import { GameSystemWithFilter } from "../game_system_with_filter"; import { globalConfig } from "../../core/config"; import { DrawParameters } from "../../core/draw_parameters"; import { Entity } from "../entity"; import { enumDirectionToVector, enumDirectionToAngle } from "../../core/vector"; import { ItemAcceptorComponent } from "../components/item_acceptor"; import { Loader } from "../../core/loader"; import { drawRotatedSprite } from "../../core/draw_utils"; import { BELT_ANIM_COUNT } from "./belt"; import { fastArrayDelete } from "../../core/utils"; import { enumLayer } from "../root"; export class ItemAcceptorSystem extends GameSystemWithFilter { constructor(root) { super(root, [ItemAcceptorComponent]); this.underlayBeltSprites = []; for (let i = 0; i < BELT_ANIM_COUNT; ++i) { this.underlayBeltSprites.push(Loader.getSprite("sprites/belt/forward_" + i + ".png")); } } update() { const progress = this.root.dynamicTickrate.deltaSeconds * this.root.hubGoals.getBeltBaseSpeed() * 2 * // * 2 because its only a half tile globalConfig.itemSpacingOnBelts; for (let i = 0; i < this.allEntities.length; ++i) { const entity = this.allEntities[i]; const aceptorComp = entity.components.ItemAcceptor; const animations = aceptorComp.itemConsumptionAnimations; // Process item consumption animations to avoid items popping from the belts for (let animIndex = 0; animIndex < animations.length; ++animIndex) { const anim = animations[animIndex]; anim.animProgress += progress; if (anim.animProgress > 1) { // Original // animations.splice(animIndex, 1); // Faster variant fastArrayDelete(animations, animIndex); animIndex -= 1; } } } } /** * Draws the acceptor items * @param {DrawParameters} parameters * @param {enumLayer} layer */ drawLayer(parameters, layer) { this.forEachMatchingEntityOnScreen(parameters, this.drawEntityRegularLayer.bind(this, layer)); } /** * Draws the acceptor underlays * @param {DrawParameters} parameters * @param {enumLayer} layer */ drawUnderlays(parameters, layer) { this.forEachMatchingEntityOnScreen(parameters, this.drawEntityUnderlays.bind(this, layer)); } /** * @param {enumLayer} layer * @param {DrawParameters} parameters * @param {Entity} entity */ drawEntityRegularLayer(layer, parameters, entity) { const staticComp = entity.components.StaticMapEntity; const acceptorComp = entity.components.ItemAcceptor; if (!staticComp.shouldBeDrawn(parameters)) { return; } for (let animIndex = 0; animIndex < acceptorComp.itemConsumptionAnimations.length; ++animIndex) { const { item, slotIndex, animProgress, direction } = acceptorComp.itemConsumptionAnimations[ animIndex ]; const slotData = acceptorComp.slots[slotIndex]; if (slotData.layer !== layer) { // Don't draw non-regular slots for now continue; } const slotWorldPos = staticComp.applyRotationToVector(slotData.pos).add(staticComp.origin); const fadeOutDirection = enumDirectionToVector[staticComp.localDirectionToWorld(direction)]; const finalTile = slotWorldPos.subScalars( fadeOutDirection.x * (animProgress / 2 - 0.5), fadeOutDirection.y * (animProgress / 2 - 0.5) ); item.draw( (finalTile.x + 0.5) * globalConfig.tileSize, (finalTile.y + 0.5) * globalConfig.tileSize, parameters ); } } /** * @param {enumLayer} layer * @param {DrawParameters} parameters * @param {Entity} entity */ drawEntityUnderlays(layer, parameters, entity) { const staticComp = entity.components.StaticMapEntity; const acceptorComp = entity.components.ItemAcceptor; if (!staticComp.shouldBeDrawn(parameters)) { return; } // Limit speed to avoid belts going backwards const speedMultiplier = Math.min(this.root.hubGoals.getBeltBaseSpeed(), 10); const underlays = acceptorComp.beltUnderlays; for (let i = 0; i < underlays.length; ++i) { const { pos, direction, layer: underlayLayer } = underlays[i]; if (underlayLayer !== layer) { // Not our layer continue; } const transformedPos = staticComp.localTileToWorld(pos); const angle = enumDirectionToAngle[staticComp.localDirectionToWorld(direction)]; // SYNC with systems/belt.js:drawSingleEntity! const animationIndex = Math.floor( ((this.root.time.realtimeNow() * speedMultiplier * BELT_ANIM_COUNT * 126) / 42) * globalConfig.itemSpacingOnBelts ); drawRotatedSprite({ parameters, sprite: this.underlayBeltSprites[animationIndex % this.underlayBeltSprites.length], x: (transformedPos.x + 0.5) * globalConfig.tileSize, y: (transformedPos.y + 0.5) * globalConfig.tileSize, angle: Math.radians(angle), size: globalConfig.tileSize, }); } } }