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import "./core/polyfills";
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import "./core/assert";
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import "./core/error_handler";
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import { createLogger, logSection } from "./core/logging";
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import { Application } from "./application";
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import { IS_DEBUG } from "./core/config";
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import { initComponentRegistry } from "./game/component_registry";
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import { initDrawUtils } from "./core/draw_utils";
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import { initItemRegistry } from "./game/item_registry";
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import { initMetaBuildingRegistry } from "./game/meta_building_registry";
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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>
3 years ago
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import { initGameModeRegistry } from "./game/game_mode_registry";
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import { initGameSpeedRegistry } from "./game/game_speed_registry";
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const logger = createLogger("main");
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if (window.coreThreadLoadedCb) {
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logger.log("Javascript parsed, calling html thread");
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window.coreThreadLoadedCb();
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}
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// Logrocket
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// if (!G_IS_DEV && !G_IS_STANDALONE) {
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// const monthlyUsers = 300; // thousand
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// const logrocketLimit = 10; // thousand
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// const percentageOfUsers = logrocketLimit / monthlyUsers;
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// if (Math.random() <= percentageOfUsers) {
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// logger.log("Analyzing this session with logrocket");
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// const logrocket = require("logrocket");
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// logrocket.init("p1x9zh/shapezio");
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// try {
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// logrocket.getSessionURL(function (sessionURL) {
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// logger.log("Connected lockrocket to GA");
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// // @ts-ignore
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// try {
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// window.ga("send", {
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// hitType: "event",
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// eventCategory: "LogRocket",
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// eventAction: sessionURL,
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// });
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// } catch (ex) {
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// logger.warn("Logrocket connection to analytics failed:", ex);
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// }
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// });
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// } catch (ex) {
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// logger.warn("Logrocket connection to analytics failed:", ex);
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// }
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// }
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// }
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console.log(
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`%cshapez.io ️%c\n© 2020 Tobias Springer IT Solutions\nCommit %c${G_BUILD_COMMIT_HASH}%c on %c${new Date(
|
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|
|
G_BUILD_TIME
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).toLocaleString()}\n`,
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"font-size: 35px; font-family: Arial;font-weight: bold; padding: 10px 0;",
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"color: #aaa",
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"color: #7f7",
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"color: #aaa",
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"color: #7f7"
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);
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console.log("Environment: %c" + G_APP_ENVIRONMENT, "color: #fff");
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if (G_IS_DEV && IS_DEBUG) {
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console.log("\n%c🛑 DEBUG ENVIRONMENT 🛑\n", "color: #f77");
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}
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/* typehints:start */
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// @ts-ignore
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assert(false, "typehints built in, this should never be the case!");
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/* typehints:end */
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/* dev:start */
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|
console.log("%cDEVCODE BUILT IN", "color: #f77");
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/* dev:end */
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logSection("Boot Process", "#f9a825");
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|
initDrawUtils();
|
|
|
|
|
initComponentRegistry();
|
|
|
|
|
initItemRegistry();
|
|
|
|
|
initMetaBuildingRegistry();
|
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>
3 years ago
|
|
|
|
initGameModeRegistry();
|
|
|
|
|
initGameSpeedRegistry();
|
|
|
|
|
|
|
|
|
|
let app = null;
|
|
|
|
|
|
|
|
|
|
function bootApp() {
|
|
|
|
|
logger.log("Page Loaded");
|
|
|
|
|
app = new Application();
|
|
|
|
|
app.boot();
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
window.addEventListener("load", bootApp);
|