import tile from './tile'; import * as CONST from '../../constants'; export default class highway extends tile { onramp = false; constructor (options) { options.type = CONST.T_HIGHWAY; options.layerDepth = CONST.DEPTH_HIGHWAY; super(options); } check () { if (!super.check()) return false; if (![73,74,75,76,77,78,79,80,93,94,95,96,97,98,99,100,101,102,103,104,105,106,107].includes(this.id)) return false; return true; } get (id) { let tile = super.get(id); if (this.cell.position.rotate && tile?.flip) this.props.flip = true; if (this.props.flip && tile?.flipMode == CONST.ALTERNATE_TILE) tile = super.get(tile.rotate[this.rotation]); if (tile.highwayOnramp && tile.id < 400) this.onramp = true; return tile; } position () { this.x = this.cell.position.topLeft.x + this.props.offsetX; this.y = this.cell.position.topLeft.y - this.cell.position.seaLevel; if (this.tile.size == 2) { this.x -= (CONST.TILE_WIDTH / 2); this.depth.additional = -1; } } create () { if ((!this.cell.position.corners.key && ![93,94,95,96].includes(this.id)) || !this.props.draw) return; if (this.cell.position.underwater) this.props.offsetY -= this.cell.position.seaLevel; super.create(); if (this.props.flip) this.sprite.setFlipX(true); } simulation () { let tile; let animationKey; if (!this.cell.microSims || !this.cell.microSims.simulators || !this.cell.microSims.simulators.highwayTraffic) return; let density = this.cell.microSims.simulators.highwayTraffic.getTrafficDensity(); if (!density) return; let trafficTile = this.tile.traffic[density]; if (!trafficTile) return; if (typeof trafficTile === 'number') tile = this.getTile(trafficTile); else tile = this.getTile(trafficTile[0]); if (!tile) return; // position at the bottom right x/y of the tile // when the size of the tiles differ let offsetX = this.tile.width - tile.width; let offsetY = this.tile.height - tile.height; // set traffic direction if (this.cell.microSims.simulators.highwayTraffic.calculateTrafficDirection()) animationKey = tile.image; else animationKey = tile.image+'_R'; this.highwayTraffic = this.scene.add.sprite(this.x + offsetX, this.y + offsetY, CONST.TILE_ATLAS).play(animationKey); this.highwayTraffic.cell = this.cell; this.highwayTraffic.setScale(CONST.SCALE); this.highwayTraffic.setOrigin(CONST.ORIGIN_X, CONST.ORIGIN_Y); this.highwayTraffic.setDepth(this.sprite.depth + 1); if (this.tile.traffic.flip) this.highwayTraffic.setFlipX(true); if (this.props.flip) this.highwayTraffic.setFlipX(true); this.cell.addSprite(this.highwayTraffic, CONST.T_HIGHWAY_TRAFFIC); this.cell.microSims.simulators.highwayTraffic.addSprite(this.highwayTraffic); } }