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tobspr_shapez.io/src/js/core/state_manager.js

122 lines
3.4 KiB

4 years ago
/* typehints:start*/
import { Application } from "../application";
/* typehints:end*/
import { GameState } from "./game_state";
import { createLogger } from "./logging";
import { APPLICATION_ERROR_OCCURED } from "./error_handler";
import { waitNextFrame, removeAllChildren } from "./utils";
const logger = createLogger("state_manager");
/**
* This is the main state machine which drives the game states.
*/
export class StateManager {
/**
* @param {Application} app
*/
constructor(app) {
this.app = app;
/** @type {GameState} */
this.currentState = null;
/** @type {Object.<string, new() => GameState>} */
this.stateClasses = {};
}
/**
* Registers a new state class, should be a GameState derived class
* @param {object} stateClass
*/
register(stateClass) {
// Create a dummy to retrieve the key
const dummy = new stateClass();
assert(dummy instanceof GameState, "Not a state!");
const key = dummy.getKey();
assert(!this.stateClasses[key], `State '${key}' is already registered!`);
this.stateClasses[key] = stateClass;
}
/**
* Constructs a new state or returns the instance from the cache
* @param {string} key
*/
constructState(key) {
if (this.stateClasses[key]) {
return new this.stateClasses[key]();
}
assert(false, `State '${key}' is not known!`);
}
/**
* Moves to a given state
* @param {string} key State Key
*/
moveToState(key, payload = {}) {
if (APPLICATION_ERROR_OCCURED) {
console.warn("Skipping state transition because of application crash");
return;
}
if (this.currentState) {
if (key === this.currentState.getKey()) {
logger.error(`State '${key}' is already active!`);
return false;
}
this.currentState.internalLeaveCallback();
// Remove all references
for (const stateKey in this.currentState) {
if (this.currentState.hasOwnProperty(stateKey)) {
delete this.currentState[stateKey];
}
}
this.currentState = null;
}
this.currentState = this.constructState(key);
this.currentState.internalRegisterCallback(this, this.app);
// Clean up old elements
removeAllChildren(document.body);
document.body.className = "gameState " + (this.currentState.getHasFadeIn() ? "" : "arrived");
document.body.id = "state_" + key;
document.body.innerHTML = this.currentState.internalGetFullHtml();
const dialogParent = document.createElement("div");
dialogParent.classList.add("modalDialogParent");
document.body.appendChild(dialogParent);
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
this.currentState.internalEnterCallback(payload);
4 years ago
this.app.sound.playThemeMusic(this.currentState.getThemeMusic());
this.currentState.onResized(this.app.screenWidth, this.app.screenHeight);
this.app.analytics.trackStateEnter(key);
window.history.pushState(
{
key,
},
key
);
waitNextFrame().then(() => {
document.body.classList.add("arrived");
});
return true;
}
/**
* Returns the current state
* @returns {GameState}
*/
getCurrentState() {
return this.currentState;
}
}