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refactor game loading states
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a7b957642f
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@ -14,20 +14,20 @@ import { MOD_SIGNALS } from "../mods/mod_signals";
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const logger = createLogger("state/ingame");
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// Different sub-states
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const stages = {
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s3_createCore: "🌈 3: Create core",
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s4_A_initEmptyGame: "🌈 4/A: Init empty game",
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s4_B_resumeGame: "🌈 4/B: Resume game",
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export const GAME_LOADING_STATES = {
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s3_createCore: "s3_createCore",
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s4_A_initEmptyGame: "s4_A_initEmptyGame",
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s4_B_resumeGame: "s4_B_resumeGame",
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s5_firstUpdate: "🌈 5: First game update",
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s6_postLoadHook: "🌈 6: Post load hook",
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s7_warmup: "🌈 7: Warmup",
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s5_firstUpdate: "s5_firstUpdate",
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s6_postLoadHook: "s6_postLoadHook",
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s7_warmup: "s7_warmup",
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s10_gameRunning: "🌈 10: Game finally running",
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s10_gameRunning: "s10_gameRunning",
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leaving: "🌈 Saving, then leaving the game",
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destroyed: "🌈 DESTROYED: Core is empty and waits for state leave",
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initFailed: "🌈 ERROR: Initialization failed!",
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leaving: "leaving",
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destroyed: "destroyed",
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initFailed: "initFailed",
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};
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export const gameCreationAction = {
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@ -152,7 +152,7 @@ export class InGameState extends GameState {
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onResized(w, h) {
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super.onResized(w, h);
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if (this.stage === stages.s10_gameRunning) {
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if (this.stage === GAME_LOADING_STATES.s10_gameRunning) {
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this.core.resize(w, h);
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}
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}
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@ -196,7 +196,7 @@ export class InGameState extends GameState {
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* @param {any=} payload
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*/
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saveThenGoToState(stateId, payload) {
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if (this.stage === stages.leaving || this.stage === stages.destroyed) {
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if (this.stage === GAME_LOADING_STATES.leaving || this.stage === GAME_LOADING_STATES.destroyed) {
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logger.warn(
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"Tried to leave game twice or during destroy:",
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this.stage,
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@ -223,7 +223,7 @@ export class InGameState extends GameState {
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* @param {string} err
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*/
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onInitializationFailure(err) {
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if (this.switchStage(stages.initFailed)) {
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if (this.switchStage(GAME_LOADING_STATES.initFailed)) {
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logger.error("Init failure:", err);
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this.stageDestroyed();
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this.moveToState("MainMenuState", { loadError: err });
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@ -236,7 +236,7 @@ export class InGameState extends GameState {
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* Creates the game core instance, and thus the root
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*/
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stage3CreateCore() {
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if (this.switchStage(stages.s3_createCore)) {
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if (this.switchStage(GAME_LOADING_STATES.s3_createCore)) {
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logger.log("Creating new game core");
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this.core = new GameCore(this.app);
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@ -255,7 +255,7 @@ export class InGameState extends GameState {
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* Initializes a new empty game
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*/
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stage4aInitEmptyGame() {
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if (this.switchStage(stages.s4_A_initEmptyGame)) {
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if (this.switchStage(GAME_LOADING_STATES.s4_A_initEmptyGame)) {
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this.core.initNewGame();
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this.stage5FirstUpdate();
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}
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@ -265,7 +265,7 @@ export class InGameState extends GameState {
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* Resumes an existing game
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*/
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stage4bResumeGame() {
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if (this.switchStage(stages.s4_B_resumeGame)) {
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if (this.switchStage(GAME_LOADING_STATES.s4_B_resumeGame)) {
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if (!this.core.initExistingGame()) {
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this.onInitializationFailure("Savegame is corrupt and can not be restored.");
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return;
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@ -279,7 +279,7 @@ export class InGameState extends GameState {
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* Performs the first game update on the game which initializes most caches
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*/
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stage5FirstUpdate() {
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if (this.switchStage(stages.s5_firstUpdate)) {
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if (this.switchStage(GAME_LOADING_STATES.s5_firstUpdate)) {
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this.core.root.logicInitialized = true;
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this.core.updateLogic();
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this.stage6PostLoadHook();
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@ -291,7 +291,7 @@ export class InGameState extends GameState {
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* can operate and start to work now.
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*/
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stage6PostLoadHook() {
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if (this.switchStage(stages.s6_postLoadHook)) {
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if (this.switchStage(GAME_LOADING_STATES.s6_postLoadHook)) {
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logger.log("Post load hook");
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this.core.postLoadHook();
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this.stage7Warmup();
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@ -304,7 +304,7 @@ export class InGameState extends GameState {
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* are in the VRAM and we have a smooth experience once we start.
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*/
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stage7Warmup() {
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if (this.switchStage(stages.s7_warmup)) {
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if (this.switchStage(GAME_LOADING_STATES.s7_warmup)) {
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if (this.creationPayload.fastEnter) {
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this.warmupTimeSeconds = globalConfig.warmupTimeSecondsFast;
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} else {
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@ -317,7 +317,7 @@ export class InGameState extends GameState {
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* The final stage where this game is running and updating regulary.
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*/
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stage10GameRunning() {
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if (this.switchStage(stages.s10_gameRunning)) {
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if (this.switchStage(GAME_LOADING_STATES.s10_gameRunning)) {
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this.core.root.signals.readyToRender.dispatch();
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logSection("GAME STARTED", "#26a69a");
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@ -333,7 +333,7 @@ export class InGameState extends GameState {
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* This stage destroys the whole game, used to cleanup
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*/
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stageDestroyed() {
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if (this.switchStage(stages.destroyed)) {
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if (this.switchStage(GAME_LOADING_STATES.destroyed)) {
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// Cleanup all api calls
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this.cancelAllAsyncOperations();
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@ -354,7 +354,7 @@ export class InGameState extends GameState {
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* When leaving the game
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*/
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stageLeavingGame() {
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if (this.switchStage(stages.leaving)) {
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if (this.switchStage(GAME_LOADING_STATES.leaving)) {
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// ...
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}
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}
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@ -365,7 +365,7 @@ export class InGameState extends GameState {
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* Filters the input (keybindings)
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*/
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filterInput() {
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return this.stage === stages.s10_gameRunning;
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return this.stage === GAME_LOADING_STATES.s10_gameRunning;
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}
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/**
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@ -403,7 +403,7 @@ export class InGameState extends GameState {
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return;
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}
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if (this.stage === stages.s7_warmup) {
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if (this.stage === GAME_LOADING_STATES.s7_warmup) {
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this.core.draw();
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this.warmupTimeSeconds -= dt / 1000.0;
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if (this.warmupTimeSeconds < 0) {
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@ -412,12 +412,12 @@ export class InGameState extends GameState {
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}
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}
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if (this.stage === stages.s10_gameRunning) {
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if (this.stage === GAME_LOADING_STATES.s10_gameRunning) {
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this.core.tick(dt);
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}
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// If the stage is still active (This might not be the case if tick() moved us to game over)
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if (this.stage === stages.s10_gameRunning) {
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if (this.stage === GAME_LOADING_STATES.s10_gameRunning) {
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// Only draw if page visible
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if (this.app.pageVisible) {
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this.core.draw();
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@ -450,9 +450,9 @@ export class InGameState extends GameState {
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}
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if (
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this.stage !== stages.s10_gameRunning &&
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this.stage !== stages.s7_warmup &&
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this.stage !== stages.leaving
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this.stage !== GAME_LOADING_STATES.s10_gameRunning &&
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this.stage !== GAME_LOADING_STATES.s7_warmup &&
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this.stage !== GAME_LOADING_STATES.leaving
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) {
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logger.warn("Skipping save because game is not ready");
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return Promise.resolve();
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