Conveyor sideloading

This commit is contained in:
Rendo 2025-10-14 23:54:09 +05:00
commit 81451bd356
14 changed files with 243 additions and 17 deletions

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@ -0,0 +1,8 @@
extends Node
# TODO: Use this autoload for conveyor optimizations
var sync_time : float
func _process(delta: float) -> void:
sync_time = fposmod(sync_time+delta,1)

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@ -0,0 +1 @@
uid://damurnhtipmga

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@ -4,3 +4,13 @@ extends Object
class_name Globals
const GRID_SIZE : Vector2 = Vector2(16,16)
enum Sides {
RIGHT,
DOWN,
LEFT,
UP
}
static func facing_difference(from : Structure.Facing, to : Structure.Facing) -> float:
return Structure.facing_to_vector(from).angle_to(Structure.facing_to_vector(to))

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@ -45,9 +45,22 @@ func add(stack: Stack) -> Stack:
stack_added.emit(stack,0)
return internal_array[0].merge_stack(stack)
func add_from_side(stack : Stack, ang_diff : float) -> Stack:
if abs(ang_diff) >= PI/4:
if internal_array[capacity/2].amount != 0:
return null
stack_added.emit(stack,capacity/2)
return internal_array[capacity/2].merge_stack(stack)
return add(stack)
func can_add() -> bool:
return internal_array[0].amount == 0
func can_add_from_side(ang_diff : float) -> bool:
if abs(ang_diff) >= PI/4:
return internal_array[capacity/2].amount == 0
return can_add()
## Tries to take first item. Returns null if no items in inventory
func pop() -> Stack:
if internal_array[capacity-1].amount == 0:

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@ -16,7 +16,10 @@ func _input(event: InputEvent) -> void:
else:
if held_construction.try_place(zone):
held_construction = null
if event.is_action_pressed("plc_rotate_up"):
if held_construction != null:
held_construction.cycle_up_facing()
if event.is_action_pressed("plc_cancel"):
held_construction.queue_free()

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@ -4,6 +4,16 @@ extends Node2D
## Game object that interact with other structures in its grid space
class_name Structure
enum Facing {
UNDIRECTIONAL = 0,
RIGHT = 1,
DOWN = 2,
LEFT = 3,
UP = 4
}
signal switched_facing(to: Facing)
## Dimensions of structure in grid tiles
@export var dimensions : Rect2i = Rect2i(0,0,1,1):
set(value):
@ -15,6 +25,20 @@ class_name Structure
## Inventory of this structure
@export var inventory : Inventory
@export var facing : Facing
static func facing_to_vector(face : Facing) -> Vector2:
match face:
Facing.RIGHT:
return Vector2.RIGHT
Facing.LEFT:
return Vector2.LEFT
Facing.UP:
return Vector2.UP
Facing.DOWN:
return Vector2.DOWN
_:
return Vector2.ZERO
## Debug draw of points
func _draw() -> void:
@ -58,3 +82,9 @@ func get_dimension_points() -> Array[Vector2]:
for y in range(dimensions.size.y):
result[x + y * dimensions.size.x] = (Vector2(x,y)*Globals.GRID_SIZE + Vector2(dimensions.position))
return result
func cycle_up_facing() -> void:
if facing == Facing.UNDIRECTIONAL:
return
facing = wrapi(facing+1,1,5) as Facing
switched_facing.emit(facing)

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@ -1,20 +1,65 @@
extends Node2D
@onready var inventory : ConveyorInventory = get_parent().inventory
@onready var parent_structure : Structure = get_parent()
@onready var inventory : ConveyorInventory = parent_structure.inventory
@onready var animator : AnimationPlayer = $"../AnimationPlayer"
func _ready() -> void:
sync_animations.call_deferred()
func sync_animations() -> void:
animator.seek(ConveyorManager.sync_time,true)
func _draw() -> void:
for i in range(inventory.capacity):
if inventory.internal_array[i].amount > 0:
var calculated_position = Vector2(-8,0)+Vector2(16/inventory.capacity*i+16/inventory.capacity*inventory.progress_array[i],0)
draw_texture(inventory.internal_array[i].held_item.preview,calculated_position - inventory.internal_array[i].held_item.preview.get_size()/2.0)
var calculated_position = calculate_position(i) - inventory.internal_array[i].held_item.preview.get_size()/2.0
draw_texture(inventory.internal_array[i].held_item.preview,calculated_position)
func _process(delta: float) -> void:
inventory.advance(delta)
queue_redraw()
var right : Structure = get_parent().get_relative(Vector2.RIGHT)
if right == null or right.inventory.can_add() == false:
var next : Structure = get_next()
if next == null or next.inventory.can_add_from_side(Globals.facing_difference(next.facing,parent_structure.facing)) == false:
return
var popped = inventory.pop()
if popped == null:
return
right.inventory.add(popped)
next.inventory.add_from_side(popped,Globals.facing_difference(next.facing,parent_structure.facing))
func calculate_position(index: int) -> Vector2:
var indexed_part = 16.0 / inventory.capacity
match parent_structure.facing:
Structure.Facing.RIGHT:
return Vector2.LEFT*8 + Vector2.RIGHT * indexed_part * (index + inventory.progress_array[index])
Structure.Facing.DOWN:
return Vector2.UP*8 + Vector2.DOWN * indexed_part * (index + inventory.progress_array[index])
Structure.Facing.LEFT:
return Vector2.RIGHT*8 + Vector2.LEFT * indexed_part * (index + inventory.progress_array[index])
Structure.Facing.UP:
return Vector2.DOWN*8 + Vector2.UP * indexed_part * (index + inventory.progress_array[index])
return Vector2.ZERO
func get_next() -> Structure:
match parent_structure.facing:
Structure.Facing.RIGHT:
return parent_structure.get_relative(Vector2(1,0))
Structure.Facing.DOWN:
return parent_structure.get_relative(Vector2(0,1))
Structure.Facing.LEFT:
return parent_structure.get_relative(Vector2(-1,0))
Structure.Facing.UP:
return parent_structure.get_relative(Vector2(0,-1))
return null
func _on_conveyor_switched_facing(to: Structure.Facing) -> void:
match to:
Structure.Facing.RIGHT:
animator.play("right")
Structure.Facing.DOWN:
animator.play("down")
Structure.Facing.LEFT:
animator.play("left")
Structure.Facing.UP:
animator.play("up")
sync_animations()