mirror of
https://github.com/tobspr/shapez.io.git
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296 lines
9.3 KiB
JavaScript
296 lines
9.3 KiB
JavaScript
import { globalConfig } from "../core/config";
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import { createLogger } from "../core/logging";
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import { TextualGameState } from "../core/textual_game_state";
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import { formatBigNumberFull } from "../core/utils";
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import { enumGameModeIds } from "../game/game_mode";
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import { ShapeDefinition } from "../game/shape_definition";
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import { T } from "../translations";
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const categories = ["levels", "new", "top-rated", "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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title: "Level 1",
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author: "verylongsteamnamewhichbreaks",
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completed: false,
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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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export class PuzzleMenuState extends TextualGameState {
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constructor() {
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super("PuzzleMenuState");
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this.loading = false;
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this.activeCategory = "";
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}
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getStateHeaderTitle() {
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return T.puzzleMenu.title;
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}
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/**
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* Overrides the GameState implementation to provide our own html
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*/
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internalGetFullHtml() {
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let headerHtml = `
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<div class="headerBar">
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<h1><button class="backButton"></button> ${this.getStateHeaderTitle()}</h1>
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<div class="actions">
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<button class="styledButton createPuzzle">+ ${T.puzzleMenu.createPuzzle}</button>
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</div>
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</div>`;
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return `
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${headerHtml}
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<div class="container">
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${this.getInnerHTML()}
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</div>
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`;
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}
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getMainContentHTML() {
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let html = `
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<div class="categoryChooser">
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${categories
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.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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)
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.join("")}
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</div>
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<div class="puzzles" id="mainContainer">
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<div class="puzzle"></div>
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<div class="puzzle"></div>
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<div class="puzzle"></div>
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<div class="puzzle"></div>
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</div>
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`;
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return html;
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}
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selectCategory(category) {
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if (category === this.activeCategory) {
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return;
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}
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if (this.loading) {
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return;
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}
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this.loading = true;
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this.activeCategory = category;
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const activeCategory = this.htmlElement.querySelector(".active[data-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-category="${category}"]`).classList.add("active");
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const container = this.htmlElement.querySelector("#mainContainer");
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while (container.firstChild) {
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container.removeChild(container.firstChild);
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}
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const loadingElement = document.createElement("div");
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loadingElement.classList.add("loader");
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loadingElement.innerText = T.global.loading + "...";
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container.appendChild(loadingElement);
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this.asyncChannel
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.watch(this.getPuzzlesForCategory(category))
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.then(
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puzzles => this.renderPuzzles(puzzles),
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error => {
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this.dialogs.showWarning(
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T.dialogs.puzzleLoadFailed.title,
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T.dialogs.puzzleLoadFailed.desc + " " + error
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);
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this.renderPuzzles([]);
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}
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)
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.then(() => (this.loading = false));
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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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*/
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renderPuzzles(puzzles) {
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const container = this.htmlElement.querySelector("#mainContainer");
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while (container.firstChild) {
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container.removeChild(container.firstChild);
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}
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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 (puzzle.title) {
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const title = document.createElement("div");
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title.classList.add("title");
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title.innerText = puzzle.title;
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elem.appendChild(title);
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}
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if (puzzle.author) {
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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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elem.appendChild(author);
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}
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const stats = document.createElement("div");
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stats.classList.add("stats");
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elem.appendChild(stats);
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const downloads = document.createElement("div");
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downloads.classList.add("downloads");
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downloads.innerText = String(puzzle.downloads);
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stats.appendChild(downloads);
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const likes = document.createElement("div");
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likes.classList.add("likes");
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likes.innerText = formatBigNumberFull(puzzle.likes);
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stats.appendChild(likes);
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const definition = ShapeDefinition.fromShortKey(puzzle.shortKey);
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const canvas = definition.generateAsCanvas(100 * this.app.getEffectiveUiScale());
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const icon = document.createElement("div");
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icon.classList.add("icon");
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icon.appendChild(canvas);
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elem.appendChild(icon);
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container.appendChild(elem);
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this.trackClicks(elem, () => this.playPuzzle(puzzle));
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}
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if (puzzles.length === 0) {
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const elem = document.createElement("div");
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elem.classList.add("empty");
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elem.innerText = T.puzzleMenu.noPuzzles;
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container.appendChild(elem);
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}
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}
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/**
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*
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* @param {*} category
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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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throw err;
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});
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}
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/**
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*
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* @param {import("../savegame/savegame_typedefs").PuzzleMetadata} puzzle
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*/
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playPuzzle(puzzle) {
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const closeLoading = this.dialogs.showLoadingDialog();
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this.app.clientApi.apiDownloadPuzzle(puzzle.id).then(
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puzzleData => {
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closeLoading();
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logger.log("Got puzzle:", puzzleData);
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const savegame = this.app.savegameMgr.createNewSavegame();
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this.moveToState("InGameState", {
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gameModeId: enumGameModeIds.puzzlePlay,
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gameModeParameters: {
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puzzle: puzzleData,
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},
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savegame,
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});
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},
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err => {
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closeLoading();
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logger.error("Failed to download puzzle", puzzle.id, ":", err);
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this.dialogs.showWarning(
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T.dialogs.puzzleDownloadError.title,
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T.dialogs.puzzleDownloadError.desc + " " + err
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);
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}
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);
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}
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onEnter(payload) {
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this.selectCategory("levels");
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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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}
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this.trackClicks(this.htmlElement.querySelector("button.createPuzzle"), () => this.createNewPuzzle());
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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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createNewPuzzle(force = false) {
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if (!force && !this.app.clientApi.isLoggedIn()) {
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const signals = this.dialogs.showWarning(
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T.dialogs.puzzleCreateOffline.title,
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T.dialogs.puzzleCreateOffline.desc,
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["cancel:good", "continue:bad"]
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);
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signals.continue.add(() => this.createNewPuzzle(true));
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return;
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}
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const savegame = this.app.savegameMgr.createNewSavegame();
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this.moveToState("InGameState", {
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gameModeId: enumGameModeIds.puzzleEdit,
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savegame,
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});
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}
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}
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