mirror of
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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>
308 lines
11 KiB
JavaScript
308 lines
11 KiB
JavaScript
import { globalConfig } from "../core/config";
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import { DrawParameters } from "../core/draw_parameters";
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import { getBuildingDataFromCode } from "./building_codes";
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import { Entity } from "./entity";
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import { MapChunk } from "./map_chunk";
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import { GameRoot } from "./root";
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import { THEME } from "./theme";
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import { drawSpriteClipped } from "../core/draw_utils";
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export const CHUNK_OVERLAY_RES = 3;
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export class MapChunkView extends MapChunk {
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/**
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*
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* @param {GameRoot} root
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* @param {number} x
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* @param {number} y
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*/
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constructor(root, x, y) {
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super(root, x, y);
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/**
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* Whenever something changes, we increase this number - so we know we need to redraw
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*/
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this.renderIteration = 0;
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this.markDirty();
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}
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/**
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* Marks this chunk as dirty, rerendering all caches
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*/
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markDirty() {
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++this.renderIteration;
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this.renderKey = this.x + "/" + this.y + "@" + this.renderIteration;
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}
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/**
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* Draws the background layer
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* @param {DrawParameters} parameters
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*/
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drawBackgroundLayer(parameters) {
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const systems = this.root.systemMgr.systems;
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if (systems.zone) {
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systems.zone.drawChunk(parameters, this);
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}
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if (this.root.gameMode.hasResources()) {
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systems.mapResources.drawChunk(parameters, this);
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}
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systems.beltUnderlays.drawChunk(parameters, this);
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systems.belt.drawChunk(parameters, this);
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}
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/**
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* Draws the dynamic foreground layer
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* @param {DrawParameters} parameters
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*/
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drawForegroundDynamicLayer(parameters) {
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const systems = this.root.systemMgr.systems;
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systems.itemEjector.drawChunk(parameters, this);
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systems.itemAcceptor.drawChunk(parameters, this);
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systems.miner.drawChunk(parameters, this);
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}
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/**
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* Draws the static foreground layer
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* @param {DrawParameters} parameters
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*/
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drawForegroundStaticLayer(parameters) {
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const systems = this.root.systemMgr.systems;
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systems.staticMapEntities.drawChunk(parameters, this);
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systems.lever.drawChunk(parameters, this);
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systems.display.drawChunk(parameters, this);
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systems.storage.drawChunk(parameters, this);
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systems.constantProducer.drawChunk(parameters, this);
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systems.goalAcceptor.drawChunk(parameters, this);
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systems.itemProcessorOverlays.drawChunk(parameters, this);
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}
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/**
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* Overlay
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* @param {DrawParameters} parameters
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*/
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drawOverlay(parameters) {
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const overlaySize = globalConfig.mapChunkSize * CHUNK_OVERLAY_RES;
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const sprite = this.root.buffers.getForKey({
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key: "chunk@" + this.root.currentLayer,
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subKey: this.renderKey,
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w: overlaySize,
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h: overlaySize,
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dpi: 1,
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redrawMethod: this.generateOverlayBuffer.bind(this),
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});
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const dims = globalConfig.mapChunkWorldSize;
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const extrude = 0.05;
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// Draw chunk "pixel" art
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parameters.context.imageSmoothingEnabled = false;
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drawSpriteClipped({
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parameters,
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sprite,
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x: this.x * dims - extrude,
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y: this.y * dims - extrude,
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w: dims + 2 * extrude,
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h: dims + 2 * extrude,
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originalW: overlaySize,
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originalH: overlaySize,
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});
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parameters.context.imageSmoothingEnabled = true;
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const resourcesScale = this.root.app.settings.getAllSettings().mapResourcesScale;
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// Draw patch items
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if (this.root.currentLayer === "regular" && resourcesScale > 0.05) {
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const diameter = (70 / Math.pow(parameters.zoomLevel, 0.35)) * (0.2 + 2 * resourcesScale);
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for (let i = 0; i < this.patches.length; ++i) {
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const patch = this.patches[i];
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if (patch.item.getItemType() === "shape") {
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const destX = this.x * dims + patch.pos.x * globalConfig.tileSize;
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const destY = this.y * dims + patch.pos.y * globalConfig.tileSize;
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patch.item.drawItemCenteredClipped(destX, destY, parameters, diameter);
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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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* @param {HTMLCanvasElement} canvas
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* @param {CanvasRenderingContext2D} context
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* @param {number} w
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* @param {number} h
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* @param {number} dpi
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*/
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generateOverlayBuffer(canvas, context, w, h, dpi) {
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context.fillStyle =
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this.containedEntities.length > 0
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? THEME.map.chunkOverview.filled
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: THEME.map.chunkOverview.empty;
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context.fillRect(0, 0, w, h);
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if (this.root.app.settings.getAllSettings().displayChunkBorders) {
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context.fillStyle = THEME.map.chunkBorders;
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context.fillRect(0, 0, w, 1);
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context.fillRect(0, 1, 1, h);
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}
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for (let x = 0; x < globalConfig.mapChunkSize; ++x) {
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const lowerArray = this.lowerLayer[x];
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const upperArray = this.contents[x];
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for (let y = 0; y < globalConfig.mapChunkSize; ++y) {
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const upperContent = upperArray[y];
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if (upperContent) {
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const staticComp = upperContent.components.StaticMapEntity;
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const data = getBuildingDataFromCode(staticComp.code);
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const metaBuilding = data.metaInstance;
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const overlayMatrix = metaBuilding.getSpecialOverlayRenderMatrix(
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staticComp.rotation,
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data.rotationVariant,
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data.variant,
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upperContent
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);
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if (overlayMatrix) {
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// Draw lower content first since it "shines" through
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const lowerContent = lowerArray[y];
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if (lowerContent) {
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context.fillStyle = lowerContent.getBackgroundColorAsResource();
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context.fillRect(
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x * CHUNK_OVERLAY_RES,
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y * CHUNK_OVERLAY_RES,
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CHUNK_OVERLAY_RES,
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CHUNK_OVERLAY_RES
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);
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}
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context.fillStyle = metaBuilding.getSilhouetteColor(
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data.variant,
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data.rotationVariant
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);
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for (let dx = 0; dx < 3; ++dx) {
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for (let dy = 0; dy < 3; ++dy) {
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const isFilled = overlayMatrix[dx + dy * 3];
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if (isFilled) {
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context.fillRect(
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x * CHUNK_OVERLAY_RES + dx,
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y * CHUNK_OVERLAY_RES + dy,
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1,
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1
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);
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}
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}
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}
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continue;
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} else {
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context.fillStyle = metaBuilding.getSilhouetteColor(
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data.variant,
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data.rotationVariant
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);
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context.fillRect(
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x * CHUNK_OVERLAY_RES,
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y * CHUNK_OVERLAY_RES,
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CHUNK_OVERLAY_RES,
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CHUNK_OVERLAY_RES
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);
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continue;
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}
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}
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const lowerContent = lowerArray[y];
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if (lowerContent) {
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context.fillStyle = lowerContent.getBackgroundColorAsResource();
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context.fillRect(
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x * CHUNK_OVERLAY_RES,
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y * CHUNK_OVERLAY_RES,
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CHUNK_OVERLAY_RES,
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CHUNK_OVERLAY_RES
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);
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}
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}
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}
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if (this.root.currentLayer === "wires") {
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// Draw wires overlay
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context.fillStyle = THEME.map.wires.overlayColor;
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context.fillRect(0, 0, w, h);
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for (let x = 0; x < globalConfig.mapChunkSize; ++x) {
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const wiresArray = this.wireContents[x];
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for (let y = 0; y < globalConfig.mapChunkSize; ++y) {
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const content = wiresArray[y];
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if (!content) {
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continue;
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}
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MapChunkView.drawSingleWiresOverviewTile({
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context,
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x: x * CHUNK_OVERLAY_RES,
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y: y * CHUNK_OVERLAY_RES,
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entity: content,
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tileSizePixels: CHUNK_OVERLAY_RES,
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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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* @param {object} param0
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* @param {CanvasRenderingContext2D} param0.context
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* @param {number} param0.x
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* @param {number} param0.y
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* @param {Entity} param0.entity
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* @param {number} param0.tileSizePixels
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* @param {string=} param0.overrideColor Optionally override the color to be rendered
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*/
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static drawSingleWiresOverviewTile({ context, x, y, entity, tileSizePixels, overrideColor = null }) {
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const staticComp = entity.components.StaticMapEntity;
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const data = getBuildingDataFromCode(staticComp.code);
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const metaBuilding = data.metaInstance;
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const overlayMatrix = metaBuilding.getSpecialOverlayRenderMatrix(
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staticComp.rotation,
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data.rotationVariant,
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data.variant,
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entity
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);
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context.fillStyle =
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overrideColor || metaBuilding.getSilhouetteColor(data.variant, data.rotationVariant);
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if (overlayMatrix) {
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for (let dx = 0; dx < 3; ++dx) {
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for (let dy = 0; dy < 3; ++dy) {
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const isFilled = overlayMatrix[dx + dy * 3];
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if (isFilled) {
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context.fillRect(
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x + (dx * tileSizePixels) / CHUNK_OVERLAY_RES,
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y + (dy * tileSizePixels) / CHUNK_OVERLAY_RES,
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tileSizePixels / CHUNK_OVERLAY_RES,
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tileSizePixels / CHUNK_OVERLAY_RES
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);
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}
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}
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}
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} else {
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context.fillRect(x, y, tileSizePixels, tileSizePixels);
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}
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}
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/**
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* Draws the wires layer
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* @param {DrawParameters} parameters
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*/
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drawWiresForegroundLayer(parameters) {
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const systems = this.root.systemMgr.systems;
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systems.wire.drawChunk(parameters, this);
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systems.staticMapEntities.drawWiresChunk(parameters, this);
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systems.wiredPins.drawChunk(parameters, this);
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}
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}
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