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mirror of https://github.com/tobspr/shapez.io.git synced 2025-06-08 18:44:00 +00:00
tobspr_shapez.io/src/js/main.js
tobspr 931c8a5821
Puzzle DLC (#1172)
* Puzzle mode (#1135)

* Add mode button to main menu

* [WIP] Add mode menu. Add factory-based gameMode creation

* Add savefile migration, serialize, deserialize

* Add hidden HUD elements, zone, and zoom, boundary constraints

* Clean up lint issues

* Add building, HUD exclusion, building exclusion, and refactor

- [WIP] Add ConstantProducer building that combines ConstantSignal
and ItemProducer functionality. Currently using temp assets.
- Add pre-placement check to the zone
- Use Rectangles for zone and boundary
- Simplify zone drawing
- Account for exclusion in savegame data
- [WIP] Add puzzle play and edit buttons in puzzle mode menu

* [WIP] Add building, component, and systems for producing and
accepting user-specified items and checking goal criteria

* Add ingame puzzle mode UI elements

- Add minimal menus in puzzle mode for back, next navigation
- Add lower menu for changing zone dimenensions

Co-authored-by: Greg Considine <gconsidine@users.noreply.github.com>

* Performance optimizations (#1154)

* 1.3.1 preparations

* Minor fixes, update translations

* Fix achievements not working

* Lots of belt optimizations, ~15% performance boost

* Puzzle mode, part 1

* Puzzle mode, part 2

* Fix missing import

* Puzzle mode, part 3

* Fix typo

* Puzzle mode, part 4

* Puzzle Mode fixes: Correct zone restrictions and more (#1155)

* Hide Puzzle Editor Controls in regular game mode, fix typo

* Disallow shrinking zone if there are buildings

* Fix multi-tile buildings for shrinking

* Puzzle mode, Refactor hud

* Puzzle mode

* Fixed typo in latest puzzle commit (#1156)

* Allow completing puzzles

* Puzzle mode, almost done

* Bump version to 1.4.0

* Fixes

* [puzzle] Prevent pipette cheats (miners, emitters) (#1158)

* Puzzle mode, almost done

* Allow clearing belts with 'B'

* Multiple users for the puzzle dlc

* Bump api key

* Minor adjustments

* Update

* Minor fixes

* Fix throughput

* Fix belts

* Minor puzzle adjustments

* New difficulty

* Minor puzzle improvements

* Fix belt path

* Update translations

* Added a button to return to the menu after a puzzle is completed (#1170)

* added another button to return to the menu

* improved menu return

* fixed continue button to not go back to menu

* [Puzzle] Added ability to lock buildings in the puzzle editor! (#1164)

* initial test

* tried to get it to work

* added icon

* added test exclusion

* reverted css

* completed flow for building locking

* added lock option

* finalized look and changed locked building to same sprite

* removed unused art

* added clearing every goal acceptor on lock to prevent creating impossible puzzles

* heavily improved validation and prevented autocompletion

* validation only checks every 100 ticks to improve performance

* validation only checks every 100 ticks to improve performance

* removed clearing goal acceptors as it isn't needed because of validation

* Add soundtrack, puzzle dlc fixes

Co-authored-by: Greg Considine <gconsidine@users.noreply.github.com>
Co-authored-by: dengr1065 <dengr1065@gmail.com>
Co-authored-by: Sense101 <67970865+Sense101@users.noreply.github.com>
2021-05-23 16:32:05 +02:00

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JavaScript
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import "./core/polyfills";
import "./core/assert";
import "./core/error_handler";
import { createLogger, logSection } from "./core/logging";
import { Application } from "./application";
import { IS_DEBUG } from "./core/config";
import { initComponentRegistry } from "./game/component_registry";
import { initDrawUtils } from "./core/draw_utils";
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 = createLogger("main");
if (window.coreThreadLoadedCb) {
logger.log("Javascript parsed, calling html thread");
window.coreThreadLoadedCb();
}
// Logrocket
// if (!G_IS_DEV && !G_IS_STANDALONE) {
// const monthlyUsers = 300; // thousand
// const logrocketLimit = 10; // thousand
// const percentageOfUsers = logrocketLimit / monthlyUsers;
// if (Math.random() <= percentageOfUsers) {
// logger.log("Analyzing this session with logrocket");
// const logrocket = require("logrocket");
// logrocket.init("p1x9zh/shapezio");
// try {
// logrocket.getSessionURL(function (sessionURL) {
// logger.log("Connected lockrocket to GA");
// // @ts-ignore
// try {
// window.ga("send", {
// hitType: "event",
// eventCategory: "LogRocket",
// eventAction: sessionURL,
// });
// } catch (ex) {
// logger.warn("Logrocket connection to analytics failed:", ex);
// }
// });
// } catch (ex) {
// logger.warn("Logrocket connection to analytics failed:", ex);
// }
// }
// }
console.log(
`%cshapez.io %c\n© 2020 Tobias Springer IT Solutions\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
assert(false, "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 = null;
function bootApp() {
logger.log("Page Loaded");
app = new Application();
app.boot();
}
window.addEventListener("load", bootApp);