use of com.simibubi.create.foundation.ponder.element.WorldSectionElement in project Create by Creators-of-Create.
the class ChuteScenes method downward.
public static void downward(SceneBuilder scene, SceneBuildingUtil util) {
scene.title("chute", "Transporting Items downward via Chutes");
scene.configureBasePlate(0, 0, 5);
scene.scaleSceneView(.9f);
scene.world.showSection(util.select.layer(0), Direction.UP);
ElementLink<WorldSectionElement> top = scene.world.showIndependentSection(util.select.fromTo(3, 3, 3, 3, 4, 3), Direction.DOWN);
ElementLink<WorldSectionElement> bottom = scene.world.showIndependentSection(util.select.fromTo(3, 2, 3, 3, 1, 3), Direction.DOWN);
scene.world.moveSection(bottom, util.vector.of(-2, 0, -1), 0);
scene.world.moveSection(top, util.vector.of(0, 0, -1), 0);
scene.idle(20);
ItemStack stack = new ItemStack(Items.COPPER_BLOCK);
scene.world.createItemEntity(util.vector.centerOf(util.grid.at(3, 3, 2)), util.vector.of(0, -0.1, 0), stack);
scene.idle(20);
ElementLink<EntityElement> remove = scene.world.createItemEntity(util.vector.centerOf(util.grid.at(1, 5, 2)), util.vector.of(0, 0.1, 0), stack);
scene.idle(15);
scene.world.modifyEntity(remove, Entity::discard);
scene.overlay.showText(60).attachKeyFrame().pointAt(util.vector.topOf(util.grid.at(1, 2, 2))).placeNearTarget().text("Chutes can transport items vertically from and to inventories");
scene.idle(70);
scene.world.modifyEntities(ItemEntity.class, Entity::discard);
scene.world.moveSection(bottom, util.vector.of(1, 0, 0), 10);
scene.world.moveSection(top, util.vector.of(-1, 0, 0), 10);
scene.idle(20);
scene.overlay.showControls(new InputWindowElement(util.vector.blockSurface(util.grid.at(2, 3, 2), Direction.NORTH), Pointing.RIGHT).rightClick().withWrench(), 40);
scene.idle(7);
scene.world.modifyBlock(util.grid.at(3, 3, 3), s -> s.setValue(ChuteBlock.SHAPE, ChuteBlock.Shape.WINDOW), false);
scene.overlay.showText(50).attachKeyFrame().pointAt(util.vector.blockSurface(util.grid.at(2, 3, 2), Direction.WEST)).placeNearTarget().text("Using the Wrench, a window can be created");
scene.idle(10);
scene.world.modifyBlock(util.grid.at(3, 2, 3), s -> s.setValue(SHAPE, Shape.WINDOW), false);
for (int i = 0; i < 8; i++) {
scene.idle(10);
scene.world.createItemOnBeltLike(util.grid.at(3, 3, 3), Direction.UP, stack);
}
scene.idle(20);
scene.world.hideIndependentSection(bottom, Direction.EAST);
scene.world.hideIndependentSection(top, Direction.EAST);
scene.idle(15);
scene.rotateCameraY(-90);
scene.world.modifyBlock(util.grid.at(2, 2, 1), s -> s.setValue(SHAPE, Shape.NORMAL), false);
scene.world.showSection(util.select.fromTo(2, 1, 1, 2, 2, 1), Direction.DOWN);
scene.idle(30);
ItemStack chuteItem = AllBlocks.CHUTE.asStack();
scene.overlay.showControls(new InputWindowElement(util.vector.blockSurface(util.grid.at(2, 2, 1), Direction.SOUTH), Pointing.LEFT).rightClick().withItem(chuteItem), 30);
scene.idle(7);
scene.world.showSection(util.select.position(2, 3, 2), Direction.NORTH);
scene.world.restoreBlocks(util.select.position(2, 2, 1));
scene.idle(35);
scene.overlay.showControls(new InputWindowElement(util.vector.blockSurface(util.grid.at(2, 3, 2), Direction.SOUTH), Pointing.LEFT).rightClick().withItem(chuteItem), 30);
scene.idle(7);
scene.world.showSection(util.select.position(2, 4, 3), Direction.NORTH);
scene.idle(35);
scene.overlay.showText(70).attachKeyFrame().pointAt(util.vector.blockSurface(util.grid.at(2, 4, 3), Direction.WEST)).placeNearTarget().text("Placing chutes targeting the side faces of another will make it diagonal");
scene.idle(15);
scene.rotateCameraY(90);
scene.idle(35);
Direction offset = Direction.NORTH;
for (int i = 0; i < 3; i++) {
remove = scene.world.createItemEntity(util.vector.centerOf(util.grid.at(2, 6, 3).relative(offset)), util.vector.of(0, 0.1, 0).add(Vec3.atLowerCornerOf(offset.getNormal()).scale(-.1)), stack);
scene.idle(12);
scene.world.createItemOnBeltLike(util.grid.at(2, 4, 3), Direction.UP, stack);
scene.world.modifyEntity(remove, Entity::discard);
scene.idle(3);
offset = offset.getClockWise();
}
scene.idle(10);
scene.overlay.showControls(new InputWindowElement(util.vector.blockSurface(util.grid.at(2, 1, 1), Direction.NORTH), Pointing.RIGHT).withItem(stack), 50);
}
use of com.simibubi.create.foundation.ponder.element.WorldSectionElement in project Create by Creators-of-Create.
the class FunnelScenes method transposer.
public static void transposer(SceneBuilder scene, SceneBuildingUtil util) {
scene.title("funnel_transfer", "Direct transfer");
scene.configureBasePlate(0, 0, 5);
scene.world.showSection(util.select.layer(0), Direction.UP);
scene.idle(5);
BlockPos funnelPos = util.grid.at(2, 2, 2);
Selection funnelSelect = util.select.position(funnelPos);
ElementLink<WorldSectionElement> rightChest = scene.world.showIndependentSection(util.select.position(0, 2, 2), Direction.DOWN);
ElementLink<WorldSectionElement> leftChest = scene.world.showIndependentSection(util.select.position(4, 2, 2), Direction.DOWN);
scene.world.moveSection(rightChest, util.vector.of(2, 1, 0), 0);
scene.world.moveSection(leftChest, util.vector.of(-2, -1, 0), 0);
scene.idle(5);
scene.world.showSection(funnelSelect, Direction.DOWN);
scene.idle(20);
scene.overlay.showSelectionWithText(funnelSelect, 40).colored(PonderPalette.RED).text("Funnels cannot ever transfer between closed inventories directly.").attachKeyFrame().placeNearTarget();
scene.idle(50);
scene.world.hideSection(funnelSelect, Direction.SOUTH);
scene.idle(20);
scene.world.setBlocks(funnelSelect, AllBlocks.CHUTE.getDefaultState(), false);
scene.world.showSection(funnelSelect, Direction.NORTH);
scene.idle(10);
scene.overlay.showText(40).colored(PonderPalette.GREEN).text("Chutes or Smart chutes might be more suitable for such purposes.").attachKeyFrame().pointAt(util.vector.centerOf(funnelPos)).placeNearTarget();
scene.idle(50);
scene.world.hideSection(funnelSelect, Direction.UP);
scene.world.hideIndependentSection(leftChest, Direction.UP);
scene.world.hideIndependentSection(rightChest, Direction.UP);
scene.idle(20);
Selection belt = util.select.layer(1);
scene.world.setBlocks(funnelSelect, Blocks.AIR.defaultBlockState(), false);
scene.world.showSection(belt, Direction.DOWN);
scene.world.showSection(util.select.fromTo(0, 2, 2, 4, 2, 2), Direction.DOWN);
scene.overlay.showText(120).colored(PonderPalette.GREEN).text("Same applies for horizontal movement. A mechanical belt should help here.").pointAt(util.vector.topOf(1, 2, 2)).placeNearTarget();
scene.markAsFinished();
}
use of com.simibubi.create.foundation.ponder.element.WorldSectionElement in project Create by Creators-of-Create.
the class FunnelScenes method intro.
public static void intro(SceneBuilder scene, SceneBuildingUtil util) {
scene.title("funnel_intro", "Using funnels");
scene.configureBasePlate(0, 1, 5);
scene.world.showSection(util.select.layer(0), Direction.UP);
scene.world.modifyKineticSpeed(util.select.everywhere(), f -> f / 2f);
scene.idle(10);
Selection verticalFunnel = util.select.fromTo(2, -1, 4, 2, 4, 4).add(util.select.fromTo(1, 1, 4, 1, 4, 4));
Selection beltFunnels = util.select.fromTo(1, 2, 2, 3, 2, 2);
Selection beltFunnelEnv = util.select.fromTo(0, 1, 0, 5, 2, 2).substract(beltFunnels);
scene.world.showSection(beltFunnelEnv, Direction.DOWN);
scene.idle(20);
scene.world.showSection(beltFunnels, Direction.DOWN);
BlockPos entryBeltPos = util.grid.at(3, 1, 2);
BlockPos exitBeltPos = util.grid.at(1, 1, 2);
ItemStack itemStack = AllBlocks.BRASS_BLOCK.asStack();
for (int i = 0; i < 8; i++) {
scene.idle(8);
scene.world.removeItemsFromBelt(exitBeltPos);
scene.world.flapFunnel(exitBeltPos.above(), false);
if (i == 2)
scene.rotateCameraY(70);
if (i < 6)
scene.world.createItemOnBelt(entryBeltPos, Direction.EAST, itemStack);
}
scene.rotateCameraY(-70);
scene.idle(10);
Selection outputFunnel = util.select.position(1, 2, 4);
scene.world.setBlocks(outputFunnel, Blocks.AIR.defaultBlockState(), false);
scene.world.setBlocks(util.select.fromTo(2, -1, 4, 2, 0, 4), AllBlocks.ANDESITE_CASING.getDefaultState(), true);
ElementLink<WorldSectionElement> independentSection = scene.world.showIndependentSection(verticalFunnel, Direction.UP);
Vec3 topItemSpawn = util.vector.centerOf(2, 6, 4);
Vec3 sideItemSpawn = util.vector.centerOf(1, 3, 4).add(0.15f, -0.45f, 0);
ElementLink<EntityElement> lastItemEntity = null;
for (int i = 0; i < 4; i++) {
if (lastItemEntity != null)
scene.world.modifyEntity(lastItemEntity, Entity::discard);
if (i < 3)
lastItemEntity = scene.world.createItemEntity(topItemSpawn, util.vector.of(0, -0.4, 0), itemStack);
scene.idle(8);
}
scene.world.moveSection(independentSection, util.vector.of(0, 1, 0), 15);
scene.idle(10);
scene.world.setBlocks(outputFunnel, AllBlocks.ANDESITE_FUNNEL.getDefaultState().setValue(FunnelBlock.FACING, Direction.WEST).setValue(FunnelBlock.EXTRACTING, true), false);
for (int i = 0; i < 3; i++) {
scene.idle(8);
scene.world.flapFunnel(util.grid.at(1, 2, 4), false);
scene.world.createItemEntity(sideItemSpawn, util.vector.of(-.05, 0, 0), itemStack);
}
scene.idle(8);
scene.overlay.showText(360).text("Funnels are ideal for transferring items from and to inventories.").independent();
scene.markAsFinished();
}
use of com.simibubi.create.foundation.ponder.element.WorldSectionElement in project Create by Creators-of-Create.
the class GantryScenes method intro.
private static void intro(SceneBuilder scene, SceneBuildingUtil util, boolean pinion) {
String id = "gantry_" + (pinion ? "carriage" : "shaft");
String title = "Using Gantry " + (pinion ? "Carriages" : "Shafts");
scene.title(id, title);
scene.world.modifyKineticSpeed(util.select.everywhere(), f -> -2 * f);
scene.configureBasePlate(0, 0, 5);
scene.world.showSection(util.select.layer(0), Direction.UP);
scene.idle(10);
scene.world.showSection(util.select.layer(1), Direction.DOWN);
scene.idle(10);
ElementLink<WorldSectionElement> gantry = scene.world.showIndependentSection(util.select.layer(2), Direction.DOWN);
scene.idle(10);
BlockPos centralShaft = util.grid.at(2, 1, 2);
scene.world.moveSection(gantry, util.vector.of(-4, 0, 0), 60);
String text = pinion ? "Gantry Carriages can mount to and slide along a Gantry Shaft." : "Gantry Shafts form the basis of a gantry setup. Attached Carriages will move along them.";
scene.overlay.showText(80).attachKeyFrame().text(text).pointAt(util.vector.centerOf(centralShaft));
scene.idle(80);
scene.world.hideIndependentSection(gantry, Direction.UP);
scene.idle(10);
gantry = scene.world.showIndependentSection(util.select.layer(2), Direction.DOWN);
Vec3 gantryTop = util.vector.topOf(4, 2, 2);
scene.world.modifyKineticSpeed(util.select.everywhere(), f -> 0f);
scene.overlay.showText(40).attachKeyFrame().text("Gantry setups can move attached Blocks.").pointAt(gantryTop).placeNearTarget();
scene.idle(30);
Selection planks = util.select.position(5, 3, 1);
scene.world.showSectionAndMerge(util.select.layersFrom(3).substract(planks), Direction.DOWN, gantry);
scene.idle(10);
scene.world.showSectionAndMerge(planks, Direction.SOUTH, gantry);
scene.idle(10);
scene.effects.superGlue(util.grid.at(5, 3, 1), Direction.SOUTH, true);
scene.idle(20);
scene.overlay.showText(80).attachKeyFrame().sharedText("movement_anchors").pointAt(gantryTop).placeNearTarget();
scene.idle(80);
scene.world.modifyKineticSpeed(util.select.layer(0), f -> 32f);
scene.world.modifyKineticSpeed(util.select.layer(1), f -> -64f);
scene.world.moveSection(gantry, util.vector.of(-4, 0, 0), 60);
scene.idle(20);
scene.markAsFinished();
}
use of com.simibubi.create.foundation.ponder.element.WorldSectionElement in project Create by Creators-of-Create.
the class GantryScenes method direction.
public static void direction(SceneBuilder scene, SceneBuildingUtil util) {
scene.title("gantry_direction", "Gantry Movement Direction");
scene.configureBasePlate(0, 0, 5);
scene.world.modifyKineticSpeed(util.select.everywhere(), f -> -f);
scene.world.showSection(util.select.layer(0), Direction.UP);
scene.idle(10);
Selection shaftAndGearshiftAndLever = util.select.fromTo(0, 1, 2, 5, 2, 2);
Selection shafts = util.select.fromTo(0, 1, 2, 3, 1, 2);
scene.world.showSection(shaftAndGearshiftAndLever, Direction.DOWN);
scene.overlay.showText(60).text("Gantry Shafts can have opposite orientations").pointAt(util.vector.of(2, 1.5, 2.5)).placeNearTarget();
scene.idle(60);
ElementLink<WorldSectionElement> gantry1 = scene.world.showIndependentSection(util.select.position(0, 1, 3), Direction.NORTH);
ElementLink<WorldSectionElement> gantry2 = scene.world.showIndependentSection(util.select.position(3, 1, 3), Direction.NORTH);
scene.idle(10);
scene.world.moveSection(gantry1, util.vector.of(1, 0, 0), 20);
scene.world.moveSection(gantry2, util.vector.of(-1, 0, 0), 20);
scene.overlay.showText(80).attachKeyFrame().text("The movement direction of carriages depend on their shafts' orientation").pointAt(util.vector.topOf(1, 1, 3)).placeNearTarget();
scene.idle(80);
BlockPos lastShaft = util.grid.at(0, 1, 2);
boolean flip = true;
for (int i = 0; i < 3; i++) {
scene.world.modifyBlocks(util.select.fromTo(4, 1, 2, 4, 2, 2), s -> s.cycle(BlockStateProperties.POWERED), false);
scene.effects.indicateRedstone(util.grid.at(4, 2, 2));
scene.world.moveSection(gantry1, util.vector.of(flip ? -1 : 1, 0, 0), 20);
scene.world.moveSection(gantry2, util.vector.of(flip ? 1 : -1, 0, 0), 20);
scene.world.modifyKineticSpeed(shafts, f -> -f);
scene.effects.rotationDirectionIndicator(lastShaft.east(flip ? 1 : 0));
scene.idle(20);
if (i == 0) {
scene.overlay.showText(80).attachKeyFrame().text("...as well as the rotation direction of the shaft").pointAt(util.vector.blockSurface(lastShaft, Direction.WEST)).placeNearTarget();
}
scene.idle(30);
flip = !flip;
}
Selection kinetics = util.select.fromTo(0, 2, 3, 3, 3, 3);
Selection gears1 = util.select.fromTo(0, 1, 3, 0, 3, 3);
Selection gears2 = util.select.fromTo(3, 1, 3, 3, 3, 3);
scene.world.showSection(kinetics, Direction.DOWN);
scene.world.showSection(util.select.fromTo(0, 1, 0, 4, 1, 1), Direction.SOUTH);
scene.idle(20);
BlockPos leverPos = util.grid.at(4, 1, 0);
scene.world.modifyBlocks(util.select.fromTo(1, 1, 0, 3, 1, 1), s -> s.hasProperty(RedStoneWireBlock.POWER) ? s.setValue(RedStoneWireBlock.POWER, 15) : s, false);
scene.world.toggleRedstonePower(util.select.position(leverPos));
scene.world.toggleRedstonePower(shafts);
scene.effects.indicateRedstone(leverPos);
scene.world.modifyKineticSpeed(gears1, f -> -32f);
scene.world.modifyKineticSpeed(gears2, f -> 32f);
scene.idle(20);
scene.overlay.showText(120).attachKeyFrame().text("Same rules apply for the propagated rotation").pointAt(util.vector.topOf(0, 3, 3)).placeNearTarget();
scene.idle(20);
for (boolean flip2 : Iterate.trueAndFalse) {
scene.effects.rotationDirectionIndicator(util.grid.at(0, 3, 3));
scene.effects.rotationDirectionIndicator(util.grid.at(3, 3, 3));
scene.idle(60);
scene.world.modifyBlocks(util.select.fromTo(4, 1, 2, 4, 2, 2), s -> s.cycle(BlockStateProperties.POWERED), false);
scene.effects.indicateRedstone(util.grid.at(4, 2, 2));
scene.world.modifyKineticSpeed(gears1, f -> -f);
scene.world.modifyKineticSpeed(gears2, f -> -f);
if (!flip2) {
scene.effects.rotationDirectionIndicator(util.grid.at(0, 3, 3));
scene.effects.rotationDirectionIndicator(util.grid.at(3, 3, 3));
scene.markAsFinished();
}
}
}
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