updated wolfie2d
This commit is contained in:
parent
d19a52e184
commit
1f0764087a
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@ -247,7 +247,7 @@ export default class Input {
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* @returns True if the mouse was just pressed, false otherwise
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*/
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static isMouseJustPressed(mouseButton?: number): boolean {
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if (mouseButton) {
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if (mouseButton !== undefined) {
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return Input.mouseJustPressed && !Input.mouseDisabled && mouseButton == this.mouseButtonPressed;
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}
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return Input.mouseJustPressed && !Input.mouseDisabled;
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@ -260,7 +260,7 @@ export default class Input {
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* @returns True if the mouse is currently pressed, false otherwise
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*/
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static isMousePressed(mouseButton?: number): boolean {
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if (mouseButton) {
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if (mouseButton !== undefined) {
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return Input.mousePressed && !Input.mouseDisabled && mouseButton == this.mouseButtonPressed;
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}
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return Input.mousePressed && !Input.mouseDisabled;
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@ -299,14 +299,12 @@ export default class Input {
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return Input.mousePosition.clone().scale(1 / this.viewport.getZoomLevel()).add(Input.viewport.getOrigin());
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}
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// -- MODIFIED BY HENRY -> added a scaling
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/**
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* Gets the position of the last mouse press
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* @returns The mouse position stored as a Vec2
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*/
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static getMousePressPosition(): Vec2 {
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return Input.mousePressPosition.scaled(1 / this.viewport.getZoomLevel());
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return Input.getMousePosition();
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}
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/**
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@ -84,6 +84,7 @@ export default abstract class UIElement extends CanvasNode {
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let clickPos = Input.getMousePressPosition();
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if(this.contains(clickPos.x, clickPos.y) && this.visible && !this.layer.isHidden()){
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this.isClicked = true;
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if(this.onClick !== null){
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this.onClick();
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}
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@ -15,7 +15,7 @@ export default class UIElementRenderer {
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protected scene: Scene;
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protected ctx: CanvasRenderingContext2D;
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constructor(ctx: CanvasRenderingContext2D) {
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constructor(ctx: CanvasRenderingContext2D){
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this.resourceManager = ResourceManager.getInstance();
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this.ctx = ctx;
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}
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@ -33,81 +33,33 @@ export default class UIElementRenderer {
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* @param label The label to render
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*/
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renderLabel(label: Label): void {
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// // If the size is unassigned (by the user or automatically) assign it
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// label.handleInitialSizing(this.ctx);
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// // Grab the global alpha so we can adjust it for this render
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// let previousAlpha = this.ctx.globalAlpha;
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// // Get the font and text position in label
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// this.ctx.font = label.getFontString();
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// let offset = label.calculateTextOffset(this.ctx);
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// // Stroke and fill a rounded rect and give it text
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// this.ctx.globalAlpha = label.backgroundColor.a;
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// this.ctx.fillStyle = label.calculateBackgroundColor().toStringRGBA();
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// this.ctx.fillRoundedRect(-label.size.x/2, -label.size.y/2,
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// label.size.x, label.size.y, label.borderRadius);
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// this.ctx.strokeStyle = label.calculateBorderColor().toStringRGBA();
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// this.ctx.globalAlpha = label.borderColor.a;
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// this.ctx.lineWidth = label.borderWidth;
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// this.ctx.strokeRoundedRect(-label.size.x/2, -label.size.y/2,
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// label.size.x, label.size.y, label.borderRadius);
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// this.ctx.fillStyle = label.calculateTextColor();
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// this.ctx.globalAlpha = label.textColor.a;
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// this.ctx.fillText(label.text, offset.x - label.size.x/2, offset.y - label.size.y/2);
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// this.ctx.globalAlpha = previousAlpha;
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// If the size is unassigned (by the user or automatically) assign it
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let lines = label.text.split('\n');
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let tempText = label.text;
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if (lines.length > 1) {
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let max = 0;
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let maxLengthIndex = 0;
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for (let i = 0; i < lines.length; i++) {
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if (lines[i].length > max) {
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max = lines[i].length;
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maxLengthIndex = i;
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}
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}
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label.text = lines[maxLengthIndex];
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}
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label.handleInitialSizing(this.ctx);
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// Grab the global alpha so we can adjust it for this render
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let previousAlpha = this.ctx.globalAlpha;
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// Grab the global alpha so we can adjust it for this render
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let previousAlpha = this.ctx.globalAlpha;
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// Get the font and text position in label
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this.ctx.font = label.getFontString();
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let offset = label.calculateTextOffset(this.ctx);
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this.ctx.font = label.getFontString();
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let offset = label.calculateTextOffset(this.ctx);
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// Stroke and fill a rounded rect and give it text
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this.ctx.globalAlpha = label.backgroundColor.a;
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this.ctx.fillStyle = label.calculateBackgroundColor().toStringRGBA();
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this.ctx.fillRoundedRect(-label.size.x / 2, -label.size.y / 2,
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label.size.x, label.size.y, label.borderRadius);
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// Stroke and fill a rounded rect and give it text
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this.ctx.globalAlpha = label.backgroundColor.a;
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this.ctx.fillStyle = label.calculateBackgroundColor().toStringRGBA();
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this.ctx.fillRoundedRect(-label.size.x/2, -label.size.y/2,
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label.size.x, label.size.y, label.borderRadius);
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this.ctx.strokeStyle = label.calculateBorderColor().toStringRGBA();
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this.ctx.globalAlpha = label.borderColor.a;
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this.ctx.lineWidth = label.borderWidth;
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this.ctx.strokeRoundedRect(-label.size.x / 2, -label.size.y / 2,
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label.size.x, label.size.y + ((lines.length - 1) * label.fontSize), label.borderRadius);
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this.ctx.strokeStyle = label.calculateBorderColor().toStringRGBA();
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this.ctx.globalAlpha = label.borderColor.a;
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this.ctx.lineWidth = label.borderWidth;
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this.ctx.strokeRoundedRect(-label.size.x/2, -label.size.y/2,
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label.size.x, label.size.y, label.borderRadius);
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this.ctx.fillStyle = label.calculateTextColor();
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this.ctx.globalAlpha = label.textColor.a;
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if (lines.length === 1) {
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this.ctx.fillText(label.text, offset.x - label.size.x / 2, (offset.y - label.size.y / 2));
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} else {
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for (let i = 0; i < lines.length; i++) {
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let additionalY = i * (label.size.y / 2 + (label.fontSize === 40 ? 20 : 10));
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label.text = lines[i];
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offset = label.calculateTextOffset(this.ctx);
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this.ctx.fillText(lines[i], (offset.x - label.size.x / 2), (offset.y - label.size.y / 2 + additionalY));
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}
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}
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this.ctx.globalAlpha = previousAlpha;
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label.text = tempText;
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this.ctx.fillStyle = label.calculateTextColor();
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this.ctx.globalAlpha = label.textColor.a;
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this.ctx.fillText(label.text, offset.x - label.size.x/2, offset.y - label.size.y/2);
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this.ctx.globalAlpha = previousAlpha;
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}
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/**
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@ -123,24 +75,24 @@ export default class UIElementRenderer {
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* @param slider The slider to render
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*/
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renderSlider(slider: Slider): void {
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// Grab the global alpha so we can adjust it for this render
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let previousAlpha = this.ctx.globalAlpha;
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this.ctx.globalAlpha = slider.getLayer().getAlpha();
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// Grab the global alpha so we can adjust it for this render
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let previousAlpha = this.ctx.globalAlpha;
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this.ctx.globalAlpha = slider.getLayer().getAlpha();
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// Calcualate the slider size
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let sliderSize = new Vec2(slider.size.x, 2);
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// Draw the slider
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this.ctx.fillStyle = slider.sliderColor.toString();
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this.ctx.fillRoundedRect(-sliderSize.x / 2, -sliderSize.y / 2,
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this.ctx.fillStyle = slider.sliderColor.toString();
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this.ctx.fillRoundedRect(-sliderSize.x/2, -sliderSize.y/2,
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sliderSize.x, sliderSize.y, slider.borderRadius);
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// Calculate the nib size and position
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let x = MathUtils.lerp(-slider.size.x / 2, slider.size.x / 2, slider.getValue());
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let x = MathUtils.lerp(-slider.size.x/2, slider.size.x/2, slider.getValue());
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// Draw the nib
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this.ctx.fillStyle = slider.nibColor.toString();
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this.ctx.fillRoundedRect(x - slider.nibSize.x / 2, -slider.nibSize.y / 2,
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this.ctx.fillStyle = slider.nibColor.toString();
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this.ctx.fillRoundedRect(x-slider.nibSize.x/2, -slider.nibSize.y/2,
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slider.nibSize.x, slider.nibSize.y, slider.borderRadius);
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// Reset the alpha
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@ -153,19 +105,19 @@ export default class UIElementRenderer {
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*/
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renderTextInput(textInput: TextInput): void {
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// Show a cursor sometimes
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if (textInput.focused && textInput.cursorCounter % 60 > 30) {
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if(textInput.focused && textInput.cursorCounter % 60 > 30){
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textInput.text += "|";
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}
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this.renderLabel(textInput);
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if (textInput.focused) {
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if (textInput.cursorCounter % 60 > 30) {
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if(textInput.focused){
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if(textInput.cursorCounter % 60 > 30){
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textInput.text = textInput.text.substring(0, textInput.text.length - 1);
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}
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textInput.cursorCounter += 1;
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if (textInput.cursorCounter >= 60) {
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if(textInput.cursorCounter >= 60){
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textInput.cursorCounter = 0;
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}
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}
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@ -81,10 +81,6 @@ export default class ResourceManager {
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private loadonly_gl_ShaderProgramsToLoad: number;
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private loadonly_gl_ShaderLoadingQueue: Queue<KeyPath_Shader>;
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private loadonly_tilemapObjectToLoad: number;
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private loadonly_tilemapObjectLoaded: number;
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private loadonly_tilemapObjectLoadingQueue: Queue<KeyMapPair>;
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private gl_ShaderPrograms: Map<WebGLProgramType>;
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private gl_Textures: Map<number>;
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@ -100,7 +96,7 @@ export default class ResourceManager {
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/** A list of resources to keep until further notice */
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private resourcesToKeep: Array<ResourceReference>;
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private constructor() {
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private constructor(){
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this.loading = false;
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this.justLoaded = false;
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@ -141,10 +137,6 @@ export default class ResourceManager {
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this.resourcesToUnload = new Array();
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this.resourcesToKeep = new Array();
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this.loadonly_tilemapObjectToLoad = 0;
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this.loadonly_tilemapObjectToLoad = 0;
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this.loadonly_tilemapObjectLoadingQueue = new Queue();
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};
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/* ######################################## SINGLETON ########################################*/
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@ -153,7 +145,7 @@ export default class ResourceManager {
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* @returns The resource manager
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*/
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static getInstance(): ResourceManager {
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if (!this.instance) {
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if(!this.instance){
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this.instance = new ResourceManager();
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}
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@ -169,7 +161,7 @@ export default class ResourceManager {
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public useWebGL(flag: boolean, gl: WebGLRenderingContext): void {
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this.gl_WebGLActive = flag;
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if (this.gl_WebGLActive) {
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if(this.gl_WebGLActive){
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this.gl = gl;
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}
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}
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@ -180,7 +172,7 @@ export default class ResourceManager {
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* @param path The path to the image to load
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*/
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public image(key: string, path: string): void {
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this.loadonly_imageLoadingQueue.enqueue({ key: key, path: path });
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this.loadonly_imageLoadingQueue.enqueue({key: key, path: path});
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}
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/**
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@ -198,9 +190,9 @@ export default class ResourceManager {
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*/
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public getImage(key: string): HTMLImageElement {
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let image = this.images.get(key);
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// if (image === undefined) {
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// throw `There is no image associated with key "${key}"`
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// }
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if(image === undefined){
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throw `There is no image associated with key "${key}"`
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}
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return image;
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}
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@ -210,7 +202,7 @@ export default class ResourceManager {
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* @param path The path to the spritesheet to load
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*/
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public spritesheet(key: string, path: string): void {
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this.loadonly_spritesheetLoadingQueue.enqueue({ key: key, path: path });
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this.loadonly_spritesheetLoadingQueue.enqueue({key: key, path: path});
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}
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/**
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@ -236,14 +228,14 @@ export default class ResourceManager {
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* @param path The path to the audio file to load
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*/
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public audio(key: string, path: string): void {
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this.loadonly_audioLoadingQueue.enqueue({ key: key, path: path });
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this.loadonly_audioLoadingQueue.enqueue({key: key, path: path});
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}
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/**
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* Tells the resource manager to keep this resource
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* @param key The key of the resource
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*/
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public keepAudio(key: string): void {
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public keepAudio(key: string): void {
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this.keepResource(key, ResourceType.AUDIO);
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}
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@ -262,14 +254,14 @@ export default class ResourceManager {
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* @param path The path to the tilemap to load
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*/
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public tilemap(key: string, path: string): void {
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this.loadonly_tilemapLoadingQueue.enqueue({ key: key, path: path });
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this.loadonly_tilemapLoadingQueue.enqueue({key: key, path: path});
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}
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/**
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* Tells the resource manager to keep this resource
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* @param key The key of the resource
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*/
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public keepTilemap(key: string): void {
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public keepTilemap(key: string): void {
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this.keepResource(key, ResourceType.TILEMAP);
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}
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@ -287,15 +279,15 @@ export default class ResourceManager {
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* @param key The key to associate with the loaded object
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* @param path The path to the json file to load
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*/
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public object(key: string, path: string) {
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this.loadonly_jsonLoadingQueue.enqueue({ key: key, path: path });
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public object(key: string, path: string){
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this.loadonly_jsonLoadingQueue.enqueue({key: key, path: path});
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}
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/**
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* Tells the resource manager to keep this resource
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* @param key The key of the resource
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*/
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public keepObject(key: string): void {
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public keepObject(key: string): void {
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this.keepResource(key, ResourceType.JSON);
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}
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@ -304,7 +296,7 @@ export default class ResourceManager {
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* @param key The key of the loaded object
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* @returns The object data associated with the key
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*/
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public getObject(key: string) {
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public getObject(key: string){
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return this.jsonObjects.get(key);
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}
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@ -319,30 +311,26 @@ export default class ResourceManager {
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this.loading = true;
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// Load everything in the queues. Tilemaps have to come before images because they will add new images to the queue
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this.loadTilemapsFromQueue(() => {
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console.log("Loaded Tilemaps");
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this.loadSpritesheetsFromQueue(() => {
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console.log("Loaded Spritesheets");
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this.loadImagesFromQueue(() => {
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console.log("Loaded Images");
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this.loadAudioFromQueue(() => {
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console.log("Loaded Audio");
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this.loadObjectsFromQueue(() => {
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console.log("Loaded Objects");
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this.loadTilemapObjectFromQueue(() => {
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console.log("Loaded TilemapObjects");
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this.loadTilemapsFromQueue(() => {
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console.log("Loaded Tilemaps");
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this.loadSpritesheetsFromQueue(() => {
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console.log("Loaded Spritesheets");
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this.loadImagesFromQueue(() => {
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console.log("Loaded Images");
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this.loadAudioFromQueue(() => {
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console.log("Loaded Audio");
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this.loadObjectsFromQueue(() => {
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console.log("Loaded Objects");
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if (this.gl_WebGLActive) {
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this.gl_LoadShadersFromQueue(() => {
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console.log("Loaded Shaders");
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this.finishLoading(callback);
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});
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} else {
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if(this.gl_WebGLActive){
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this.gl_LoadShadersFromQueue(() => {
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console.log("Loaded Shaders");
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this.finishLoading(callback);
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}
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})
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});
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});
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} else {
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this.finishLoading(callback);
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}
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})
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});
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});
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});
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@ -360,9 +348,9 @@ export default class ResourceManager {
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private keepResource(key: string, type: ResourceType): void {
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console.log("Keep resource...");
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for (let i = 0; i < this.resourcesToUnload.length; i++) {
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for(let i = 0; i < this.resourcesToUnload.length; i++){
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let resource = this.resourcesToUnload[i];
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if (resource.key === key && resource.resourceType === type) {
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if(resource.key === key && resource.resourceType === type){
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console.log("Found resource " + key + " of type " + type + ". Keeping.");
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let resourceToMove = this.resourcesToUnload.splice(i, 1);
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this.resourcesToKeep.push(...resourceToMove);
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@ -378,7 +366,7 @@ export default class ResourceManager {
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this.loading = false;
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this.justLoaded = false;
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for (let resource of this.resourcesToUnload) {
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for(let resource of this.resourcesToUnload){
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// Unload the resource
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this.unloadResource(resource);
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}
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@ -386,10 +374,10 @@ export default class ResourceManager {
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private unloadResource(resource: ResourceReference): void {
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// Delete the resource itself
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switch (resource.resourceType) {
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switch(resource.resourceType){
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case ResourceType.IMAGE:
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this.images.delete(resource.key);
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if (this.gl_WebGLActive) {
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if(this.gl_WebGLActive){
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this.gl_Textures.delete(resource.key);
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}
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break;
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@ -412,7 +400,7 @@ export default class ResourceManager {
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}
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// Delete any dependencies
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||||
for (let dependency of resource.dependencies) {
|
||||
for(let dependency of resource.dependencies){
|
||||
this.unloadResource(dependency);
|
||||
}
|
||||
}
|
||||
|
@ -427,12 +415,12 @@ export default class ResourceManager {
|
|||
this.loadonly_tilemapsLoaded = 0;
|
||||
|
||||
// If no items to load, we're finished
|
||||
if (this.loadonly_tilemapsToLoad === 0) {
|
||||
if(this.loadonly_tilemapsToLoad === 0){
|
||||
onFinishLoading();
|
||||
return;
|
||||
}
|
||||
|
||||
while (this.loadonly_tilemapLoadingQueue.hasItems()) {
|
||||
while(this.loadonly_tilemapLoadingQueue.hasItems()){
|
||||
let tilemap = this.loadonly_tilemapLoadingQueue.dequeue();
|
||||
this.loadTilemap(tilemap.key, tilemap.path, onFinishLoading);
|
||||
}
|
||||
|
@ -453,19 +441,19 @@ export default class ResourceManager {
|
|||
let resource = new ResourceReference(key, ResourceType.TILEMAP);
|
||||
|
||||
// Grab the tileset images we need to load and add them to the imageloading queue
|
||||
for (let tileset of tilemapObject.tilesets) {
|
||||
if (tileset.image) {
|
||||
for(let tileset of tilemapObject.tilesets){
|
||||
if(tileset.image){
|
||||
let key = tileset.image;
|
||||
let path = StringUtils.getPathFromFilePath(pathToTilemapJSON) + key;
|
||||
this.loadonly_imageLoadingQueue.enqueue({ key: key, path: path, isDependency: true });
|
||||
this.loadonly_imageLoadingQueue.enqueue({key: key, path: path, isDependency: true});
|
||||
|
||||
// Add this image as a dependency to the tilemap
|
||||
resource.addDependency(new ResourceReference(key, ResourceType.IMAGE));
|
||||
} else if (tileset.tiles) {
|
||||
for (let tile of tileset.tiles) {
|
||||
} else if(tileset.tiles){
|
||||
for(let tile of tileset.tiles){
|
||||
let key = tile.image;
|
||||
let path = StringUtils.getPathFromFilePath(pathToTilemapJSON) + key;
|
||||
this.loadonly_imageLoadingQueue.enqueue({ key: key, path: path, isDependency: true });
|
||||
this.loadonly_imageLoadingQueue.enqueue({key: key, path: path, isDependency: true});
|
||||
|
||||
// Add this image as a dependency to the tilemap
|
||||
resource.addDependency(new ResourceReference(key, ResourceType.IMAGE));
|
||||
|
@ -488,7 +476,7 @@ export default class ResourceManager {
|
|||
private finishLoadingTilemap(callback: Function): void {
|
||||
this.loadonly_tilemapsLoaded += 1;
|
||||
|
||||
if (this.loadonly_tilemapsLoaded === this.loadonly_tilemapsToLoad) {
|
||||
if(this.loadonly_tilemapsLoaded === this.loadonly_tilemapsToLoad){
|
||||
// We're done loading tilemaps
|
||||
callback();
|
||||
}
|
||||
|
@ -503,12 +491,12 @@ export default class ResourceManager {
|
|||
this.loadonly_spritesheetsLoaded = 0;
|
||||
|
||||
// If no items to load, we're finished
|
||||
if (this.loadonly_spritesheetsToLoad === 0) {
|
||||
if(this.loadonly_spritesheetsToLoad === 0){
|
||||
onFinishLoading();
|
||||
return;
|
||||
}
|
||||
|
||||
while (this.loadonly_spritesheetLoadingQueue.hasItems()) {
|
||||
while(this.loadonly_spritesheetLoadingQueue.hasItems()){
|
||||
let spritesheet = this.loadonly_spritesheetLoadingQueue.dequeue();
|
||||
this.loadSpritesheet(spritesheet.key, spritesheet.path, onFinishLoading);
|
||||
}
|
||||
|
@ -531,7 +519,7 @@ export default class ResourceManager {
|
|||
|
||||
// Grab the image we need to load and add it to the imageloading queue
|
||||
let path = StringUtils.getPathFromFilePath(pathToSpritesheetJSON) + spritesheet.spriteSheetImage;
|
||||
this.loadonly_imageLoadingQueue.enqueue({ key: spritesheet.name, path: path, isDependency: true });
|
||||
this.loadonly_imageLoadingQueue.enqueue({key: spritesheet.name, path: path, isDependency: true});
|
||||
|
||||
resource.addDependency(new ResourceReference(spritesheet.name, ResourceType.IMAGE));
|
||||
this.resourcesToUnload.push(resource);
|
||||
|
@ -548,7 +536,7 @@ export default class ResourceManager {
|
|||
private finishLoadingSpritesheet(callback: Function): void {
|
||||
this.loadonly_spritesheetsLoaded += 1;
|
||||
|
||||
if (this.loadonly_spritesheetsLoaded === this.loadonly_spritesheetsToLoad) {
|
||||
if(this.loadonly_spritesheetsLoaded === this.loadonly_spritesheetsToLoad){
|
||||
// We're done loading spritesheets
|
||||
callback();
|
||||
}
|
||||
|
@ -563,12 +551,12 @@ export default class ResourceManager {
|
|||
this.loadonly_imagesLoaded = 0;
|
||||
|
||||
// If no items to load, we're finished
|
||||
if (this.loadonly_imagesToLoad === 0) {
|
||||
if(this.loadonly_imagesToLoad === 0){
|
||||
onFinishLoading();
|
||||
return;
|
||||
}
|
||||
|
||||
while (this.loadonly_imageLoadingQueue.hasItems()) {
|
||||
while(this.loadonly_imageLoadingQueue.hasItems()){
|
||||
let image = this.loadonly_imageLoadingQueue.dequeue();
|
||||
this.loadImage(image.key, image.path, image.isDependency, onFinishLoading);
|
||||
}
|
||||
|
@ -588,12 +576,12 @@ export default class ResourceManager {
|
|||
this.images.add(key, image);
|
||||
|
||||
// If not a dependency, push it to the unload list. Otherwise it's managed by something else
|
||||
if (!isDependency) {
|
||||
if(!isDependency){
|
||||
this.resourcesToUnload.push(new ResourceReference(key, ResourceType.IMAGE));
|
||||
}
|
||||
|
||||
// If WebGL is active, create a texture
|
||||
if (this.gl_WebGLActive) {
|
||||
if(this.gl_WebGLActive){
|
||||
this.createWebGLTexture(key, image);
|
||||
}
|
||||
|
||||
|
@ -611,7 +599,7 @@ export default class ResourceManager {
|
|||
private finishLoadingImage(callback: Function): void {
|
||||
this.loadonly_imagesLoaded += 1;
|
||||
|
||||
if (this.loadonly_imagesLoaded === this.loadonly_imagesToLoad) {
|
||||
if(this.loadonly_imagesLoaded === this.loadonly_imagesToLoad ){
|
||||
// We're done loading images
|
||||
callback();
|
||||
}
|
||||
|
@ -621,17 +609,17 @@ export default class ResourceManager {
|
|||
* Loads all audio currently in the tilemap loading queue
|
||||
* @param onFinishLoading The function to call when tilemaps are done loading
|
||||
*/
|
||||
private loadAudioFromQueue(onFinishLoading: Function) {
|
||||
private loadAudioFromQueue(onFinishLoading: Function){
|
||||
this.loadonly_audioToLoad = this.loadonly_audioLoadingQueue.getSize();
|
||||
this.loadonly_audioLoaded = 0;
|
||||
|
||||
// If no items to load, we're finished
|
||||
if (this.loadonly_audioToLoad === 0) {
|
||||
if(this.loadonly_audioToLoad === 0){
|
||||
onFinishLoading();
|
||||
return;
|
||||
}
|
||||
|
||||
while (this.loadonly_audioLoadingQueue.hasItems()) {
|
||||
while(this.loadonly_audioLoadingQueue.hasItems()){
|
||||
let audio = this.loadonly_audioLoadingQueue.dequeue();
|
||||
this.loadAudio(audio.key, audio.path, onFinishLoading);
|
||||
}
|
||||
|
@ -658,7 +646,7 @@ export default class ResourceManager {
|
|||
|
||||
// Finish loading sound
|
||||
this.finishLoadingAudio(callbackIfLast);
|
||||
}, (error) => {
|
||||
}, (error) =>{
|
||||
throw "Error loading sound";
|
||||
});
|
||||
}
|
||||
|
@ -672,7 +660,7 @@ export default class ResourceManager {
|
|||
private finishLoadingAudio(callback: Function): void {
|
||||
this.loadonly_audioLoaded += 1;
|
||||
|
||||
if (this.loadonly_audioLoaded === this.loadonly_audioToLoad) {
|
||||
if(this.loadonly_audioLoaded === this.loadonly_audioToLoad){
|
||||
// We're done loading audio
|
||||
callback();
|
||||
}
|
||||
|
@ -687,12 +675,12 @@ export default class ResourceManager {
|
|||
this.loadonly_jsonLoaded = 0;
|
||||
|
||||
// If no items to load, we're finished
|
||||
if (this.loadonly_jsonToLoad === 0) {
|
||||
if(this.loadonly_jsonToLoad === 0){
|
||||
onFinishLoading();
|
||||
return;
|
||||
}
|
||||
|
||||
while (this.loadonly_jsonLoadingQueue.hasItems()) {
|
||||
while(this.loadonly_jsonLoadingQueue.hasItems()){
|
||||
let obj = this.loadonly_jsonLoadingQueue.dequeue();
|
||||
this.loadObject(obj.key, obj.path, onFinishLoading);
|
||||
}
|
||||
|
@ -722,7 +710,7 @@ export default class ResourceManager {
|
|||
private finishLoadingObject(callback: Function): void {
|
||||
this.loadonly_jsonLoaded += 1;
|
||||
|
||||
if (this.loadonly_jsonLoaded === this.loadonly_jsonToLoad) {
|
||||
if(this.loadonly_jsonLoaded === this.loadonly_jsonToLoad){
|
||||
// We're done loading objects
|
||||
callback();
|
||||
}
|
||||
|
@ -774,7 +762,7 @@ export default class ResourceManager {
|
|||
private getTextureID(id: number): number {
|
||||
// Start with 9 cases - this can be expanded if needed, but for the best performance,
|
||||
// Textures should be stitched into an atlas
|
||||
switch (id) {
|
||||
switch(id){
|
||||
case 0: return this.gl.TEXTURE0;
|
||||
case 1: return this.gl.TEXTURE1;
|
||||
case 2: return this.gl.TEXTURE2;
|
||||
|
@ -789,7 +777,7 @@ export default class ResourceManager {
|
|||
}
|
||||
|
||||
public createBuffer(key: string): void {
|
||||
if (this.gl_WebGLActive) {
|
||||
if(this.gl_WebGLActive){
|
||||
let buffer = this.gl.createBuffer();
|
||||
|
||||
this.gl_Buffers.add(key, buffer);
|
||||
|
@ -806,14 +794,14 @@ export default class ResourceManager {
|
|||
let splitPath = vShaderFilepath.split(".");
|
||||
let end = splitPath[splitPath.length - 1];
|
||||
|
||||
if (end !== "vshader") {
|
||||
if(end !== "vshader"){
|
||||
throw `${vShaderFilepath} is not a valid vertex shader - must end in ".vshader`;
|
||||
}
|
||||
|
||||
splitPath = fShaderFilepath.split(".");
|
||||
end = splitPath[splitPath.length - 1];
|
||||
|
||||
if (end !== "fshader") {
|
||||
if(end !== "fshader"){
|
||||
throw `${fShaderFilepath} is not a valid vertex shader - must end in ".fshader`;
|
||||
}
|
||||
|
||||
|
@ -829,7 +817,7 @@ export default class ResourceManager {
|
|||
* Tells the resource manager to keep this resource
|
||||
* @param key The key of the resource
|
||||
*/
|
||||
public keepShader(key: string): void {
|
||||
public keepShader(key: string): void {
|
||||
this.keepResource(key, ResourceType.IMAGE);
|
||||
}
|
||||
|
||||
|
@ -838,12 +826,12 @@ export default class ResourceManager {
|
|||
this.loadonly_gl_ShaderProgramsLoaded = 0;
|
||||
|
||||
// If webGL isn'active or there are no items to load, we're finished
|
||||
if (!this.gl_WebGLActive || this.loadonly_gl_ShaderProgramsToLoad === 0) {
|
||||
if(!this.gl_WebGLActive || this.loadonly_gl_ShaderProgramsToLoad === 0){
|
||||
onFinishLoading();
|
||||
return;
|
||||
}
|
||||
|
||||
while (this.loadonly_gl_ShaderLoadingQueue.hasItems()) {
|
||||
while(this.loadonly_gl_ShaderLoadingQueue.hasItems()){
|
||||
let shader = this.loadonly_gl_ShaderLoadingQueue.dequeue();
|
||||
this.gl_LoadShader(shader.key, shader.vpath, shader.fpath, onFinishLoading);
|
||||
}
|
||||
|
@ -879,24 +867,24 @@ export default class ResourceManager {
|
|||
private gl_FinishLoadingShader(callback: Function): void {
|
||||
this.loadonly_gl_ShaderProgramsLoaded += 1;
|
||||
|
||||
if (this.loadonly_gl_ShaderProgramsLoaded === this.loadonly_gl_ShaderProgramsToLoad) {
|
||||
if(this.loadonly_gl_ShaderProgramsLoaded === this.loadonly_gl_ShaderProgramsToLoad){
|
||||
// We're done loading shaders
|
||||
callback();
|
||||
}
|
||||
}
|
||||
|
||||
private createShaderProgram(vShaderSource: string, fShaderSource: string) {
|
||||
private createShaderProgram(vShaderSource: string, fShaderSource: string){
|
||||
const vertexShader = this.loadVertexShader(vShaderSource);
|
||||
const fragmentShader = this.loadFragmentShader(fShaderSource);
|
||||
|
||||
if (vertexShader === null || fragmentShader === null) {
|
||||
if(vertexShader === null || fragmentShader === null){
|
||||
// We had a problem intializing - error
|
||||
return null;
|
||||
}
|
||||
|
||||
// Create a shader program
|
||||
const program = this.gl.createProgram();
|
||||
if (!program) {
|
||||
if(!program) {
|
||||
// Error creating
|
||||
console.warn("Failed to create program");
|
||||
return null;
|
||||
|
@ -908,7 +896,7 @@ export default class ResourceManager {
|
|||
|
||||
// Link
|
||||
this.gl.linkProgram(program);
|
||||
if (!this.gl.getProgramParameter(program, this.gl.LINK_STATUS)) {
|
||||
if(!this.gl.getProgramParameter(program, this.gl.LINK_STATUS)){
|
||||
// Error linking
|
||||
const error = this.gl.getProgramInfoLog(program);
|
||||
console.warn("Failed to link program: " + error);
|
||||
|
@ -924,21 +912,21 @@ export default class ResourceManager {
|
|||
return [program, vertexShader, fragmentShader];
|
||||
}
|
||||
|
||||
private loadVertexShader(shaderSource: string): WebGLShader {
|
||||
private loadVertexShader(shaderSource: string): WebGLShader{
|
||||
// Create a new vertex shader
|
||||
return this.loadShader(this.gl.VERTEX_SHADER, shaderSource);
|
||||
}
|
||||
|
||||
private loadFragmentShader(shaderSource: string): WebGLShader {
|
||||
private loadFragmentShader(shaderSource: string): WebGLShader{
|
||||
// Create a new fragment shader
|
||||
return this.loadShader(this.gl.FRAGMENT_SHADER, shaderSource);
|
||||
}
|
||||
|
||||
private loadShader(type: number, shaderSource: string): WebGLShader {
|
||||
private loadShader(type: number, shaderSource: string): WebGLShader{
|
||||
const shader = this.gl.createShader(type);
|
||||
|
||||
// If we couldn't create the shader, error
|
||||
if (shader === null) {
|
||||
if(shader === null){
|
||||
console.warn("Unable to create shader");
|
||||
return null;
|
||||
}
|
||||
|
@ -948,7 +936,7 @@ export default class ResourceManager {
|
|||
this.gl.compileShader(shader);
|
||||
|
||||
// Make sure there were no errors during this process
|
||||
if (!this.gl.getShaderParameter(shader, this.gl.COMPILE_STATUS)) {
|
||||
if(!this.gl.getShaderParameter(shader, this.gl.COMPILE_STATUS)){
|
||||
// Not compiled - error
|
||||
const error = this.gl.getShaderInfoLog(shader);
|
||||
console.warn("Failed to compile shader: " + error);
|
||||
|
@ -979,125 +967,21 @@ export default class ResourceManager {
|
|||
/* ########## LOADING BAR INFO ########## */
|
||||
|
||||
private getLoadPercent(): number {
|
||||
return (this.loadonly_tilemapsLoaded / this.loadonly_tilemapsToLoad
|
||||
+ this.loadonly_spritesheetsLoaded / this.loadonly_spritesheetsToLoad
|
||||
+ this.loadonly_imagesLoaded / this.loadonly_imagesToLoad
|
||||
+ this.loadonly_audioLoaded / this.loadonly_audioToLoad)
|
||||
return (this.loadonly_tilemapsLoaded/this.loadonly_tilemapsToLoad
|
||||
+ this.loadonly_spritesheetsLoaded/this.loadonly_spritesheetsToLoad
|
||||
+ this.loadonly_imagesLoaded/this.loadonly_imagesToLoad
|
||||
+ this.loadonly_audioLoaded/this.loadonly_audioToLoad)
|
||||
/ this.loadonly_typesToLoad;
|
||||
}
|
||||
|
||||
// Customized funtions below
|
||||
// These funtions are NOT well tested!!!
|
||||
// Only used for shattered sword specific purpose!!!
|
||||
// Use them carefully!!!
|
||||
|
||||
public tilemapFromObject(key: string, tilemap: TiledTilemapData): void {
|
||||
this.loadonly_tilemapObjectLoadingQueue.enqueue({ key: key, map: tilemap });
|
||||
}
|
||||
|
||||
private loadTilemapObjectFromQueue(onFinishLoading: Function) {
|
||||
this.loadonly_tilemapObjectToLoad = this.loadonly_tilemapObjectLoadingQueue.getSize();
|
||||
this.loadonly_tilemapObjectLoaded = 0;
|
||||
|
||||
// If no items to load, we're finished
|
||||
if (this.loadonly_tilemapObjectToLoad === 0) {
|
||||
onFinishLoading();
|
||||
return;
|
||||
}
|
||||
|
||||
while (this.loadonly_tilemapObjectLoadingQueue.hasItems()) {
|
||||
let map = this.loadonly_tilemapObjectLoadingQueue.dequeue();
|
||||
this.loadTilemapFromObject(map.key, map.map, onFinishLoading);
|
||||
}
|
||||
}
|
||||
|
||||
private loadTilemapFromObject(key: string, tiledMap: TiledTilemapData, callbackIfLast: Function): void {
|
||||
// We can parse the object later - it's much faster than loading
|
||||
|
||||
this.tilemaps.add(key, tiledMap);
|
||||
let resource = new ResourceReference(key, ResourceType.TILEMAP);
|
||||
|
||||
// Grab the tileset images we need to load and add them to the imageloading queue
|
||||
for (let tileset of tiledMap.tilesets) {
|
||||
if (tileset.image) {
|
||||
let key = tileset.image;
|
||||
let path = key;
|
||||
this.loadonly_imageLoadingQueue.enqueue({ key: key, path: path, isDependency: true });
|
||||
|
||||
// Add this image as a dependency to the tilemap
|
||||
resource.addDependency(new ResourceReference(key, ResourceType.IMAGE));
|
||||
}
|
||||
}
|
||||
|
||||
// Add the resource reference to the list of resource to unload
|
||||
this.resourcesToUnload.push(resource);
|
||||
|
||||
this.finishLoadingTilemapObject(callbackIfLast);
|
||||
}
|
||||
|
||||
private finishLoadingTilemapObject(callback: Function): void {
|
||||
this.loadonly_tilemapObjectLoaded += 1;
|
||||
|
||||
if (this.loadonly_tilemapObjectLoaded === this.loadonly_tilemapObjectToLoad) {
|
||||
// We're done loading tilemaps
|
||||
callback();
|
||||
}
|
||||
}
|
||||
|
||||
public singleImage(key: string, path: string, callbackIfLast: Function): void {
|
||||
var image = new Image();
|
||||
|
||||
image.onload = () => {
|
||||
// Add to loaded images
|
||||
this.images.add(key, image);
|
||||
|
||||
this.resourcesToUnload.push(new ResourceReference(key, ResourceType.IMAGE));
|
||||
|
||||
// If WebGL is active, create a texture
|
||||
if (this.gl_WebGLActive) {
|
||||
this.createWebGLTexture(key, image);
|
||||
}
|
||||
|
||||
// Finish image load
|
||||
this.finishLoadingSingleObject(callbackIfLast);
|
||||
}
|
||||
image.src = path;
|
||||
}
|
||||
|
||||
public singleAudio(key: string, path: string, callbackIfLast: Function): void {
|
||||
let audioCtx = AudioManager.getInstance().getAudioContext();
|
||||
|
||||
let request = new XMLHttpRequest();
|
||||
request.open('GET', path, true);
|
||||
request.responseType = 'arraybuffer';
|
||||
|
||||
request.onload = () => {
|
||||
audioCtx.decodeAudioData(request.response, (buffer) => {
|
||||
// Add to list of audio buffers
|
||||
this.audioBuffers.add(key, buffer);
|
||||
this.resourcesToUnload.push(new ResourceReference(key, ResourceType.AUDIO));
|
||||
|
||||
// Finish loading sound
|
||||
this.finishLoadingSingleObject(callbackIfLast);
|
||||
}, (error) => {
|
||||
throw "Error loading sound";
|
||||
});
|
||||
}
|
||||
request.send();
|
||||
}
|
||||
|
||||
private finishLoadingSingleObject(callback: Function): void {
|
||||
callback();
|
||||
}
|
||||
|
||||
update(deltaT: number): void {
|
||||
if (this.loading) {
|
||||
if (this.onLoadProgress) {
|
||||
if(this.loading){
|
||||
if(this.onLoadProgress){
|
||||
this.onLoadProgress(this.getLoadPercent());
|
||||
}
|
||||
} else if (this.justLoaded) {
|
||||
} else if(this.justLoaded){
|
||||
this.justLoaded = false;
|
||||
if (this.onLoadComplete) {
|
||||
if(this.onLoadComplete){
|
||||
this.onLoadComplete();
|
||||
}
|
||||
}
|
||||
|
@ -1114,10 +998,10 @@ class ResourceReference {
|
|||
resourceType: ResourceType;
|
||||
dependencies: Array<ResourceReference>;
|
||||
|
||||
constructor(key: string, resourceType: ResourceType) {
|
||||
constructor(key: string, resourceType: ResourceType){
|
||||
this.key = key;
|
||||
this.resourceType = resourceType;
|
||||
this.dependencies = new Array();
|
||||
this. dependencies = new Array();
|
||||
}
|
||||
|
||||
addDependency(resource: ResourceReference): void {
|
||||
|
@ -1144,11 +1028,6 @@ class KeyPathPair {
|
|||
isDependency?: boolean = false;
|
||||
}
|
||||
|
||||
class KeyMapPair {
|
||||
key: string;
|
||||
map: TiledTilemapData;
|
||||
}
|
||||
|
||||
class KeyPath_Shader {
|
||||
key: string;
|
||||
vpath: string;
|
||||
|
|
Loading…
Reference in New Issue
Block a user