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import { makeOffscreenBuffer } from "./buffer_utils";
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import { AtlasSprite, BaseSprite, RegularSprite, SpriteAtlasLink } from "./sprites";
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import { cachebust } from "./cachebust";
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import { createLogger } from "./logging";
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/**
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* @typedef {import("../application").Application} Application
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* @typedef {import("./atlas_definitions").AtlasDefinition} AtlasDefinition;
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*/
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const logger = createLogger("loader");
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const missingSpriteIds = {};
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class LoaderImpl {
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constructor() {
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this.app = null;
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/** @type {Map<string, BaseSprite>} */
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this.sprites = new Map();
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this.rawImages = [];
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}
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/**
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* @param {Application} app
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*/
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linkAppAfterBoot(app) {
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this.app = app;
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this.makeSpriteNotFoundCanvas();
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}
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/**
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* Fetches a given sprite from the cache
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* @param {string} key
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* @returns {BaseSprite}
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*/
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getSpriteInternal(key) {
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const sprite = this.sprites.get(key);
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if (!sprite) {
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if (!missingSpriteIds[key]) {
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// Only show error once
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missingSpriteIds[key] = true;
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logger.error("Sprite '" + key + "' not found!");
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}
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return this.spriteNotFoundSprite;
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}
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return sprite;
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}
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/**
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* Returns an atlas sprite from the cache
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* @param {string} key
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* @returns {AtlasSprite}
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*/
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getSprite(key) {
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const sprite = this.getSpriteInternal(key);
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assert(sprite instanceof AtlasSprite || sprite === this.spriteNotFoundSprite, "Not an atlas sprite");
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return /** @type {AtlasSprite} */ (sprite);
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}
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/**
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* Returns a regular sprite from the cache
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* @param {string} key
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* @returns {RegularSprite}
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*/
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getRegularSprite(key) {
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const sprite = this.getSpriteInternal(key);
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assert(
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sprite instanceof RegularSprite || sprite === this.spriteNotFoundSprite,
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"Not a regular sprite"
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);
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return /** @type {RegularSprite} */ (sprite);
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}
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/**
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*
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* @param {string} key
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* @returns {Promise<HTMLImageElement|null>}
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*/
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internalPreloadImage(key) {
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const url = cachebust("res/" + key);
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const image = new Image();
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let triesSoFar = 0;
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return Promise.race([
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new Promise((resolve, reject) => {
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setTimeout(reject, G_IS_DEV ? 500 : 10000);
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}),
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new Promise(resolve => {
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image.onload = () => {
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image.onerror = null;
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image.onload = null;
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if (typeof image.decode === "function") {
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// SAFARI: Image.decode() fails on safari with svgs -> we dont want to fail
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// on that
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// FIREFOX: Decode never returns if the image is in cache, so call it in background
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|
image.decode().then(
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() => null,
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|
() => null
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);
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}
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resolve(image);
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};
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image.onerror = reason => {
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|
logger.warn("Failed to load '" + url + "':", reason);
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|
|
if (++triesSoFar < 4) {
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|
logger.log("Retrying to load image from", url);
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|
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|
image.src = url + "?try=" + triesSoFar;
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|
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|
} else {
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|
logger.warn("Failed to load", url, "after", triesSoFar, "tries with reason", reason);
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image.onerror = null;
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image.onload = null;
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resolve(null);
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|
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}
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|
};
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image.src = url;
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|
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}),
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|
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|
]);
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|
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|
}
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|
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/**
|
|
|
|
* Preloads a sprite
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|
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|
* @param {string} key
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|
* @returns {Promise<void>}
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|
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|
*/
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|
preloadCSSSprite(key) {
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|
return this.internalPreloadImage(key).then(image => {
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|
|
|
if (key.indexOf("game_misc") >= 0) {
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|
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|
// Allow access to regular sprites
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|
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|
this.sprites.set(key, new RegularSprite(image, image.width, image.height));
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|
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|
}
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|
|
|
this.rawImages.push(image);
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|
|
|
});
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|
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|
}
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|
/**
|
|
|
|
* Preloads an atlas
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|
|
|
* @param {AtlasDefinition} atlas
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|
|
* @returns {Promise<void>}
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|
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|
*/
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|
preloadAtlas(atlas) {
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|
|
return this.internalPreloadImage(atlas.getFullSourcePath()).then(image => {
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|
|
|
// @ts-ignore
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|
|
|
image.label = atlas.sourceFileName;
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|
|
|
return this.internalParseAtlas(atlas, image);
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|
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|
});
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|
|
|
}
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|
/**
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|
|
*
|
|
|
|
* @param {AtlasDefinition} atlas
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|
|
|
* @param {HTMLImageElement} loadedImage
|
|
|
|
*/
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|
|
|
internalParseAtlas({ meta: { scale }, sourceData }, loadedImage) {
|
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|
|
this.rawImages.push(loadedImage);
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|
|
|
|
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|
|
for (const spriteName in sourceData) {
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|
|
const { frame, sourceSize, spriteSourceSize } = sourceData[spriteName];
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|
|
|
|
|
|
|
let sprite = /** @type {AtlasSprite} */ (this.sprites.get(spriteName));
|
|
|
|
|
|
|
|
if (!sprite) {
|
|
|
|
sprite = new AtlasSprite(spriteName);
|
|
|
|
this.sprites.set(spriteName, sprite);
|
|
|
|
}
|
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
|
|
|
if (sprite.frozen) {
|
|
|
|
continue;
|
|
|
|
}
|
|
|
|
|
|
|
|
const link = new SpriteAtlasLink({
|
|
|
|
packedX: frame.x,
|
|
|
|
packedY: frame.y,
|
|
|
|
packedW: frame.w,
|
|
|
|
packedH: frame.h,
|
|
|
|
packOffsetX: spriteSourceSize.x,
|
|
|
|
packOffsetY: spriteSourceSize.y,
|
|
|
|
atlas: loadedImage,
|
|
|
|
w: sourceSize.w,
|
|
|
|
h: sourceSize.h,
|
|
|
|
});
|
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
|
|
|
|
|
|
|
sprite.linksByResolution[scale] = link;
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
|
|
|
/**
|
|
|
|
* Makes the canvas which shows the question mark, shown when a sprite was not found
|
|
|
|
*/
|
|
|
|
makeSpriteNotFoundCanvas() {
|
|
|
|
const dims = 128;
|
|
|
|
|
|
|
|
const [canvas, context] = makeOffscreenBuffer(dims, dims, {
|
|
|
|
smooth: false,
|
|
|
|
label: "not-found-sprite",
|
|
|
|
});
|
|
|
|
context.fillStyle = "#f77";
|
|
|
|
context.fillRect(0, 0, dims, dims);
|
|
|
|
|
|
|
|
context.textAlign = "center";
|
|
|
|
context.textBaseline = "middle";
|
|
|
|
context.fillStyle = "#eee";
|
|
|
|
context.font = "25px Arial";
|
|
|
|
context.fillText("???", dims / 2, dims / 2);
|
|
|
|
|
|
|
|
// TODO: Not sure why this is set here
|
|
|
|
// @ts-ignore
|
|
|
|
canvas.src = "not-found";
|
|
|
|
|
|
|
|
const sprite = new AtlasSprite("not-found");
|
|
|
|
["0.1", "0.25", "0.5", "0.75", "1"].forEach(resolution => {
|
|
|
|
sprite.linksByResolution[resolution] = new SpriteAtlasLink({
|
|
|
|
packedX: 0,
|
|
|
|
packedY: 0,
|
|
|
|
w: dims,
|
|
|
|
h: dims,
|
|
|
|
packOffsetX: 0,
|
|
|
|
packOffsetY: 0,
|
|
|
|
packedW: dims,
|
|
|
|
packedH: dims,
|
|
|
|
atlas: canvas,
|
|
|
|
});
|
|
|
|
});
|
|
|
|
|
|
|
|
this.spriteNotFoundSprite = sprite;
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
|
|
|
export const Loader = new LoaderImpl();
|