mirror of
https://github.com/tobspr/shapez.io.git
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91 lines
3.4 KiB
JavaScript
91 lines
3.4 KiB
JavaScript
import { globalConfig } from "../../core/config";
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import { DrawParameters } from "../../core/draw_parameters";
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import { fastArrayDelete } from "../../core/utils";
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import { enumDirectionToVector } from "../../core/vector";
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import { ItemAcceptorComponent } from "../components/item_acceptor";
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import { Entity } from "../entity";
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import { GameSystemWithFilter } from "../game_system_with_filter";
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import { enumLayer } from "../root";
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export class ItemAcceptorSystem extends GameSystemWithFilter {
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constructor(root) {
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super(root, [ItemAcceptorComponent]);
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}
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update() {
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const progress = this.root.dynamicTickrate.deltaSeconds * 2; // * 2 because its only a half tile
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for (let i = 0; i < this.allEntities.length; ++i) {
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const entity = this.allEntities[i];
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const aceptorComp = entity.components.ItemAcceptor;
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const animations = aceptorComp.itemConsumptionAnimations;
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// Process item consumption animations to avoid items popping from the belts
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for (let animIndex = 0; animIndex < animations.length; ++animIndex) {
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const anim = animations[animIndex];
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const layer = aceptorComp.slots[anim.slotIndex].layer;
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anim.animProgress +=
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progress *
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this.root.hubGoals.getBeltBaseSpeed(layer) *
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globalConfig.beltItemSpacingByLayer[layer];
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if (anim.animProgress > 1) {
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// Original
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// animations.splice(animIndex, 1);
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// Faster variant
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fastArrayDelete(animations, animIndex);
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animIndex -= 1;
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}
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}
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}
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}
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/**
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* Draws the acceptor items
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* @param {DrawParameters} parameters
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* @param {enumLayer} layer
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*/
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drawLayer(parameters, layer) {
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this.forEachMatchingEntityOnScreen(parameters, this.drawEntityRegularLayer.bind(this, layer));
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}
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/**
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* @param {enumLayer} layer
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* @param {DrawParameters} parameters
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* @param {Entity} entity
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*/
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drawEntityRegularLayer(layer, parameters, entity) {
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const staticComp = entity.components.StaticMapEntity;
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const acceptorComp = entity.components.ItemAcceptor;
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if (!staticComp.shouldBeDrawn(parameters)) {
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return;
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}
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for (let animIndex = 0; animIndex < acceptorComp.itemConsumptionAnimations.length; ++animIndex) {
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const { item, slotIndex, animProgress, direction } = acceptorComp.itemConsumptionAnimations[
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animIndex
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];
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const slotData = acceptorComp.slots[slotIndex];
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if (slotData.layer !== layer) {
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// Don't draw non-regular slots for now
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continue;
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}
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const slotWorldPos = staticComp.applyRotationToVector(slotData.pos).add(staticComp.origin);
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const fadeOutDirection = enumDirectionToVector[staticComp.localDirectionToWorld(direction)];
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const finalTile = slotWorldPos.subScalars(
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fadeOutDirection.x * (animProgress / 2 - 0.5),
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fadeOutDirection.y * (animProgress / 2 - 0.5)
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);
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item.draw(
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(finalTile.x + 0.5) * globalConfig.tileSize,
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(finalTile.y + 0.5) * globalConfig.tileSize,
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parameters
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);
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}
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}
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}
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