @returns {Vector} getSlotTargetLocalTile(slot) {
*/ const directionVector = enumDirectionToVector[slot.direction];
getSlotTargetLocalTile(slot) { return slot.pos.add(directionVector);
const directionVector = enumDirectionToVector[slot.direction]; }
return slot.pos.add(directionVector);
} /**
* Returns whether any slot ejects to the given local tile
/** * @param {Vector} tile
* Returns whether any slot ejects to the given local tile */
* @param {Vector} tile anySlotEjectsToLocalTile(tile) {
*/ for (let i = 0; i < this.slots.length; ++i) {
anySlotEjectsToLocalTile(tile) { if (this.getSlotTargetLocalTile(this.slots[i]).equals(tile)) {
for (let i = 0; i < this.slots.length; ++i) { return true;
if (this.getSlotTargetLocalTile(this.slots[i]).equals(tile)) { }
return true; }
} return false;
} }
return false;
} /**
* Returns if we can eject on a given slot
/** * @param {number} slotIndex
* Returns if we can eject on a given slot * @returns {boolean}
* @param {number} slotIndex */
* @returns {boolean} canEjectOnSlot(slotIndex) {
*/ assert(slotIndex >= 0 && slotIndex < this.slots.length, "Invalid ejector slot: " + slotIndex);
canEjectOnSlot(slotIndex) { return !this.slots[slotIndex].item;
assert(slotIndex >= 0 && slotIndex < this.slots.length, "Invalid ejector slot: " + slotIndex); }
return !this.slots[slotIndex].item;
} /**
* Returns the first free slot on this ejector or null if there is none
/** * @returns {number?}
* Returns the first free slot on this ejector or null if there is none */
* @returns {number?} getFirstFreeSlot() {
*/ for (let i = 0; i < this.slots.length; ++i) {
getFirstFreeSlot() { if (this.canEjectOnSlot(i)) {
for (let i = 0; i < this.slots.length; ++i) { return i;
if (this.canEjectOnSlot(i)) { }
return i; }
} return null;
} }
return null;
} /**
* Tries to eject a given item
/** * @param {number} slotIndex
* Tries to eject a given item * @param {BaseItem} item
* @param {number} slotIndex * @returns {boolean}
* @param {BaseItem} item */
* @returns {boolean} tryEject(slotIndex, item) {
*/ if (!this.canEjectOnSlot(slotIndex)) {
tryEject(slotIndex, item) { return false;
if (!this.canEjectOnSlot(slotIndex)) { }
return false; this.slots[slotIndex].item = item;
} this.slots[slotIndex].progress = 0;
this.slots[slotIndex].item = item; return true;
this.slots[slotIndex].progress = 0; }
return true;
} /**
* Clears the given slot and returns the item it had
/** * @param {number} slotIndex
* Clears the given slot and returns the item it had * @returns {BaseItem|null}
* @param {number} slotIndex */
* @returns {BaseItem|null} takeSlotItem(slotIndex) {
*/ const slot = this.slots[slotIndex];
takeSlotItem(slotIndex) { const item = slot.item;
const slot = this.slots[slotIndex]; slot.item = null;
const item = slot.item; slot.progress = 0.0;
slot.item = null; return item;
slot.progress = 0.0; }
return item; }
}
}

@ -1,84 +1,300 @@
import { globalConfig } from "../../core/config"; import { globalConfig } from "../../core/config";
import { drawRotatedSprite } from "../../core/draw_utils"; import { DrawParameters } from "../../core/draw_parameters";
import { Loader } from "../../core/loader"; import { Loader } from "../../core/loader";
import { enumDirectionToAngle } from "../../core/vector"; import { Rectangle } from "../../core/rectangle";
import { BeltUnderlaysComponent } from "../components/belt_underlays"; import { FULL_CLIP_RECT } from "../../core/sprites";
import { GameSystemWithFilter } from "../game_system_with_filter"; import { StaleAreaDetector } from "../../core/stale_area_detector";
import { BELT_ANIM_COUNT } from "./belt"; import {
import { MapChunkView } from "../map_chunk_view"; enumDirection,
import { DrawParameters } from "../../core/draw_parameters"; enumDirectionToAngle,
enumDirectionToVector,
export class BeltUnderlaysSystem extends GameSystemWithFilter { enumInvertedDirections,
constructor(root) { Vector,
super(root, [BeltUnderlaysComponent]); } from "../../core/vector";
import { BeltComponent } from "../components/belt";
this.underlayBeltSprites = []; import { BeltUnderlaysComponent, enumClippedBeltUnderlayType } from "../components/belt_underlays";
import { ItemAcceptorComponent } from "../components/item_acceptor";
for (let i = 0; i < BELT_ANIM_COUNT; ++i) { import { ItemEjectorComponent } from "../components/item_ejector";
this.underlayBeltSprites.push(Loader.getSprite("sprites/belt/built/forward_" + i + ".png")); import { Entity } from "../entity";
} import { GameSystemWithFilter } from "../game_system_with_filter";
} import { MapChunkView } from "../map_chunk_view";
import { BELT_ANIM_COUNT } from "./belt";
/**
* Draws a given chunk /**
* @param {DrawParameters} parameters * Mapping from underlay type to clip rect
* @param {MapChunkView} chunk * @type {Object<enumClippedBeltUnderlayType, Rectangle>}
*/ */
drawChunk(parameters, chunk) { const enumUnderlayTypeToClipRect = {
// Limit speed to avoid belts going backwards [enumClippedBeltUnderlayType.none]: null,
const speedMultiplier = Math.min(this.root.hubGoals.getBeltBaseSpeed(), 10); [enumClippedBeltUnderlayType.full]: FULL_CLIP_RECT,
[enumClippedBeltUnderlayType.topOnly]: new Rectangle(0, 0, 1, 0.5),
const contents = chunk.containedEntitiesByLayer.regular; [enumClippedBeltUnderlayType.bottomOnly]: new Rectangle(0, 0.5, 1, 0.5),
for (let i = 0; i < contents.length; ++i) { };
const entity = contents[i];
const underlayComp = entity.components.BeltUnderlays; export class BeltUnderlaysSystem extends GameSystemWithFilter {
if (!underlayComp) { constructor(root) {
continue; super(root, [BeltUnderlaysComponent]);
}
this.underlayBeltSprites = [];
const staticComp = entity.components.StaticMapEntity;
const underlays = underlayComp.underlays; for (let i = 0; i < BELT_ANIM_COUNT; ++i) {
for (let i = 0; i < underlays.length; ++i) { this.underlayBeltSprites.push(Loader.getSprite("sprites/belt/built/forward_" + i + ".png"));
const { pos, direction } = underlays[i]; }
const transformedPos = staticComp.localTileToWorld(pos);
// Automatically recompute areas
// Culling this.staleArea = new StaleAreaDetector({
if (!chunk.tileSpaceRectangle.containsPoint(transformedPos.x, transformedPos.y)) { root,
continue; name: "belt-underlay",
} recomputeMethod: this.recomputeStaleArea.bind(this),
});
const destX = transformedPos.x * globalConfig.tileSize;
const destY = transformedPos.y * globalConfig.tileSize; this.staleArea.recomputeOnComponentsChanged(
[BeltUnderlaysComponent, BeltComponent, ItemAcceptorComponent, ItemEjectorComponent],
// Culling, #2 1
if ( );
!parameters.visibleRect.containsRect4Params( }
destX,
destY, update() {
globalConfig.tileSize, this.staleArea.update();
globalConfig.tileSize }
)
) { /**
continue; * Called when an area changed - Resets all caches in the given area
} * @param {Rectangle} area
*/
const angle = enumDirectionToAngle[staticComp.localDirectionToWorld(direction)]; recomputeStaleArea(area) {
for (let x = 0; x < area.w; ++x) {
// SYNC with systems/belt.js:drawSingleEntity! for (let y = 0; y < area.h; ++y) {
const animationIndex = Math.floor( const tileX = area.x + x;
((this.root.time.realtimeNow() * speedMultiplier * BELT_ANIM_COUNT * 126) / 42) * const tileY = area.y + y;
globalConfig.itemSpacingOnBelts const entity = this.root.map.getLayerContentXY(tileX, tileY, "regular");
); if (entity) {
const underlayComp = entity.components.BeltUnderlays;
drawRotatedSprite({ if (underlayComp) {
parameters, for (let i = 0; i < underlayComp.underlays.length; ++i) {
sprite: this.underlayBeltSprites[animationIndex % this.underlayBeltSprites.length], underlayComp.underlays[i].cachedType = null;
x: destX + globalConfig.halfTileSize, }
y: destY + globalConfig.halfTileSize, }
angle: Math.radians(angle), }
size: globalConfig.tileSize, }
}); }
} }
}
} /**
} * Checks if a given tile is connected and has an acceptor
* @param {Vector} tile
* @param {enumDirection} fromDirection
* @returns {boolean}
*/
checkIsAcceptorConnected(tile, fromDirection) {
const contents = this.root.map.getLayerContentXY(tile.x, tile.y, "regular");
if (!contents) {
return false;
}
const staticComp = contents.components.StaticMapEntity;
// Check if its a belt, since then its simple
const beltComp = contents.components.Belt;
if (beltComp) {
return staticComp.localDirectionToWorld(enumDirection.bottom) === fromDirection;
}
// Check if there's an item acceptor
const acceptorComp = contents.components.ItemAcceptor;
if (acceptorComp) {
// Check each slot to see if its connected
for (let i = 0; i < acceptorComp.slots.length; ++i) {
const slot = acceptorComp.slots[i];
const slotTile = staticComp.localTileToWorld(slot.pos);
// Step 1: Check if the tile matches
if (!slotTile.equals(tile)) {
continue;
}
// Step 2: Check if any of the directions matches
for (let j = 0; j < slot.directions.length; ++j) {
const slotDirection = staticComp.localDirectionToWorld(slot.directions[j]);
if (slotDirection === fromDirection) {
return true;
}
}
}
}
return false;
}
/**
* Checks if a given tile is connected and has an ejector
* @param {Vector} tile
* @param {enumDirection} toDirection
* @returns {boolean}
*/
checkIsEjectorConnected(tile, toDirection) {
const contents = this.root.map.getLayerContentXY(tile.x, tile.y, "regular");
if (!contents) {
return false;
}
const staticComp = contents.components.StaticMapEntity;
// Check if its a belt, since then its simple
const beltComp = contents.components.Belt;
if (beltComp) {
return staticComp.localDirectionToWorld(beltComp.direction) === toDirection;
}
// Check for an ejector
const ejectorComp = contents.components.ItemEjector;
if (ejectorComp) {
// Check each slot to see if its connected
for (let i = 0; i < ejectorComp.slots.length; ++i) {
const slot = ejectorComp.slots[i];
const slotTile = staticComp.localTileToWorld(slot.pos);
// Step 1: Check if the tile matches
if (!slotTile.equals(tile)) {
continue;
}
// Step 2: Check if the direction matches
const slotDirection = staticComp.localDirectionToWorld(slot.direction);
if (slotDirection === toDirection) {
return true;
}
}
}
return false;
}
/**
* Computes the flag for a given tile
* @param {Entity} entity
* @param {import("../components/belt_underlays").BeltUnderlayTile} underlayTile
* @returns {enumClippedBeltUnderlayType} The type of the underlay
*/
computeBeltUnderlayType(entity, underlayTile) {
if (underlayTile.cachedType) {
return underlayTile.cachedType;
}
const staticComp = entity.components.StaticMapEntity;
const transformedPos = staticComp.localTileToWorld(underlayTile.pos);
const destX = transformedPos.x * globalConfig.tileSize;
const destY = transformedPos.y * globalConfig.tileSize;
// Extract direction and angle
const worldDirection = staticComp.localDirectionToWorld(underlayTile.direction);
const worldDirectionVector = enumDirectionToVector[worldDirection];
// Figure out if there is anything connected at the top
const connectedTop = this.checkIsAcceptorConnected(
transformedPos.add(worldDirectionVector),
enumInvertedDirections[worldDirection]
);
// Figure out if there is anything connected at the bottom
const connectedBottom = this.checkIsEjectorConnected(
transformedPos.sub(worldDirectionVector),
worldDirection
);
let flag = enumClippedBeltUnderlayType.none;
if (connectedTop && connectedBottom) {
flag = enumClippedBeltUnderlayType.full;
} else if (connectedTop) {
flag = enumClippedBeltUnderlayType.topOnly;
} else if (connectedBottom) {
flag = enumClippedBeltUnderlayType.bottomOnly;
}
return (underlayTile.cachedType = flag);
}
/**
* Draws a given chunk
* @param {DrawParameters} parameters
* @param {MapChunkView} chunk
*/
drawChunk(parameters, chunk) {
// Limit speed to avoid belts going backwards
const speedMultiplier = Math.min(this.root.hubGoals.getBeltBaseSpeed(), 10);
const contents = chunk.containedEntitiesByLayer.regular;
for (let i = 0; i < contents.length; ++i) {
const entity = contents[i];
const underlayComp = entity.components.BeltUnderlays;
if (!underlayComp) {
continue;
}
const staticComp = entity.components.StaticMapEntity;
const underlays = underlayComp.underlays;
for (let i = 0; i < underlays.length; ++i) {
// Extract underlay parameters
const { pos, direction } = underlays[i];
const transformedPos = staticComp.localTileToWorld(pos);
const destX = transformedPos.x * globalConfig.tileSize;
const destY = transformedPos.y * globalConfig.tileSize;
// Culling, Part 1: Check if the chunk contains the tile
if (!chunk.tileSpaceRectangle.containsPoint(transformedPos.x, transformedPos.y)) {
continue;
}
// Culling, Part 2: Check if the overlay is visible
if (
!parameters.visibleRect.containsRect4Params(
destX,
destY,
globalConfig.tileSize,
globalConfig.tileSize
)
) {
continue;
}
// Extract direction and angle
const worldDirection = staticComp.localDirectionToWorld(direction);
const angle = enumDirectionToAngle[worldDirection];
const underlayType = this.computeBeltUnderlayType(entity, underlays[i]);
const clipRect = enumUnderlayTypeToClipRect[underlayType];
if (!clipRect) {
// Empty
return;
}
// Actually draw the sprite
const x = destX + globalConfig.halfTileSize;
const y = destY + globalConfig.halfTileSize;
const angleRadians = Math.radians(angle);
// SYNC with systems/belt.js:drawSingleEntity!
const animationIndex = Math.floor(
((this.root.time.realtimeNow() * speedMultiplier * BELT_ANIM_COUNT * 126) / 42) *
globalConfig.itemSpacingOnBelts
);
parameters.context.translate(x, y);
parameters.context.rotate(angleRadians);
this.underlayBeltSprites[
animationIndex % this.underlayBeltSprites.length
].drawCachedWithClipRect(
parameters,
-globalConfig.halfTileSize,
-globalConfig.halfTileSize,
globalConfig.tileSize,
globalConfig.tileSize,
clipRect
);
parameters.context.rotate(-angleRadians);
parameters.context.translate(-x, -y);
}
}
}
}

@ -198,9 +198,6 @@ export class ItemEjectorSystem extends GameSystemWithFilter {
for (let i = 0; i < this.allEntities.length; ++i) { for (let i = 0; i < this.allEntities.length; ++i) {
const sourceEntity = this.allEntities[i]; const sourceEntity = this.allEntities[i];
const sourceEjectorComp = sourceEntity.components.ItemEjector; const sourceEjectorComp = sourceEntity.components.ItemEjector;
if (!sourceEjectorComp.enabled) {
continue;
}
const slots = sourceEjectorComp.slots; const slots = sourceEjectorComp.slots;
for (let j = 0; j < slots.length; ++j) { for (let j = 0; j < slots.length; ++j) {
@ -211,8 +208,6 @@ export class ItemEjectorSystem extends GameSystemWithFilter {
continue; continue;
} }
const targetEntity = sourceSlot.cachedTargetEntity;
// Advance items on the slot // Advance items on the slot
sourceSlot.progress = Math.min( sourceSlot.progress = Math.min(
1, 1,
@ -245,15 +240,16 @@ export class ItemEjectorSystem extends GameSystemWithFilter {
} }
// Check if the target acceptor can actually accept this item // Check if the target acceptor can actually accept this item
const destEntity = sourceSlot.cachedTargetEntity;
const destSlot = sourceSlot.cachedDestSlot; const destSlot = sourceSlot.cachedDestSlot;
if (destSlot) { if (destSlot) {
const targetAcceptorComp = targetEntity.components.ItemAcceptor; const targetAcceptorComp = destEntity.components.ItemAcceptor;
if (!targetAcceptorComp.canAcceptItem(destSlot.index, item)) { if (!targetAcceptorComp.canAcceptItem(destSlot.index, item)) {
continue; continue;
} }
// Try to hand over the item // Try to hand over the item
if (this.tryPassOverItem(item, targetEntity, destSlot.index)) { if (this.tryPassOverItem(item, destEntity, destSlot.index)) {
// Handover successful, clear slot // Handover successful, clear slot
targetAcceptorComp.onItemAccepted(destSlot.index, destSlot.acceptedDirection, item); targetAcceptorComp.onItemAccepted(destSlot.index, destSlot.acceptedDirection, item);
sourceSlot.item = null; sourceSlot.item = null;
@ -357,6 +353,11 @@ export class ItemEjectorSystem extends GameSystemWithFilter {
continue; continue;
} }
if (!ejectorComp.renderFloatingItems && !slot.cachedTargetEntity) {
// Not connected to any building
continue;
}
const realPosition = staticComp.localTileToWorld(slot.pos); const realPosition = staticComp.localTileToWorld(slot.pos);
if (!chunk.tileSpaceRectangle.containsPoint(realPosition.x, realPosition.y)) { if (!chunk.tileSpaceRectangle.containsPoint(realPosition.x, realPosition.y)) {
// Not within this chunk // Not within this chunk

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