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/* typehints:start */
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import { Application } from "../application";
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/* typehints:end */
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import { Loader } from "./loader";
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import { createLogger } from "./logging";
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import { Signal } from "./signal";
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import { SOUNDS, MUSIC } from "../platform/sound";
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import { AtlasDefinition, atlasFiles } from "./atlas_definitions";
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import { initBuildingCodesAfterResourcesLoaded } from "../game/meta_building_registry";
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import { cachebust } from "./cachebust";
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Mod Support - 1.5.0 Update (#1361)
* initial modloader draft
* modloader features
* Refactor mods to use signals
* Add support for modifying and registering new transltions
* Minor adjustments
* Support for string building ids for mods
* Initial support for adding new buildings
* Refactor how mods are loaded to resolve circular dependencies and prepare for future mod loading
* Lazy Load mods to make sure all dependencies are loaded
* Expose all exported members automatically to mods
* Fix duplicate exports
* Allow loading mods from standalone
* update changelog
* Fix mods folder incorrect path
* Fix modloading in standalone
* Fix sprites not getting replaced, update demo mod
* Load dev mod via raw loader
* Improve mod developing so mods are directly ready to be deployed, load mods from local file server
* Proper mods ui
* Allow mods to register game systems and draw stuff
* Change mods path
* Fix sprites not loading
* Minor adjustments, closes #1333
* Add support for loading atlases via mods
* Add support for loading mods from external sources in DEV
* Add confirmation when loading mods
* Fix circular dependency
* Minor Keybindings refactor, add support for keybindings to mods, add support for dialogs to mods
* Add some mod signals
* refactor game loading states
* Make shapez exports global
* Start to make mods safer
* Refactor file system electron event handling
* Properly isolate electron renderer process
* Update to latest electron
* Show errors when loading mods
* Update confirm dialgo
* Minor restructure, start to add mod examples
* Allow adding custom themesw
* Add more examples and allow defining custom item processor operations
* Add interface to register new buildings
* Fixed typescript type errors (#1335)
* Refactor building registry, make it easier for mods to add new buildings
* Allow overriding existing methods
* Add more examples and more features
* More mod examples
* Make mod loading simpler
* Add example how to add custom drawings
* Remove unused code
* Minor modloader adjustments
* Support for rotation variants in mods (was broken previously)
* Allow mods to replace builtin sub shapes
* Add helper methods to extend classes
* Fix menu bar on mac os
* Remember window state
* Add support for paste signals
* Add example how to add custom components and systems
* Support for mod settings
* Add example for adding a new item type
* Update class extensions
* Minor adjustments
* Fix typo
* Add notification blocks mod example
* Add small tutorial
* Update readme
* Add better instructions
* Update JSDoc for Replacing Methods (#1336)
* upgraded types for overriding methods
* updated comments
Co-authored-by: Edward Badel <you@example.com>
* Direction lock now indicates when there is a building inbetween
* Fix mod examples
* Fix linter error
* Game state register (#1341)
* Added a gamestate register helper
Added a gamestate register helper
* Update mod_interface.js
* export build options
* Fix runBeforeMethod and runAfterMethod
* Minor game system code cleanup
* Belt path drawing optimization
* Fix belt path optimization
* Belt drawing improvements, again
* Do not render belts in statics disabled view
* Allow external URL to load more than one mod (#1337)
* Allow external URL to load more than one mod
Instead of loading the text returned from the remote server, load a JSON object with a `mods` field, containing strings of all the mods. This lets us work on more than one mod at a time or without separate repos. This will break tooling such as `create-shapezio-mod` though.
* Update modloader.js
* Prettier fixes
* Added link to create-shapezio-mod npm page (#1339)
Added link to create-shapezio-mod npm page: https://www.npmjs.com/package/create-shapezio-mod
* allow command line switch to load more than one mod (#1342)
* Fixed class handle type (#1345)
* Fixed class handle type
* Fixed import game state
* Minor adjustments
* Refactor item acceptor to allow only single direction slots
* Allow specifying minimumGameVersion
* Add sandbox example
* Replaced concatenated strings with template literals (#1347)
* Mod improvements
* Make wired pins component optional on the storage
* Fix mod examples
* Bind `this` for method overriding JSDoc (#1352)
* fix entity debugger reaching HTML elements (#1353)
* Store mods in savegame and show warning when it differs
* Closes #1357
* Fix All Shapez Exports Being Const (#1358)
* Allowed setting of variables inside webpack modules
* remove console log
* Fix stringification of things inside of eval
Co-authored-by: Edward Badel <you@example.com>
* Fix building placer intersection warning
* Add example for storing data in the savegame
* Fix double painter bug (#1349)
* Add example on how to extend builtin buildings
* update readme
* Disable steam achievements when playing with mods
* Update translations
Co-authored-by: Thomas (DJ1TJOO) <44841260+DJ1TJOO@users.noreply.github.com>
Co-authored-by: Bagel03 <70449196+Bagel03@users.noreply.github.com>
Co-authored-by: Edward Badel <you@example.com>
Co-authored-by: Emerald Block <69981203+EmeraldBlock@users.noreply.github.com>
Co-authored-by: saile515 <63782477+saile515@users.noreply.github.com>
Co-authored-by: Sense101 <67970865+Sense101@users.noreply.github.com>
2 years ago
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import { MODS } from "../mods/modloader";
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const logger = createLogger("background_loader");
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export function getLogoSprite() {
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// @todo: ugh, in a hurry
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return G_WEGAME_VERSION ? "logo_wegame.png" : G_CHINA_VERSION ? "logo_cn.png" : "logo.png";
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}
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const essentialMainMenuSprites = [
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getLogoSprite(),
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...G_ALL_UI_IMAGES.filter(src => src.startsWith("ui/") && src.indexOf(".gif") < 0),
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];
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const essentialMainMenuSounds = [
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SOUNDS.uiClick,
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SOUNDS.uiError,
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SOUNDS.dialogError,
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SOUNDS.dialogOk,
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SOUNDS.swishShow,
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SOUNDS.swishHide,
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];
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const essentialBareGameAtlases = atlasFiles;
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const essentialBareGameSprites = G_ALL_UI_IMAGES.filter(src => src.indexOf(".gif") < 0);
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const essentialBareGameSounds = [MUSIC.theme];
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const additionalGameSprites = [];
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// @ts-ignore
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const additionalGameSounds = [...Object.values(SOUNDS), ...Object.values(MUSIC)];
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export class BackgroundResourcesLoader {
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/**
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*
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* @param {Application} app
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*/
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constructor(app) {
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this.app = app;
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this.registerReady = false;
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this.mainMenuReady = false;
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this.bareGameReady = false;
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this.additionalReady = false;
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this.signalMainMenuLoaded = new Signal();
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this.signalBareGameLoaded = new Signal();
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this.signalAdditionalLoaded = new Signal();
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this.numAssetsLoaded = 0;
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this.numAssetsToLoadTotal = 0;
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// Avoid loading stuff twice
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this.spritesLoaded = [];
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this.soundsLoaded = [];
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}
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getNumAssetsLoaded() {
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return this.numAssetsLoaded;
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}
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getNumAssetsTotal() {
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return this.numAssetsToLoadTotal;
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}
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getPromiseForMainMenu() {
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if (this.mainMenuReady) {
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return Promise.resolve();
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}
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return new Promise(resolve => {
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this.signalMainMenuLoaded.add(resolve);
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});
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}
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getPromiseForBareGame() {
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if (this.bareGameReady) {
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return Promise.resolve();
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}
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return new Promise(resolve => {
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this.signalBareGameLoaded.add(resolve);
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});
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}
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startLoading() {
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this.internalStartLoadingEssentialsForMainMenu();
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}
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internalStartLoadingEssentialsForMainMenu() {
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logger.log("⏰ Start load: main menu");
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this.internalLoadSpritesAndSounds(essentialMainMenuSprites, essentialMainMenuSounds)
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.catch(err => {
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logger.warn("⏰ Failed to load essentials for main menu:", err);
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})
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.then(() => {
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logger.log("⏰ Finish load: main menu");
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this.mainMenuReady = true;
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this.signalMainMenuLoaded.dispatch();
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this.internalStartLoadingEssentialsForBareGame();
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});
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}
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internalStartLoadingEssentialsForBareGame() {
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logger.log("⏰ Start load: bare game");
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this.internalLoadSpritesAndSounds(
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essentialBareGameSprites,
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essentialBareGameSounds,
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essentialBareGameAtlases
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)
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.then(() => this.internalPreloadCss("async-resources.scss"))
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.catch(err => {
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logger.warn("⏰ Failed to load essentials for bare game:", err);
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})
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.then(() => {
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logger.log("⏰ Finish load: bare game");
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this.bareGameReady = true;
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initBuildingCodesAfterResourcesLoaded();
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this.signalBareGameLoaded.dispatch();
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this.internalStartLoadingAdditionalGameAssets();
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});
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}
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internalStartLoadingAdditionalGameAssets() {
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const additionalAtlases = [];
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logger.log("⏰ Start load: additional assets (", additionalAtlases.length, "images)");
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this.internalLoadSpritesAndSounds(additionalGameSprites, additionalGameSounds, additionalAtlases)
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.catch(err => {
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logger.warn("⏰ Failed to load additional assets:", err);
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})
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.then(() => {
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logger.log("⏰ Finish load: additional assets");
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this.additionalReady = true;
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this.signalAdditionalLoaded.dispatch();
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});
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}
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internalPreloadCss(name) {
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return new Promise((resolve, reject) => {
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const link = document.createElement("link");
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link.onload = resolve;
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link.onerror = reject;
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link.setAttribute("rel", "stylesheet");
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link.setAttribute("media", "all");
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link.setAttribute("type", "text/css");
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link.setAttribute("href", cachebust("async-resources.css"));
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document.head.appendChild(link);
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});
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}
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/**
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* @param {Array<string>} sprites
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* @param {Array<string>} sounds
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* @param {Array<AtlasDefinition>} atlases
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* @returns {Promise<void>}
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*/
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internalLoadSpritesAndSounds(sprites, sounds, atlases = []) {
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this.numAssetsToLoadTotal = sprites.length + sounds.length + atlases.length;
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this.numAssetsLoaded = 0;
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let promises = [];
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for (let i = 0; i < sounds.length; ++i) {
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if (this.soundsLoaded.indexOf(sounds[i]) >= 0) {
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// Already loaded
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continue;
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}
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this.soundsLoaded.push(sounds[i]);
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promises.push(
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this.app.sound
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.loadSound(sounds[i])
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.catch(err => {
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logger.warn("Failed to load sound:", sounds[i]);
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})
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.then(() => {
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this.numAssetsLoaded++;
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})
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);
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}
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for (let i = 0; i < sprites.length; ++i) {
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if (this.spritesLoaded.indexOf(sprites[i]) >= 0) {
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// Already loaded
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continue;
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}
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this.spritesLoaded.push(sprites[i]);
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promises.push(
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Loader.preloadCSSSprite(sprites[i])
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.catch(err => {
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logger.warn("Failed to load css sprite:", sprites[i]);
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})
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.then(() => {
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this.numAssetsLoaded++;
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})
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);
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}
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for (let i = 0; i < atlases.length; ++i) {
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const atlas = atlases[i];
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promises.push(
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Loader.preloadAtlas(atlas)
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.catch(err => {
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logger.warn("Failed to load atlas:", atlas.sourceFileName);
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})
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.then(() => {
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this.numAssetsLoaded++;
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})
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);
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}
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return (
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Promise.all(promises)
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// // Remove some pressure by waiting a bit
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// .then(() => {
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// return new Promise(resolve => {
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// setTimeout(resolve, 200);
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// });
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// })
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.then(() => {
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this.numAssetsToLoadTotal = 0;
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this.numAssetsLoaded = 0;
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})
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);
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}
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}
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