use of com.simibubi.create.foundation.ponder.element.InputWindowElement in project Create by Creators-of-Create.
the class DeployerScenes method modes.
public static void modes(SceneBuilder scene, SceneBuildingUtil util) {
scene.title("deployer_modes", "Modes of the Deployer");
scene.configureBasePlate(0, 0, 5);
scene.world.showSection(util.select.layer(0), Direction.UP);
scene.idle(5);
scene.world.showSection(util.select.fromTo(3, 1, 3, 3, 1, 5), Direction.DOWN);
scene.idle(10);
BlockPos deployerPos = util.grid.at(3, 1, 2);
Vec3 frontVec = util.vector.blockSurface(deployerPos, Direction.WEST).add(-.125, 0, 0);
Selection grassBlock = util.select.position(1, 1, 2);
Selection deployerSelection = util.select.position(deployerPos);
scene.world.showSection(deployerSelection, Direction.DOWN);
scene.idle(10);
scene.world.showSection(grassBlock, Direction.DOWN);
scene.idle(10);
ItemStack tool = new ItemStack(Items.GOLDEN_HOE);
scene.overlay.showControls(new InputWindowElement(util.vector.topOf(deployerPos), Pointing.DOWN).withItem(tool), 30);
scene.idle(7);
scene.world.modifyTileNBT(deployerSelection, DeployerTileEntity.class, nbt -> nbt.put("HeldItem", tool.serializeNBT()));
scene.idle(45);
scene.world.setKineticSpeed(util.select.position(2, 0, 5), 16);
scene.world.setKineticSpeed(util.select.layer(1), -32);
scene.world.moveDeployer(deployerPos, 1, 25);
scene.overlay.showText(60).attachKeyFrame().placeNearTarget().pointAt(util.vector.topOf(1, 1, 2)).text("By default, a Deployer imitates a Right-click interaction");
scene.idle(26);
scene.world.replaceBlocks(grassBlock, Blocks.FARMLAND.defaultBlockState(), false);
scene.world.moveDeployer(deployerPos, -1, 25);
scene.idle(46);
scene.overlay.showControls(new InputWindowElement(frontVec, Pointing.LEFT).rightClick().withWrench(), 40);
scene.idle(7);
scene.world.modifyTileNBT(deployerSelection, DeployerTileEntity.class, nbt -> nbt.putString("Mode", "PUNCH"));
scene.idle(45);
scene.overlay.showText(60).attachKeyFrame().placeNearTarget().pointAt(util.vector.topOf(1, 1, 2)).text("Using a Wrench, it can be set to imitate a Left-click instead");
BlockPos breakingPos = deployerPos.west(2);
for (int i = 0; i < 4; i++) {
scene.idle(26);
scene.world.moveDeployer(deployerPos, 1, 25);
scene.idle(26);
scene.world.incrementBlockBreakingProgress(breakingPos);
scene.world.incrementBlockBreakingProgress(breakingPos);
scene.world.incrementBlockBreakingProgress(breakingPos);
scene.world.moveDeployer(deployerPos, -1, 25);
if (i == 3)
scene.world.createItemEntity(util.vector.centerOf(breakingPos), util.vector.of(0, 0, 0), new ItemStack(Blocks.DIRT));
scene.idle(26);
if (i == 0)
scene.markAsFinished();
}
}
use of com.simibubi.create.foundation.ponder.element.InputWindowElement in project Create by Creators-of-Create.
the class EjectorScenes method ejector.
public static void ejector(SceneBuilder scene, SceneBuildingUtil util) {
scene.title("weighted_ejector", "Using Weighted Ejectors");
scene.configureBasePlate(0, 0, 5);
scene.showBasePlate();
BlockPos ejectorPos = util.grid.at(4, 1, 2);
Selection ejectorS = util.select.position(ejectorPos);
BlockPos targetPos = util.grid.at(0, 1, 2);
Selection targetS = util.select.position(targetPos);
scene.world.setBlock(targetPos, AllBlocks.ANDESITE_CASING.getDefaultState(), false);
scene.idle(5);
scene.world.showSection(targetS, Direction.DOWN);
scene.idle(10);
ItemStack asStack = AllBlocks.WEIGHTED_EJECTOR.asStack();
scene.overlay.showControls(new InputWindowElement(util.vector.topOf(targetPos), Pointing.DOWN).rightClick().whileSneaking().withItem(asStack), 50);
scene.idle(7);
Object slot = new Object();
scene.overlay.chaseBoundingBoxOutline(PonderPalette.OUTPUT, slot, new AABB(targetPos), 160);
scene.overlay.showText(70).attachKeyFrame().colored(PonderPalette.OUTPUT).text("Sneak and Right-Click holding an Ejector to select its target location").pointAt(util.vector.blockSurface(targetPos, Direction.WEST)).placeNearTarget();
scene.idle(80);
scene.overlay.showControls(new InputWindowElement(util.vector.topOf(ejectorPos), Pointing.DOWN).rightClick().withItem(asStack), 50);
scene.idle(7);
scene.world.setKineticSpeed(ejectorS, 0);
scene.world.modifyTileNBT(ejectorS, EjectorTileEntity.class, nbt -> {
NBTHelper.writeEnum(nbt, "State", EjectorTileEntity.State.RETRACTING);
nbt.putFloat("ForceAngle", 1);
});
scene.world.showSection(ejectorS, Direction.DOWN);
scene.idle(10);
scene.overlay.showText(60).colored(PonderPalette.OUTPUT).text("The placed ejector will now launch objects to the marked location").pointAt(util.vector.blockSurface(ejectorPos, Direction.WEST)).placeNearTarget();
scene.idle(70);
slot = new Object();
AABB bb = new AABB(ejectorPos.west());
scene.overlay.chaseBoundingBoxOutline(PonderPalette.OUTPUT, slot, bb, 20);
scene.idle(10);
scene.overlay.chaseBoundingBoxOutline(PonderPalette.GREEN, slot, bb.expandTowards(-15, 15, 0), 100);
scene.idle(10);
scene.overlay.showText(60).attachKeyFrame().colored(PonderPalette.GREEN).text("A valid target can be at any height or distance within range").pointAt(util.vector.blockSurface(targetPos, Direction.WEST)).placeNearTarget();
scene.idle(70);
scene.overlay.chaseBoundingBoxOutline(PonderPalette.RED, new Object(), bb.move(-2, 0, -1), 60);
scene.idle(10);
scene.overlay.showText(50).colored(PonderPalette.RED).text("They cannot however be off to a side").pointAt(util.vector.blockSurface(targetPos.north().east(), Direction.WEST)).placeNearTarget();
scene.idle(70);
scene.overlay.showSelectionWithText(util.select.position(ejectorPos.west()), 70).colored(PonderPalette.OUTPUT).text("If no valid Target was selected, it will simply target the block directly in front").placeNearTarget();
scene.idle(80);
scene.world.showSection(util.select.position(3, 0, 5), Direction.UP);
scene.world.showSection(util.select.fromTo(4, 1, 5, 4, 1, 3), Direction.DOWN);
scene.idle(12);
scene.world.setKineticSpeed(ejectorS, 32);
scene.idle(10);
scene.overlay.showText(50).attachKeyFrame().text("Supply Rotational Force in order to charge it up").pointAt(util.vector.topOf(4, 1, 3)).placeNearTarget();
scene.idle(60);
ItemStack copperBlock = new ItemStack(Items.COPPER_BLOCK);
ItemStack copperIngot = new ItemStack(Items.COPPER_INGOT);
scene.overlay.showControls(new InputWindowElement(util.vector.topOf(ejectorPos).add(0.5, 0, 0), Pointing.RIGHT).withItem(copperBlock), 30);
scene.idle(7);
scene.world.createItemOnBeltLike(ejectorPos, Direction.NORTH, copperBlock);
scene.idle(20);
scene.overlay.showText(50).text("Items placed on the ejector cause it to trigger").pointAt(util.vector.topOf(ejectorPos)).placeNearTarget();
scene.idle(60);
scene.world.modifyEntities(ItemEntity.class, Entity::discard);
scene.world.hideSection(targetS, Direction.SOUTH);
scene.idle(15);
scene.world.restoreBlocks(targetS);
scene.world.showSection(targetS, Direction.SOUTH);
scene.idle(10);
scene.world.createItemOnBeltLike(targetPos, Direction.SOUTH, copperIngot);
scene.idle(20);
scene.world.createItemOnBeltLike(ejectorPos, Direction.SOUTH, copperBlock);
scene.overlay.showText(60).attachKeyFrame().text("If Inventories are targeted, the ejector will wait until there is space").pointAt(util.vector.topOf(targetPos)).placeNearTarget();
scene.idle(70);
scene.effects.indicateSuccess(targetPos);
scene.world.removeItemsFromBelt(targetPos);
scene.idle(40);
scene.world.hideSection(targetS, Direction.NORTH);
scene.idle(15);
scene.world.setBlock(targetPos, AllBlocks.ANDESITE_CASING.getDefaultState(), false);
scene.world.showSection(targetS, Direction.NORTH);
Vec3 input = util.vector.of(4.8, 1 + 12 / 16f, 2.5);
Vec3 topOfSlot = input.add(0, 2 / 16f, 0);
scene.overlay.showControls(new InputWindowElement(topOfSlot, Pointing.DOWN).scroll().withWrench(), 60);
scene.overlay.showFilterSlotInput(input, 80);
scene.idle(10);
scene.overlay.showText(80).attachKeyFrame().text("Using the Wrench, a required Stack Size can be configured").pointAt(topOfSlot).placeNearTarget();
scene.world.modifyTileNBT(ejectorS, EjectorTileEntity.class, nbt -> {
nbt.putInt("ScrollValue", 10);
});
scene.idle(90);
scene.world.showSection(util.select.fromTo(5, 1, 0, 4, 1, 1), Direction.DOWN);
scene.world.showSection(util.select.position(5, 0, 1), Direction.UP);
scene.idle(15);
BlockPos beltPos = util.grid.at(4, 1, 0);
scene.world.createItemOnBeltLike(beltPos, Direction.UP, copperBlock);
scene.overlay.showText(100).text("It is now limited to this stack size, and only activates when its held stack reaches this amount").pointAt(util.vector.topOf(ejectorPos)).placeNearTarget();
for (int i = 0; i < 4; i++) {
scene.idle(20);
scene.world.createItemOnBeltLike(beltPos, Direction.UP, copperBlock);
}
scene.idle(20);
scene.world.createItemOnBeltLike(beltPos, Direction.UP, ItemHandlerHelper.copyStackWithSize(copperBlock, 15));
scene.idle(80);
scene.world.hideSection(util.select.fromTo(5, 1, 0, 4, 1, 1), Direction.UP);
scene.world.hideSection(util.select.position(5, 0, 1), Direction.DOWN);
scene.idle(30);
scene.world.modifyEntities(ItemEntity.class, Entity::discard);
scene.addKeyframe();
ElementLink<ParrotElement> birb = scene.special.createBirb(util.vector.topOf(ejectorPos).add(0, -3 / 16f, 0), ParrotElement.FlappyPose::new);
scene.idle(15);
scene.world.modifyTileEntity(ejectorPos, EjectorTileEntity.class, ejector -> ejector.activateDeferred());
scene.special.moveParrot(birb, util.vector.of(-2, 3, 0), 5);
scene.special.rotateParrot(birb, 0, 360 * 2, 0, 21);
scene.idle(5);
scene.special.moveParrot(birb, util.vector.of(-1, 0, 0), 3);
scene.idle(3);
scene.special.moveParrot(birb, util.vector.of(-0.75, -1, 0), 6);
scene.idle(6);
scene.special.moveParrot(birb, util.vector.of(-0.25, -2 + 3 / 16f, 0), 12);
scene.idle(15);
scene.special.changeBirbPose(birb, ParrotElement.FaceCursorPose::new);
scene.overlay.showText(80).text("Other Entities will always trigger an Ejector when stepping on it").pointAt(util.vector.topOf(targetPos)).placeNearTarget();
}
use of com.simibubi.create.foundation.ponder.element.InputWindowElement in project Create by Creators-of-Create.
the class FunnelScenes method directionality.
public static void directionality(SceneBuilder scene, SceneBuildingUtil util) {
scene.title("funnel_direction", "Direction of Transfer");
scene.configureBasePlate(0, 0, 5);
scene.world.showSection(util.select.layer(0), Direction.UP);
scene.world.modifyKineticSpeed(util.select.everywhere(), f -> f / 2f);
scene.world.setBlocks(util.select.position(3, 1, 1), AllBlocks.ANDESITE_CASING.getDefaultState(), false);
BlockPos topFunnel = util.grid.at(3, 3, 2);
Selection topFunnelSelection = util.select.position(topFunnel);
Selection firstShow = util.select.fromTo(3, 1, 2, 3, 2, 2);
scene.idle(5);
scene.world.showSection(firstShow, Direction.DOWN);
scene.idle(15);
ItemStack itemStack = AllBlocks.BRASS_BLOCK.asStack();
Vec3 topCenter = util.vector.centerOf(topFunnel);
Vec3 topSide = util.vector.blockSurface(topFunnel, Direction.EAST);
InputWindowElement controlsSneak = new InputWindowElement(topCenter, Pointing.DOWN).rightClick().whileSneaking();
// Placing funnels without sneak
scene.world.showSection(topFunnelSelection, Direction.DOWN);
scene.overlay.showText(80).text("Placed normally, it pulls items from the inventory.").attachKeyFrame().pointAt(topCenter).placeNearTarget();
scene.idle(45);
ElementLink<EntityElement> itemLink = scene.world.createItemEntity(topCenter, util.vector.of(0, 4 / 16f, 0), itemStack);
scene.idle(40);
scene.world.modifyEntity(itemLink, Entity::discard);
scene.world.hideSection(topFunnelSelection, Direction.UP);
scene.idle(20);
// Placing funnels with sneak
scene.world.modifyBlock(topFunnel, s -> s.setValue(FunnelBlock.EXTRACTING, false), false);
scene.idle(5);
scene.world.showSection(topFunnelSelection, Direction.DOWN);
scene.overlay.showControls(controlsSneak, 35);
scene.overlay.showText(80).text("Placed while sneaking, it puts items into the inventory.").attachKeyFrame().pointAt(topCenter).placeNearTarget();
scene.idle(45);
itemLink = scene.world.createItemEntity(topCenter.add(0, 3, 0), util.vector.of(0, -0.2, 0), itemStack);
scene.idle(10);
scene.world.modifyEntity(itemLink, Entity::discard);
scene.idle(45);
// Wrench interaction
InputWindowElement wrenchControls = new InputWindowElement(topSide, Pointing.RIGHT).rightClick().withWrench();
scene.overlay.showControls(wrenchControls, 40);
scene.idle(10);
scene.world.modifyBlock(topFunnel, s -> s.cycle(FunnelBlock.EXTRACTING), true);
scene.idle(10);
scene.overlay.showText(80).text("Using a wrench, the funnel can be flipped after placement.").attachKeyFrame().pointAt(topCenter).placeNearTarget();
itemLink = scene.world.createItemEntity(topCenter, util.vector.of(0, 4 / 16f, 0), itemStack);
scene.idle(30);
scene.overlay.showControls(wrenchControls, 40);
scene.idle(10);
scene.world.modifyBlock(topFunnel, s -> s.cycle(FunnelBlock.EXTRACTING), true);
scene.idle(10);
scene.world.modifyEntity(itemLink, Entity::discard);
scene.idle(20);
// Side funnel
BlockPos sideFunnel = util.grid.at(3, 2, 1);
Selection sideFunnelSelection = util.select.fromTo(sideFunnel.below(), sideFunnel);
Vec3 sideCenter = util.vector.centerOf(sideFunnel);
scene.world.modifyBlock(sideFunnel, s -> s.cycle(FunnelBlock.EXTRACTING), false);
scene.world.showSection(sideFunnelSelection, Direction.DOWN);
scene.overlay.showText(70).text("Same rules will apply for most orientations.").pointAt(sideCenter).placeNearTarget();
scene.idle(20);
scene.world.flapFunnel(sideFunnel, true);
itemLink = scene.world.createItemEntity(sideCenter.subtract(0, .45, 0), util.vector.of(0, 0, -0.1), itemStack);
scene.idle(60);
scene.world.hideSection(sideFunnelSelection, Direction.UP);
scene.world.hideSection(topFunnelSelection, Direction.UP);
scene.world.modifyEntity(itemLink, Entity::discard);
scene.idle(20);
// Belt funnel
Selection beltFunnelSetup = util.select.fromTo(0, 1, 0, 2, 2, 5);
Selection gearshiftAndLever = util.select.fromTo(1, 1, 4, 1, 2, 4);
Selection gearshiftedKinetics = util.select.fromTo(1, 1, 2, 2, 1, 4);
Vec3 topOfBeltFunnel = util.vector.topOf(2, 2, 2);
BlockPos beltPos = util.grid.at(2, 1, 2);
BlockPos cogPos = util.grid.at(1, 1, 3);
scene.world.showSection(beltFunnelSetup, Direction.DOWN);
scene.overlay.showText(140).text("Funnels on belts will extract/insert depending on its movement direction.").attachKeyFrame().pointAt(topOfBeltFunnel);
scene.idle(15);
for (int i = 0; i < 2; i++) {
scene.world.createItemOnBelt(beltPos, Direction.EAST, itemStack);
scene.effects.rotationDirectionIndicator(cogPos);
scene.idle(50);
scene.world.modifyBlocks(gearshiftAndLever, s -> s.cycle(BlockStateProperties.POWERED), false);
scene.world.modifyKineticSpeed(gearshiftedKinetics, f -> -f);
scene.effects.indicateRedstone(util.grid.at(1, 2, 4));
scene.effects.rotationDirectionIndicator(cogPos);
scene.idle(35);
scene.world.removeItemsFromBelt(beltPos);
scene.world.flapFunnel(util.grid.at(2, 2, 2), false);
if (i == 0) {
scene.idle(50);
scene.world.modifyBlocks(gearshiftAndLever, s -> s.cycle(BlockStateProperties.POWERED), false);
scene.world.modifyKineticSpeed(gearshiftedKinetics, f -> -f);
scene.effects.indicateRedstone(util.grid.at(1, 2, 4));
}
}
}
use of com.simibubi.create.foundation.ponder.element.InputWindowElement in project Create by Creators-of-Create.
the class TunnelScenes method andesite.
public static void andesite(SceneBuilder scene, SceneBuildingUtil util) {
scene.title("andesite_tunnel", "Using Andesite Tunnels");
scene.configureBasePlate(0, 0, 5);
scene.world.cycleBlockProperty(util.grid.at(2, 1, 2), BeltBlock.CASING);
scene.world.showSection(util.select.layer(0), Direction.UP);
scene.idle(5);
scene.world.showSection(util.select.fromTo(4, 1, 5, 4, 1, 3), Direction.DOWN);
scene.idle(5);
scene.world.showSection(util.select.fromTo(4, 1, 2, 0, 1, 2), Direction.SOUTH);
scene.idle(10);
Vector<ElementLink<WorldSectionElement>> tunnels = new Vector<>(3);
for (int i = 0; i < 3; i++) {
tunnels.add(scene.world.showIndependentSection(util.select.position(1 + i, 2, 4), Direction.DOWN));
scene.world.moveSection(tunnels.get(i), util.vector.of(0, 0, -2), 0);
scene.idle(4);
}
for (int i = 0; i < 3; i++) {
scene.world.cycleBlockProperty(util.grid.at(1 + i, 1, 2), BeltBlock.CASING);
scene.world.modifyTileNBT(util.select.position(1 + i, 1, 2), BeltTileEntity.class, nbt -> NBTHelper.writeEnum(nbt, "Casing", BeltTileEntity.CasingType.ANDESITE), true);
scene.idle(4);
}
scene.overlay.showText(60).attachKeyFrame().pointAt(util.vector.topOf(util.grid.at(1, 2, 2))).placeNearTarget().text("Andesite Tunnels can be used to cover up your belts");
scene.idle(70);
for (int i = 0; i < 3; i++) {
scene.world.cycleBlockProperty(util.grid.at(1 + i, 1, 2), BeltBlock.CASING);
scene.world.hideIndependentSection(tunnels.get(i), Direction.UP);
scene.idle(4);
}
scene.idle(10);
scene.world.showSection(util.select.fromTo(2, 1, 0, 0, 1, 1), Direction.SOUTH);
scene.idle(10);
scene.world.showSection(util.select.position(2, 2, 2), Direction.DOWN);
scene.idle(10);
scene.world.cycleBlockProperty(util.grid.at(2, 1, 2), BeltBlock.CASING);
scene.overlay.showText(60).attachKeyFrame().pointAt(util.vector.blockSurface(util.grid.at(2, 2, 2), Direction.NORTH)).placeNearTarget().text("Whenever an Andesite Tunnel has connections to the sides...");
scene.idle(70);
scene.overlay.showControls(new InputWindowElement(util.vector.topOf(util.grid.at(4, 1, 2)), Pointing.DOWN).withItem(new ItemStack(Items.COPPER_INGOT)), 20);
scene.idle(7);
scene.world.createItemOnBelt(util.grid.at(4, 1, 2), Direction.UP, new ItemStack(Items.COPPER_INGOT, 64));
scene.idle(40);
scene.world.multiplyKineticSpeed(util.select.everywhere(), 1 / 16f);
scene.overlay.showText(80).attachKeyFrame().text("...they will split exactly one item off of any passing stacks").pointAt(util.vector.blockSurface(util.grid.at(2, 1, 0), Direction.WEST)).placeNearTarget();
scene.idle(90);
scene.overlay.showText(80).text("The remainder will continue on its path").pointAt(util.vector.blockSurface(util.grid.at(0, 1, 2), Direction.UP)).placeNearTarget();
scene.idle(90);
scene.world.multiplyKineticSpeed(util.select.everywhere(), 16f);
}
use of com.simibubi.create.foundation.ponder.element.InputWindowElement in project Create by Creators-of-Create.
the class DrainScenes method emptying.
public static void emptying(SceneBuilder scene, SceneBuildingUtil util) {
scene.title("item_drain", "Emptying Fluid Containers using Item Drains");
scene.configureBasePlate(0, 0, 5);
scene.showBasePlate();
scene.idle(5);
Selection drain = util.select.position(3, 1, 2);
BlockPos drainPos = util.grid.at(3, 1, 2);
Selection pipes = util.select.fromTo(3, 1, 3, 3, 1, 4).add(util.select.fromTo(3, 2, 4, 2, 2, 4));
Selection tank = util.select.fromTo(1, 1, 4, 1, 3, 4);
Selection largeCog = util.select.position(1, 0, 5);
Selection kinetics = util.select.fromTo(2, 1, 3, 2, 1, 5);
Selection belt = util.select.fromTo(2, 1, 2, 1, 1, 2);
BlockPos beltPos = util.grid.at(1, 1, 2);
ElementLink<WorldSectionElement> drainLink = scene.world.showIndependentSection(drain, Direction.DOWN);
scene.world.moveSection(drainLink, util.vector.of(-1, 0, 0), 0);
scene.idle(10);
scene.overlay.showText(40).text("Item Drains can extract fluids from items").attachKeyFrame().placeNearTarget().pointAt(util.vector.blockSurface(drainPos.west(), Direction.UP));
scene.idle(50);
ItemStack lavaBucket = new ItemStack(Items.LAVA_BUCKET);
scene.overlay.showControls(new InputWindowElement(util.vector.blockSurface(drainPos.west(), Direction.UP), Pointing.DOWN).rightClick().withItem(lavaBucket), 40);
scene.idle(7);
scene.world.modifyTileEntity(drainPos, ItemDrainTileEntity.class, te -> {
te.getBehaviour(SmartFluidTankBehaviour.TYPE).allowInsertion();
te.getCapability(CapabilityFluidHandler.FLUID_HANDLER_CAPABILITY).ifPresent(ifh -> ifh.fill(new FluidStack(Fluids.LAVA, 1000), FluidAction.EXECUTE));
});
scene.idle(10);
scene.overlay.showText(50).text("Right-click it to pour fluids from your held item into it").attachKeyFrame().placeNearTarget().pointAt(util.vector.blockSurface(drainPos.west(), Direction.WEST));
scene.idle(60);
scene.world.modifyTileEntity(drainPos, ItemDrainTileEntity.class, te -> te.getCapability(CapabilityFluidHandler.FLUID_HANDLER_CAPABILITY).ifPresent(ifh -> ifh.drain(500, FluidAction.EXECUTE)));
scene.world.moveSection(drainLink, util.vector.of(1, 0, 0), 7);
scene.world.showSection(largeCog, Direction.UP);
scene.idle(3);
scene.world.showSection(kinetics, Direction.NORTH);
scene.idle(4);
scene.world.showSection(belt, Direction.SOUTH);
scene.idle(10);
scene.overlay.showText(40).text("When items are inserted from the side...").attachKeyFrame().placeNearTarget().pointAt(util.vector.topOf(util.grid.at(2, 1, 2)));
scene.idle(40);
scene.overlay.showControls(new InputWindowElement(util.vector.topOf(beltPos), Pointing.DOWN).withItem(lavaBucket), 20);
scene.idle(7);
scene.world.createItemOnBelt(beltPos, Direction.NORTH, lavaBucket);
scene.idle(30);
scene.overlay.showText(60).text("...they roll across, emptying out their contained fluid").attachKeyFrame().placeNearTarget().pointAt(util.vector.topOf(drainPos));
scene.idle(40);
scene.world.showSection(tank, Direction.DOWN);
scene.idle(5);
scene.world.showSection(pipes, Direction.NORTH);
scene.idle(20);
scene.overlay.showText(90).text("Pipe Networks can now pull the fluid from the drains' internal buffer").attachKeyFrame().placeNearTarget().pointAt(util.vector.topOf(util.grid.at(3, 1, 3)));
scene.idle(50);
scene.markAsFinished();
scene.idle(50);
for (int i = 0; i < 5; i++) {
scene.world.createItemOnBelt(beltPos, Direction.NORTH, lavaBucket);
scene.idle(30);
}
}
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