mirror of
https://github.com/tobspr/shapez.io.git
synced 2025-12-16 11:41:50 +00:00
Merge dfe90426ce into a7a2aad2b6
This commit is contained in:
commit
35aba7606a
@ -214,6 +214,35 @@
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
.inline {
|
||||
display: flex;
|
||||
flex-direction: row;
|
||||
align-items: center;
|
||||
|
||||
> * {
|
||||
@include S(margin-right, 7.5px);
|
||||
}
|
||||
}
|
||||
|
||||
.detailsFormElem {
|
||||
> .object {
|
||||
pointer-events: all;
|
||||
|
||||
> summary {
|
||||
transition: opacity 0.1s ease-in-out;
|
||||
cursor: pointer;
|
||||
pointer-events: all;
|
||||
&:hover {
|
||||
opacity: 0.8;
|
||||
}
|
||||
}
|
||||
> div {
|
||||
@include S(margin-left, 4px);
|
||||
cursor: pointer;
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
> .buttons {
|
||||
|
||||
@ -47,13 +47,67 @@ export class FormElement {
|
||||
}
|
||||
}
|
||||
|
||||
export class FormElementDetails extends FormElement {
|
||||
/**
|
||||
*
|
||||
* @param {object} param0
|
||||
* @param {string} param0.id
|
||||
* @param {string} param0.label
|
||||
* @param {Array<FormElement>} param0.formElements
|
||||
*/
|
||||
constructor({ id, label, formElements }) {
|
||||
super(id, label);
|
||||
this.formElements = formElements;
|
||||
|
||||
this.element = null;
|
||||
}
|
||||
|
||||
getHtml() {
|
||||
return `<div class="formElement detailsFormElem"><details class='object'>
|
||||
${this.label ? `<summary>${this.label}</summary>` : ""}
|
||||
<div class="content">
|
||||
${this.formElements.map(e => e.getHtml()).join("")}
|
||||
</div></details></div>`;
|
||||
}
|
||||
|
||||
bindEvents(parent, clickTrackers) {
|
||||
this.element = this.getFormElement(parent);
|
||||
|
||||
for (let i = 0; i < this.formElements.length; ++i) {
|
||||
const elem = this.formElements[i];
|
||||
elem.bindEvents(parent, clickTrackers);
|
||||
elem.valueChosen.add(this.valueChosen.dispatch, this.valueChosen);
|
||||
}
|
||||
}
|
||||
|
||||
getValue() {
|
||||
let formElementValues = {};
|
||||
for (let i = 0; i < this.formElements.length; ++i) {
|
||||
const elem = this.formElements[i];
|
||||
formElementValues[elem.id] = elem.getValue();
|
||||
}
|
||||
return formElementValues;
|
||||
}
|
||||
|
||||
focus() {}
|
||||
}
|
||||
|
||||
export class FormElementInput extends FormElement {
|
||||
constructor({ id, label = null, placeholder, defaultValue = "", inputType = "text", validator = null }) {
|
||||
constructor({
|
||||
id,
|
||||
label = null,
|
||||
placeholder,
|
||||
defaultValue = "",
|
||||
inputType = "text",
|
||||
validator = null,
|
||||
inline = false,
|
||||
}) {
|
||||
super(id, label);
|
||||
this.placeholder = placeholder;
|
||||
this.defaultValue = defaultValue;
|
||||
this.inputType = inputType;
|
||||
this.validator = validator;
|
||||
this.inline = inline;
|
||||
|
||||
this.element = null;
|
||||
}
|
||||
@ -83,7 +137,7 @@ export class FormElementInput extends FormElement {
|
||||
}
|
||||
|
||||
return `
|
||||
<div class="formElement input">
|
||||
<div class="formElement input ${this.inline ? "inline" : ""}">
|
||||
${this.label ? `<label>${this.label}</label>` : ""}
|
||||
<input
|
||||
type="${inputType}"
|
||||
@ -143,21 +197,22 @@ export class FormElementInput extends FormElement {
|
||||
}
|
||||
|
||||
export class FormElementCheckbox extends FormElement {
|
||||
constructor({ id, label, defaultValue = true }) {
|
||||
constructor({ id, label, defaultValue = true, inline = false }) {
|
||||
super(id, label);
|
||||
this.defaultValue = defaultValue;
|
||||
this.value = this.defaultValue;
|
||||
this.inline = inline;
|
||||
|
||||
this.element = null;
|
||||
}
|
||||
|
||||
getHtml() {
|
||||
return `
|
||||
<div class="formElement checkBoxFormElem">
|
||||
<div class="formElement checkBoxFormElem ${this.inline ? "inline" : ""}">
|
||||
${this.label ? `<label>${this.label}</label>` : ""}
|
||||
<div class="checkbox ${this.defaultValue ? "checked" : ""}" data-formId='${this.id}'>
|
||||
<span class="knob"></span >
|
||||
</div >
|
||||
<span class="knob"></span>
|
||||
</div>
|
||||
</div>
|
||||
`;
|
||||
}
|
||||
@ -181,7 +236,7 @@ export class FormElementCheckbox extends FormElement {
|
||||
this.element.classList.toggle("checked", this.value);
|
||||
}
|
||||
|
||||
focus(parent) {}
|
||||
focus() {}
|
||||
}
|
||||
|
||||
export class FormElementItemChooser extends FormElement {
|
||||
|
||||
1158
src/js/game/core.js
1158
src/js/game/core.js
File diff suppressed because it is too large
Load Diff
@ -15,6 +15,9 @@ export class BaseMap extends BasicSerializableObject {
|
||||
static getSchema() {
|
||||
return {
|
||||
seed: types.uint,
|
||||
allowNonPrimaryColors: types.bool,
|
||||
fullShapePercentage: types.uint,
|
||||
wierdShapePercentage: types.uint,
|
||||
};
|
||||
}
|
||||
|
||||
@ -27,6 +30,9 @@ export class BaseMap extends BasicSerializableObject {
|
||||
this.root = root;
|
||||
|
||||
this.seed = 0;
|
||||
this.allowNonPrimaryColors = false;
|
||||
this.fullShapePercentage = 0;
|
||||
this.wierdShapePercentage = 0;
|
||||
|
||||
/**
|
||||
* Mapping of 'X|Y' to chunk
|
||||
|
||||
@ -168,6 +168,11 @@ export class MapChunk {
|
||||
let availableColors = [enumColors.red, enumColors.green];
|
||||
if (distanceToOriginInChunks > 2) {
|
||||
availableColors.push(enumColors.blue);
|
||||
if (this.root.map.allowNonPrimaryColors) {
|
||||
availableColors.push(enumColors.yellow);
|
||||
availableColors.push(enumColors.purple);
|
||||
availableColors.push(enumColors.cyan);
|
||||
}
|
||||
}
|
||||
this.internalGeneratePatch(rng, colorPatchSize, COLOR_ITEM_SINGLETONS[rng.choice(availableColors)]);
|
||||
}
|
||||
@ -198,7 +203,19 @@ export class MapChunk {
|
||||
weights[enumSubShape.windmill] = 0;
|
||||
}
|
||||
|
||||
if (distanceToOriginInChunks < 10) {
|
||||
if (rng.nextRange(0, 100) <= this.root.map.fullShapePercentage) {
|
||||
// Spawn full shape based on percentage.
|
||||
const subShape = this.internalGenerateRandomSubShape(rng, weights);
|
||||
subShapes = [subShape, subShape, subShape, subShape];
|
||||
} else if (rng.nextRange(0, 100) <= this.root.map.wierdShapePercentage) {
|
||||
// Spawn wierd shape based on percentage.
|
||||
subShapes = [
|
||||
this.internalGenerateRandomSubShape(rng, weights),
|
||||
this.internalGenerateRandomSubShape(rng, weights),
|
||||
this.internalGenerateRandomSubShape(rng, weights),
|
||||
this.internalGenerateRandomSubShape(rng, weights),
|
||||
];
|
||||
} else if (distanceToOriginInChunks < 10) {
|
||||
// Initial chunk patches always have the same shape
|
||||
const subShape = this.internalGenerateRandomSubShape(rng, weights);
|
||||
subShapes = [subShape, subShape, subShape, subShape];
|
||||
|
||||
@ -28,7 +28,10 @@
|
||||
"shape": "#5d5f6a",
|
||||
"red": "#854f56",
|
||||
"green": "#667964",
|
||||
"blue": "#5e7ca4"
|
||||
"blue": "#5e7ca4",
|
||||
"purple": "#8776bc",
|
||||
"yellow": "#cab57d",
|
||||
"cyan": "#00b5b8"
|
||||
},
|
||||
"chunkOverview": {
|
||||
"empty": "#444856",
|
||||
|
||||
@ -28,7 +28,10 @@
|
||||
"shape": "#eaebec",
|
||||
"red": "#ffbfc1",
|
||||
"green": "#cbffc4",
|
||||
"blue": "#bfdaff"
|
||||
"blue": "#bfdaff",
|
||||
"purple": "#ecb3fc",
|
||||
"yellow": "#fcf99c",
|
||||
"cyan": "#85fdff"
|
||||
},
|
||||
|
||||
"chunkOverview": {
|
||||
|
||||
@ -14,6 +14,7 @@ import { SavegameInterface_V1006 } from "./schemas/1006";
|
||||
import { SavegameInterface_V1007 } from "./schemas/1007";
|
||||
import { SavegameInterface_V1008 } from "./schemas/1008";
|
||||
import { SavegameInterface_V1009 } from "./schemas/1009";
|
||||
import { SavegameInterface_V1010 } from "./schemas/1010";
|
||||
|
||||
const logger = createLogger("savegame");
|
||||
|
||||
@ -54,7 +55,7 @@ export class Savegame extends ReadWriteProxy {
|
||||
* @returns {number}
|
||||
*/
|
||||
static getCurrentVersion() {
|
||||
return 1009;
|
||||
return 1010;
|
||||
}
|
||||
|
||||
/**
|
||||
@ -160,6 +161,11 @@ export class Savegame extends ReadWriteProxy {
|
||||
data.version = 1009;
|
||||
}
|
||||
|
||||
if (data.version === 1009) {
|
||||
SavegameInterface_V1010.migrate1009to1010(data);
|
||||
data.version = 1010;
|
||||
}
|
||||
|
||||
return ExplainedResult.good();
|
||||
}
|
||||
|
||||
|
||||
@ -10,6 +10,7 @@ import { SavegameInterface_V1006 } from "./schemas/1006";
|
||||
import { SavegameInterface_V1007 } from "./schemas/1007";
|
||||
import { SavegameInterface_V1008 } from "./schemas/1008";
|
||||
import { SavegameInterface_V1009 } from "./schemas/1009";
|
||||
import { SavegameInterface_V1010 } from "./schemas/1010";
|
||||
|
||||
/** @type {Object.<number, typeof BaseSavegameInterface>} */
|
||||
export const savegameInterfaces = {
|
||||
@ -23,6 +24,7 @@ export const savegameInterfaces = {
|
||||
1007: SavegameInterface_V1007,
|
||||
1008: SavegameInterface_V1008,
|
||||
1009: SavegameInterface_V1009,
|
||||
1010: SavegameInterface_V1010,
|
||||
};
|
||||
|
||||
const logger = createLogger("savegame_interface_registry");
|
||||
|
||||
38
src/js/savegame/schemas/1010.js
Normal file
38
src/js/savegame/schemas/1010.js
Normal file
@ -0,0 +1,38 @@
|
||||
import { createLogger } from "../../core/logging.js";
|
||||
import { SavegameInterface_V1009 } from "./1009.js";
|
||||
|
||||
const schema = require("./1010.json");
|
||||
const logger = createLogger("savegame_interface/1010");
|
||||
|
||||
export class SavegameInterface_V1010 extends SavegameInterface_V1009 {
|
||||
getVersion() {
|
||||
return 1010;
|
||||
}
|
||||
|
||||
getSchemaUncached() {
|
||||
return schema;
|
||||
}
|
||||
|
||||
/**
|
||||
* @param {import("../savegame_typedefs.js").SavegameData} data
|
||||
*/
|
||||
static migrate1009to1010(data) {
|
||||
logger.log("Migrating 1009 to 1010");
|
||||
const dump = data.dump;
|
||||
if (!dump) {
|
||||
return true;
|
||||
}
|
||||
|
||||
if (!dump.map.hasOwnProperty("allowNonPrimaryColors")) {
|
||||
dump.map.allowNonPrimaryColors = false;
|
||||
}
|
||||
|
||||
if (!dump.map.hasOwnProperty("fullShapePercentage")) {
|
||||
dump.map.fullShapePercentage = 0;
|
||||
}
|
||||
|
||||
if (!dump.map.hasOwnProperty("wierdShapePercentage")) {
|
||||
dump.map.wierdShapePercentage = 0;
|
||||
}
|
||||
}
|
||||
}
|
||||
5
src/js/savegame/schemas/1010.json
Normal file
5
src/js/savegame/schemas/1010.json
Normal file
@ -0,0 +1,5 @@
|
||||
{
|
||||
"type": "object",
|
||||
"required": [],
|
||||
"additionalProperties": true
|
||||
}
|
||||
@ -1,480 +1,513 @@
|
||||
import { APPLICATION_ERROR_OCCURED } from "../core/error_handler";
|
||||
import { GameState } from "../core/game_state";
|
||||
import { logSection, createLogger } from "../core/logging";
|
||||
import { waitNextFrame } from "../core/utils";
|
||||
import { globalConfig } from "../core/config";
|
||||
import { GameLoadingOverlay } from "../game/game_loading_overlay";
|
||||
import { KeyActionMapper } from "../game/key_action_mapper";
|
||||
import { Savegame } from "../savegame/savegame";
|
||||
import { GameCore } from "../game/core";
|
||||
import { MUSIC } from "../platform/sound";
|
||||
import { enumGameModeIds } from "../game/game_mode";
|
||||
|
||||
const logger = createLogger("state/ingame");
|
||||
|
||||
// Different sub-states
|
||||
const stages = {
|
||||
s3_createCore: "🌈 3: Create core",
|
||||
s4_A_initEmptyGame: "🌈 4/A: Init empty game",
|
||||
s4_B_resumeGame: "🌈 4/B: Resume game",
|
||||
|
||||
s5_firstUpdate: "🌈 5: First game update",
|
||||
s6_postLoadHook: "🌈 6: Post load hook",
|
||||
s7_warmup: "🌈 7: Warmup",
|
||||
|
||||
s10_gameRunning: "🌈 10: Game finally running",
|
||||
|
||||
leaving: "🌈 Saving, then leaving the game",
|
||||
destroyed: "🌈 DESTROYED: Core is empty and waits for state leave",
|
||||
initFailed: "🌈 ERROR: Initialization failed!",
|
||||
};
|
||||
|
||||
export const gameCreationAction = {
|
||||
new: "new-game",
|
||||
resume: "resume-game",
|
||||
};
|
||||
|
||||
// Typehints
|
||||
export class GameCreationPayload {
|
||||
constructor() {
|
||||
/** @type {boolean|undefined} */
|
||||
this.fastEnter;
|
||||
|
||||
/** @type {string} */
|
||||
this.gameModeId;
|
||||
|
||||
/** @type {Savegame} */
|
||||
this.savegame;
|
||||
|
||||
/** @type {object|undefined} */
|
||||
this.gameModeParameters;
|
||||
}
|
||||
}
|
||||
|
||||
export class InGameState extends GameState {
|
||||
constructor() {
|
||||
super("InGameState");
|
||||
|
||||
/** @type {GameCreationPayload} */
|
||||
this.creationPayload = null;
|
||||
|
||||
// Stores current stage
|
||||
this.stage = "";
|
||||
|
||||
/** @type {GameCore} */
|
||||
this.core = null;
|
||||
|
||||
/** @type {KeyActionMapper} */
|
||||
this.keyActionMapper = null;
|
||||
|
||||
/** @type {GameLoadingOverlay} */
|
||||
this.loadingOverlay = null;
|
||||
|
||||
/** @type {Savegame} */
|
||||
this.savegame = null;
|
||||
|
||||
this.boundInputFilter = this.filterInput.bind(this);
|
||||
|
||||
/**
|
||||
* Whether we are currently saving the game
|
||||
* @TODO: This doesn't realy fit here
|
||||
*/
|
||||
this.currentSavePromise = null;
|
||||
}
|
||||
|
||||
/**
|
||||
* Switches the game into another sub-state
|
||||
* @param {string} stage
|
||||
*/
|
||||
switchStage(stage) {
|
||||
assert(stage, "Got empty stage");
|
||||
if (stage !== this.stage) {
|
||||
this.stage = stage;
|
||||
logger.log(this.stage);
|
||||
return true;
|
||||
} else {
|
||||
// log(this, "Re entering", stage);
|
||||
return false;
|
||||
}
|
||||
}
|
||||
|
||||
// GameState implementation
|
||||
getInnerHTML() {
|
||||
return "";
|
||||
}
|
||||
|
||||
getThemeMusic() {
|
||||
if (this.creationPayload.gameModeId && this.creationPayload.gameModeId.includes("puzzle")) {
|
||||
return MUSIC.puzzle;
|
||||
}
|
||||
return MUSIC.theme;
|
||||
}
|
||||
|
||||
onBeforeExit() {
|
||||
// logger.log("Saving before quitting");
|
||||
// return this.doSave().then(() => {
|
||||
// logger.log(this, "Successfully saved");
|
||||
// // this.stageDestroyed();
|
||||
// });
|
||||
}
|
||||
|
||||
onAppPause() {
|
||||
// if (this.stage === stages.s10_gameRunning) {
|
||||
// logger.log("Saving because app got paused");
|
||||
// this.doSave();
|
||||
// }
|
||||
}
|
||||
|
||||
getHasFadeIn() {
|
||||
return false;
|
||||
}
|
||||
|
||||
getPauseOnFocusLost() {
|
||||
return false;
|
||||
}
|
||||
|
||||
getHasUnloadConfirmation() {
|
||||
return true;
|
||||
}
|
||||
|
||||
onLeave() {
|
||||
if (this.core) {
|
||||
this.stageDestroyed();
|
||||
}
|
||||
this.app.inputMgr.dismountFilter(this.boundInputFilter);
|
||||
}
|
||||
|
||||
onResized(w, h) {
|
||||
super.onResized(w, h);
|
||||
if (this.stage === stages.s10_gameRunning) {
|
||||
this.core.resize(w, h);
|
||||
}
|
||||
}
|
||||
|
||||
// ---- End of GameState implementation
|
||||
|
||||
/**
|
||||
* Goes back to the menu state
|
||||
*/
|
||||
goBackToMenu() {
|
||||
if ([enumGameModeIds.puzzleEdit, enumGameModeIds.puzzlePlay].includes(this.gameModeId)) {
|
||||
this.saveThenGoToState("PuzzleMenuState");
|
||||
} else {
|
||||
this.saveThenGoToState("MainMenuState");
|
||||
}
|
||||
}
|
||||
|
||||
/**
|
||||
* Goes back to the settings state
|
||||
*/
|
||||
goToSettings() {
|
||||
this.saveThenGoToState("SettingsState", {
|
||||
backToStateId: this.key,
|
||||
backToStatePayload: this.creationPayload,
|
||||
});
|
||||
}
|
||||
|
||||
/**
|
||||
* Goes back to the settings state
|
||||
*/
|
||||
goToKeybindings() {
|
||||
this.saveThenGoToState("KeybindingsState", {
|
||||
backToStateId: this.key,
|
||||
backToStatePayload: this.creationPayload,
|
||||
});
|
||||
}
|
||||
|
||||
/**
|
||||
* Moves to a state outside of the game
|
||||
* @param {string} stateId
|
||||
* @param {any=} payload
|
||||
*/
|
||||
saveThenGoToState(stateId, payload) {
|
||||
if (this.stage === stages.leaving || this.stage === stages.destroyed) {
|
||||
logger.warn(
|
||||
"Tried to leave game twice or during destroy:",
|
||||
this.stage,
|
||||
"(attempted to move to",
|
||||
stateId,
|
||||
")"
|
||||
);
|
||||
return;
|
||||
}
|
||||
this.stageLeavingGame();
|
||||
this.doSave().then(() => {
|
||||
this.stageDestroyed();
|
||||
this.moveToState(stateId, payload);
|
||||
});
|
||||
}
|
||||
|
||||
onBackButton() {
|
||||
// do nothing
|
||||
}
|
||||
|
||||
/**
|
||||
* Called when the game somehow failed to initialize. Resets everything to basic state and
|
||||
* then goes to the main menu, showing the error
|
||||
* @param {string} err
|
||||
*/
|
||||
onInitializationFailure(err) {
|
||||
if (this.switchStage(stages.initFailed)) {
|
||||
logger.error("Init failure:", err);
|
||||
this.stageDestroyed();
|
||||
this.moveToState("MainMenuState", { loadError: err });
|
||||
}
|
||||
}
|
||||
|
||||
// STAGES
|
||||
|
||||
/**
|
||||
* Creates the game core instance, and thus the root
|
||||
*/
|
||||
stage3CreateCore() {
|
||||
if (this.switchStage(stages.s3_createCore)) {
|
||||
logger.log("Creating new game core");
|
||||
this.core = new GameCore(this.app);
|
||||
|
||||
this.core.initializeRoot(this, this.savegame, this.gameModeId);
|
||||
|
||||
if (this.savegame.hasGameDump()) {
|
||||
this.stage4bResumeGame();
|
||||
} else {
|
||||
this.app.gameAnalytics.handleGameStarted();
|
||||
this.stage4aInitEmptyGame();
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
/**
|
||||
* Initializes a new empty game
|
||||
*/
|
||||
stage4aInitEmptyGame() {
|
||||
if (this.switchStage(stages.s4_A_initEmptyGame)) {
|
||||
this.core.initNewGame();
|
||||
this.stage5FirstUpdate();
|
||||
}
|
||||
}
|
||||
|
||||
/**
|
||||
* Resumes an existing game
|
||||
*/
|
||||
stage4bResumeGame() {
|
||||
if (this.switchStage(stages.s4_B_resumeGame)) {
|
||||
if (!this.core.initExistingGame()) {
|
||||
this.onInitializationFailure("Savegame is corrupt and can not be restored.");
|
||||
return;
|
||||
}
|
||||
this.app.gameAnalytics.handleGameResumed();
|
||||
this.stage5FirstUpdate();
|
||||
}
|
||||
}
|
||||
|
||||
/**
|
||||
* Performs the first game update on the game which initializes most caches
|
||||
*/
|
||||
stage5FirstUpdate() {
|
||||
if (this.switchStage(stages.s5_firstUpdate)) {
|
||||
this.core.root.logicInitialized = true;
|
||||
this.core.updateLogic();
|
||||
this.stage6PostLoadHook();
|
||||
}
|
||||
}
|
||||
|
||||
/**
|
||||
* Call the post load hook, this means that we have loaded the game, and all systems
|
||||
* can operate and start to work now.
|
||||
*/
|
||||
stage6PostLoadHook() {
|
||||
if (this.switchStage(stages.s6_postLoadHook)) {
|
||||
logger.log("Post load hook");
|
||||
this.core.postLoadHook();
|
||||
this.stage7Warmup();
|
||||
}
|
||||
}
|
||||
|
||||
/**
|
||||
* This makes the game idle and draw for a while, because we run most code this way
|
||||
* the V8 engine can already start to optimize it. Also this makes sure the resources
|
||||
* are in the VRAM and we have a smooth experience once we start.
|
||||
*/
|
||||
stage7Warmup() {
|
||||
if (this.switchStage(stages.s7_warmup)) {
|
||||
if (this.creationPayload.fastEnter) {
|
||||
this.warmupTimeSeconds = globalConfig.warmupTimeSecondsFast;
|
||||
} else {
|
||||
this.warmupTimeSeconds = globalConfig.warmupTimeSecondsRegular;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
/**
|
||||
* The final stage where this game is running and updating regulary.
|
||||
*/
|
||||
stage10GameRunning() {
|
||||
if (this.switchStage(stages.s10_gameRunning)) {
|
||||
this.core.root.signals.readyToRender.dispatch();
|
||||
|
||||
logSection("GAME STARTED", "#26a69a");
|
||||
|
||||
// Initial resize, might have changed during loading (this is possible)
|
||||
this.core.resize(this.app.screenWidth, this.app.screenHeight);
|
||||
}
|
||||
}
|
||||
|
||||
/**
|
||||
* This stage destroys the whole game, used to cleanup
|
||||
*/
|
||||
stageDestroyed() {
|
||||
if (this.switchStage(stages.destroyed)) {
|
||||
// Cleanup all api calls
|
||||
this.cancelAllAsyncOperations();
|
||||
|
||||
if (this.syncer) {
|
||||
this.syncer.cancelSync();
|
||||
this.syncer = null;
|
||||
}
|
||||
|
||||
// Cleanup core
|
||||
if (this.core) {
|
||||
this.core.destruct();
|
||||
this.core = null;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
/**
|
||||
* When leaving the game
|
||||
*/
|
||||
stageLeavingGame() {
|
||||
if (this.switchStage(stages.leaving)) {
|
||||
// ...
|
||||
}
|
||||
}
|
||||
|
||||
// END STAGES
|
||||
|
||||
/**
|
||||
* Filters the input (keybindings)
|
||||
*/
|
||||
filterInput() {
|
||||
return this.stage === stages.s10_gameRunning;
|
||||
}
|
||||
|
||||
/**
|
||||
* @param {GameCreationPayload} payload
|
||||
*/
|
||||
onEnter(payload) {
|
||||
this.app.inputMgr.installFilter(this.boundInputFilter);
|
||||
|
||||
this.creationPayload = payload;
|
||||
this.savegame = payload.savegame;
|
||||
this.gameModeId = payload.gameModeId;
|
||||
|
||||
this.loadingOverlay = new GameLoadingOverlay(this.app, this.getDivElement());
|
||||
this.loadingOverlay.showBasic();
|
||||
|
||||
// Remove unneded default element
|
||||
document.body.querySelector(".modalDialogParent").remove();
|
||||
|
||||
this.asyncChannel
|
||||
.watch(waitNextFrame())
|
||||
.then(() => this.stage3CreateCore())
|
||||
.catch(ex => {
|
||||
logger.error(ex);
|
||||
throw ex;
|
||||
});
|
||||
}
|
||||
|
||||
/**
|
||||
* Render callback
|
||||
* @param {number} dt
|
||||
*/
|
||||
onRender(dt) {
|
||||
if (APPLICATION_ERROR_OCCURED) {
|
||||
// Application somehow crashed, do not do anything
|
||||
return;
|
||||
}
|
||||
|
||||
if (this.stage === stages.s7_warmup) {
|
||||
this.core.draw();
|
||||
this.warmupTimeSeconds -= dt / 1000.0;
|
||||
if (this.warmupTimeSeconds < 0) {
|
||||
logger.log("Warmup completed");
|
||||
this.stage10GameRunning();
|
||||
}
|
||||
}
|
||||
|
||||
if (this.stage === stages.s10_gameRunning) {
|
||||
this.core.tick(dt);
|
||||
}
|
||||
|
||||
// If the stage is still active (This might not be the case if tick() moved us to game over)
|
||||
if (this.stage === stages.s10_gameRunning) {
|
||||
// Only draw if page visible
|
||||
if (this.app.pageVisible) {
|
||||
this.core.draw();
|
||||
}
|
||||
|
||||
this.loadingOverlay.removeIfAttached();
|
||||
} else {
|
||||
if (!this.loadingOverlay.isAttached()) {
|
||||
this.loadingOverlay.showBasic();
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
onBackgroundTick(dt) {
|
||||
this.onRender(dt);
|
||||
}
|
||||
|
||||
/**
|
||||
* Saves the game
|
||||
*/
|
||||
|
||||
doSave() {
|
||||
if (!this.savegame || !this.savegame.isSaveable()) {
|
||||
return Promise.resolve();
|
||||
}
|
||||
|
||||
if (APPLICATION_ERROR_OCCURED) {
|
||||
logger.warn("skipping save because application crashed");
|
||||
return Promise.resolve();
|
||||
}
|
||||
|
||||
if (
|
||||
this.stage !== stages.s10_gameRunning &&
|
||||
this.stage !== stages.s7_warmup &&
|
||||
this.stage !== stages.leaving
|
||||
) {
|
||||
logger.warn("Skipping save because game is not ready");
|
||||
return Promise.resolve();
|
||||
}
|
||||
|
||||
if (this.currentSavePromise) {
|
||||
logger.warn("Skipping double save and returning same promise");
|
||||
return this.currentSavePromise;
|
||||
}
|
||||
|
||||
if (!this.core.root.gameMode.getIsSaveable()) {
|
||||
return Promise.resolve();
|
||||
}
|
||||
|
||||
logger.log("Starting to save game ...");
|
||||
this.savegame.updateData(this.core.root);
|
||||
|
||||
this.currentSavePromise = this.savegame
|
||||
.writeSavegameAndMetadata()
|
||||
.catch(err => {
|
||||
// Catch errors
|
||||
logger.warn("Failed to save:", err);
|
||||
})
|
||||
.then(() => {
|
||||
// Clear promise
|
||||
logger.log("Saved!");
|
||||
this.core.root.signals.gameSaved.dispatch();
|
||||
this.currentSavePromise = null;
|
||||
});
|
||||
|
||||
return this.currentSavePromise;
|
||||
}
|
||||
}
|
||||
import { APPLICATION_ERROR_OCCURED } from "../core/error_handler";
|
||||
import { GameState } from "../core/game_state";
|
||||
import { logSection, createLogger } from "../core/logging";
|
||||
import { waitNextFrame } from "../core/utils";
|
||||
import { globalConfig } from "../core/config";
|
||||
import { GameLoadingOverlay } from "../game/game_loading_overlay";
|
||||
import { KeyActionMapper } from "../game/key_action_mapper";
|
||||
import { Savegame } from "../savegame/savegame";
|
||||
import { GameCore } from "../game/core";
|
||||
import { MUSIC } from "../platform/sound";
|
||||
import { enumGameModeIds } from "../game/game_mode";
|
||||
|
||||
const logger = createLogger("state/ingame");
|
||||
|
||||
// Different sub-states
|
||||
const stages = {
|
||||
s3_createCore: "🌈 3: Create core",
|
||||
s4_A_initEmptyGame: "🌈 4/A: Init empty game",
|
||||
s4_B_resumeGame: "🌈 4/B: Resume game",
|
||||
|
||||
s5_firstUpdate: "🌈 5: First game update",
|
||||
s6_postLoadHook: "🌈 6: Post load hook",
|
||||
s7_warmup: "🌈 7: Warmup",
|
||||
|
||||
s10_gameRunning: "🌈 10: Game finally running",
|
||||
|
||||
leaving: "🌈 Saving, then leaving the game",
|
||||
destroyed: "🌈 DESTROYED: Core is empty and waits for state leave",
|
||||
initFailed: "🌈 ERROR: Initialization failed!",
|
||||
};
|
||||
|
||||
export const gameCreationAction = {
|
||||
new: "new-game",
|
||||
resume: "resume-game",
|
||||
};
|
||||
|
||||
// Typehints
|
||||
export class GameCreationPayload {
|
||||
constructor() {
|
||||
/** @type {boolean|undefined} */
|
||||
this.fastEnter;
|
||||
|
||||
/** @type {string} */
|
||||
this.gameModeId;
|
||||
|
||||
/** @type {Savegame} */
|
||||
this.savegame;
|
||||
|
||||
/** @type {object|undefined} */
|
||||
this.gameModeParameters;
|
||||
|
||||
/** @type {number} */
|
||||
this.seed;
|
||||
|
||||
/** @type {boolean} */
|
||||
this.allowNonPrimaryColors;
|
||||
|
||||
/** @type {number} */
|
||||
this.fullShapePercentage;
|
||||
|
||||
/** @type {number} */
|
||||
this.wierdShapePercentage;
|
||||
}
|
||||
}
|
||||
|
||||
export class InGameState extends GameState {
|
||||
constructor() {
|
||||
super("InGameState");
|
||||
|
||||
/** @type {GameCreationPayload} */
|
||||
this.creationPayload = null;
|
||||
|
||||
// Stores current stage
|
||||
this.stage = "";
|
||||
|
||||
/** @type {GameCore} */
|
||||
this.core = null;
|
||||
|
||||
/** @type {KeyActionMapper} */
|
||||
this.keyActionMapper = null;
|
||||
|
||||
/** @type {GameLoadingOverlay} */
|
||||
this.loadingOverlay = null;
|
||||
|
||||
/** @type {Savegame} */
|
||||
this.savegame = null;
|
||||
|
||||
/** @type {number} */
|
||||
this.seed = null;
|
||||
|
||||
/** @type {boolean} */
|
||||
this.allowNonPrimaryColors = null;
|
||||
|
||||
/** @type {number} */
|
||||
this.fullShapePercentage = null;
|
||||
|
||||
/** @type {number} */
|
||||
this.wierdShapePercentage = null;
|
||||
|
||||
this.boundInputFilter = this.filterInput.bind(this);
|
||||
|
||||
/**
|
||||
* Whether we are currently saving the game
|
||||
* @TODO: This doesn't realy fit here
|
||||
*/
|
||||
this.currentSavePromise = null;
|
||||
}
|
||||
|
||||
/**
|
||||
* Switches the game into another sub-state
|
||||
* @param {string} stage
|
||||
*/
|
||||
switchStage(stage) {
|
||||
assert(stage, "Got empty stage");
|
||||
if (stage !== this.stage) {
|
||||
this.stage = stage;
|
||||
logger.log(this.stage);
|
||||
return true;
|
||||
} else {
|
||||
// log(this, "Re entering", stage);
|
||||
return false;
|
||||
}
|
||||
}
|
||||
|
||||
// GameState implementation
|
||||
getInnerHTML() {
|
||||
return "";
|
||||
}
|
||||
|
||||
getThemeMusic() {
|
||||
if (this.creationPayload.gameModeId && this.creationPayload.gameModeId.includes("puzzle")) {
|
||||
return MUSIC.puzzle;
|
||||
}
|
||||
return MUSIC.theme;
|
||||
}
|
||||
|
||||
onBeforeExit() {
|
||||
// logger.log("Saving before quitting");
|
||||
// return this.doSave().then(() => {
|
||||
// logger.log(this, "Successfully saved");
|
||||
// // this.stageDestroyed();
|
||||
// });
|
||||
}
|
||||
|
||||
onAppPause() {
|
||||
// if (this.stage === stages.s10_gameRunning) {
|
||||
// logger.log("Saving because app got paused");
|
||||
// this.doSave();
|
||||
// }
|
||||
}
|
||||
|
||||
getHasFadeIn() {
|
||||
return false;
|
||||
}
|
||||
|
||||
getPauseOnFocusLost() {
|
||||
return false;
|
||||
}
|
||||
|
||||
getHasUnloadConfirmation() {
|
||||
return true;
|
||||
}
|
||||
|
||||
onLeave() {
|
||||
if (this.core) {
|
||||
this.stageDestroyed();
|
||||
}
|
||||
this.app.inputMgr.dismountFilter(this.boundInputFilter);
|
||||
}
|
||||
|
||||
onResized(w, h) {
|
||||
super.onResized(w, h);
|
||||
if (this.stage === stages.s10_gameRunning) {
|
||||
this.core.resize(w, h);
|
||||
}
|
||||
}
|
||||
|
||||
// ---- End of GameState implementation
|
||||
|
||||
/**
|
||||
* Goes back to the menu state
|
||||
*/
|
||||
goBackToMenu() {
|
||||
if ([enumGameModeIds.puzzleEdit, enumGameModeIds.puzzlePlay].includes(this.gameModeId)) {
|
||||
this.saveThenGoToState("PuzzleMenuState");
|
||||
} else {
|
||||
this.saveThenGoToState("MainMenuState");
|
||||
}
|
||||
}
|
||||
|
||||
/**
|
||||
* Goes back to the settings state
|
||||
*/
|
||||
goToSettings() {
|
||||
this.saveThenGoToState("SettingsState", {
|
||||
backToStateId: this.key,
|
||||
backToStatePayload: this.creationPayload,
|
||||
});
|
||||
}
|
||||
|
||||
/**
|
||||
* Goes back to the settings state
|
||||
*/
|
||||
goToKeybindings() {
|
||||
this.saveThenGoToState("KeybindingsState", {
|
||||
backToStateId: this.key,
|
||||
backToStatePayload: this.creationPayload,
|
||||
});
|
||||
}
|
||||
|
||||
/**
|
||||
* Moves to a state outside of the game
|
||||
* @param {string} stateId
|
||||
* @param {any=} payload
|
||||
*/
|
||||
saveThenGoToState(stateId, payload) {
|
||||
if (this.stage === stages.leaving || this.stage === stages.destroyed) {
|
||||
logger.warn(
|
||||
"Tried to leave game twice or during destroy:",
|
||||
this.stage,
|
||||
"(attempted to move to",
|
||||
stateId,
|
||||
")"
|
||||
);
|
||||
return;
|
||||
}
|
||||
this.stageLeavingGame();
|
||||
this.doSave().then(() => {
|
||||
this.stageDestroyed();
|
||||
this.moveToState(stateId, payload);
|
||||
});
|
||||
}
|
||||
|
||||
onBackButton() {
|
||||
// do nothing
|
||||
}
|
||||
|
||||
/**
|
||||
* Called when the game somehow failed to initialize. Resets everything to basic state and
|
||||
* then goes to the main menu, showing the error
|
||||
* @param {string} err
|
||||
*/
|
||||
onInitializationFailure(err) {
|
||||
if (this.switchStage(stages.initFailed)) {
|
||||
logger.error("Init failure:", err);
|
||||
this.stageDestroyed();
|
||||
this.moveToState("MainMenuState", { loadError: err });
|
||||
}
|
||||
}
|
||||
|
||||
// STAGES
|
||||
|
||||
/**
|
||||
* Creates the game core instance, and thus the root
|
||||
*/
|
||||
stage3CreateCore() {
|
||||
if (this.switchStage(stages.s3_createCore)) {
|
||||
logger.log("Creating new game core");
|
||||
this.core = new GameCore(this.app);
|
||||
|
||||
this.core.initializeRoot(this, this.savegame, this.gameModeId);
|
||||
|
||||
if (this.savegame.hasGameDump()) {
|
||||
this.stage4bResumeGame();
|
||||
} else {
|
||||
this.app.gameAnalytics.handleGameStarted();
|
||||
this.stage4aInitEmptyGame();
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
/**
|
||||
* Initializes a new empty game
|
||||
*/
|
||||
stage4aInitEmptyGame() {
|
||||
if (this.switchStage(stages.s4_A_initEmptyGame)) {
|
||||
this.core.initNewGame({
|
||||
seed: this.seed,
|
||||
allowNonPrimaryColors: this.allowNonPrimaryColors,
|
||||
fullShapePercentage: this.fullShapePercentage,
|
||||
wierdShapePercentage: this.wierdShapePercentage,
|
||||
});
|
||||
this.stage5FirstUpdate();
|
||||
}
|
||||
}
|
||||
|
||||
/**
|
||||
* Resumes an existing game
|
||||
*/
|
||||
stage4bResumeGame() {
|
||||
if (this.switchStage(stages.s4_B_resumeGame)) {
|
||||
if (!this.core.initExistingGame()) {
|
||||
this.onInitializationFailure("Savegame is corrupt and can not be restored.");
|
||||
return;
|
||||
}
|
||||
this.app.gameAnalytics.handleGameResumed();
|
||||
this.stage5FirstUpdate();
|
||||
}
|
||||
}
|
||||
|
||||
/**
|
||||
* Performs the first game update on the game which initializes most caches
|
||||
*/
|
||||
stage5FirstUpdate() {
|
||||
if (this.switchStage(stages.s5_firstUpdate)) {
|
||||
this.core.root.logicInitialized = true;
|
||||
this.core.updateLogic();
|
||||
this.stage6PostLoadHook();
|
||||
}
|
||||
}
|
||||
|
||||
/**
|
||||
* Call the post load hook, this means that we have loaded the game, and all systems
|
||||
* can operate and start to work now.
|
||||
*/
|
||||
stage6PostLoadHook() {
|
||||
if (this.switchStage(stages.s6_postLoadHook)) {
|
||||
logger.log("Post load hook");
|
||||
this.core.postLoadHook();
|
||||
this.stage7Warmup();
|
||||
}
|
||||
}
|
||||
|
||||
/**
|
||||
* This makes the game idle and draw for a while, because we run most code this way
|
||||
* the V8 engine can already start to optimize it. Also this makes sure the resources
|
||||
* are in the VRAM and we have a smooth experience once we start.
|
||||
*/
|
||||
stage7Warmup() {
|
||||
if (this.switchStage(stages.s7_warmup)) {
|
||||
if (this.creationPayload.fastEnter) {
|
||||
this.warmupTimeSeconds = globalConfig.warmupTimeSecondsFast;
|
||||
} else {
|
||||
this.warmupTimeSeconds = globalConfig.warmupTimeSecondsRegular;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
/**
|
||||
* The final stage where this game is running and updating regulary.
|
||||
*/
|
||||
stage10GameRunning() {
|
||||
if (this.switchStage(stages.s10_gameRunning)) {
|
||||
this.core.root.signals.readyToRender.dispatch();
|
||||
|
||||
logSection("GAME STARTED", "#26a69a");
|
||||
|
||||
// Initial resize, might have changed during loading (this is possible)
|
||||
this.core.resize(this.app.screenWidth, this.app.screenHeight);
|
||||
}
|
||||
}
|
||||
|
||||
/**
|
||||
* This stage destroys the whole game, used to cleanup
|
||||
*/
|
||||
stageDestroyed() {
|
||||
if (this.switchStage(stages.destroyed)) {
|
||||
// Cleanup all api calls
|
||||
this.cancelAllAsyncOperations();
|
||||
|
||||
if (this.syncer) {
|
||||
this.syncer.cancelSync();
|
||||
this.syncer = null;
|
||||
}
|
||||
|
||||
// Cleanup core
|
||||
if (this.core) {
|
||||
this.core.destruct();
|
||||
this.core = null;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
/**
|
||||
* When leaving the game
|
||||
*/
|
||||
stageLeavingGame() {
|
||||
if (this.switchStage(stages.leaving)) {
|
||||
// ...
|
||||
}
|
||||
}
|
||||
|
||||
// END STAGES
|
||||
|
||||
/**
|
||||
* Filters the input (keybindings)
|
||||
*/
|
||||
filterInput() {
|
||||
return this.stage === stages.s10_gameRunning;
|
||||
}
|
||||
|
||||
/**
|
||||
* @param {GameCreationPayload} payload
|
||||
*/
|
||||
onEnter(payload) {
|
||||
this.app.inputMgr.installFilter(this.boundInputFilter);
|
||||
|
||||
this.creationPayload = payload;
|
||||
this.savegame = payload.savegame;
|
||||
this.gameModeId = payload.gameModeId;
|
||||
this.seed = payload.seed;
|
||||
this.allowNonPrimaryColors = payload.allowNonPrimaryColors;
|
||||
this.fullShapePercentage = payload.fullShapePercentage;
|
||||
this.wierdShapePercentage = payload.wierdShapePercentage;
|
||||
|
||||
this.loadingOverlay = new GameLoadingOverlay(this.app, this.getDivElement());
|
||||
this.loadingOverlay.showBasic();
|
||||
|
||||
// Remove unneded default element
|
||||
document.body.querySelector(".modalDialogParent").remove();
|
||||
|
||||
this.asyncChannel
|
||||
.watch(waitNextFrame())
|
||||
.then(() => this.stage3CreateCore())
|
||||
.catch(ex => {
|
||||
logger.error(ex);
|
||||
throw ex;
|
||||
});
|
||||
}
|
||||
|
||||
/**
|
||||
* Render callback
|
||||
* @param {number} dt
|
||||
*/
|
||||
onRender(dt) {
|
||||
if (APPLICATION_ERROR_OCCURED) {
|
||||
// Application somehow crashed, do not do anything
|
||||
return;
|
||||
}
|
||||
|
||||
if (this.stage === stages.s7_warmup) {
|
||||
this.core.draw();
|
||||
this.warmupTimeSeconds -= dt / 1000.0;
|
||||
if (this.warmupTimeSeconds < 0) {
|
||||
logger.log("Warmup completed");
|
||||
this.stage10GameRunning();
|
||||
}
|
||||
}
|
||||
|
||||
if (this.stage === stages.s10_gameRunning) {
|
||||
this.core.tick(dt);
|
||||
}
|
||||
|
||||
// If the stage is still active (This might not be the case if tick() moved us to game over)
|
||||
if (this.stage === stages.s10_gameRunning) {
|
||||
// Only draw if page visible
|
||||
if (this.app.pageVisible) {
|
||||
this.core.draw();
|
||||
}
|
||||
|
||||
this.loadingOverlay.removeIfAttached();
|
||||
} else {
|
||||
if (!this.loadingOverlay.isAttached()) {
|
||||
this.loadingOverlay.showBasic();
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
onBackgroundTick(dt) {
|
||||
this.onRender(dt);
|
||||
}
|
||||
|
||||
/**
|
||||
* Saves the game
|
||||
*/
|
||||
|
||||
doSave() {
|
||||
if (!this.savegame || !this.savegame.isSaveable()) {
|
||||
return Promise.resolve();
|
||||
}
|
||||
|
||||
if (APPLICATION_ERROR_OCCURED) {
|
||||
logger.warn("skipping save because application crashed");
|
||||
return Promise.resolve();
|
||||
}
|
||||
|
||||
if (
|
||||
this.stage !== stages.s10_gameRunning &&
|
||||
this.stage !== stages.s7_warmup &&
|
||||
this.stage !== stages.leaving
|
||||
) {
|
||||
logger.warn("Skipping save because game is not ready");
|
||||
return Promise.resolve();
|
||||
}
|
||||
|
||||
if (this.currentSavePromise) {
|
||||
logger.warn("Skipping double save and returning same promise");
|
||||
return this.currentSavePromise;
|
||||
}
|
||||
|
||||
if (!this.core.root.gameMode.getIsSaveable()) {
|
||||
return Promise.resolve();
|
||||
}
|
||||
|
||||
logger.log("Starting to save game ...");
|
||||
this.savegame.updateData(this.core.root);
|
||||
|
||||
this.currentSavePromise = this.savegame
|
||||
.writeSavegameAndMetadata()
|
||||
.catch(err => {
|
||||
// Catch errors
|
||||
logger.warn("Failed to save:", err);
|
||||
})
|
||||
.then(() => {
|
||||
// Clear promise
|
||||
logger.log("Saved!");
|
||||
this.core.root.signals.gameSaved.dispatch();
|
||||
this.currentSavePromise = null;
|
||||
});
|
||||
|
||||
return this.currentSavePromise;
|
||||
}
|
||||
}
|
||||
|
||||
@ -3,7 +3,7 @@ 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 { FormElementCheckbox, FormElementDetails, FormElementInput } from "../core/modal_dialog_forms";
|
||||
import { ReadWriteProxy } from "../core/read_write_proxy";
|
||||
import {
|
||||
formatSecondsToTimeAgo,
|
||||
@ -12,6 +12,7 @@ import {
|
||||
makeButton,
|
||||
makeButtonElement,
|
||||
makeDiv,
|
||||
randomInt,
|
||||
removeAllChildren,
|
||||
startFileChoose,
|
||||
waitNextFrame,
|
||||
@ -672,14 +673,96 @@ export class MainMenuState extends GameState {
|
||||
return;
|
||||
}
|
||||
|
||||
this.app.analytics.trackUiClick("startgame");
|
||||
this.app.adProvider.showVideoAd().then(() => {
|
||||
const savegame = this.app.savegameMgr.createNewSavegame();
|
||||
const regex = /^[a-zA-Z0-9_\- ]{1,20}$/;
|
||||
|
||||
this.moveToState("InGameState", {
|
||||
savegame,
|
||||
const nameInput = new FormElementInput({
|
||||
id: "nameInput",
|
||||
// @TODO: Add translation (T.dialogs.newSavegame.nameInputLabel)
|
||||
label: "Name:",
|
||||
placeholder: "",
|
||||
defaultValue: "Unnamed",
|
||||
validator: val => val.match(regex) && trim(val).length > 0,
|
||||
inline: true,
|
||||
});
|
||||
|
||||
const seedInput = new FormElementInput({
|
||||
id: "seedInput",
|
||||
// @TODO: Add translation (T.dialogs.newSavegame.seedInputLabel)
|
||||
label: "Seed:",
|
||||
placeholder: "",
|
||||
defaultValue: randomInt(0, 100000).toString(),
|
||||
validator: val => Number.isInteger(Number(val)) && Number(val) >= 0 && Number(val) <= 100000,
|
||||
inline: true,
|
||||
});
|
||||
|
||||
const allowColorsCheckbox = new FormElementCheckbox({
|
||||
id: "allowColorsCheckbox",
|
||||
// @TODO: Add translation (T.dialogs.newSavegame.allowColorsCheckboxLabel)
|
||||
label: "Allow non-primarycolors: ",
|
||||
defaultValue: false,
|
||||
inline: true,
|
||||
});
|
||||
|
||||
const fullShapePercentageInput = new FormElementInput({
|
||||
id: "fullShapePercentageInput",
|
||||
label: "fullShape %:",
|
||||
placeholder: "",
|
||||
defaultValue: Number(0).toString(),
|
||||
validator: val => Number.isInteger(Number(val)) && Number(val) >= 0 && Number(val) <= 100,
|
||||
inline: true,
|
||||
});
|
||||
|
||||
const wierdShapePercentageInput = new FormElementInput({
|
||||
id: "wierdShapePercentageInput",
|
||||
label: "wierdShape %:",
|
||||
placeholder: "",
|
||||
defaultValue: Number(0).toString(),
|
||||
validator: val => Number.isInteger(Number(val)) && Number(val) >= 0 && Number(val) <= 100,
|
||||
inline: true,
|
||||
});
|
||||
|
||||
const advancedContainer = new FormElementDetails({
|
||||
id: "advancedContainer",
|
||||
// @TODO Add translation (T.dialogs.newSavegame.advanced)
|
||||
label: "Advanced Options",
|
||||
formElements: [
|
||||
seedInput,
|
||||
allowColorsCheckbox,
|
||||
fullShapePercentageInput,
|
||||
wierdShapePercentageInput,
|
||||
],
|
||||
});
|
||||
|
||||
const dialog = new DialogWithForm({
|
||||
app: this.app,
|
||||
// @TODO: Add translation (T.dialogs.newSavegame.title)
|
||||
title: "New Game Options",
|
||||
// @TODO: Add translation (T.dialogs.newSavegame.desc)
|
||||
desc: "Configure your new savegame",
|
||||
formElements: [nameInput, advancedContainer],
|
||||
buttons: ["ok:good:enter"],
|
||||
});
|
||||
this.dialogs.internalShowDialog(dialog);
|
||||
|
||||
dialog.buttonSignals.ok.add(() => {
|
||||
this.app.analytics.trackUiClick("startgame");
|
||||
this.app.adProvider.showVideoAd().then(async () => {
|
||||
const savegame = this.app.savegameMgr.createNewSavegame();
|
||||
const savegameMetadata = this.app.savegameMgr.getGameMetaDataByInternalId(
|
||||
savegame.internalId
|
||||
);
|
||||
savegameMetadata.name = trim(nameInput.getValue());
|
||||
await this.app.savegameMgr.writeAsync();
|
||||
|
||||
this.moveToState("InGameState", {
|
||||
savegame,
|
||||
seed: Number(seedInput.getValue()),
|
||||
allowNonPrimaryColors: allowColorsCheckbox.getValue(),
|
||||
fullShapePercentage: Number(fullShapePercentageInput.getValue()),
|
||||
wierdShapePercentage: Number(wierdShapePercentageInput.getValue()),
|
||||
});
|
||||
this.app.analytics.trackUiClick("startgame_adcomplete");
|
||||
});
|
||||
this.app.analytics.trackUiClick("startgame_adcomplete");
|
||||
});
|
||||
}
|
||||
|
||||
|
||||
Loading…
Reference in New Issue
Block a user