Further fixes
Before Width: | Height: | Size: 7.7 KiB After Width: | Height: | Size: 6.8 KiB |
Before Width: | Height: | Size: 107 KiB After Width: | Height: | Size: 114 KiB |
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@ -1455,6 +1455,6 @@
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"format": "RGBA8888",
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"format": "RGBA8888",
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"size": {"w":2048,"h":2048},
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"size": {"w":2048,"h":2048},
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||||||
"scale": "0.75",
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"scale": "0.75",
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"smartupdate": "$TexturePacker:SmartUpdate:924a8f6c92d940fa98468620a94d6050:d4394c870d2b44699ac9f9cd06c8c294:908b89f5ca8ff73e331a35a3b14d0604$"
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"smartupdate": "$TexturePacker:SmartUpdate:c61d9c7c8f387e344954d344de26c19e:20296b3e09d5b363b1e55eee3b673411:908b89f5ca8ff73e331a35a3b14d0604$"
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}
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}
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}
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}
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Before Width: | Height: | Size: 1.3 MiB After Width: | Height: | Size: 1.3 MiB |
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@ -1455,6 +1455,6 @@
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"format": "RGBA8888",
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"format": "RGBA8888",
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"size": {"w":1024,"h":1024},
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"size": {"w":1024,"h":1024},
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"scale": "0.25",
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"scale": "0.25",
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"smartupdate": "$TexturePacker:SmartUpdate:924a8f6c92d940fa98468620a94d6050:d4394c870d2b44699ac9f9cd06c8c294:908b89f5ca8ff73e331a35a3b14d0604$"
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"smartupdate": "$TexturePacker:SmartUpdate:c61d9c7c8f387e344954d344de26c19e:20296b3e09d5b363b1e55eee3b673411:908b89f5ca8ff73e331a35a3b14d0604$"
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}
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}
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}
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}
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|
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Before Width: | Height: | Size: 278 KiB After Width: | Height: | Size: 279 KiB |
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@ -1455,6 +1455,6 @@
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"format": "RGBA8888",
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"format": "RGBA8888",
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||||||
"size": {"w":1024,"h":2048},
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"size": {"w":1024,"h":2048},
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||||||
"scale": "0.5",
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"scale": "0.5",
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||||||
"smartupdate": "$TexturePacker:SmartUpdate:924a8f6c92d940fa98468620a94d6050:d4394c870d2b44699ac9f9cd06c8c294:908b89f5ca8ff73e331a35a3b14d0604$"
|
"smartupdate": "$TexturePacker:SmartUpdate:c61d9c7c8f387e344954d344de26c19e:20296b3e09d5b363b1e55eee3b673411:908b89f5ca8ff73e331a35a3b14d0604$"
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||||||
}
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}
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||||||
}
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}
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||||||
|
|
Before Width: | Height: | Size: 700 KiB After Width: | Height: | Size: 700 KiB |
Before Width: | Height: | Size: 7.5 KiB After Width: | Height: | Size: 8.3 KiB |
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@ -25,7 +25,7 @@ export const enumUndergroundBeltVariantToTier = {
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[enumUndergroundBeltVariants.tier2]: 1,
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[enumUndergroundBeltVariants.tier2]: 1,
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};
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};
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const colorsByRotationVariant = ["#6d9dff", "#9cad40"];
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const colorsByRotationVariant = ["#6d9dff", "#71ff9c"];
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const overlayMatrices = [
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const overlayMatrices = [
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// Sender
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// Sender
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@ -6,6 +6,7 @@ import { enumWireType, enumWireVariant, WireComponent } from "../components/wire
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import { Entity } from "../entity";
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import { Entity } from "../entity";
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import { defaultBuildingVariant, MetaBuilding } from "../meta_building";
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import { defaultBuildingVariant, MetaBuilding } from "../meta_building";
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import { GameRoot } from "../root";
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import { GameRoot } from "../root";
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import { enumHubGoalRewards } from "../tutorial_goals";
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export const arrayWireRotationVariantToType = [
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export const arrayWireRotationVariantToType = [
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enumWireType.forward,
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enumWireType.forward,
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@ -81,8 +82,7 @@ export class MetaWireBuilding extends MetaBuilding {
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* @param {GameRoot} root
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* @param {GameRoot} root
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*/
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*/
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getIsUnlocked(root) {
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getIsUnlocked(root) {
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// @todo
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return root.hubGoals.isRewardUnlocked(enumHubGoalRewards.reward_wires_filters_and_levers);
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return true;
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}
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}
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/**
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/**
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@ -6,6 +6,7 @@ import { THEME } from "../../theme";
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import { BaseHUDPart } from "../base_hud_part";
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import { BaseHUDPart } from "../base_hud_part";
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import { Loader } from "../../../core/loader";
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import { Loader } from "../../../core/loader";
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import { lerp } from "../../../core/utils";
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import { lerp } from "../../../core/utils";
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import { enumHubGoalRewards } from "../../tutorial_goals";
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const wiresBackgroundDpi = 4;
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const wiresBackgroundDpi = 4;
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@ -26,7 +27,9 @@ export class HUDWiresOverlay extends BaseHUDPart {
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*/
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*/
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switchLayers() {
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switchLayers() {
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if (this.root.currentLayer === "regular") {
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if (this.root.currentLayer === "regular") {
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this.root.currentLayer = "wires";
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if (this.root.hubGoals.isRewardUnlocked(enumHubGoalRewards.reward_wires_filters_and_levers)) {
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this.root.currentLayer = "wires";
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}
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} else {
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} else {
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this.root.currentLayer = "regular";
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this.root.currentLayer = "regular";
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}
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}
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@ -17,8 +17,8 @@
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"background": "rgba(74, 237, 134, 0.2)"
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"background": "rgba(74, 237, 134, 0.2)"
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},
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},
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"wires": {
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"wires": {
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"color": "rgb(209, 107, 203)",
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"color": "rgb(74, 237, 134)",
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"background": "rgba(209, 107, 203, 0.2)"
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"background": "rgba(74, 237, 134, 0.2)"
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}
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}
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},
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},
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@ -17,8 +17,8 @@
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"background": "rgba(74, 237, 134, 0.2)"
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"background": "rgba(74, 237, 134, 0.2)"
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},
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},
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"wires": {
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"wires": {
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"color": "rgb(209, 107, 203)",
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"color": "rgb(74, 237, 134)",
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"background": "rgba(209, 107, 203, 0.2)"
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"background": "rgba(74, 237, 134, 0.2)"
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}
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}
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},
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},
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@ -30,7 +30,6 @@ export const enumHubGoalRewards = {
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reward_constant_signal: "reward_constant_signal",
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reward_constant_signal: "reward_constant_signal",
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reward_logic_gates: "reward_logic_gates",
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reward_logic_gates: "reward_logic_gates",
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reward_virtual_processing: "reward_virtual_processing",
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reward_virtual_processing: "reward_virtual_processing",
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reward_second_wire: "reward_second_wire",
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reward_blueprints: "reward_blueprints",
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reward_blueprints: "reward_blueprints",
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reward_freeplay: "reward_freeplay",
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reward_freeplay: "reward_freeplay",
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@ -244,15 +243,7 @@ export const tutorialGoals = [
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reward: enumHubGoalRewards.reward_virtual_processing,
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reward: enumHubGoalRewards.reward_virtual_processing,
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},
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},
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// 26 Secondary type of wire
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// 26 Freeplay
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{
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// @TODO
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shape: "CuCuCuCu",
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required: 50000,
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reward: enumHubGoalRewards.reward_second_wire,
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},
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// 27 Freeplay
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{
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{
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// @TODO
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// @TODO
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shape: "CuCuCuCu",
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shape: "CuCuCuCu",
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@ -53,7 +53,6 @@ export const enumHubGoalRewardsToContentUnlocked = {
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[enumHubGoalRewards.reward_constant_signal]: typed([
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[enumHubGoalRewards.reward_constant_signal]: typed([
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[MetaConstantSignalBuilding, defaultBuildingVariant],
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[MetaConstantSignalBuilding, defaultBuildingVariant],
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]),
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]),
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[enumHubGoalRewards.reward_second_wire]: null, // @TODO!
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[enumHubGoalRewards.reward_logic_gates]: null, // @TODO!
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[enumHubGoalRewards.reward_logic_gates]: null, // @TODO!
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[enumHubGoalRewards.reward_virtual_processing]: null, // @TODO!
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[enumHubGoalRewards.reward_virtual_processing]: null, // @TODO!
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@ -565,10 +565,11 @@ buildings:
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wire:
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wire:
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default:
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default:
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name: &wire Wire
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name: &wire Wire
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description: &wire_desc Allows to connect logical components and can transfer items, colors or boolean signals.
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description: &wire_desc Transfers signals, which can be items, colors or booleans (1 / 0). Different colored wires do not connect.
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second:
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second:
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name: Wire
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name: *wire
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description: Allows to connect logical components and can transfer items, colors or boolean signals. Different colored wires do not connect.
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description: *wire_desc
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wire_tunnel:
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wire_tunnel:
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default:
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default:
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@ -578,7 +579,7 @@ buildings:
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constant_signal:
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constant_signal:
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default:
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default:
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name: &constant_signal Constant Signal
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name: &constant_signal Constant Signal
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description: Emits a constant signal, which can be either a shape, color or boolean.
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description: Emits a constant signal, which can be either a shape, color or boolean (1 / 0).
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lever:
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lever:
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default:
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default:
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@ -587,7 +588,7 @@ buildings:
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logic_gate:
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logic_gate:
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default:
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default:
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name: &logic_gate AND Gate
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name: AND Gate
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description: Emits a boolean "1" if both inputs are truthy.
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description: Emits a boolean "1" if both inputs are truthy.
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||||||
not:
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not:
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name: NOT Gate
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name: NOT Gate
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@ -683,7 +684,7 @@ storyRewards:
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||||||
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|
||||||
reward_tunnel:
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reward_tunnel:
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||||||
title: Tunnel
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title: Tunnel
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desc: The <strong>tunnel</strong> has been unlocked - You can now tunnel items through belts and buildings with it!
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desc: The <strong>tunnel</strong> has been unlocked - You can now tunnel items below belts and buildings with it!
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||||||
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||||||
reward_rotater_ccw:
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reward_rotater_ccw:
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||||||
title: CCW Rotating
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title: CCW Rotating
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||||||
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@ -775,12 +776,6 @@ storyRewards:
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||||||
- Build something cool with wires.<br><br>
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- Build something cool with wires.<br><br>
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||||||
- Continue to play regulary.
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- Continue to play regulary.
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||||||
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|
||||||
reward_second_wire:
|
|
||||||
title: Second Wire Type
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|
||||||
desc: >-
|
|
||||||
Annoyed by wires automatically connecting? I just gave you another <strong>type of wire</strong>!<br><br>
|
|
||||||
Different types of wires do not connect to each other, so you can now build much compacter circuits.
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|
||||||
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||||||
# Special reward, which is shown when there is no reward actually
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# Special reward, which is shown when there is no reward actually
|
||||||
no_reward:
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no_reward:
|
||||||
title: Next level
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title: Next level
|
||||||
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