Add sandbox controller

This commit is contained in:
tobspr 2020-06-28 12:38:48 +02:00
parent 17123fd7b9
commit 77440a68bc
6 changed files with 194 additions and 4 deletions

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@ -0,0 +1,47 @@
#ingame_HUD_SandboxController {
position: absolute;
background: $ingameHudBg;
@include S(padding, 5px);
@include S(bottom, 10px);
@include S(left, 10px);
@include SuperSmallText;
color: #eee;
display: flex;
flex-direction: column;
> label {
text-transform: uppercase;
}
.hint {
color: #aaa;
}
.plusMinus {
@include S(margin-top, 4px);
display: grid;
grid-template-columns: 1fr auto auto;
align-items: center;
@include S(grid-gap, 4px);
button {
@include PlainText;
@include S(padding, 0);
display: flex;
align-items: center;
justify-content: center;
@include S(width, 15px);
@include S(height, 15px);
@include IncreasedClickArea(0px);
}
}
.additionalOptions {
@include S(margin-top, 10px);
button {
@include IncreasedClickArea(0px);
@include SuperSmallText;
}
}
}

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@ -51,6 +51,7 @@
@import "ingame_hud/interactive_tutorial";
@import "ingame_hud/color_blind_helper";
@import "ingame_hud/shape_viewer";
@import "ingame_hud/sandbox_controller";
// prettier-ignore
$elements:
@ -77,6 +78,7 @@ ingame_HUD_BlueprintPlacer,
ingame_HUD_Waypoints_Hint,
ingame_HUD_Watermark,
ingame_HUD_ColorBlindBelowTileHelper,
ingame_HUD_SandboxController,
// Overlays
ingame_HUD_BetaOverlay,

View File

@ -4,6 +4,7 @@ const options = queryString.parse(location.search);
export let queryParamOptions = {
embedProvider: null,
fullVersion: false,
sandboxMode: false,
};
if (options.embed) {
@ -14,3 +15,8 @@ if (options.embed) {
if (options.fullVersion && !G_IS_RELEASE) {
queryParamOptions.fullVersion = true;
}
// Allow testing full version outside of standalone
if (options.sandboxMode && !G_IS_RELEASE) {
queryParamOptions.sandboxMode = true;
}

View File

@ -38,6 +38,8 @@ import { HUDColorBlindHelper } from "./parts/color_blind_helper";
import { HUDShapeViewer } from "./parts/shape_viewer";
import { HUDWiresOverlay } from "./parts/wires_overlay";
import { HUDChangesDebugger } from "./parts/debug_changes";
import { queryParamOptions } from "../../core/query_parameters";
import { HUDSandboxController } from "./parts/sandbox_controller";
export class GameHUD {
/**
@ -123,6 +125,10 @@ export class GameHUD {
this.parts.colorBlindHelper = new HUDColorBlindHelper(this.root);
}
if (queryParamOptions.sandboxMode || G_IS_DEV) {
this.parts.sandboxController = new HUDSandboxController(this.root);
}
const frag = document.createDocumentFragment();
for (const key in this.parts) {
this.parts[key].createElements(frag);

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@ -0,0 +1,133 @@
import { BaseHUDPart } from "../base_hud_part";
import { makeDiv } from "../../../core/utils";
import { DynamicDomAttach } from "../dynamic_dom_attach";
import { blueprintShape, UPGRADES } from "../../upgrades";
import { enumNotificationType } from "./notifications";
export class HUDSandboxController extends BaseHUDPart {
createElements(parent) {
this.element = makeDiv(
parent,
"ingame_HUD_SandboxController",
[],
`
<label>Sandbox Options</label>
<span class="hint">Use F6 to toggle this overlay</span>
<div class="buttons">
<div class="levelToggle plusMinus">
<label>Level</label>
<button class="styledButton minus">-</button>
<button class="styledButton plus">+</button>
</div>
<div class="upgradesBelt plusMinus">
<label>Upgrades &rarr; Belt</label>
<button class="styledButton minus">-</button>
<button class="styledButton plus">+</button>
</div>
<div class="upgradesExtraction plusMinus">
<label>Upgrades &rarr; Extraction</label>
<button class="styledButton minus">-</button>
<button class="styledButton plus">+</button>
</div>
<div class="upgradesProcessing plusMinus">
<label>Upgrades &rarr; Processing</label>
<button class="styledButton minus">-</button>
<button class="styledButton plus">+</button>
</div>
<div class="upgradesPainting plusMinus">
<label>Upgrades &rarr; Painting</label>
<button class="styledButton minus">-</button>
<button class="styledButton plus">+</button>
</div>
<div class="additionalOptions">
<button class="styledButton giveBlueprints">Fill blueprint shapes</button>
</div>
</div>
`
);
const bind = (selector, handler) => this.trackClicks(this.element.querySelector(selector), handler);
bind(".giveBlueprints", this.giveBlueprints);
bind(".levelToggle .minus", () => this.modifyLevel(-1));
bind(".levelToggle .plus", () => this.modifyLevel(1));
bind(".upgradesBelt .minus", () => this.modifyUpgrade("belt", -1));
bind(".upgradesBelt .plus", () => this.modifyUpgrade("belt", 1));
bind(".upgradesExtraction .minus", () => this.modifyUpgrade("miner", -1));
bind(".upgradesExtraction .plus", () => this.modifyUpgrade("miner", 1));
bind(".upgradesProcessing .minus", () => this.modifyUpgrade("processors", -1));
bind(".upgradesProcessing .plus", () => this.modifyUpgrade("processors", 1));
bind(".upgradesPainting .minus", () => this.modifyUpgrade("painting", -1));
bind(".upgradesPainting .plus", () => this.modifyUpgrade("painting", 1));
}
giveBlueprints() {
this.root.hubGoals.storedShapes[blueprintShape] += 1e4;
}
modifyUpgrade(id, amount) {
const handle = UPGRADES[id];
const maxLevel = handle.tiers.length;
this.root.hubGoals.upgradeLevels[id] = Math.max(
0,
Math.min(maxLevel, (this.root.hubGoals.upgradeLevels[id] || 0) + amount)
);
// Compute improvement
let improvement = 1;
for (let i = 0; i < this.root.hubGoals.upgradeLevels[id]; ++i) {
improvement += handle.tiers[i].improvement;
}
this.root.hubGoals.upgradeImprovements[id] = improvement;
this.root.signals.upgradePurchased.dispatch(id);
this.root.hud.signals.notification.dispatch(
"Upgrade '" + id + "' is now at level " + this.root.hubGoals.upgradeLevels[id],
enumNotificationType.upgrade
);
}
modifyLevel(amount) {
this.root.hubGoals.level = Math.max(1, this.root.hubGoals.level + amount);
this.root.hubGoals.createNextGoal();
// Clear all shapes of this level
this.root.hubGoals.storedShapes[this.root.hubGoals.currentGoal.definition.getHash()] = 0;
this.root.hud.signals.notification.dispatch(
"Changed level to " + this.root.hubGoals.level,
enumNotificationType.upgrade
);
}
initialize() {
// Allow toggling the controller overlay
this.root.gameState.inputReciever.keydown.add(key => {
if (key.keyCode === 117) {
// F6
this.toggle();
}
});
this.visible = true;
this.domAttach = new DynamicDomAttach(this.root, this.element);
}
toggle() {
this.visible = !this.visible;
}
update() {
this.domAttach.update(this.visible);
}
}

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@ -133,10 +133,6 @@ export class GameRoot {
/** @type {enumEditMode} */
this.editMode = enumEditMode.regular;
if (G_IS_DEV) {
this.editMode = enumEditMode.wires;
}
this.signals = {
// Entities
entityManuallyPlaced: /** @type {TypedSignal<[Entity]>} */ (new Signal()),