2020-05-09 14:45:23 +00:00
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/**
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* ES6 Bundle Loader
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*
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* Attempts to load the game code, and if that fails tries with the transpiled
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* version. Also handles errors during load.
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*/
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(function () {
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var loadTimeout = null;
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var callbackDone = false;
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// Catch load errors
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function errorHandler(event, source, lineno, colno, error) {
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console.error("👀 Init Error:", event, source, lineno, colno, error);
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var element = document.createElement("div");
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element.style.position = "fixed";
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element.style.top = "0";
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element.style.right = "0";
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element.style.bottom = "0";
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element.style.left = "0";
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element.style.zIndex = "29999";
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element.style.backgroundColor = "#222429";
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element.style.display = "flex";
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element.style.justifyContent = "center";
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element.style.alignItems = "center";
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var inner = document.createElement("div");
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inner.style.color = "#fff";
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inner.style.fontFamily = "GameFont, sans-serif";
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inner.style.fontSize = "15px";
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inner.style.padding = "30px";
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inner.style.textAlign = "center";
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element.appendChild(inner);
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var heading = document.createElement("h3");
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heading.style.color = "#ef5072";
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heading.innerText = "Error";
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heading.style.marginBottom = "40px";
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heading.style.fontSize = "45px";
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inner.appendChild(heading);
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var content = document.createElement("p");
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content.style.color = "#eee";
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content.innerText = error || (event && event.message) || event || "Unknown Error";
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inner.appendChild(content);
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if (source) {
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var sourceElement = document.createElement("p");
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sourceElement.style.color = "#777";
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sourceElement.innerText = sourceElement + ":" + lineno + ":" + colno;
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inner.appendChild(sourceElement);
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}
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document.documentElement.appendChild(element);
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}
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Puzzle DLC (#1172)
* Puzzle mode (#1135)
* Add mode button to main menu
* [WIP] Add mode menu. Add factory-based gameMode creation
* Add savefile migration, serialize, deserialize
* Add hidden HUD elements, zone, and zoom, boundary constraints
* Clean up lint issues
* Add building, HUD exclusion, building exclusion, and refactor
- [WIP] Add ConstantProducer building that combines ConstantSignal
and ItemProducer functionality. Currently using temp assets.
- Add pre-placement check to the zone
- Use Rectangles for zone and boundary
- Simplify zone drawing
- Account for exclusion in savegame data
- [WIP] Add puzzle play and edit buttons in puzzle mode menu
* [WIP] Add building, component, and systems for producing and
accepting user-specified items and checking goal criteria
* Add ingame puzzle mode UI elements
- Add minimal menus in puzzle mode for back, next navigation
- Add lower menu for changing zone dimenensions
Co-authored-by: Greg Considine <gconsidine@users.noreply.github.com>
* Performance optimizations (#1154)
* 1.3.1 preparations
* Minor fixes, update translations
* Fix achievements not working
* Lots of belt optimizations, ~15% performance boost
* Puzzle mode, part 1
* Puzzle mode, part 2
* Fix missing import
* Puzzle mode, part 3
* Fix typo
* Puzzle mode, part 4
* Puzzle Mode fixes: Correct zone restrictions and more (#1155)
* Hide Puzzle Editor Controls in regular game mode, fix typo
* Disallow shrinking zone if there are buildings
* Fix multi-tile buildings for shrinking
* Puzzle mode, Refactor hud
* Puzzle mode
* Fixed typo in latest puzzle commit (#1156)
* Allow completing puzzles
* Puzzle mode, almost done
* Bump version to 1.4.0
* Fixes
* [puzzle] Prevent pipette cheats (miners, emitters) (#1158)
* Puzzle mode, almost done
* Allow clearing belts with 'B'
* Multiple users for the puzzle dlc
* Bump api key
* Minor adjustments
* Update
* Minor fixes
* Fix throughput
* Fix belts
* Minor puzzle adjustments
* New difficulty
* Minor puzzle improvements
* Fix belt path
* Update translations
* Added a button to return to the menu after a puzzle is completed (#1170)
* added another button to return to the menu
* improved menu return
* fixed continue button to not go back to menu
* [Puzzle] Added ability to lock buildings in the puzzle editor! (#1164)
* initial test
* tried to get it to work
* added icon
* added test exclusion
* reverted css
* completed flow for building locking
* added lock option
* finalized look and changed locked building to same sprite
* removed unused art
* added clearing every goal acceptor on lock to prevent creating impossible puzzles
* heavily improved validation and prevented autocompletion
* validation only checks every 100 ticks to improve performance
* validation only checks every 100 ticks to improve performance
* removed clearing goal acceptors as it isn't needed because of validation
* Add soundtrack, puzzle dlc fixes
Co-authored-by: Greg Considine <gconsidine@users.noreply.github.com>
Co-authored-by: dengr1065 <dengr1065@gmail.com>
Co-authored-by: Sense101 <67970865+Sense101@users.noreply.github.com>
2021-05-23 14:32:05 +00:00
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if (window.location.host.indexOf("localhost") < 0) {
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window.addEventListener("error", errorHandler);
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window.addEventListener("unhandledrejection", errorHandler);
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}
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2020-05-09 14:45:23 +00:00
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function makeJsTag(src, integrity) {
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var script = document.createElement("script");
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script.src = src;
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script.type = "text/javascript";
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script.charset = "utf-8";
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script.defer = true;
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if (integrity) {
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script.setAttribute("integrity", integrity);
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}
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return script;
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}
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function loadFallbackJs(error) {
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console.warn("👀 ES6 Script not supported, loading transpiled code.");
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console.warn("👀 Error was:", error);
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var scriptTransp = makeJsTag(bundleSrcTranspiled, bundleIntegrityTranspiled);
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scriptTransp.addEventListener("error", scriptFail);
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scriptTransp.addEventListener("load", onJsLoaded);
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document.head.appendChild(scriptTransp);
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}
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function scriptFail(error) {
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console.error("👀 Failed to load bundle!");
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console.error("👀 Error was:", error);
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throw new Error("Core load failed.");
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}
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function expectJsParsed() {
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if (!callbackDone) {
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console.error("👀 Got no core callback");
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throw new Error("Core thread failed to respond within time.");
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}
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}
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function onJsLoaded() {
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console.log("👀 Core loaded at", Math.floor(performance.now()), "ms");
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loadTimeout = setTimeout(expectJsParsed, 15000);
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window.removeEventListener("error", errorHandler);
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window.removeEventListener("unhandledrejection", errorHandler);
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}
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window.coreThreadLoadedCb = function () {
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console.log("👀 Core responded at", Math.floor(performance.now()), "ms");
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clearTimeout(loadTimeout);
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loadTimeout = null;
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callbackDone = true;
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};
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2022-06-16 08:20:04 +00:00
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// var scriptEs6 = makeJsTag(bundleSrc, bundleIntegrity);
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// scriptEs6.addEventListener("error", loadFallbackJs);
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// scriptEs6.addEventListener("load", onJsLoaded);
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// document.head.appendChild(scriptEs6);
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var scriptTransp = makeJsTag(bundleSrcTranspiled, bundleIntegrityTranspiled);
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scriptTransp.addEventListener("error", scriptFail);
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scriptTransp.addEventListener("load", onJsLoaded);
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document.head.appendChild(scriptTransp);
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2020-05-09 14:45:23 +00:00
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})();
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