mirror of
https://github.com/tobspr/shapez.io.git
synced 2024-10-27 20:34:29 +00:00
- Puzzle DLC browser improvements / new categories
- Fix errors not being thrown sometimes - Minor other stuff
This commit is contained in:
parent
978c07ccc4
commit
416f89bbf4
@ -15,15 +15,15 @@ $hardwareAcc: null;
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// ----------------------------------------
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/** Increased click area for this element, helpful on mobile */
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@mixin IncreasedClickArea($size) {
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&::after {
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content: "";
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position: absolute;
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top: #{D(-$size)};
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bottom: #{D(-$size)};
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left: #{D(-$size)};
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right: #{D(-$size)};
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// background: rgba(255, 0, 0, 0.3);
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}
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// &::after {
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// content: "";
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// position: absolute;
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// top: #{D(-$size)};
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// bottom: #{D(-$size)};
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// left: #{D(-$size)};
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// right: #{D(-$size)};
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// // background: rgba(255, 0, 0, 0.3);
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// }
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}
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button,
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.increasedClickArea {
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@ -19,42 +19,54 @@
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overflow: hidden;
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> .categoryChooser {
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display: grid;
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grid-auto-columns: 1fr;
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grid-auto-flow: column;
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@include S(grid-gap, 2px);
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@include S(padding-right, 10px);
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> .categories {
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display: grid;
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grid-auto-columns: 1fr;
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grid-auto-flow: column;
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@include S(grid-gap, 2px);
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@include S(padding-right, 10px);
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@include S(margin-bottom, 5px);
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> .category {
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background: $accentColorBright;
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border-radius: 0;
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color: $accentColorDark;
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transition: all 0.12s ease-in-out;
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transition-property: opacity, background-color, color;
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.category {
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background: $accentColorBright;
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border-radius: 0;
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color: $accentColorDark;
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transition: all 0.12s ease-in-out;
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transition-property: opacity, background-color, color;
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&:first-child {
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@include S(border-top-left-radius, $globalBorderRadius);
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@include S(border-bottom-left-radius, $globalBorderRadius);
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}
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&:last-child {
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border-top-right-radius: $globalBorderRadius;
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border-bottom-right-radius: $globalBorderRadius;
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}
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&.active {
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background: $colorBlueBright;
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opacity: 1 !important;
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color: #fff;
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cursor: default;
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}
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@include DarkThemeOverride {
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background: $accentColorDark;
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color: #bbbbc4;
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&:first-child {
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@include S(border-top-left-radius, $globalBorderRadius);
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@include S(border-bottom-left-radius, $globalBorderRadius);
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}
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&:last-child {
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border-top-right-radius: $globalBorderRadius;
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border-bottom-right-radius: $globalBorderRadius;
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}
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&.active {
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background: $colorBlueBright;
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opacity: 1 !important;
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color: #fff;
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cursor: default;
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}
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@include DarkThemeOverride {
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background: $accentColorDark;
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color: #bbbbc4;
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&.active {
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background: $colorBlueBright;
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color: #fff;
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}
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}
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&.root {
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@include S(padding-top, 10px);
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@include S(padding-bottom, 10px);
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@include Text;
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}
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&.child {
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@include PlainText;
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}
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}
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}
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@ -62,12 +74,12 @@
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> .puzzles {
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display: grid;
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grid-template-columns: repeat(auto-fit, minmax(D(180px), 1fr));
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grid-template-columns: repeat(auto-fit, minmax(D(240px), 1fr));
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@include S(grid-auto-rows, 65px);
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@include S(grid-gap, 7px);
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@include S(margin-top, 10px);
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@include S(padding-right, 4px);
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@include S(height, 360px);
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@include S(height, 320px);
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overflow-y: scroll;
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pointer-events: all;
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position: relative;
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@ -203,14 +215,11 @@
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font-weight: bold;
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@include S(margin-right, 3px);
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opacity: 0.7;
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text-transform: uppercase;
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&.stage--easy {
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color: $colorGreenBright;
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}
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&.stage--normal {
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color: #000;
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@include DarkThemeInvert;
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}
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&.stage--medium {
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color: $colorOrangeBright;
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}
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@ -89,8 +89,13 @@ export class StateManager {
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const dialogParent = document.createElement("div");
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dialogParent.classList.add("modalDialogParent");
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document.body.appendChild(dialogParent);
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try {
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this.currentState.internalEnterCallback(payload);
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} catch (ex) {
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console.error(ex);
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throw ex;
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}
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this.currentState.internalEnterCallback(payload);
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this.app.sound.playThemeMusic(this.currentState.getThemeMusic());
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this.currentState.onResized(this.app.screenWidth, this.app.screenHeight);
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@ -95,7 +95,7 @@ export class MainMenuState extends GameState {
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</div>
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${
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!G_WEGAME_VERSION && G_IS_STANDALONE && puzzleDlc
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(!G_WEGAME_VERSION && G_IS_STANDALONE && puzzleDlc) || G_IS_DEV
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? `
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<div class="puzzleContainer">
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<img class="dlcLogo" src="${cachebust(
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@ -10,48 +10,15 @@ import { MUSIC } from "../platform/sound";
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import { Savegame } from "../savegame/savegame";
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import { T } from "../translations";
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const categories = ["top-rated", "new", "easy", "short", "hard", "completed", "mine"];
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/**
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* @type {import("../savegame/savegame_typedefs").PuzzleMetadata}
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*/
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const SAMPLE_PUZZLE = {
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id: 1,
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shortKey: "CuCuCuCu",
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downloads: 0,
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likes: 0,
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averageTime: 1,
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completions: 1,
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difficulty: null,
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title: "Level 1",
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author: "verylongsteamnamewhichbreaks",
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completed: false,
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const navigation = {
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categories: ["official", "top-rated", "trending", "new"],
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difficulties: ["easy", "medium", "hard", "short"],
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account: ["mine", "completed"],
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};
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/**
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* @type {import("../savegame/savegame_typedefs").PuzzleMetadata[]}
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*/
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const BUILTIN_PUZZLES = G_IS_DEV
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? [
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// { ...SAMPLE_PUZZLE, completed: true },
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// { ...SAMPLE_PUZZLE, completed: true },
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// SAMPLE_PUZZLE,
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// SAMPLE_PUZZLE,
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// SAMPLE_PUZZLE,
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// SAMPLE_PUZZLE,
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// SAMPLE_PUZZLE,
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// SAMPLE_PUZZLE,
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// SAMPLE_PUZZLE,
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// SAMPLE_PUZZLE,
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// SAMPLE_PUZZLE,
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// SAMPLE_PUZZLE,
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// SAMPLE_PUZZLE,
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]
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: [];
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const logger = createLogger("puzzle-menu");
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let lastCategory = categories[0];
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let lastCategory = "official";
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export class PuzzleMenuState extends TextualGameState {
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constructor() {
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@ -79,6 +46,7 @@ export class PuzzleMenuState extends TextualGameState {
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<button class="styledButton loadPuzzle">${T.puzzleMenu.loadPuzzle}</button>
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<button class="styledButton createPuzzle">+ ${T.puzzleMenu.createPuzzle}</button>
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</div>
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</div>`;
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return `
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@ -91,18 +59,22 @@ export class PuzzleMenuState extends TextualGameState {
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getMainContentHTML() {
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let html = `
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<div class="categoryChooser">
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${categories
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<div class="categories rootCategories">
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${Object.keys(navigation)
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.map(
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category => `
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<button data-category="${category}" class="styledButton category">${T.puzzleMenu.categories[category]}</button>
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`
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rootCategory =>
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`<button data-root-category="${rootCategory}" class="styledButton category root">${T.puzzleMenu.categories[rootCategory]}</button>`
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)
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.join("")}
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</div>
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<div class="categories subCategories">
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</div>
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</div>
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<div class="puzzles" id="mainContainer"></div>
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`;
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@ -154,6 +126,49 @@ export class PuzzleMenuState extends TextualGameState {
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.then(() => (this.loading = false));
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}
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/**
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* Selects a root category
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* @param {string} rootCategory
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* @param {string=} category
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*/
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selectRootCategory(rootCategory, category) {
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const subCategory = category || navigation[rootCategory][0];
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console.warn("Select root category", rootCategory, category, "->", subCategory);
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if (this.loading) {
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return;
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}
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if (this.activeCategory === subCategory) {
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return;
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}
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const activeCategory = this.htmlElement.querySelector(".active[data-root-category]");
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if (activeCategory) {
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activeCategory.classList.remove("active");
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}
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this.htmlElement.querySelector(`[data-root-category="${rootCategory}"]`).classList.add("active");
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// Rerender buttons
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const subContainer = this.htmlElement.querySelector(".subCategories");
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while (subContainer.firstChild) {
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subContainer.removeChild(subContainer.firstChild);
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}
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const children = navigation[rootCategory];
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for (const category of children) {
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const button = document.createElement("button");
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button.setAttribute("data-category", category);
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button.classList.add("styledButton", "category", "child");
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button.innerText = T.puzzleMenu.categories[category];
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this.trackClicks(button, () => this.selectCategory(category));
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subContainer.appendChild(button);
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}
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this.selectCategory(subCategory);
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}
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/**
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*
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* @param {import("../savegame/savegame_typedefs").PuzzleMetadata[]} puzzles
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@ -167,7 +182,10 @@ export class PuzzleMenuState extends TextualGameState {
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for (const puzzle of puzzles) {
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const elem = document.createElement("div");
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elem.classList.add("puzzle");
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elem.classList.toggle("completed", puzzle.completed);
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if (this.activeCategory !== "mine") {
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elem.classList.toggle("completed", puzzle.completed);
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}
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if (puzzle.title) {
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const title = document.createElement("div");
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@ -176,7 +194,7 @@ export class PuzzleMenuState extends TextualGameState {
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elem.appendChild(title);
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}
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if (puzzle.author) {
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if (puzzle.author && !["official", "mine"].includes(this.activeCategory)) {
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const author = document.createElement("div");
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author.classList.add("author");
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author.innerText = "by " + puzzle.author;
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@ -187,7 +205,10 @@ export class PuzzleMenuState extends TextualGameState {
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stats.classList.add("stats");
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elem.appendChild(stats);
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if (puzzle.downloads > 0) {
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if (
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puzzle.downloads > 0 &&
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!["official", "easy", "medium", "hard"].includes(this.activeCategory)
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) {
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const difficulty = document.createElement("div");
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difficulty.classList.add("difficulty");
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@ -198,14 +219,15 @@ export class PuzzleMenuState extends TextualGameState {
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difficulty.innerText = completionPercentage + "%";
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stats.appendChild(difficulty);
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if (completionPercentage < 10) {
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if (completionPercentage < 40) {
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difficulty.classList.add("stage--hard");
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} else if (completionPercentage < 30) {
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difficulty.innerText = T.puzzleMenu.difficulties.hard;
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} else if (completionPercentage < 80) {
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difficulty.classList.add("stage--medium");
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} else if (completionPercentage < 60) {
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difficulty.classList.add("stage--normal");
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difficulty.innerText = T.puzzleMenu.difficulties.medium;
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} else {
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difficulty.classList.add("stage--easy");
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difficulty.innerText = T.puzzleMenu.difficulties.easy;
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}
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}
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@ -249,10 +271,6 @@ export class PuzzleMenuState extends TextualGameState {
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* @returns {Promise<import("../savegame/savegame_typedefs").PuzzleMetadata[]>}
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*/
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getPuzzlesForCategory(category) {
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if (category === "levels") {
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return Promise.resolve(BUILTIN_PUZZLES);
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}
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const result = this.app.clientApi.apiListPuzzles(category);
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return result.catch(err => {
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logger.error("Failed to get", category, ":", err);
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@ -300,24 +318,28 @@ export class PuzzleMenuState extends TextualGameState {
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}
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onEnter(payload) {
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this.selectCategory(lastCategory);
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// Find old category
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let rootCategory = "categories";
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for (const [id, children] of Object.entries(navigation)) {
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if (children.includes(lastCategory)) {
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rootCategory = id;
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break;
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}
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}
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this.selectRootCategory(rootCategory, lastCategory);
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if (payload && payload.error) {
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this.dialogs.showWarning(payload.error.title, payload.error.desc);
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}
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for (const category of categories) {
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const button = this.htmlElement.querySelector(`[data-category="${category}"]`);
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this.trackClicks(button, () => this.selectCategory(category));
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for (const rootCategory of Object.keys(navigation)) {
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const button = this.htmlElement.querySelector(`[data-root-category="${rootCategory}"]`);
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this.trackClicks(button, () => this.selectRootCategory(rootCategory));
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}
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this.trackClicks(this.htmlElement.querySelector("button.createPuzzle"), () => this.createNewPuzzle());
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this.trackClicks(this.htmlElement.querySelector("button.loadPuzzle"), () => this.loadPuzzle());
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if (G_IS_DEV && globalConfig.debug.testPuzzleMode) {
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// this.createNewPuzzle();
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this.playPuzzle(SAMPLE_PUZZLE);
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}
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}
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createEmptySavegame() {
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@ -140,11 +140,22 @@ puzzleMenu:
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levels: Levels
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new: New
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top-rated: Top Rated
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mine: My Puzzles
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mine: Created
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short: Short
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easy: Easy
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medium: Medium
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hard: Hard
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completed: Completed
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official: Official
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trending: Trending today
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categories: Categories
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difficulties: By Difficulty
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account: My Puzzles
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difficulties:
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easy: Easy
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medium: Medium
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hard: Hard
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validation:
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title: Invalid Puzzle
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