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tobspr_shapez.io/src/js/states/main_menu.js

723 lines
28 KiB

import { getLogoSprite } from "../core/background_resources_loader";
import { cachebust } from "../core/cachebust";
import { A_B_TESTING_LINK_TYPE, globalConfig, THIRDPARTY_URLS } from "../core/config";
import { GameState } from "../core/game_state";
import { DialogWithForm } from "../core/modal_dialog_elements";
import { FormElementInput } from "../core/modal_dialog_forms";
import { ReadWriteProxy } from "../core/read_write_proxy";
import {
formatSecondsToTimeAgo,
generateFileDownload,
isSupportedBrowser,
makeButton,
makeButtonElement,
makeDiv,
removeAllChildren,
startFileChoose,
waitNextFrame,
} from "../core/utils";
import { HUDModalDialogs } from "../game/hud/parts/modal_dialogs";
import { PlatformWrapperImplBrowser } from "../platform/browser/wrapper";
import { PlatformWrapperImplElectron } from "../platform/electron/wrapper";
import { getApplicationSettingById } from "../profile/application_settings";
import { T } from "../translations";
const trim = require("trim");
/**
* @typedef {import("../savegame/savegame_typedefs").SavegameMetadata} SavegameMetadata
* @typedef {import("../profile/setting_types").EnumSetting} EnumSetting
*/
export class MainMenuState extends GameState {
constructor() {
super("MainMenuState");
}
getInnerHTML() {
const showLanguageIcon = !G_CHINA_VERSION && !G_WEGAME_VERSION;
const showExitAppButton = G_IS_STANDALONE;
const showUpdateLabel = !G_WEGAME_VERSION;
const showBrowserWarning = !G_IS_STANDALONE && !isSupportedBrowser();
const showPuzzleDLC = !G_WEGAME_VERSION && (G_IS_STANDALONE || G_IS_DEV);
const showWegameFooter = G_WEGAME_VERSION;
let showExternalLinks = true;
if (G_IS_STANDALONE) {
if (G_WEGAME_VERSION || G_CHINA_VERSION) {
showExternalLinks = false;
}
} else {
const wrapper = /** @type {PlatformWrapperImplBrowser} */ (this.app.platformWrapper);
if (!wrapper.embedProvider.externalLinks) {
showExternalLinks = false;
}
}
let showDiscordLink = showExternalLinks;
if (G_CHINA_VERSION) {
showDiscordLink = true;
}
const showCrosspromo = !G_IS_STANDALONE && showExternalLinks;
const showDemoAdvertisement =
showExternalLinks && this.app.restrictionMgr.getIsStandaloneMarketingActive();
const ownsPuzzleDLC =
G_IS_DEV ||
(G_IS_STANDALONE &&
/** @type { PlatformWrapperImplElectron}*/ (this.app.platformWrapper).dlcs.puzzle);
const bannerHtml = `
<h3>${T.demoBanners.title}</h3>
<p>${T.demoBanners.intro}</p>
<a href="#" class="steamLink ${A_B_TESTING_LINK_TYPE}" target="_blank">Get the shapez.io standalone!</a>
`;
return `
<div class="topButtons">
${
showLanguageIcon
? `<button class="languageChoose" data-languageicon="${this.app.settings.getLanguage()}"></button>`
: ""
}
<button class="settingsButton"></button>
${showExitAppButton ? `<button class="exitAppButton"></button>` : ""}
</div>
<video autoplay muted loop class="fullscreenBackgroundVideo">
<source src="${cachebust("res/bg_render.webm")}" type="video/webm">
</video>
<div class="logo">
<img src="${cachebust("res/" + getLogoSprite())}" alt="shapez.io Logo">
${showUpdateLabel ? `<span class="updateLabel">v${G_BUILD_VERSION}!</span>` : ""}
</div>
<div class="mainWrapper" data-columns="${showDemoAdvertisement || showPuzzleDLC ? 2 : 1}">
<div class="sideContainer">
${showDemoAdvertisement ? `<div class="standaloneBanner">${bannerHtml}</div>` : ""}
</div>
<div class="mainContainer">
${
showBrowserWarning
? `<div class="browserWarning">${T.mainMenu.browserWarning}</div>`
: ""
}
<div class="buttons"></div>
</div>
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
${
showPuzzleDLC && ownsPuzzleDLC
? `
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
<div class="puzzleContainer">
<img class="dlcLogo" src="${cachebust(
G_CHINA_VERSION || G_WEGAME_VERSION
? "res/puzzle_dlc_logo_china.png"
: "res/puzzle_dlc_logo.png"
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
)}" alt="shapez.io Logo">
<button class="styledButton puzzleDlcPlayButton">${T.mainMenu.play}</button>
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
</div>`
: ""
}
${
showPuzzleDLC && !ownsPuzzleDLC
? `
<div class="puzzleContainer notOwned">
3 years ago
<span class="badge">
${T.puzzleMenu.categories.new}
</span>
<img class="dlcLogo" src="${cachebust(
G_CHINA_VERSION || G_WEGAME_VERSION
? "res/puzzle_dlc_logo_china.png"
: "res/puzzle_dlc_logo.png"
)}" alt="shapez.io Logo">
<p>${T.mainMenu.puzzleDlcText}</p>
<button class="styledButton puzzleDlcGetButton">${
3 years ago
T.mainMenu.puzzleDlcViewNow
}</button>
<span class="hint">
${T.puzzleMenu.dlcHint}
</span>
</div>`
: ""
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
}
</div>
${
showWegameFooter
? `
<div class='footer wegameDisclaimer'>
<div class="disclaimer">
健康游戏忠告
<br>
抵制不良游戏,拒绝盗版游戏注意自我保护,谨防受骗上当<br>
适度游戏益脑,沉迷游戏伤身合理安排时间,享受健康生活
</div>
<div class="rating"></div>
</div>
`
: `
<div class="footer ${showExternalLinks ? "" : "noLinks"} ">
${
showExternalLinks
? `
<a class="githubLink boxLink" target="_blank">
${T.mainMenu.openSourceHint}
<span class="thirdpartyLogo githubLogo"></span>
</a>`
: ""
}
${
showDiscordLink
? `<a class="discordLink boxLink" target="_blank">
${T.mainMenu.discordLink}
<span class="thirdpartyLogo discordLogo"></span>
</a>`
: ""
}
<div class="sidelinks">
${showExternalLinks ? `<a class="redditLink">${T.mainMenu.subreddit}</a>` : ""}
${showExternalLinks ? `<a class="changelog">${T.changelog.title}</a>` : ""}
3 years ago
${showExternalLinks ? `<a class="helpTranslate">${T.mainMenu.helpTranslate}</a>` : ""}
</div>
<div class="author">${T.mainMenu.madeBy.replace(
"<author-link>",
'<a class="producerLink" target="_blank">Tobias Springer</a>'
)}</div>
</div>
3 years ago
${
showCrosspromo
? `<iframe id="crosspromo" src="https://crosspromo.tobspr.io?src=shapez_web"></iframe>`
: ""
}
`
}
`;
}
/**
* Asks the user to import a savegame
*/
requestImportSavegame() {
if (
this.app.savegameMgr.getSavegamesMetaData().length > 0 &&
!this.app.restrictionMgr.getHasUnlimitedSavegames()
) {
this.app.analytics.trackUiClick("importgame_slot_limit_show");
this.showSavegameSlotLimit();
return;
}
// Create a 'fake' file-input to accept savegames
startFileChoose(".bin").then(file => {
if (file) {
const closeLoader = this.dialogs.showLoadingDialog();
waitNextFrame().then(() => {
this.app.analytics.trackUiClick("import_savegame");
const reader = new FileReader();
reader.addEventListener("load", event => {
const contents = event.target.result;
let realContent;
try {
realContent = ReadWriteProxy.deserializeObject(contents);
} catch (err) {
closeLoader();
this.dialogs.showWarning(
T.dialogs.importSavegameError.title,
T.dialogs.importSavegameError.text + "<br><br>" + err
);
return;
}
this.app.savegameMgr.importSavegame(realContent).then(
() => {
closeLoader();
this.dialogs.showWarning(
T.dialogs.importSavegameSuccess.title,
T.dialogs.importSavegameSuccess.text
);
this.renderMainMenu();
this.renderSavegames();
},
err => {
closeLoader();
this.dialogs.showWarning(
T.dialogs.importSavegameError.title,
T.dialogs.importSavegameError.text + ":<br><br>" + err
);
}
);
});
reader.addEventListener("error", error => {
this.dialogs.showWarning(
T.dialogs.importSavegameError.title,
T.dialogs.importSavegameError.text + ":<br><br>" + error
);
});
reader.readAsText(file, "utf-8");
});
}
});
}
onBackButton() {
this.app.platformWrapper.exitApp();
}
onEnter(payload) {
this.dialogs = new HUDModalDialogs(null, this.app);
const dialogsElement = document.body.querySelector(".modalDialogParent");
this.dialogs.initializeToElement(dialogsElement);
if (payload.loadError) {
this.dialogs.showWarning(
T.dialogs.gameLoadFailure.title,
T.dialogs.gameLoadFailure.text + "<br><br>" + payload.loadError
);
}
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 (G_IS_DEV && globalConfig.debug.testPuzzleMode) {
this.onPuzzleModeButtonClicked(true);
return;
}
if (G_IS_DEV && globalConfig.debug.fastGameEnter) {
const games = this.app.savegameMgr.getSavegamesMetaData();
if (games.length > 0 && globalConfig.debug.resumeGameOnFastEnter) {
this.resumeGame(games[0]);
} else {
this.onPlayButtonClicked();
}
}
// Initialize video
this.videoElement = this.htmlElement.querySelector("video");
this.videoElement.playbackRate = 0.9;
this.videoElement.addEventListener("canplay", () => {
if (this.videoElement) {
this.videoElement.classList.add("loaded");
}
});
const clickHandling = {
".settingsButton": this.onSettingsButtonClicked,
".languageChoose": this.onLanguageChooseClicked,
".redditLink": this.onRedditClicked,
".changelog": this.onChangelogClicked,
".helpTranslate": this.onTranslationHelpLinkClicked,
".exitAppButton": this.onExitAppButtonClicked,
".steamLink": this.onSteamLinkClicked,
".discordLink": () => {
this.app.analytics.trackUiClick("main_menu_link_discord");
this.app.platformWrapper.openExternalLink(THIRDPARTY_URLS.discord);
},
".githubLink": () => {
this.app.analytics.trackUiClick("main_menu_link_github");
this.app.platformWrapper.openExternalLink(THIRDPARTY_URLS.github);
},
".producerLink": () => this.app.platformWrapper.openExternalLink("https://tobspr.io"),
".puzzleDlcPlayButton": this.onPuzzleModeButtonClicked,
".puzzleDlcGetButton": this.onPuzzleWishlistButtonClicked,
".wegameDisclaimer > .rating": this.onWegameRatingClicked,
};
for (const key in clickHandling) {
const handler = clickHandling[key];
const element = this.htmlElement.querySelector(key);
if (element) {
this.trackClicks(element, handler, { preventClick: true });
}
}
this.renderMainMenu();
this.renderSavegames();
}
renderMainMenu() {
const buttonContainer = this.htmlElement.querySelector(".mainContainer .buttons");
removeAllChildren(buttonContainer);
// Import button
const importButtonElement = makeButtonElement(
["importButton", "styledButton"],
T.mainMenu.importSavegame
);
this.trackClicks(importButtonElement, this.requestImportSavegame);
if (this.savedGames.length > 0) {
// Continue game
const continueButton = makeButton(
buttonContainer,
["continueButton", "styledButton"],
T.mainMenu.continue
);
this.trackClicks(continueButton, this.onContinueButtonClicked);
const outerDiv = makeDiv(buttonContainer, null, ["outer"], null);
outerDiv.appendChild(importButtonElement);
const newGameButton = makeButton(
this.htmlElement.querySelector(".mainContainer .outer"),
["newGameButton", "styledButton"],
T.mainMenu.newGame
);
this.trackClicks(newGameButton, this.onPlayButtonClicked);
} else {
// New game
const playBtn = makeButton(buttonContainer, ["playButton", "styledButton"], T.mainMenu.play);
this.trackClicks(playBtn, this.onPlayButtonClicked);
buttonContainer.appendChild(importButtonElement);
}
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
}
onPuzzleModeButtonClicked(force = false) {
const hasUnlockedBlueprints = this.app.savegameMgr.getSavegamesMetaData().some(s => s.level >= 12);
console.log(hasUnlockedBlueprints);
if (!force && !hasUnlockedBlueprints) {
const { ok } = this.dialogs.showWarning(
T.dialogs.puzzlePlayRegularRecommendation.title,
T.dialogs.puzzlePlayRegularRecommendation.desc,
["cancel:good", "ok:bad:timeout"]
);
ok.add(() => this.onPuzzleModeButtonClicked(true));
return;
}
this.moveToState("LoginState", {
nextStateId: "PuzzleMenuState",
});
}
onPuzzleWishlistButtonClicked() {
3 years ago
this.app.platformWrapper.openExternalLink(THIRDPARTY_URLS.puzzleDlcStorePage + "?utm_medium=mmsl2");
}
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
onBackButtonClicked() {
this.renderMainMenu();
this.renderSavegames();
}
onSteamLinkClicked() {
this.app.analytics.trackUiClick("main_menu_steam_link_" + A_B_TESTING_LINK_TYPE);
3 years ago
this.app.platformWrapper.openExternalLink(THIRDPARTY_URLS.stanaloneCampaignLink + "/shapez_mainmenu");
return false;
}
onExitAppButtonClicked() {
this.app.platformWrapper.exitApp();
}
onChangelogClicked() {
this.moveToState("ChangelogState");
}
onRedditClicked() {
this.app.analytics.trackUiClick("main_menu_reddit_link");
this.app.platformWrapper.openExternalLink(THIRDPARTY_URLS.reddit);
}
onLanguageChooseClicked() {
this.app.analytics.trackUiClick("choose_language");
const setting = /** @type {EnumSetting} */ (getApplicationSettingById("language"));
const { optionSelected } = this.dialogs.showOptionChooser(T.settings.labels.language.title, {
active: this.app.settings.getLanguage(),
options: setting.options.map(option => ({
value: setting.valueGetter(option),
text: setting.textGetter(option),
desc: setting.descGetter(option),
iconPrefix: setting.iconPrefix,
})),
});
optionSelected.add(value => {
this.app.settings.updateLanguage(value).then(() => {
if (setting.restartRequired) {
if (this.app.platformWrapper.getSupportsRestart()) {
this.app.platformWrapper.performRestart();
} else {
this.dialogs.showInfo(
T.dialogs.restartRequired.title,
T.dialogs.restartRequired.text,
["ok:good"]
);
}
}
if (setting.changeCb) {
setting.changeCb(this.app, value);
}
});
// Update current icon
this.htmlElement.querySelector("button.languageChoose").setAttribute("data-languageIcon", value);
}, this);
}
get savedGames() {
return this.app.savegameMgr.getSavegamesMetaData();
}
renderSavegames() {
const oldContainer = this.htmlElement.querySelector(".mainContainer .savegames");
if (oldContainer) {
oldContainer.remove();
}
const games = this.savedGames;
if (games.length > 0) {
const parent = makeDiv(this.htmlElement.querySelector(".mainContainer"), null, ["savegames"]);
for (let i = 0; i < games.length; ++i) {
const elem = makeDiv(parent, null, ["savegame"]);
makeDiv(
elem,
null,
["playtime"],
formatSecondsToTimeAgo((new Date().getTime() - games[i].lastUpdate) / 1000.0)
);
makeDiv(
elem,
null,
["level"],
games[i].level
? T.mainMenu.savegameLevel.replace("<x>", "" + games[i].level)
: T.mainMenu.savegameLevelUnknown
);
const name = makeDiv(
elem,
null,
["name"],
"<span>" + (games[i].name ? games[i].name : T.mainMenu.savegameUnnamed) + "</span>"
);
const deleteButton = document.createElement("button");
deleteButton.classList.add("styledButton", "deleteGame");
elem.appendChild(deleteButton);
const downloadButton = document.createElement("button");
downloadButton.classList.add("styledButton", "downloadGame");
elem.appendChild(downloadButton);
if (!G_WEGAME_VERSION) {
const renameButton = document.createElement("button");
renameButton.classList.add("styledButton", "renameGame");
name.appendChild(renameButton);
this.trackClicks(renameButton, () => this.requestRenameSavegame(games[i]));
}
const resumeButton = document.createElement("button");
resumeButton.classList.add("styledButton", "resumeGame");
elem.appendChild(resumeButton);
this.trackClicks(deleteButton, () => this.deleteGame(games[i]));
this.trackClicks(downloadButton, () => this.downloadGame(games[i]));
this.trackClicks(resumeButton, () => this.resumeGame(games[i]));
}
}
}
/**
* @param {SavegameMetadata} game
*/
requestRenameSavegame(game) {
const regex = /^[a-zA-Z0-9_\- ]{1,20}$/;
const nameInput = new FormElementInput({
id: "nameInput",
label: null,
placeholder: "",
defaultValue: game.name || "",
validator: val => val.match(regex) && trim(val).length > 0,
});
const dialog = new DialogWithForm({
app: this.app,
title: T.dialogs.renameSavegame.title,
desc: T.dialogs.renameSavegame.desc,
formElements: [nameInput],
buttons: ["cancel:bad:escape", "ok:good:enter"],
});
this.dialogs.internalShowDialog(dialog);
// When confirmed, save the name
dialog.buttonSignals.ok.add(() => {
game.name = trim(nameInput.getValue());
this.app.savegameMgr.writeAsync();
this.renderSavegames();
});
}
/**
* @param {SavegameMetadata} game
*/
resumeGame(game) {
this.app.analytics.trackUiClick("resume_game");
this.app.adProvider.showVideoAd().then(() => {
this.app.analytics.trackUiClick("resume_game_adcomplete");
const savegame = this.app.savegameMgr.getSavegameById(game.internalId);
savegame
.readAsync()
.then(() => {
this.moveToState("InGameState", {
savegame,
});
})
.catch(err => {
this.dialogs.showWarning(
T.dialogs.gameLoadFailure.title,
T.dialogs.gameLoadFailure.text + "<br><br>" + err
);
});
});
}
/**
* @param {SavegameMetadata} game
*/
deleteGame(game) {
this.app.analytics.trackUiClick("delete_game");
const signals = this.dialogs.showWarning(
T.dialogs.confirmSavegameDelete.title,
T.dialogs.confirmSavegameDelete.text
.replace("<savegameName>", game.name || T.mainMenu.savegameUnnamed)
.replace("<savegameLevel>", String(game.level)),
["cancel:good", "delete:bad:timeout"]
);
signals.delete.add(() => {
this.app.savegameMgr.deleteSavegame(game).then(
() => {
this.renderSavegames();
if (this.savedGames.length <= 0) this.renderMainMenu();
},
err => {
this.dialogs.showWarning(
T.dialogs.savegameDeletionError.title,
T.dialogs.savegameDeletionError.text + "<br><br>" + err
);
}
);
});
}
/**
* @param {SavegameMetadata} game
*/
downloadGame(game) {
this.app.analytics.trackUiClick("download_game");
const savegame = this.app.savegameMgr.getSavegameById(game.internalId);
savegame.readAsync().then(() => {
const data = ReadWriteProxy.serializeObject(savegame.currentData);
const filename = (game.name || "unnamed") + ".bin";
generateFileDownload(filename, data);
});
}
/**
* Shows a hint that the slot limit has been reached
*/
showSavegameSlotLimit() {
const { getStandalone } = this.dialogs.showWarning(
T.dialogs.oneSavegameLimit.title,
T.dialogs.oneSavegameLimit.desc,
["cancel:bad", "getStandalone:good"]
);
getStandalone.add(() => {
this.app.analytics.trackUiClick("visit_steampage_from_slot_limit");
3 years ago
this.app.platformWrapper.openExternalLink(
THIRDPARTY_URLS.stanaloneCampaignLink + "/shapez_slotlimit"
);
});
}
onSettingsButtonClicked() {
this.moveToState("SettingsState");
}
onTranslationHelpLinkClicked() {
this.app.analytics.trackUiClick("translation_help_link");
this.app.platformWrapper.openExternalLink(
"https://github.com/tobspr/shapez.io/blob/master/translations"
);
}
onPlayButtonClicked() {
if (
this.app.savegameMgr.getSavegamesMetaData().length > 0 &&
!this.app.restrictionMgr.getHasUnlimitedSavegames()
) {
this.app.analytics.trackUiClick("startgame_slot_limit_show");
this.showSavegameSlotLimit();
return;
}
this.app.analytics.trackUiClick("startgame");
this.app.adProvider.showVideoAd().then(() => {
const savegame = this.app.savegameMgr.createNewSavegame();
this.moveToState("InGameState", {
savegame,
});
this.app.analytics.trackUiClick("startgame_adcomplete");
});
}
onWegameRatingClicked() {
this.dialogs.showInfo(
"提示说明:",
`
1本游戏是一款休闲建造类单机游戏画面简洁而乐趣充足适用于年满8周岁及以上的用户建议未成年人在家长监护下使用游戏产品<br>
2本游戏模拟简单的生产流水线剧情简单且积极向上没有基于真实历史和现实事件的改编内容游戏玩法为摆放简单的部件完成生产目标游戏为单机作品没有基于文字和语音的陌生人社交系统<br>
3本游戏中有用户实名认证系统认证为未成年人的用户将接受以下管理未满8周岁的用户不能付费8周岁以上未满16周岁的未成年人用户单次充值金额不得超过50元人民币每月充值金额累计不得超过200元人民币16周岁以上的未成年人用户单次充值金额不得超过100元人民币每月充值金额累计不得超过400元人民币未成年玩家仅可在周五周六周日和法定节假日每日20时至21时进行游戏<br>
4游戏功能说明一款关于传送带自动化生产特定形状产品的工厂流水线模拟游戏画面简洁而乐趣充足可以让玩家在轻松愉快的氛围下获得各种游戏乐趣体验完成目标的成就感游戏没有失败功能自动存档不存在较强的挫折体验
`
);
}
onContinueButtonClicked() {
let latestLastUpdate = 0;
let latestInternalId;
this.app.savegameMgr.currentData.savegames.forEach(saveGame => {
if (saveGame.lastUpdate > latestLastUpdate) {
latestLastUpdate = saveGame.lastUpdate;
latestInternalId = saveGame.internalId;
}
});
const savegame = this.app.savegameMgr.getSavegameById(latestInternalId);
savegame
.readAsync()
.then(() => this.app.adProvider.showVideoAd())
.then(() => {
this.moveToState("InGameState", {
savegame,
});
});
}
onLeave() {
this.dialogs.cleanup();
}
}