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* Puzzle mode (#1135) * Add mode button to main menu * [WIP] Add mode menu. Add factory-based gameMode creation * Add savefile migration, serialize, deserialize * Add hidden HUD elements, zone, and zoom, boundary constraints * Clean up lint issues * Add building, HUD exclusion, building exclusion, and refactor - [WIP] Add ConstantProducer building that combines ConstantSignal and ItemProducer functionality. Currently using temp assets. - Add pre-placement check to the zone - Use Rectangles for zone and boundary - Simplify zone drawing - Account for exclusion in savegame data - [WIP] Add puzzle play and edit buttons in puzzle mode menu * [WIP] Add building, component, and systems for producing and accepting user-specified items and checking goal criteria * Add ingame puzzle mode UI elements - Add minimal menus in puzzle mode for back, next navigation - Add lower menu for changing zone dimenensions Co-authored-by: Greg Considine <gconsidine@users.noreply.github.com> * Performance optimizations (#1154) * 1.3.1 preparations * Minor fixes, update translations * Fix achievements not working * Lots of belt optimizations, ~15% performance boost * Puzzle mode, part 1 * Puzzle mode, part 2 * Fix missing import * Puzzle mode, part 3 * Fix typo * Puzzle mode, part 4 * Puzzle Mode fixes: Correct zone restrictions and more (#1155) * Hide Puzzle Editor Controls in regular game mode, fix typo * Disallow shrinking zone if there are buildings * Fix multi-tile buildings for shrinking * Puzzle mode, Refactor hud * Puzzle mode * Fixed typo in latest puzzle commit (#1156) * Allow completing puzzles * Puzzle mode, almost done * Bump version to 1.4.0 * Fixes * [puzzle] Prevent pipette cheats (miners, emitters) (#1158) * Puzzle mode, almost done * Allow clearing belts with 'B' * Multiple users for the puzzle dlc * Bump api key * Minor adjustments * Update * Minor fixes * Fix throughput * Fix belts * Minor puzzle adjustments * New difficulty * Minor puzzle improvements * Fix belt path * Update translations * Added a button to return to the menu after a puzzle is completed (#1170) * added another button to return to the menu * improved menu return * fixed continue button to not go back to menu * [Puzzle] Added ability to lock buildings in the puzzle editor! (#1164) * initial test * tried to get it to work * added icon * added test exclusion * reverted css * completed flow for building locking * added lock option * finalized look and changed locked building to same sprite * removed unused art * added clearing every goal acceptor on lock to prevent creating impossible puzzles * heavily improved validation and prevented autocompletion * validation only checks every 100 ticks to improve performance * validation only checks every 100 ticks to improve performance * removed clearing goal acceptors as it isn't needed because of validation * Add soundtrack, puzzle dlc fixes Co-authored-by: Greg Considine <gconsidine@users.noreply.github.com> Co-authored-by: dengr1065 <dengr1065@gmail.com> Co-authored-by: Sense101 <67970865+Sense101@users.noreply.github.com>
106 lines
2.9 KiB
JavaScript
106 lines
2.9 KiB
JavaScript
/* typehints:start */
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import { DrawParameters } from "../../core/draw_parameters";
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import { MapChunkView } from "../map_chunk_view";
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import { GameRoot } from "../root";
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/* typehints:end */
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import { globalConfig } from "../../core/config";
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import { STOP_PROPAGATION } from "../../core/signal";
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import { GameSystem } from "../game_system";
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import { THEME } from "../theme";
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import { Entity } from "../entity";
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import { Vector } from "../../core/vector";
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export class ZoneSystem extends GameSystem {
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/** @param {GameRoot} root */
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constructor(root) {
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super(root);
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this.drawn = false;
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this.root.signals.prePlacementCheck.add(this.prePlacementCheck, this);
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this.root.signals.gameFrameStarted.add(() => {
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this.drawn = false;
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});
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}
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/**
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*
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* @param {Entity} entity
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* @param {Vector | undefined} tile
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* @returns
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*/
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prePlacementCheck(entity, tile = null) {
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const staticComp = entity.components.StaticMapEntity;
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if (!staticComp) {
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return;
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}
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const mode = this.root.gameMode;
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const zones = mode.getBuildableZones();
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if (!zones) {
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return;
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}
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const transformed = staticComp.getTileSpaceBounds();
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if (tile) {
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transformed.x += tile.x;
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transformed.y += tile.y;
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}
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if (!zones.some(zone => zone.intersectsFully(transformed))) {
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return STOP_PROPAGATION;
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}
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}
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/**
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* Draws the zone
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* @param {DrawParameters} parameters
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* @param {MapChunkView} chunk
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*/
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drawChunk(parameters, chunk) {
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if (this.drawn) {
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// oof
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return;
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}
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this.drawn = true;
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const mode = this.root.gameMode;
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const zones = mode.getBuildableZones();
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if (!zones) {
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return;
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}
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const zone = zones[0].allScaled(globalConfig.tileSize);
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const context = parameters.context;
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context.lineWidth = 2;
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context.strokeStyle = THEME.map.zone.borderSolid;
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context.beginPath();
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context.rect(zone.x - 1, zone.y - 1, zone.w + 2, zone.h + 2);
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context.stroke();
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const outer = zone;
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const padding = 40 * globalConfig.tileSize;
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context.fillStyle = THEME.map.zone.outerColor;
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context.fillRect(outer.x + outer.w, outer.y, padding, outer.h);
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context.fillRect(outer.x - padding, outer.y, padding, outer.h);
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context.fillRect(
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outer.x - padding - globalConfig.tileSize,
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outer.y - padding,
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2 * padding + zone.w + 2 * globalConfig.tileSize,
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padding
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);
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context.fillRect(
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outer.x - padding - globalConfig.tileSize,
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outer.y + outer.h,
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2 * padding + zone.w + 2 * globalConfig.tileSize,
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padding
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);
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context.globalAlpha = 1;
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}
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}
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