Cleanup base dir

pull/1491/head
Bagel03 2 years ago
parent d3fe689b31
commit e768561dc6

@ -38,11 +38,13 @@ import { WegameSplashState } from "./states/wegame_splash";
import { MODS } from "./mods/modloader";
import { MOD_SIGNALS } from "./mods/mod_signals";
import { ModsState } from "./states/mods";
export type AchievementProviderInterface = import("./platform/achievement_provider").AchievementProviderInterface;
export type SoundInterface = import("./platform/sound").SoundInterface;
export type StorageInterface = import("./platform/storage").StorageInterface;
import type { AchievementProviderInterface } from "./platform/achievement_provider";
import type { SoundInterface } from "./platform/sound";
import type { StorageInterface } from "./platform/storage";
const logger: any = createLogger("application");
// Set the name of the hidden property and the change event for visibility
let pageHiddenPropName: any, pageVisibilityEventName: any;
if (typeof document.hidden !== "undefined") {
@ -50,71 +52,87 @@ if (typeof document.hidden !== "undefined") {
pageHiddenPropName = "hidden";
pageVisibilityEventName = "visibilitychange";
// @ts-ignore
}
else if (typeof document.msHidden !== "undefined") {
} else if (typeof document.msHidden !== "undefined") {
pageHiddenPropName = "msHidden";
pageVisibilityEventName = "msvisibilitychange";
// @ts-ignore
}
else if (typeof document.webkitHidden !== "undefined") {
} else if (typeof document.webkitHidden !== "undefined") {
pageHiddenPropName = "webkitHidden";
pageVisibilityEventName = "webkitvisibilitychange";
}
export class Application {
public unloaded = true;
// Global stuff
public settings = new ApplicationSettings(this);
public ticker = new AnimationFrame();
public stateMgr = new StateManager(this);
public savegameMgr = new SavegameManager(this);
public inputMgr = new InputDistributor(this);
public backgroundResourceLoader = new BackgroundResourcesLoader(this);
public clientApi = new ClientAPI(this);
// Restrictions (Like demo etc)
public restrictionMgr = new RestrictionManager(this);
// Platform dependent stuff
public storage: StorageInterface = null;
public sound: SoundInterface = new SoundImplBrowser(this);
public platformWrapper: PlatformWrapperInterface = G_IS_STANDALONE ? new PlatformWrapperImplElectron(this) : new PlatformWrapperImplBrowser(this);
public achievementProvider: AchievementProviderInterface = new NoAchievementProvider(this);
public adProvider: AdProviderInterface = new NoAdProvider(this);
public analytics: AnalyticsInterface = new GoogleAnalyticsImpl(this);
public gameAnalytics = new ShapezGameAnalytics(this);
// Track if the window is focused (only relevant for browser)
public focused = true;
// Track if the window is visible
public pageVisible = true;
// Track if the app is paused (cordova)
public applicationPaused = false;
public trackedIsRenderable = new TrackedState(this.onAppRenderableStateChanged, this);
public trackedIsPlaying = new TrackedState(this.onAppPlayingStateChanged, this);
// Dimensions
public screenWidth = 0;
public screenHeight = 0;
// Store the timestamp where we last checked for a screen resize, since orientationchange is unreliable with cordova
public lastResizeCheck: number = null;
// Store the mouse position, or null if not available
public mousePosition: Vector = null;
/**
* Boots the application
*/
async boot(): any {
async boot(): Promise<void> {
console.log("Booting ...");
assert(!GLOBAL_APP, "Tried to construct application twice");
logger.log("Creating application, platform =", getPlatformName());
setGlobalApp(this);
MODS.app = this;
// MODS
try {
await MODS.initMods();
}
catch (ex: any) {
alert("Failed to load mods (launch with --dev for more info): \n\n" + ex);
}
this.unloaded = false;
// Global stuff
this.settings = new ApplicationSettings(this);
this.ticker = new AnimationFrame();
this.stateMgr = new StateManager(this);
this.savegameMgr = new SavegameManager(this);
this.inputMgr = new InputDistributor(this);
this.backgroundResourceLoader = new BackgroundResourcesLoader(this);
this.clientApi = new ClientAPI(this);
// Restrictions (Like demo etc)
this.restrictionMgr = new RestrictionManager(this);
// Platform dependent stuff
this.storage = null;
this.sound = null;
this.platformWrapper = null;
this.achievementProvider = null;
this.adProvider = null;
this.analytics = null;
this.gameAnalytics = null;
this.initPlatformDependentInstances();
// Track if the window is focused (only relevant for browser)
this.focused = true;
// Track if the window is visible
this.pageVisible = true;
// Track if the app is paused (cordova)
this.applicationPaused = false;
this.trackedIsRenderable = new TrackedState(this.onAppRenderableStateChanged, this);
this.trackedIsPlaying = new TrackedState(this.onAppPlayingStateChanged, this);
// Dimensions
this.screenWidth = 0;
this.screenHeight = 0;
// Store the timestamp where we last checked for a screen resize, since orientationchange is unreliable with cordova
this.lastResizeCheck = null;
// Store the mouse position, or null if not available
this.mousePosition = null;
this.registerStates();
this.registerEventListeners();
Loader.linkAppAfterBoot(this);
// Check for mobile
if (IS_MOBILE) {
this.stateMgr.moveToState("MobileWarningState");
@ -122,35 +140,21 @@ export class Application {
else {
this.stateMgr.moveToState("PreloadState");
}
// Starting rendering
this.ticker.frameEmitted.add(this.onFrameEmitted, this);
this.ticker.bgFrameEmitted.add(this.onBackgroundFrame, this);
this.ticker.start();
window.focus();
MOD_SIGNALS.appBooted.dispatch();
}
/**
* Initializes all platform instances
*/
initPlatformDependentInstances(): any {
logger.log("Creating platform dependent instances (standalone=", G_IS_STANDALONE, ")");
if (G_IS_STANDALONE) {
this.platformWrapper = new PlatformWrapperImplElectron(this);
}
else {
this.platformWrapper = new PlatformWrapperImplBrowser(this);
}
// Start with empty ad provider
this.adProvider = new NoAdProvider(this);
this.sound = new SoundImplBrowser(this);
this.analytics = new GoogleAnalyticsImpl(this);
this.gameAnalytics = new ShapezGameAnalytics(this);
this.achievementProvider = new NoAchievementProvider(this);
}
/**
* Registers all game states
*/
registerStates(): any {
registerStates(): void {
const states: Array<typeof GameState> = [
WegameSplashState,
PreloadState,
@ -165,39 +169,47 @@ export class Application {
LoginState,
ModsState,
];
for (let i: any = 0; i < states.length; ++i) {
for (let i = 0; i < states.length; ++i) {
this.stateMgr.register(states[i]);
}
}
/**
* Registers all event listeners
*/
registerEventListeners(): any {
registerEventListeners(): void {
window.addEventListener("focus", this.onFocus.bind(this));
window.addEventListener("blur", this.onBlur.bind(this));
window.addEventListener("resize", (): any => this.checkResize(), true);
window.addEventListener("orientationchange", (): any => this.checkResize(), true);
window.addEventListener("resize", () => this.checkResize(), true);
window.addEventListener("orientationchange", () => this.checkResize(), true);
window.addEventListener("mousemove", this.handleMousemove.bind(this));
window.addEventListener("mouseout", this.handleMousemove.bind(this));
window.addEventListener("mouseover", this.handleMousemove.bind(this));
window.addEventListener("mouseleave", this.handleMousemove.bind(this));
// Unload events
window.addEventListener("beforeunload", this.onBeforeUnload.bind(this), true);
document.addEventListener(pageVisibilityEventName, this.handleVisibilityChange.bind(this), false);
// Track touches so we can update the focus appropriately
document.addEventListener("touchstart", this.updateFocusAfterUserInteraction.bind(this), true);
document.addEventListener("touchend", this.updateFocusAfterUserInteraction.bind(this), true);
}
/**
* Checks the focus after a touch
*/
updateFocusAfterUserInteraction(event: TouchEvent): any {
const target: any = (event.target as HTMLElement);
updateFocusAfterUserInteraction(event: TouchEvent): void {
const target = (event.target as HTMLElement);
if (!target || !target.tagName) {
// Safety check
logger.warn("Invalid touchstart/touchend event:", event);
return;
}
// When clicking an element which is not the currently focused one, defocus it
if (target !== document.activeElement) {
// @ts-ignore
@ -206,16 +218,18 @@ export class Application {
document.activeElement.blur();
}
}
// If we click an input field, focus it now
if (target.tagName.toLowerCase() === "input") {
// We *really* need the focus
waitNextFrame().then((): any => target.focus());
}
}
/**
* Handles a page visibility change event
*/
handleVisibilityChange(event: Event): any {
handleVisibilityChange(event: Event): void {
window.focus();
const pageVisible: any = !document[pageHiddenPropName];
if (pageVisible !== this.pageVisible) {
@ -224,31 +238,36 @@ export class Application {
this.trackedIsRenderable.set(this.isRenderable());
}
}
/**
* Handles a mouse move event
*/
handleMousemove(event: MouseEvent): any {
handleMousemove(event: MouseEvent): void {
this.mousePosition = new Vector(event.clientX, event.clientY);
}
/**
* Internal on focus handler
*/
onFocus(): any {
onFocus(): void {
this.focused = true;
}
/**
* Internal blur handler
*/
onBlur(): any {
onBlur(): void {
this.focused = false;
}
/**
* Returns if the app is currently visible
*/
isRenderable(): any {
isRenderable(): boolean {
return !this.applicationPaused && this.pageVisible;
}
onAppRenderableStateChanged(renderable: any): any {
onAppRenderableStateChanged(renderable: boolean): void {
logger.log("Application renderable:", renderable);
window.focus();
const currentState: any = this.stateMgr.getCurrentState();
@ -263,9 +282,11 @@ export class Application {
}
this.checkResize();
}
this.sound.onPageRenderableStateChanged(renderable);
}
onAppPlayingStateChanged(playing: any): any {
onAppPlayingStateChanged(playing: boolean): void {
try {
this.adProvider.setPlayStatus(playing);
}
@ -273,12 +294,14 @@ export class Application {
console.warn("Play status changed");
}
}
/**
* Internal before-unload handler
*/
onBeforeUnload(event: any): any {
onBeforeUnload(event: BeforeUnloadEvent): void {
logSection("BEFORE UNLOAD HANDLER", "#f77");
const currentState: any = this.stateMgr.getCurrentState();
const currentState: GameState = this.stateMgr.getCurrentState();
if (!G_IS_DEV && currentState && currentState.getHasUnloadConfirmation()) {
if (!G_IS_STANDALONE) {
// Need to show a "Are you sure you want to exit"
@ -287,71 +310,82 @@ export class Application {
}
}
}
/**
* Deinitializes the application
*/
deinitialize(): any {
deinitialize(): Promise<void> {
return this.sound.deinitialize();
}
/**
* Background frame update callback
*/
onBackgroundFrame(dt: number): any {
onBackgroundFrame(dt: number): void {
if (this.isRenderable()) {
return;
}
const currentState: any = this.stateMgr.getCurrentState();
if (currentState) {
currentState.onBackgroundTick(dt);
}
}
/**
* Frame update callback
*/
onFrameEmitted(dt: number): any {
onFrameEmitted(dt: number): void {
if (!this.isRenderable()) {
return;
}
const time: any = performance.now();
// Periodically check for resizes, this is expensive (takes 2-3ms so only do it once in a while!)
if (!this.lastResizeCheck || time - this.lastResizeCheck > 1000) {
this.checkResize();
this.lastResizeCheck = time;
}
const currentState: any = this.stateMgr.getCurrentState();
this.trackedIsPlaying.set(currentState && currentState.getIsIngame());
if (currentState) {
currentState.onRender(dt);
}
}
/**
* Checks if the app resized. Only does this once in a while
*/
checkResize(forceUpdate: boolean = false): any {
const w: any = window.innerWidth;
const h: any = window.innerHeight;
checkResize(forceUpdate: boolean = false): void {
const w = window.innerWidth;
const h = window.innerHeight;
if (this.screenWidth !== w || this.screenHeight !== h || forceUpdate) {
this.screenWidth = w;
this.screenHeight = h;
const currentState: any = this.stateMgr.getCurrentState();
const currentState: GameState = this.stateMgr.getCurrentState();
if (currentState) {
currentState.onResized(this.screenWidth, this.screenHeight);
}
const scale: any = this.getEffectiveUiScale();
const scale: number = this.getEffectiveUiScale();
waitNextFrame().then((): any => document.documentElement.style.setProperty("--ui-scale", `${scale}`));
window.focus();
}
}
/**
* Returns the effective ui sclae
*/
getEffectiveUiScale(): any {
getEffectiveUiScale(): number {
return this.platformWrapper.getUiScale() * this.settings.getInterfaceScaleValue();
}
/**
* Callback after ui scale has changed
*/
updateAfterUiScaleChanged(): any {
updateAfterUiScaleChanged(): void {
this.checkResize(true);
}
}

@ -1,4 +1,9 @@
export const CHANGELOG: any = [
export const CHANGELOG: {
version: string,
date: string,
entries: string[],
skin?: string
}[] = [
{
version: "1.5.6",
date: "09.12.2022",

@ -1,6 +1,8 @@
import "./core/polyfills";
import "./core/assert";
import "./mods/modloader";
import { createLogger, logSection } from "./core/logging";
import { Application } from "./application";
import { IS_DEBUG } from "./core/config";
@ -10,36 +12,48 @@ import { initItemRegistry } from "./game/item_registry";
import { initMetaBuildingRegistry } from "./game/meta_building_registry";
import { initGameModeRegistry } from "./game/game_mode_registry";
import { initGameSpeedRegistry } from "./game/game_speed_registry";
const logger: any = createLogger("main");
if (window.coreThreadLoadedCb) {
logger.log("Javascript parsed, calling html thread");
window.coreThreadLoadedCb();
}
console.log(`%cshapez.io %c\n© 2022 tobspr Games\nCommit %c${G_BUILD_COMMIT_HASH}%c on %c${new Date(G_BUILD_TIME).toLocaleString()}\n`, "font-size: 35px; font-family: Arial;font-weight: bold; padding: 10px 0;", "color: #aaa", "color: #7f7", "color: #aaa", "color: #7f7");
console.log("Environment: %c" + G_APP_ENVIRONMENT, "color: #fff");
if (G_IS_DEV && IS_DEBUG) {
console.log("\n%c🛑 DEBUG ENVIRONMENT 🛑\n", "color: #f77");
}
/* typehints:start */
// @ts-ignore
throw new Error("typehints built in, this should never be the case!");
/* typehints:end */
/* dev:start */
console.log("%cDEVCODE BUILT IN", "color: #f77");
/* dev:end */
logSection("Boot Process", "#f9a825");
initDrawUtils();
initComponentRegistry();
initItemRegistry();
initMetaBuildingRegistry();
initGameModeRegistry();
initGameSpeedRegistry();
let app: any = null;
let app: Application = null;
function bootApp(): any {
logger.log("Page Loaded");
app = new Application();
app.boot();
}
if (G_IS_STANDALONE) {
window.addEventListener("load", bootApp);
}

@ -1,15 +1,18 @@
import { globalConfig } from "./core/config";
import { createLogger } from "./core/logging";
import { LANGUAGES } from "./languages";
const logger: any = createLogger("translations");
// @ts-ignore
const baseTranslations: any = require("./built-temp/base-en.json");
export let T: any = baseTranslations;
if (G_IS_DEV && globalConfig.debug.testTranslations) {
// Replaces all translations by fake translations to see whats translated and what not
const mapTranslations: any = (obj: any): any => {
for (const key: any in obj) {
for (const key in obj) {
const value: any = obj[key];
if (typeof value === "string") {
obj[key] = value.replace(/[a-z]/gi, "x");
}
@ -20,14 +23,16 @@ if (G_IS_DEV && globalConfig.debug.testTranslations) {
};
mapTranslations(T);
}
// Language key is something like de-DE or en or en-US
function mapLanguageCodeToId(languageKey: any): any {
const key: any = languageKey.toLowerCase();
const shortKey: any = key.split("-")[0];
function mapLanguageCodeToId(languageKey: string): string {
const key = languageKey.toLowerCase();
const shortKey = key.split("-")[0];
// Try to match by key or short key
for (const id: any in LANGUAGES) {
const data: any = LANGUAGES[id];
const code: any = data.code.toLowerCase();
for (const id in LANGUAGES) {
const data = LANGUAGES[id];
const code = data.code.toLowerCase();
if (code === key) {
console.log("-> Match", languageKey, "->", id);
return id;
@ -37,11 +42,13 @@ function mapLanguageCodeToId(languageKey: any): any {
return id;
}
}
// If none found, try to find a better alternative by using the base language at least
for (const id: any in LANGUAGES) {
const data: any = LANGUAGES[id];
const code: any = data.code.toLowerCase();
const shortCode: any = code.split("-")[0];
for (const id in LANGUAGES) {
const data = LANGUAGES[id];
const code = data.code.toLowerCase();
const shortCode = code.split("-")[0];
if (shortCode === key) {
console.log("-> Desperate Match", languageKey, "->", id);
return id;
@ -53,12 +60,9 @@ function mapLanguageCodeToId(languageKey: any): any {
}
return null;
}
/**
* Tries to auto-detect a language
* {}
*/
/** Tries to auto-detect a language */
export function autoDetectLanguageId(): string {
let languages: any = [];
let languages: string[] = [];
if (navigator.languages) {
languages = navigator.languages.slice();
}
@ -68,24 +72,28 @@ export function autoDetectLanguageId(): string {
else {
logger.warn("Navigator has no languages prop");
}
for (let i: any = 0; i < languages.length; ++i) {
for (let i = 0; i < languages.length; ++i) {
logger.log("Trying to find language target for", languages[i]);
const trans: any = mapLanguageCodeToId(languages[i]);
const trans = mapLanguageCodeToId(languages[i]);
if (trans) {
return trans;
}
}
// Fallback
return "en";
}
export function matchDataRecursive(dest: any, src: any, addNewKeys: any = false): any {
export function matchDataRecursive(dest: any, src: any, addNewKeys: boolean = false): void {
if (typeof dest !== "object" || typeof src !== "object") {
return;
}
if (dest === null || src === null) {
return;
}
for (const key: any in dest) {
for (const key in dest) {
if (src[key]) {
// console.log("copy", key);
const data: any = dest[key];
@ -101,21 +109,26 @@ export function matchDataRecursive(dest: any, src: any, addNewKeys: any = false)
}
}
}
if (addNewKeys) {
for (const key: any in src) {
for (const key in src) {
if (!dest[key]) {
dest[key] = JSON.parse(JSON.stringify(src[key]));
}
}
}
}
export function updateApplicationLanguage(id: any): any {
export function updateApplicationLanguage(id: string): void {
logger.log("Setting application language:", id);
const data: any = LANGUAGES[id];
if (!data) {
logger.error("Unknown language:", id);
return;
}
if (data.data) {
logger.log("Applying translations ...");
matchDataRecursive(T, data.data);

Loading…
Cancel
Save