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tobspr_shapez.io/gulp/bundle-loader.js

116 lines
4.0 KiB

4 years ago
/**
* ES6 Bundle Loader
*
* Attempts to load the game code, and if that fails tries with the transpiled
* version. Also handles errors during load.
*/
(function () {
var loadTimeout = null;
var callbackDone = false;
// Catch load errors
function errorHandler(event, source, lineno, colno, error) {
console.error("👀 Init Error:", event, source, lineno, colno, error);
var element = document.createElement("div");
element.style.position = "fixed";
element.style.top = "0";
element.style.right = "0";
element.style.bottom = "0";
element.style.left = "0";
element.style.zIndex = "29999";
element.style.backgroundColor = "#222429";
element.style.display = "flex";
element.style.justifyContent = "center";
element.style.alignItems = "center";
var inner = document.createElement("div");
inner.style.color = "#fff";
inner.style.fontFamily = "GameFont, sans-serif";
inner.style.fontSize = "15px";
inner.style.padding = "30px";
inner.style.textAlign = "center";
element.appendChild(inner);
var heading = document.createElement("h3");
heading.style.color = "#ef5072";
heading.innerText = "Error";
heading.style.marginBottom = "40px";
heading.style.fontSize = "45px";
inner.appendChild(heading);
var content = document.createElement("p");
content.style.color = "#eee";
content.innerText = error || (event && event.message) || event || "Unknown Error";
inner.appendChild(content);
if (source) {
var sourceElement = document.createElement("p");
sourceElement.style.color = "#777";
sourceElement.innerText = sourceElement + ":" + lineno + ":" + colno;
inner.appendChild(sourceElement);
}
document.documentElement.appendChild(element);
}
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
if (window.location.host.indexOf("localhost") < 0) {
window.addEventListener("error", errorHandler);
window.addEventListener("unhandledrejection", errorHandler);
}
4 years ago
function makeJsTag(src, integrity) {
var script = document.createElement("script");
script.src = src;
script.type = "text/javascript";
script.charset = "utf-8";
script.defer = true;
if (integrity) {
script.setAttribute("integrity", integrity);
}
return script;
}
function loadFallbackJs(error) {
console.warn("👀 ES6 Script not supported, loading transpiled code.");
console.warn("👀 Error was:", error);
var scriptTransp = makeJsTag(bundleSrcTranspiled, bundleIntegrityTranspiled);
scriptTransp.addEventListener("error", scriptFail);
scriptTransp.addEventListener("load", onJsLoaded);
document.head.appendChild(scriptTransp);
}
function scriptFail(error) {
console.error("👀 Failed to load bundle!");
console.error("👀 Error was:", error);
throw new Error("Core load failed.");
}
function expectJsParsed() {
if (!callbackDone) {
console.error("👀 Got no core callback");
throw new Error("Core thread failed to respond within time.");
}
}
function onJsLoaded() {
console.log("👀 Core loaded at", Math.floor(performance.now()), "ms");
loadTimeout = setTimeout(expectJsParsed, 15000);
window.removeEventListener("error", errorHandler);
window.removeEventListener("unhandledrejection", errorHandler);
}
window.coreThreadLoadedCb = function () {
console.log("👀 Core responded at", Math.floor(performance.now()), "ms");
clearTimeout(loadTimeout);
loadTimeout = null;
callbackDone = true;
};
var scriptEs6 = makeJsTag(bundleSrc, bundleIntegrity);
scriptEs6.addEventListener("error", loadFallbackJs);
scriptEs6.addEventListener("load", onJsLoaded);
document.head.appendChild(scriptEs6);
4 years ago
})();