Fire and arrow on furnace
This commit is contained in:
+101
-19
@@ -1,20 +1,30 @@
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import { Inventory, PlayerInventory } from "../inventory.ts";
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import { add_player_hotbar, add_player_inventory, GuiInventoryScreen, Slot } from "./gui_screen.ts";
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import { canvas, draw_rect, draw_text, Texture } from "$/client/renderer/mod.ts";
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import { canvas, draw_rect, draw_texture_region, Texture } from "$/client/renderer/mod.ts";
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import { AssetManager } from "../assets.ts";
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import { SLOT_SIZE } from "../../common/constants.ts";
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import { SLOT_SIZE, TEXTURE_SIZE } from "$/common/constants.ts";
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import { draw_nine_slice } from "../systems/rendering/render_utils.ts";
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import { get_sprite_region } from "$/common/utils.ts";
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const PADDING = 10;
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export class GuiFurnace extends GuiInventoryScreen<Inventory, { fuel: number; progress: number }> {
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// crazy this is how i found out interface X {} is diffrent then type X = {}
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type TileChestData = {
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inventory: Inventory;
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progress: number;
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progress_max: number;
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fuel: number;
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fuel_max: number;
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};
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export class GuiFurnace extends GuiInventoryScreen<Inventory, TileChestData> {
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override inventory_width = PADDING * 2 + SLOT_SIZE * 9;
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override inventory_height = PADDING * 4 + SLOT_SIZE * 7;
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constructor(
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inventory: Inventory,
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player_inventory: PlayerInventory,
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properties: { fuel: number; progress: number },
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properties: TileChestData,
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) {
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super(inventory, player_inventory, properties);
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@@ -70,21 +80,8 @@ export class GuiFurnace extends GuiInventoryScreen<Inventory, { fuel: number; pr
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this.inventory_height,
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);
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const furnace_y = PADDING * 3 + SLOT_SIZE * 4;
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draw_text(
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String(this.properties.fuel),
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this.x + this.inventory_width / 2 - SLOT_SIZE,
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this.y + furnace_y + SLOT_SIZE,
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1,
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[0, 0, 0, 1],
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);
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draw_text(
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String(this.properties.progress),
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this.x + this.inventory_width / 2,
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this.y + furnace_y + SLOT_SIZE,
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1,
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[0, 0, 0, 1],
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);
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this.draw_fire();
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this.draw_arrow();
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super.on_render();
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}
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@@ -126,4 +123,89 @@ export class GuiFurnace extends GuiInventoryScreen<Inventory, { fuel: number; pr
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this.inventory.container.set_item(2, undefined);
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}
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}
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draw_fire() {
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const atlas = AssetManager.instance.get<Texture>("bworld:textures");
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const fire_empty_region = get_sprite_region("bworld:fire_empty");
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const fire_full_region = get_sprite_region("bworld:fire_full");
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const fuel_pct = Math.max(0, Math.min(1, this.properties.fuel / this.properties.fuel_max));
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const full_height = SLOT_SIZE * fuel_pct;
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const furnace_y = PADDING * 3 + SLOT_SIZE * 4;
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draw_texture_region(
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atlas,
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fire_empty_region.x * TEXTURE_SIZE,
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fire_empty_region.y * TEXTURE_SIZE,
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TEXTURE_SIZE,
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TEXTURE_SIZE,
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this.x + this.inventory_width / 2 - SLOT_SIZE,
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this.y + furnace_y + SLOT_SIZE,
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SLOT_SIZE,
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SLOT_SIZE,
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);
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const fire_draw_x = this.x + this.inventory_width / 2 - SLOT_SIZE;
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const fire_draw_y = this.y + furnace_y + SLOT_SIZE;
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const fire_src_height = TEXTURE_SIZE * fuel_pct;
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const fire_src_y_offset = TEXTURE_SIZE - fire_src_height;
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const fire_dst_y_offset = SLOT_SIZE - full_height;
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draw_texture_region(
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atlas,
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fire_full_region.x * TEXTURE_SIZE,
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fire_full_region.y * TEXTURE_SIZE + fire_src_y_offset,
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TEXTURE_SIZE,
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fire_src_height,
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fire_draw_x,
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fire_draw_y + fire_dst_y_offset,
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SLOT_SIZE,
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full_height,
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);
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}
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draw_arrow() {
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const atlas = AssetManager.instance.get<Texture>("bworld:textures");
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const arrow_empty_region = get_sprite_region("bworld:arrow_empty");
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const arrow_full_region = get_sprite_region("bworld:arrow_full");
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const progress_pct = Math.max(0, Math.min(1, this.properties.progress / this.properties.progress_max));
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const full_width = SLOT_SIZE * progress_pct;
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const furnace_y = PADDING * 3 + SLOT_SIZE * 4;
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draw_texture_region(
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atlas,
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arrow_empty_region.x * TEXTURE_SIZE,
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arrow_empty_region.y * TEXTURE_SIZE,
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TEXTURE_SIZE,
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TEXTURE_SIZE,
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this.x + this.inventory_width / 2,
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this.y + furnace_y + SLOT_SIZE,
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SLOT_SIZE,
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SLOT_SIZE,
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);
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const draw_x = this.x + this.inventory_width / 2;
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const draw_y = this.y + furnace_y + SLOT_SIZE;
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const src_width = TEXTURE_SIZE * progress_pct;
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draw_texture_region(
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atlas,
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arrow_full_region.x * TEXTURE_SIZE,
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arrow_full_region.y * TEXTURE_SIZE,
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src_width,
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TEXTURE_SIZE,
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draw_x,
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draw_y,
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full_width,
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SLOT_SIZE,
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);
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}
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}
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