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https://github.com/tobspr/shapez.io.git
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Merge branch 'master' of https://github.com/tobspr/shapez.io
This commit is contained in:
commit
eea02bf571
@ -106,13 +106,14 @@ export class HubGoals extends BasicSerializableObject {
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// Allow quickly switching goals in dev mode
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// Allow quickly switching goals in dev mode
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if (G_IS_DEV) {
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if (G_IS_DEV) {
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if (G_IS_DEV) {
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window.addEventListener("keydown", ev => {
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window.addEventListener("keydown", ev => {
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if (ev.key === "b") {
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if (ev.key === "b") {
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// root is not guaranteed to exist within ~0.5s after loading in
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if (this.root && this.root.app && this.root.app.gameAnalytics) {
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this.onGoalCompleted();
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this.onGoalCompleted();
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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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}
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}
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@ -322,7 +322,12 @@ export class HUDBuildingPlacerLogic extends BaseHUDPart {
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// Try to extract the building
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// Try to extract the building
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const extracted = this.hack_reconstructMetaBuildingAndVariantFromBuilding(contents);
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const extracted = this.hack_reconstructMetaBuildingAndVariantFromBuilding(contents);
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if (!extracted) {
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// If the building we are picking is the same as the one we have, clear the cursor.
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if (
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!extracted ||
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(extracted.metaBuilding === this.currentMetaBuilding.get() &&
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extracted.variant === this.currentVariant.get())
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) {
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this.currentMetaBuilding.set(null);
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this.currentMetaBuilding.set(null);
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return;
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return;
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}
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}
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@ -558,8 +563,15 @@ export class HUDBuildingPlacerLogic extends BaseHUDPart {
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// Figure which points the line visits
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// Figure which points the line visits
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const worldPos = this.root.camera.screenToWorld(mousePosition);
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const worldPos = this.root.camera.screenToWorld(mousePosition);
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const mouseTile = worldPos.toTileSpace();
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let endTile = worldPos.toTileSpace();
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const startTile = this.lastDragTile;
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let startTile = this.lastDragTile;
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// if the alt key is pressed, reverse belt planner direction by switching start and end tile
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if (this.root.keyMapper.getBinding(KEYMAPPINGS.placementModifiers.placeInverse).pressed) {
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let tmp = startTile;
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startTile = endTile;
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endTile = tmp;
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}
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// Place from start to corner
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// Place from start to corner
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const pathToCorner = this.currentDirectionLockCorner.sub(startTile);
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const pathToCorner = this.currentDirectionLockCorner.sub(startTile);
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@ -580,7 +592,7 @@ export class HUDBuildingPlacerLogic extends BaseHUDPart {
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}
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}
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// Place from corner to end
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// Place from corner to end
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const pathFromCorner = mouseTile.sub(this.currentDirectionLockCorner);
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const pathFromCorner = endTile.sub(this.currentDirectionLockCorner);
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const deltaFromCorner = pathFromCorner.normalize().round();
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const deltaFromCorner = pathFromCorner.normalize().round();
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const lengthFromCorner = Math.round(pathFromCorner.length());
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const lengthFromCorner = Math.round(pathFromCorner.length());
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