Wall drags at 45° lay slopes; diagonal tubes drawn as one pipe; no side arrow on drag ghosts (t35, t36)

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
This commit is contained in:
2026-10-25 22:20:48 -04:00
co-authored by Claude Opus 5.5
parent f19facbe5c
commit 814b51df46
17 changed files with 172 additions and 65 deletions
+1 -1
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@@ -59,7 +59,7 @@ function pickUnderCursor() {
else if (blockP[bi] || ghost) {
const code = blockP[bi] || ghost[0], v = blockP[bi] ? blockV[bi] : ghost[1];
const P = PIECE_BY_CODE[code]; pid = P.id;
if (isWall(code)) { GAME.wallMat = v; if (isSlope(code)) GAME.pieceDir.slope = code - BP_SLOPE_BL; }
if (isWall(code)) { GAME.wallMat = v; GAME.pieceDir.wall = isSlope(code) ? code - BP_SLOPE_BL + 1 : 0; }
else if (P.filter) { GAME.filterCfg = blockP[bi] ? filterInfo(bi) : cleanFilterCfg(ghost[2]); GAME.pieceDir[P.id] = v >> 7; }
else if (P.dirs) GAME.pieceDir[P.id] = v % P.dirs.length;
}
+9 -5
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@@ -1,7 +1,7 @@
// The build menu along the bottom: categories, piece tiles and their icons.
// ---------- Build menu ----------
const BUILD_CATS = [
['Structure', ['wall', 'slope', 'grate', 'gate']],
['Structure', ['wall', 'grate', 'gate']],
['Moving', ['belt', 'filter', 'tube']],
['Liquids', ['pipe', 'pump', 'outlet']],
['Machines', ['fan', 'grinder', 'saw', 'press', 'rack', 'silo']],
@@ -10,7 +10,6 @@ const BUILD_CATS = [
const BUILD_ORDER = BUILD_CATS.flatMap(c => c[1]);
const PIECE_ICONS = {
wall: '<rect x="3" y="5" width="18" height="14" rx="1"/><path d="M3 12h18M9 5v7M15 12v7"/>',
slope: '<path d="M3 3v18h18zM3 15h12M8 9v6"/>',
grate: '<rect x="3" y="5" width="18" height="14" rx="1"/><path d="M7.5 5v14M12 5v14M16.5 5v14"/>',
gate: '<rect x="3" y="5" width="18" height="14" rx="1"/><path d="M9 5v14"/><path d="M12 12h6M16 9.5l2.5 2.5-2.5 2.5"/>',
belt: '<rect x="2" y="9" width="20" height="8" rx="2"/><circle cx="7" cy="13" r="2"/><circle cx="17" cy="13" r="2"/><path d="M9 5h7M14 3l2 2-2 2"/>',
@@ -29,7 +28,12 @@ const PIECE_ICONS = {
bitmold: '<path d="M3 9h10l7 3-7 3H3z"/><path d="M6.5 9v6M9.5 9v6"/>',
tankmold: '<rect x="5" y="7" width="14" height="13" rx="3"/><path d="M9 4h6v3M8.5 12h7"/>',
};
function pieceIcon(id) { return `<svg viewBox="0 0 24 24" fill="none" stroke="currentColor" stroke-width="1.6" stroke-linejoin="round" stroke-linecap="round" aria-hidden="true">${PIECE_ICONS[id] || ''}</svg>`; }
function pieceIcon(id) {
const v = GAME.drag && GAME.dragDir >= 0 ? GAME.dragDir : GAME.pieceDir.tube || 0;
const body = PIECE_ICONS[id] || '';
const icon = id === 'tube' && v >= 4 ? `<g transform="rotate(${v === 4 || v === 6 ? -45 : 45} 12 12)">${body}</g>` : body;
return `<svg viewBox="0 0 24 24" fill="none" stroke="currentColor" stroke-width="1.6" stroke-linejoin="round" stroke-linecap="round" aria-hidden="true">${icon}</svg>`;
}
function catOf(id) { const c = BUILD_CATS.findIndex(([, ids]) => ids.includes(id)); return c < 0 ? 0 : c; }
let lastBuildKey = '', lastBuildMenu = '';
function selectBuildCat(c) {
@@ -51,7 +55,7 @@ function buildVariantChips(P) {
const dirChip = !P.dirs ? '' : dragging ? `<span class="chip ok">${glyph(P.dirs[GAME.dragDir])} ${esc(P.dirs[GAME.dragDir])} · from your drag</span>` : `<span class="chip hot">${glyph(dir)} ${esc(dir)} · R</span>`;
const fc = GAME.filterCfg;
const sws = ms => ms.slice(0, 6).map(m => `<span class="sw" style="display:inline-block;vertical-align:-2px;width:9px;height:9px;margin-right:2px;background:${rgbOf(m)}"></span>`).join('') + (ms.length > 6 ? `+${ms.length - 6}` : '');
return pieceUsesWall(P) ? `<button class="chip hot" data-wall-picker><span class="sw" style="display:inline-block;vertical-align:-2px;width:9px;height:9px;margin-right:4px;background:${rgbOf(WALL_OF[GAME.wallMat])}"></span>${esc(MD[WALL_OF[GAME.wallMat]].name.toLowerCase())} · R · F</button>${isSlope(P.code) ? '<span class="chip hot">T · turn / flip slope</span>' : ''}`
return pieceUsesWall(P) ? `<button class="chip hot" data-wall-picker><span class="sw" style="display:inline-block;vertical-align:-2px;width:9px;height:9px;margin-right:4px;background:${rgbOf(WALL_OF[GAME.wallMat])}"></span>${esc(MD[WALL_OF[GAME.wallMat]].name.toLowerCase())} · R · F</button>${P.code === BP_WALL ? `<span class="chip hot">${['square', '◣ lower left', '◢ lower right', '◤ upper left', '◥ upper right'][isSlope(pieceCode(P)) ? pieceCode(P) - BP_SLOPE_BL + 1 : 0]} · T · turn / flip</span>` : ''}`
: P.filter ? `<span class="chip hot">${fc.inv ? 'carries' : 'drops'} ${fc.m.length ? sws(fc.m) : 'nothing'} · F</span>${dirChip}`
: dir ? dirChip : '';
}
@@ -63,7 +67,7 @@ function renderBuildBar() {
const P = piece(), cat = GAME.buildCat != null ? GAME.buildCat : catOf(P.id), hov = GAME.bbHover;
const ids = BUILD_CATS[cat][1], tip = PIECE_BY_ID[GAME.usingPad ? P.id : hov && ids.includes(hov) ? hov : ''];
const afford = ids.map(id => canAfford(pieceCostNow(PIECE_BY_ID[id]), 1) ? 1 : 0).join('');
const key = [cat, P.id, tip && tip.id, afford, GAME.wallMat, Math.round(money), GAME.pieceDir[P.id], GAME.filterCfg.inv, GAME.filterCfg.m.join('.'), innerWidth, innerHeight, SET.uiScale].join('|');
const key = [cat, P.id, tip && tip.id, afford, GAME.wallMat, Math.round(money), GAME.pieceDir[P.id], GAME.dragDir, GAME.previewCode, GAME.filterCfg.inv, GAME.filterCfg.m.join('.'), innerWidth, innerHeight, SET.uiScale].join('|');
if (key === lastBuildKey) return;
lastBuildKey = key;
let h = '<div class="bb-head">' + BUILD_CATS.map(([name], k) => `<button class="bb-tab${k === cat ? ' on' : ''}" data-cat="${k}">${esc(name)}</button>`).join('')
+1 -1
View File
@@ -30,7 +30,7 @@ window.addEventListener('keydown', e => {
case 'q': if (e.shiftKey && toolId() === 'build') cycleBuildCat(-1); else cycleItem(-1); break;
case 'e': if (e.shiftKey && toolId() === 'build') cycleBuildCat(1); else cycleItem(1); break;
case 'r': rotate(); break;
case 't': if (toolId() === 'build' && isSlope(piece().code)) turnSlope(); else if (toolId() === 'build' && piece().filter) pickFilterUnderCursor(); break;
case 't': if (toolId() === 'build' && piece().code === BP_WALL) turnSlope(); else if (toolId() === 'build' && piece().filter) pickFilterUnderCursor(); break;
case 'f': doInteract(); break;
case 'g': GAME.replace = true; hudDirty = true; break;
case 'h': toggleLens(); break;
+3 -3
View File
@@ -43,7 +43,7 @@ function renderNotebook() {
let h = '<p class="note">Everything you build snaps to a grid of 4×4-grain blocks. Pieces only move, hold, blow or sense material; every change to the material itself comes from heat. Select pieces with the Build tool (3). Hover a tile for its cost, full description and placement help. Your bot flies straight through anything you build.</p><div class="cards">';
for (const P of PIECES) {
if (P.hidden) continue;
const cost = P.kind === 'mold' ? `${MOLDS[P.mold].walls} grains of wall material (R cycles, F opens the menu)` : isWall(P.code) ? (isSlope(P.code) ? '8 grains of rubble, lumps or chunks, or 1 bar' : '16 grains of rubble, lumps or chunks, or 2 bars') : costText(P.cost, 1);
const cost = P.kind === 'mold' ? `${MOLDS[P.mold].walls} grains of wall material (R cycles, F opens the menu)` : isWall(P.code) ? 'Square: 16 grains or 2 bars; slope: 8 grains or 1 bar' : costText(P.cost, 1);
const afford = P.kind === 'mold' || isWall(P.code) ? true : canAfford(P.cost, 1);
const size = P.kind === 'machine' ? `${P.bw}×${P.bh}` : P.kind === 'mold' ? `${MOLDS[P.mold].bw}×${MOLDS[P.mold].bh}` : '1×1';
h += `<div class="card"><div class="h"><span>${esc(P.name)}</span><span class="chip ${afford ? 'ok' : ''}">${P.power ? esc(P.power + ' power') : P.id === 'wheel' || P.id === 'engine' ? 'makes power' : size + (size === '1×1' ? ' block' : ' blocks')}</span></div><div class="p">${esc(P.desc)}</div><div class="p">Cost: ${esc(cost)}</div></div>`;
@@ -58,7 +58,7 @@ function renderNotebook() {
function controlsHtml() {
const kb = [
['Fly', 'W A S D'], ['Boost while flying', 'Shift'], ['Tool modifier (while not flying)', 'Shift'], ['Use tool', 'Left mouse'], ['Second action', 'Right mouse'],
['Tools', '1 – 4'], ['Select one to blow · piece', 'Q / E'], ['Switch build tab', 'Shift + Q / E'], ['Variant: material · direction · flip', 'R'], ['Sloped wall: turn · flip while dragging', 'T'], ['Wall or mold material menu (Build)', 'F'],
['Tools', '1 – 4'], ['Select one to blow · piece', 'Q / E'], ['Switch build tab', 'Shift + Q / E'], ['Variant: material · direction · flip', 'R'], ['Wall: cycle shape · flip diagonal drag', 'T'], ['Wall or mold material menu (Build)', 'F'],
['Pick up selection or what you click (Pneumatic nozzle)', 'Left drag · Shift: everything'], ['Select (Pneumatic nozzle)', 'Click a bag name · Q/E'], ['Add to selection (Pneumatic nozzle)', 'Ctrl+click a bag name'], ['Show everything found (Pneumatic nozzle)', 'Hold Ctrl in the bag'], ['Clear selection (Pneumatic nozzle)', 'Clear in the bag'], ['Blow everything loose in the bag', 'Shift + right click'], ['Nozzle or brush size', '[ ] or Shift + wheel'],
['Replace what is built (Build)', 'Hold G'], ['Copy a box of what you built', 'Hold C, drag'], ['Cut a box (refunded, paste it back)', 'Hold X, drag'], ['Paste again', 'V'], ['Undo building', 'Ctrl + Z'], ['Blueprint library', 'B'], ['Zoom', 'Mouse wheel'], ['Interact (gates, molds, fans, filters)', 'F'], ['Thermal lens', 'H'], ['Info overlay: filters, belt and tube directions', 'I'], ['Bot lamp', 'L'],
['Pick the piece under the cursor (with its direction and settings)', 'Middle mouse'], ['Notebook', 'N'], ['Clear all blueprint ghosts', 'Delete'], ['Save', 'Ctrl + S'], ['Pause · menu', 'Esc'], ['Mute', 'Shift + M'], ['Full map', 'M'], ['Minimap zoom', '+ / − on minimap'],
@@ -71,7 +71,7 @@ function controlsHtml() {
const tools = [
['1 Resonance drill', 'Hold left click to send pulses from the bot toward the cursor: rock they shake hard enough shatters and falls as rubble, ore, coal or scrap, and trees come apart into wood chunks and acorns. Q and E set the pulse width: narrow bores a tunnel fast, wide clears a big cone slowly, medium is in between. R over a material tunes the drill to it, so only that shatters (great for pulling a vein out of the rock); R again untunes. Built blocks are never harmed. Better bits dig harder rock, faster and further.'],
['2 Pneumatic nozzle', "Left drag picks up the selection, or what you click if nothing is selected. Right click blows the selection. Click a bag name or Q/E selects one; Ctrl+click mixes. Hold Ctrl to see everything found. Clear removes the selection. Bars blow alone. Blowing out the last of a material deselects it. Shift while not flying takes everything; Shift + right click blows everything loose in the bag."],
['3 Build', 'Places pieces on a grid of 4×4 blocks: wall blocks, belts, tubes, filters, grates, gates, pipes, pumps, outlets, Grinders, Saws, Brick presses and Bar racks, machines (fans and silos) and molds. Drag for a line, hold Shift while dragging for a filled rectangle. Right click takes a piece back. Your bot flies through anything you build.'],
['3 Build', 'Places pieces on a grid of 4×4 blocks: wall blocks, belts, tubes, filters, grates, gates, pipes, pumps, outlets, Grinders, Saws, Brick presses and Bar racks, machines (fans and silos) and molds. Drag for a line, hold Shift while dragging for a filled rectangle. A diagonal wall drag makes a sealed sloped face, solid below; T flips it. For one wall block, T cycles square and four slope corners. Right click takes a piece back. Your bot flies through anything you build.'],
['4 Igniter', 'Heats a small spot to 640°C, and its flame reaches a few grains into a pile. Enough to light coal and wood that touch air.'],
['Copy, cut and paste', 'Hold C (copy) or X (cut) and drag a box over what you built; let go and it is picked up, ready to paste. Cut takes it down and refunds it to your bag. Click to place ghosts: your bot builds them from your bag when it is close. R flips, V pastes again, right click or Esc stops. Ctrl+Z undoes building. The notebook (B) keeps saved blueprints and a few starter designs.'],
];
+12 -16
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@@ -101,6 +101,7 @@ function drawPreviews() {
}
} else if (t === 'build') {
const P = piece(), b = aimBlock(), code = pieceCode(P, b);
if (GAME.previewCode !== code) { GAME.previewCode = code; hudDirty = true; }
drawGrid(b.bx, b.by, 9);
let cells = [], col = '120,200,190';
if (P.kind === 'block') {
@@ -118,10 +119,10 @@ function drawPreviews() {
const ok = (!err || swap) && !ghost && afford;
const [x, y, w, h] = blockRectPx(bx, by, 1, 1);
ctx.fillStyle = ghost ? 'rgba(90,190,230,0.22)' : ok ? (swap ? 'rgba(255,190,90,0.5)' : `rgba(${col},0.55)`) : 'rgba(239,106,85,0.35)';
previewBlock(code, x, y, w, h);
previewBlock(code, x, y, w, h, false, P.id === 'tube' ? dIdx : -1);
ctx.strokeStyle = ghost ? 'rgba(90,190,230,0.8)' : ok ? 'rgba(236,226,210,0.8)' : 'rgba(239,106,85,0.9)'; ctx.lineWidth = Math.max(1, zp * 0.25);
if (ghost) ctx.setLineDash([zp, zp * 0.7]);
previewBlock(code, x, y, w, h, true); ctx.setLineDash([]);
previewBlock(code, x, y, w, h, true, P.id === 'tube' ? dIdx : -1); ctx.setLineDash([]);
if (P.dirs && (P.id === 'belt' || P.id === 'tube' || P.filter || P.id === 'pump' || P.id === 'outlet')) {
// a chevron on every block, pointing the way it will carry (or pump, or pour)
const [dx, dy] = P.id === 'tube' ? TUBE_DIRS[dIdx] : P.id === 'pump' ? PUMP_V[dIdx] : P.id === 'outlet' ? OUTLET_V[dIdx] : [[-1, 0], [1, 0]][dIdx];
@@ -131,19 +132,6 @@ function drawPreviews() {
chev(); ctx.strokeStyle = 'rgba(255,224,160,0.98)'; ctx.lineWidth = Math.max(1.2, zp * 0.45); chev();
}
}
// dragging a line of belts, filters or tubes: one long arrow over it, the way it will run
if (GAME.drag && dd >= 0 && cells.length > 1 && !modShift()) {
const [x0, y0, w0, h0] = blockRectPx(cells[0][0], cells[0][1], 1, 1), [x1, y1, w1, h1] = blockRectPx(cells[cells.length - 1][0], cells[cells.length - 1][1], 1, 1);
let sx = x0 + w0 / 2, sy = y0 + h0 / 2, ex = x1 + w1 / 2, ey = y1 + h1 / 2;
const [dx, dy] = P.id === 'tube' ? TUBE_DIRS[dd] : [[-1, 0], [1, 0]][dd];
if ((ex - sx) * dx + (ey - sy) * dy < 0) { const tx = sx, ty = sy; sx = ex; sy = ey; ex = tx; ey = ty; }
const off = BS * zp * 1.0, hx = ex + dx * BS * zp * 0.55, hy = ey + dy * BS * zp * 0.55, ah = Math.max(8, BS * zp * 0.5);
const ox = dy ? off : 0, oy = dx ? off : 0;
const arrow = () => { ctx.beginPath(); ctx.moveTo(sx - dx * BS * zp * 0.3 + ox, sy - dy * BS * zp * 0.3 + oy); ctx.lineTo(hx + ox, hy + oy); ctx.moveTo(hx - dx * ah - dy * ah * 0.6 + ox, hy - dy * ah - dx * ah * 0.6 + oy); ctx.lineTo(hx + ox, hy + oy); ctx.lineTo(hx - dx * ah + dy * ah * 0.6 + ox, hy - dy * ah + dx * ah * 0.6 + oy); ctx.stroke(); };
ctx.lineCap = 'round'; ctx.lineJoin = 'round';
ctx.strokeStyle = 'rgba(20,16,12,0.6)'; ctx.lineWidth = Math.max(4, zp * 1.1); arrow();
ctx.strokeStyle = 'rgba(255,224,160,0.98)'; ctx.lineWidth = Math.max(2, zp * 0.55); arrow();
}
if (GAME.drag && cells.length > 1) {
const label = `${cells.length} × ${costText(pieceCostNow(P), 1)}`;
ctx.font = `600 12px ui-monospace, monospace`; ctx.fillStyle = 'rgba(14,12,11,0.85)';
@@ -191,8 +179,16 @@ function drawPreviews() {
drawCursorLabel(p.x, p.y, t === 'vacuum' ? GAME.brush[GAME.tool] : t === 'ignite' || t === 'drill' ? 1 : 2);
}
function previewBlock(code, x, y, w, h, stroke = false) {
function previewBlock(code, x, y, w, h, stroke = false, direction = -1) {
const ctx = R.ctx;
if (code === BP_TUBE && direction >= 4) {
const rising = direction === 4 || direction === 6;
ctx.save(); ctx.translate(x + w / 2, y + h / 2); ctx.rotate(rising ? -Math.PI / 4 : Math.PI / 4);
const length = w * Math.SQRT2, width = w * 0.75;
if (stroke) ctx.strokeRect(-length / 2, -width / 2, length, width);
else ctx.fillRect(-length / 2, -width / 2, length, width);
ctx.restore(); return;
}
if (!isSlope(code)) { if (stroke) ctx.strokeRect(x, y, w, h); else ctx.fillRect(x, y, w, h); return; }
const right = code === BP_SLOPE_BR || code === BP_SLOPE_TR, above = code >= BP_SLOPE_TL;
ctx.beginPath();
+11 -6
View File
@@ -91,17 +91,22 @@ function filterBlockAt(x, y) { if (x < 0 || y < 0 || x >= W || y >= H) return -1
function chipCost(cost) { const ok = canAfford(cost, 1); return `<span class="chip ${ok ? 'ok' : 'bad'}">${esc(costText(cost, 1))}</span>`; }
function pieceCostNow(P, m = GAME.wallMat) {
if (P.kind === 'mold') return wallCost(m, MOLDS[P.mold].walls);
if (P.kind === 'block' && isWall(P.code)) return pieceCost(P.code, m);
if (P.kind === 'block' && isWall(P.code)) return pieceCost(pieceCode(P), m);
return P.cost;
}
function pieceCode(P, end = aimBlock()) {
if (!isSlope(P.code)) return P.code;
const a = GAME.drag || end;
return slopeCode(end.bx - a.bx, end.by - a.by, GAME.pieceDir.slope || 0);
if (P.code !== BP_WALL) return P.code;
const a = GAME.drag || end, dx = end.bx - a.bx, dy = end.by - a.by;
if (GAME.drag && (dx || dy)) {
return diagonalDrag(dx, dy) && !(typeof modShift === 'function' && modShift()) ? slopeCode(dx, dy, a.flip ? 2 : 0) : BP_WALL;
}
const shape = GAME.pieceDir.wall || 0;
return shape ? BP_SLOPE_BL + shape - 1 : BP_WALL;
}
function turnSlope() {
const n = GAME.pieceDir.slope || 0;
GAME.pieceDir.slope = GAME.drag ? n ^ 2 : (n + 1) % 4;
const a = GAME.drag, b = aimBlock();
if (a && diagonalDrag(b.bx - a.bx, b.by - a.by)) a.flip = !a.flip;
else GAME.pieceDir.wall = ((GAME.pieceDir.wall || 0) + 1) % 5;
hudDirty = true;
}