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tobspr_shapez.io/src/js/states/login.js

98 lines
2.7 KiB

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
import { GameState } from "../core/game_state";
import { getRandomHint } from "../game/hints";
import { HUDModalDialogs } from "../game/hud/parts/modal_dialogs";
import { T } from "../translations";
export class LoginState extends GameState {
constructor() {
super("LoginState");
}
getInnerHTML() {
return `
<div class="loadingImage"></div>
<div class="loadingStatus">
<span class="desc">${T.global.loggingIn}</span>
</div>
</div>
<span class="prefab_GameHint"></span>
`;
}
/**
*
* @param {object} payload
* @param {string} payload.nextStateId
*/
onEnter(payload) {
this.payload = payload;
if (!this.payload.nextStateId) {
throw new Error("No next state id");
}
this.dialogs = new HUDModalDialogs(null, this.app);
const dialogsElement = document.body.querySelector(".modalDialogParent");
this.dialogs.initializeToElement(dialogsElement);
this.htmlElement.classList.add("prefab_LoadingState");
/** @type {HTMLElement} */
this.hintsText = this.htmlElement.querySelector(".prefab_GameHint");
this.lastHintShown = -1000;
this.nextHintDuration = 0;
this.tryLogin();
}
tryLogin() {
this.app.clientApi.tryLogin().then(success => {
console.log("Logged in:", success);
if (!success) {
const signals = this.dialogs.showWarning(
T.dialogs.offlineMode.title,
T.dialogs.offlineMode.desc,
["retry", "playOffline:bad"]
);
signals.retry.add(() => setTimeout(() => this.tryLogin(), 2000), this);
signals.playOffline.add(this.finishLoading, this);
} else {
this.finishLoading();
}
});
}
finishLoading() {
this.moveToState(this.payload.nextStateId);
}
getDefaultPreviousState() {
return "MainMenuState";
}
update() {
const now = performance.now();
if (now - this.lastHintShown > this.nextHintDuration) {
this.lastHintShown = now;
const hintText = getRandomHint();
this.hintsText.innerHTML = hintText;
/**
* Compute how long the user will need to read the hint.
* We calculate with 130 words per minute, with an average of 5 chars
* that is 650 characters / minute
*/
this.nextHintDuration = Math.max(2500, (hintText.length / 650) * 60 * 1000);
}
}
onRender() {
this.update();
}
onBackgroundTick() {
this.update();
}
}