mirror of
https://github.com/tobspr/shapez.io.git
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* 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>
97 lines
2.9 KiB
JavaScript
97 lines
2.9 KiB
JavaScript
import "./core/polyfills";
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import "./core/assert";
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import "./core/error_handler";
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import { createLogger, logSection } from "./core/logging";
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import { Application } from "./application";
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import { IS_DEBUG } from "./core/config";
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import { initComponentRegistry } from "./game/component_registry";
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import { initDrawUtils } from "./core/draw_utils";
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import { initItemRegistry } from "./game/item_registry";
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import { initMetaBuildingRegistry } from "./game/meta_building_registry";
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import { initGameModeRegistry } from "./game/game_mode_registry";
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import { initGameSpeedRegistry } from "./game/game_speed_registry";
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const logger = createLogger("main");
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if (window.coreThreadLoadedCb) {
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logger.log("Javascript parsed, calling html thread");
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window.coreThreadLoadedCb();
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}
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// Logrocket
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// if (!G_IS_DEV && !G_IS_STANDALONE) {
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// const monthlyUsers = 300; // thousand
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// const logrocketLimit = 10; // thousand
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// const percentageOfUsers = logrocketLimit / monthlyUsers;
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// if (Math.random() <= percentageOfUsers) {
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// logger.log("Analyzing this session with logrocket");
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// const logrocket = require("logrocket");
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// logrocket.init("p1x9zh/shapezio");
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// try {
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// logrocket.getSessionURL(function (sessionURL) {
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// logger.log("Connected lockrocket to GA");
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// // @ts-ignore
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// try {
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// window.ga("send", {
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// hitType: "event",
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// eventCategory: "LogRocket",
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// eventAction: sessionURL,
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// });
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// } catch (ex) {
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// logger.warn("Logrocket connection to analytics failed:", ex);
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// }
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// });
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// } catch (ex) {
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// logger.warn("Logrocket connection to analytics failed:", ex);
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// }
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// }
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// }
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console.log(
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`%cshapez.io ️%c\n© 2020 Tobias Springer IT Solutions\nCommit %c${G_BUILD_COMMIT_HASH}%c on %c${new Date(
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G_BUILD_TIME
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).toLocaleString()}\n`,
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"font-size: 35px; font-family: Arial;font-weight: bold; padding: 10px 0;",
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"color: #aaa",
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"color: #7f7",
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"color: #aaa",
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"color: #7f7"
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);
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console.log("Environment: %c" + G_APP_ENVIRONMENT, "color: #fff");
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if (G_IS_DEV && IS_DEBUG) {
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console.log("\n%c🛑 DEBUG ENVIRONMENT 🛑\n", "color: #f77");
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}
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/* typehints:start */
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// @ts-ignore
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assert(false, "typehints built in, this should never be the case!");
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/* typehints:end */
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/* dev:start */
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console.log("%cDEVCODE BUILT IN", "color: #f77");
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/* dev:end */
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logSection("Boot Process", "#f9a825");
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initDrawUtils();
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initComponentRegistry();
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initItemRegistry();
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initMetaBuildingRegistry();
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initGameModeRegistry();
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initGameSpeedRegistry();
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let app = null;
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function bootApp() {
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logger.log("Page Loaded");
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app = new Application();
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app.boot();
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}
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window.addEventListener("load", bootApp);
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