use of com.simibubi.create.foundation.ponder.element.WorldSectionElement in project Create by Creators-of-Create.
the class GantryScenes method redstone.
public static void redstone(SceneBuilder scene, SceneBuildingUtil util) {
scene.title("gantry_redstone", "Gantry Power Propagation");
scene.world.modifyKineticSpeed(util.select.everywhere(), f -> -f);
Selection leverRedstone = util.select.fromTo(3, 1, 0, 3, 1, 1);
Selection shaft = util.select.fromTo(0, 1, 2, 4, 1, 2);
Selection shaftAndCog = util.select.fromTo(0, 1, 2, 5, 1, 2);
scene.configureBasePlate(0, 0, 5);
scene.world.showSection(util.select.layer(0).add(leverRedstone), Direction.UP);
scene.idle(10);
scene.world.showSection(shaftAndCog, Direction.DOWN);
scene.idle(10);
BlockPos gantryPos = util.grid.at(4, 2, 2);
ElementLink<WorldSectionElement> gantry = scene.world.showIndependentSection(util.select.position(gantryPos), Direction.DOWN);
scene.idle(15);
scene.world.moveSection(gantry, util.vector.of(-3, 0, 0), 40);
scene.idle(40);
scene.world.toggleRedstonePower(shaft);
scene.world.toggleRedstonePower(util.select.position(3, 1, 0));
scene.world.toggleRedstonePower(util.select.position(3, 1, 1));
scene.effects.indicateRedstone(util.grid.at(3, 1, 0));
scene.world.modifyKineticSpeed(util.select.position(gantryPos), f -> 32f);
scene.idle(40);
BlockPos cogPos = util.grid.at(1, 2, 1);
scene.overlay.showText(60).attachKeyFrame().colored(PonderPalette.RED).pointAt(util.vector.centerOf(cogPos.below().south())).text("Redstone-powered gantry shafts stop moving their carriages").placeNearTarget();
scene.idle(70);
Selection cogSelection = util.select.position(cogPos);
scene.world.showSection(cogSelection, Direction.SOUTH);
scene.world.modifyKineticSpeed(cogSelection, f -> 32f);
scene.overlay.showText(180).colored(PonderPalette.GREEN).pointAt(util.vector.blockSurface(cogPos, Direction.NORTH)).text("Instead, its rotational force is relayed to the carriages' output shaft").placeNearTarget();
scene.idle(10);
scene.effects.rotationSpeedIndicator(cogPos);
scene.markAsFinished();
}
use of com.simibubi.create.foundation.ponder.element.WorldSectionElement in project Create by Creators-of-Create.
the class ItemVaultScenes method sizes.
public static void sizes(SceneBuilder scene, SceneBuildingUtil util) {
scene.title("item_vault_sizes", "Dimensions of an Item Vault");
scene.configureBasePlate(0, 0, 6);
scene.scaleSceneView(0.9f);
scene.showBasePlate();
scene.idle(5);
Selection single = util.select.position(2, 4, 2);
Selection single2 = util.select.fromTo(2, 4, 3, 3, 5, 3);
Selection single3 = util.select.fromTo(2, 4, 4, 4, 6, 4);
ElementLink<WorldSectionElement> s1 = scene.world.showIndependentSection(single, Direction.DOWN);
scene.world.moveSection(s1, util.vector.of(0, -3, 0), 0);
scene.idle(10);
scene.overlay.showText(60).text("Item Vaults can be combined to increase the total capacity").attachKeyFrame().placeNearTarget().pointAt(util.vector.topOf(2, 1, 2));
scene.idle(40);
ElementLink<WorldSectionElement> s2 = scene.world.showIndependentSection(single, Direction.DOWN);
scene.world.moveSection(s2, util.vector.of(1, -3, 0), 0);
scene.idle(5);
ElementLink<WorldSectionElement> s3 = scene.world.showIndependentSection(single, Direction.DOWN);
scene.world.moveSection(s3, util.vector.of(1, -2, 0), 0);
scene.idle(5);
ElementLink<WorldSectionElement> s4 = scene.world.showIndependentSection(single, Direction.DOWN);
scene.world.moveSection(s4, util.vector.of(0, -2, 0), 0);
scene.idle(10);
scene.world.moveSection(s1, util.vector.of(0, -100, 0), 0);
scene.world.moveSection(s2, util.vector.of(0, -100, 0), 0);
scene.world.moveSection(s3, util.vector.of(0, -100, 0), 0);
scene.world.moveSection(s4, util.vector.of(0, -100, 0), 0);
ElementLink<WorldSectionElement> d = scene.world.showIndependentSectionImmediately(single2);
scene.world.moveSection(d, util.vector.of(0, -3, -1), 0);
scene.effects.indicateSuccess(util.grid.at(2, 1, 2));
scene.effects.indicateSuccess(util.grid.at(2, 2, 2));
scene.effects.indicateSuccess(util.grid.at(3, 2, 2));
scene.effects.indicateSuccess(util.grid.at(3, 1, 2));
scene.world.hideIndependentSection(s1, Direction.DOWN);
scene.world.hideIndependentSection(s2, Direction.DOWN);
scene.world.hideIndependentSection(s3, Direction.DOWN);
scene.world.hideIndependentSection(s4, Direction.DOWN);
scene.idle(25);
scene.overlay.showText(60).text("Their base square can be up to 3 blocks wide...").attachKeyFrame().placeNearTarget().pointAt(util.vector.blockSurface(util.grid.at(2, 2, 2), Direction.NORTH));
scene.idle(40);
s1 = scene.world.showIndependentSection(single, Direction.DOWN);
scene.world.moveSection(s1, util.vector.of(2, -3, 0), 0);
scene.idle(3);
s2 = scene.world.showIndependentSection(single, Direction.DOWN);
scene.world.moveSection(s2, util.vector.of(2, -2, 0), 0);
scene.idle(3);
s3 = scene.world.showIndependentSection(single, Direction.DOWN);
scene.world.moveSection(s3, util.vector.of(2, -1, 0), 0);
scene.idle(3);
s4 = scene.world.showIndependentSection(single, Direction.DOWN);
scene.world.moveSection(s4, util.vector.of(1, -1, 0), 0);
scene.idle(3);
ElementLink<WorldSectionElement> s5 = scene.world.showIndependentSection(single, Direction.DOWN);
scene.world.moveSection(s5, util.vector.of(0, -1, 0), 0);
scene.idle(10);
scene.world.moveSection(d, util.vector.of(0, -100, 0), 0);
scene.world.moveSection(s1, util.vector.of(0, -100, 0), 0);
scene.world.moveSection(s2, util.vector.of(0, -100, 0), 0);
scene.world.moveSection(s3, util.vector.of(0, -100, 0), 0);
scene.world.moveSection(s4, util.vector.of(0, -100, 0), 0);
scene.world.moveSection(s5, util.vector.of(0, -100, 0), 0);
ElementLink<WorldSectionElement> t = scene.world.showIndependentSectionImmediately(single3);
scene.world.moveSection(t, util.vector.of(0, -3, -2), 0);
for (int i = 1; i < 4; i++) for (int j = 2; j < 5; j++) scene.effects.indicateSuccess(util.grid.at(j, i, 2));
scene.world.hideIndependentSection(d, Direction.DOWN);
scene.world.hideIndependentSection(s1, Direction.DOWN);
scene.world.hideIndependentSection(s2, Direction.DOWN);
scene.world.hideIndependentSection(s3, Direction.DOWN);
scene.world.hideIndependentSection(s4, Direction.DOWN);
scene.world.hideIndependentSection(s5, Direction.DOWN);
scene.idle(25);
scene.world.hideIndependentSection(t, Direction.DOWN);
scene.idle(15);
Selection full1 = util.select.fromTo(2, 1, 0, 4, 1, 0);
Selection full2 = util.select.fromTo(0, 1, 1, 3, 2, 2);
Selection full3 = util.select.fromTo(1, 1, 5, 5, 3, 3);
scene.world.showSection(full3, Direction.WEST);
scene.idle(5);
scene.world.showSection(full2, Direction.EAST);
scene.idle(5);
scene.world.showSection(full1, Direction.WEST);
scene.idle(10);
Vec3 blockSurface = util.vector.blockSurface(util.grid.at(1, 3, 3), Direction.NORTH);
scene.overlay.showText(60).text("...and grow in length up to 3x their diameter").attachKeyFrame().placeNearTarget().pointAt(blockSurface);
scene.idle(40);
}
use of com.simibubi.create.foundation.ponder.element.WorldSectionElement in project Create by Creators-of-Create.
the class DebugScenes method sectionsScene.
public static void sectionsScene(SceneBuilder scene, SceneBuildingUtil util) {
scene.title("debug_sections", "Sections");
scene.showBasePlate();
scene.idle(10);
scene.rotateCameraY(95);
BlockPos mergePos = util.grid.at(1, 1, 1);
BlockPos independentPos = util.grid.at(3, 1, 1);
Selection toMerge = util.select.position(mergePos);
Selection independent = util.select.position(independentPos);
Selection start = util.select.layersFrom(1).substract(toMerge).substract(independent);
scene.world.showSection(start, Direction.DOWN);
scene.idle(20);
scene.world.showSection(toMerge, Direction.DOWN);
ElementLink<WorldSectionElement> link = scene.world.showIndependentSection(independent, Direction.DOWN);
scene.idle(20);
scene.overlay.showText(40).colored(PonderPalette.GREEN).text("This Section got merged to base.").pointAt(util.vector.topOf(mergePos));
scene.idle(10);
scene.overlay.showText(40).colored(PonderPalette.RED).text("This Section renders independently.").pointAt(util.vector.topOf(independentPos));
scene.idle(40);
scene.world.hideIndependentSection(link, Direction.DOWN);
scene.world.hideSection(util.select.fromTo(mergePos, util.grid.at(1, 1, 4)), Direction.DOWN);
scene.idle(20);
Selection hiddenReplaceArea = util.select.fromTo(2, 1, 2, 4, 1, 4).substract(util.select.position(4, 1, 3)).substract(util.select.position(2, 1, 3));
scene.world.hideSection(hiddenReplaceArea, Direction.UP);
scene.idle(20);
scene.world.setBlocks(hiddenReplaceArea, AllBlocks.REFINED_RADIANCE_CASING.getDefaultState(), false);
scene.world.showSection(hiddenReplaceArea, Direction.DOWN);
scene.idle(20);
scene.overlay.showSelectionWithText(hiddenReplaceArea, 30).colored(PonderPalette.BLUE).text("Seamless substitution of blocks");
scene.idle(40);
ElementLink<WorldSectionElement> helicopter = scene.world.makeSectionIndependent(hiddenReplaceArea);
scene.world.rotateSection(helicopter, 50, 5 * 360, 0, 60);
scene.world.moveSection(helicopter, util.vector.of(0, 4, 5), 50);
scene.overlay.showText(30).colored(PonderPalette.BLUE).text("Up, up and away.").independent(30);
scene.idle(40);
scene.world.hideIndependentSection(helicopter, Direction.UP);
}
use of com.simibubi.create.foundation.ponder.element.WorldSectionElement in project Create by Creators-of-Create.
the class DeployerScenes method contraption.
public static void contraption(SceneBuilder scene, SceneBuildingUtil util) {
scene.title("deployer_contraption", "Using Deployers on Contraptions");
scene.configureBasePlate(0, 0, 6);
scene.scaleSceneView(.9f);
Selection flowers = util.select.fromTo(4, 1, 1, 1, 1, 1);
scene.world.replaceBlocks(flowers, Blocks.AIR.defaultBlockState(), false);
Selection kinetics = util.select.fromTo(5, 1, 6, 5, 1, 3);
BlockPos deployerPos = util.grid.at(4, 1, 3);
Selection deployerSelection = util.select.position(deployerPos);
scene.world.showSection(util.select.layer(0).add(flowers), Direction.UP);
scene.idle(5);
ElementLink<WorldSectionElement> pistonHead = scene.world.showIndependentSection(util.select.fromTo(5, 1, 2, 8, 1, 2), Direction.DOWN);
scene.world.moveSection(pistonHead, util.vector.of(0, 0, 1), 0);
scene.world.showSection(kinetics, Direction.DOWN);
scene.idle(5);
ElementLink<WorldSectionElement> contraption = scene.world.showIndependentSection(deployerSelection, Direction.DOWN);
scene.idle(5);
scene.world.glueBlockOnto(util.grid.at(4, 2, 3), Direction.DOWN, contraption);
scene.overlay.showText(60).attachKeyFrame().placeNearTarget().pointAt(util.vector.blockSurface(deployerPos, Direction.WEST)).text("Whenever Deployers are moved as part of an animated Contraption...");
scene.idle(70);
scene.world.setKineticSpeed(util.select.position(4, 0, 6), -8);
scene.world.setKineticSpeed(kinetics, 16);
scene.world.moveSection(pistonHead, util.vector.of(-3, 0, 0), 100);
scene.world.moveSection(contraption, util.vector.of(-3, 0, 0), 100);
for (int x = 0; x < 4; x++) {
scene.world.moveDeployer(deployerPos, 1, 9);
scene.idle(10);
scene.world.moveDeployer(deployerPos, -1, 9);
scene.world.restoreBlocks(util.select.position(4 - x, 1, 1));
scene.idle(18);
}
scene.overlay.showSelectionWithText(flowers, 90).attachKeyFrame().colored(PonderPalette.GREEN).text("They activate at each visited location, using items from inventories anywhere on the contraption");
scene.idle(100);
scene.world.hideSection(flowers, Direction.UP);
scene.idle(15);
scene.world.replaceBlocks(flowers, Blocks.AIR.defaultBlockState(), false);
scene.world.showSection(flowers, Direction.UP);
Vec3 frontVec = util.vector.blockSurface(deployerPos.west(3), Direction.NORTH).add(0, 0, -.125);
Vec3 filterSlot = frontVec.add(0, 0.25, 0.375);
scene.overlay.showFilterSlotInput(filterSlot, 80);
scene.overlay.showText(60).attachKeyFrame().placeNearTarget().pointAt(filterSlot).text("The Filter slot can be used to specify which items to pull");
scene.idle(70);
ItemStack poppy = new ItemStack(Items.POPPY);
scene.overlay.showControls(new InputWindowElement(filterSlot, Pointing.DOWN).withItem(poppy), 30);
scene.idle(7);
scene.world.setFilterData(deployerSelection, DeployerTileEntity.class, poppy);
scene.idle(25);
scene.world.setKineticSpeed(util.select.position(4, 0, 6), 8);
scene.world.setKineticSpeed(kinetics, -16);
scene.world.moveSection(pistonHead, util.vector.of(3, 0, 0), 100);
scene.world.moveSection(contraption, util.vector.of(3, 0, 0), 100);
for (int x = 0; x < 4; x++) {
scene.world.moveDeployer(deployerPos, 1, 9);
scene.idle(10);
scene.world.moveDeployer(deployerPos, -1, 9);
scene.world.setBlock(util.grid.at(1 + x, 1, 1), Blocks.POPPY.defaultBlockState(), false);
scene.idle(18);
}
}
use of com.simibubi.create.foundation.ponder.element.WorldSectionElement in project Create by Creators-of-Create.
the class EjectorScenes method redstone.
public static void redstone(SceneBuilder scene, SceneBuildingUtil util) {
scene.title("weighted_ejector_redstone", "Controlling Weighted Ejectors with Redstone");
scene.configureBasePlate(0, 0, 5);
scene.world.showSection(util.select.layer(0), Direction.UP);
scene.idle(5);
scene.world.showSection(util.select.fromTo(4, 1, 3, 4, 1, 5), Direction.DOWN);
scene.idle(5);
scene.world.showSection(util.select.fromTo(0, 1, 2, 0, 2, 2), Direction.DOWN);
scene.idle(10);
scene.world.showSection(util.select.position(4, 1, 2), Direction.SOUTH);
scene.idle(5);
Selection redstone = util.select.fromTo(3, 1, 2, 2, 1, 2);
scene.world.showSection(redstone, Direction.EAST);
BlockPos ejectorPos = util.grid.at(4, 1, 2);
Vec3 topOf = util.vector.topOf(ejectorPos.above(2));
ItemStack copper = new ItemStack(Items.COPPER_INGOT);
for (int i = 0; i < 3; i++) {
scene.world.createItemEntity(topOf, util.vector.of(0, 0.1, 0), copper);
scene.idle(12);
scene.world.modifyEntities(ItemEntity.class, Entity::discard);
scene.world.createItemOnBeltLike(ejectorPos, Direction.UP, copper);
scene.idle(20);
if (i == 1) {
scene.world.toggleRedstonePower(redstone);
scene.effects.indicateRedstone(util.grid.at(2, 1, 2));
scene.world.modifyTileNBT(util.select.position(4, 1, 2), EjectorTileEntity.class, nbt -> nbt.putBoolean("Powered", true));
}
}
scene.idle(10);
scene.overlay.showText(60).colored(PonderPalette.RED).attachKeyFrame().pointAt(util.vector.topOf(ejectorPos)).placeNearTarget().text("When powered by Redstone, Ejectors will not activate");
scene.idle(70);
scene.world.toggleRedstonePower(redstone);
scene.idle(2);
scene.world.modifyTileNBT(util.select.position(4, 1, 2), EjectorTileEntity.class, nbt -> nbt.putBoolean("Powered", false));
scene.idle(5);
scene.world.hideSection(redstone, Direction.WEST);
scene.idle(10);
ElementLink<WorldSectionElement> observer = scene.world.showIndependentSection(util.select.position(4, 1, 1), Direction.SOUTH);
scene.world.moveSection(observer, util.vector.of(0.5, 1.5, -0.5), 0);
scene.world.rotateSection(observer, 0, 30 - 180, 0, 0);
scene.idle(20);
scene.world.moveSection(observer, util.vector.of(-0.5, -1.5, 0.5), 10);
scene.world.rotateSection(observer, 0, -30 + 180, 0, 10);
scene.world.showSection(util.select.position(4, 1, 0), Direction.SOUTH);
Selection observerRedstone = util.select.fromTo(4, 1, 1, 4, 1, 0);
for (int i = 0; i < 6; i++) {
scene.world.createItemEntity(topOf, util.vector.of(0, 0.1, 0), copper);
scene.idle(12);
scene.world.modifyEntities(ItemEntity.class, Entity::discard);
scene.world.createItemOnBeltLike(ejectorPos, Direction.UP, copper);
scene.idle(1);
scene.world.toggleRedstonePower(observerRedstone);
scene.effects.indicateRedstone(util.grid.at(4, 1, 1));
scene.idle(3);
scene.world.toggleRedstonePower(observerRedstone);
scene.idle(16);
if (i == 3)
scene.markAsFinished();
if (i == 1) {
scene.overlay.showText(60).attachKeyFrame().pointAt(util.vector.blockSurface(util.grid.at(4, 1, 1), Direction.NORTH)).placeNearTarget().text("Furthermore, Observers can detect when Ejectors activate");
}
}
}
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