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tobspr_shapez.io/src/js/game/hud/parts/settings_menu.js
tobspr 931c8a5821
Puzzle DLC (#1172)
* 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>
2021-05-23 16:32:05 +02:00

130 lines
4.3 KiB
JavaScript

import { BaseHUDPart } from "../base_hud_part";
import { makeDiv, formatBigNumberFull } from "../../../core/utils";
import { DynamicDomAttach } from "../dynamic_dom_attach";
import { InputReceiver } from "../../../core/input_receiver";
import { KeyActionMapper, KEYMAPPINGS } from "../../key_action_mapper";
import { T } from "../../../translations";
import { StaticMapEntityComponent } from "../../components/static_map_entity";
import { BeltComponent } from "../../components/belt";
export class HUDSettingsMenu extends BaseHUDPart {
createElements(parent) {
this.background = makeDiv(parent, "ingame_HUD_SettingsMenu", ["ingameDialog"]);
this.menuElement = makeDiv(this.background, null, ["menuElement"]);
if (this.root.gameMode.hasHub()) {
this.statsElement = makeDiv(
this.background,
null,
["statsElement"],
`
<strong>${T.ingame.settingsMenu.beltsPlaced}</strong><span class="beltsPlaced"></span>
<strong>${T.ingame.settingsMenu.buildingsPlaced}</strong><span class="buildingsPlaced"></span>
<strong>${T.ingame.settingsMenu.playtime}</strong><span class="playtime"></span>
`
);
}
this.buttonContainer = makeDiv(this.menuElement, null, ["buttons"]);
const buttons = [
{
id: "continue",
action: () => this.close(),
},
{
id: "settings",
action: () => this.goToSettings(),
},
{
id: "menu",
action: () => this.returnToMenu(),
},
];
for (let i = 0; i < buttons.length; ++i) {
const { action, id } = buttons[i];
const element = document.createElement("button");
element.classList.add("styledButton");
element.classList.add(id);
this.buttonContainer.appendChild(element);
this.trackClicks(element, action);
}
}
isBlockingOverlay() {
return this.visible;
}
returnToMenu() {
this.root.gameState.goBackToMenu();
}
goToSettings() {
this.root.gameState.goToSettings();
}
shouldPauseGame() {
return this.visible;
}
shouldPauseRendering() {
return this.visible;
}
initialize() {
this.root.keyMapper.getBinding(KEYMAPPINGS.general.back).add(this.show, this);
this.domAttach = new DynamicDomAttach(this.root, this.background, {
attachClass: "visible",
});
this.inputReciever = new InputReceiver("settingsmenu");
this.keyActionMapper = new KeyActionMapper(this.root, this.inputReciever);
this.keyActionMapper.getBinding(KEYMAPPINGS.general.back).add(this.close, this);
this.close();
}
show() {
this.visible = true;
this.root.app.inputMgr.makeSureAttachedAndOnTop(this.inputReciever);
const totalMinutesPlayed = Math.ceil(this.root.time.now() / 60);
if (this.root.gameMode.hasHub()) {
/** @type {HTMLElement} */
const playtimeElement = this.statsElement.querySelector(".playtime");
/** @type {HTMLElement} */
const buildingsPlacedElement = this.statsElement.querySelector(".buildingsPlaced");
/** @type {HTMLElement} */
const beltsPlacedElement = this.statsElement.querySelector(".beltsPlaced");
playtimeElement.innerText = T.global.time.xMinutes.replace("<x>", `${totalMinutesPlayed}`);
buildingsPlacedElement.innerText = formatBigNumberFull(
this.root.entityMgr.getAllWithComponent(StaticMapEntityComponent).length -
this.root.entityMgr.getAllWithComponent(BeltComponent).length
);
beltsPlacedElement.innerText = formatBigNumberFull(
this.root.entityMgr.getAllWithComponent(BeltComponent).length
);
}
}
close() {
this.visible = false;
this.root.app.inputMgr.makeSureDetached(this.inputReciever);
this.update();
}
update() {
this.domAttach.update(this.visible);
}
}