From 6e34e8b2d4ceeb7f9f1caaa78ab33102fe787ecb Mon Sep 17 00:00:00 2001 From: OfficialCHenry Date: Wed, 13 Apr 2022 23:17:00 -0400 Subject: [PATCH] reverted resourceManager --- .../ResourceManager/ResourceManager.ts | 351 ++++++++++++------ src/shattered_sword/Scenes/SceneWithStory.ts | 1 + 2 files changed, 237 insertions(+), 115 deletions(-) diff --git a/src/Wolfie2D/ResourceManager/ResourceManager.ts b/src/Wolfie2D/ResourceManager/ResourceManager.ts index 501495a..7870df1 100644 --- a/src/Wolfie2D/ResourceManager/ResourceManager.ts +++ b/src/Wolfie2D/ResourceManager/ResourceManager.ts @@ -16,7 +16,7 @@ import WebGLProgramType from "../DataTypes/Rendering/WebGLProgramType"; export default class ResourceManager { // Instance for the singleton class private static instance: ResourceManager; - + // Booleans to keep track of whether or not the ResourceManager is currently loading something /** Whether or not any resources are loading */ private loading: boolean; @@ -81,11 +81,15 @@ export default class ResourceManager { private loadonly_gl_ShaderProgramsToLoad: number; private loadonly_gl_ShaderLoadingQueue: Queue; + private loadonly_tilemapObjectToLoad: number; + private loadonly_tilemapObjectLoaded: number; + private loadonly_tilemapObjectLoadingQueue: Queue; + private gl_ShaderPrograms: Map; private gl_Textures: Map; private gl_NextTextureID: number; - private gl_Buffers: Map; + private gl_Buffers: Map; private gl: WebGLRenderingContext; @@ -96,7 +100,7 @@ export default class ResourceManager { /** A list of resources to keep until further notice */ private resourcesToKeep: Array; - private constructor(){ + private constructor() { this.loading = false; this.justLoaded = false; @@ -137,6 +141,10 @@ export default class ResourceManager { this.resourcesToUnload = new Array(); this.resourcesToKeep = new Array(); + + this.loadonly_tilemapObjectToLoad = 0; + this.loadonly_tilemapObjectToLoad = 0; + this.loadonly_tilemapObjectLoadingQueue = new Queue(); }; /* ######################################## SINGLETON ########################################*/ @@ -145,7 +153,7 @@ export default class ResourceManager { * @returns The resource manager */ static getInstance(): ResourceManager { - if(!this.instance){ + if (!this.instance) { this.instance = new ResourceManager(); } @@ -161,7 +169,7 @@ export default class ResourceManager { public useWebGL(flag: boolean, gl: WebGLRenderingContext): void { this.gl_WebGLActive = flag; - if(this.gl_WebGLActive){ + if (this.gl_WebGLActive) { this.gl = gl; } } @@ -172,7 +180,7 @@ export default class ResourceManager { * @param path The path to the image to load */ public image(key: string, path: string): void { - this.loadonly_imageLoadingQueue.enqueue({key: key, path: path}); + this.loadonly_imageLoadingQueue.enqueue({ key: key, path: path }); } /** @@ -190,9 +198,9 @@ export default class ResourceManager { */ public getImage(key: string): HTMLImageElement { let image = this.images.get(key); - if(image === undefined){ - throw `There is no image associated with key "${key}"` - } + // if (image === undefined) { + // throw `There is no image associated with key "${key}"` + // } return image; } @@ -202,7 +210,7 @@ export default class ResourceManager { * @param path The path to the spritesheet to load */ public spritesheet(key: string, path: string): void { - this.loadonly_spritesheetLoadingQueue.enqueue({key: key, path: path}); + this.loadonly_spritesheetLoadingQueue.enqueue({ key: key, path: path }); } /** @@ -228,14 +236,14 @@ export default class ResourceManager { * @param path The path to the audio file to load */ public audio(key: string, path: string): void { - this.loadonly_audioLoadingQueue.enqueue({key: key, path: path}); + this.loadonly_audioLoadingQueue.enqueue({ key: key, path: path }); } /** * Tells the resource manager to keep this resource * @param key The key of the resource */ - public keepAudio(key: string): void { + public keepAudio(key: string): void { this.keepResource(key, ResourceType.AUDIO); } @@ -254,14 +262,14 @@ export default class ResourceManager { * @param path The path to the tilemap to load */ public tilemap(key: string, path: string): void { - this.loadonly_tilemapLoadingQueue.enqueue({key: key, path: path}); + this.loadonly_tilemapLoadingQueue.enqueue({ key: key, path: path }); } /** * Tells the resource manager to keep this resource * @param key The key of the resource */ - public keepTilemap(key: string): void { + public keepTilemap(key: string): void { this.keepResource(key, ResourceType.TILEMAP); } @@ -279,15 +287,15 @@ export default class ResourceManager { * @param key The key to associate with the loaded object * @param path The path to the json file to load */ - public object(key: string, path: string){ - this.loadonly_jsonLoadingQueue.enqueue({key: key, path: path}); + public object(key: string, path: string) { + this.loadonly_jsonLoadingQueue.enqueue({ key: key, path: path }); } /** * Tells the resource manager to keep this resource * @param key The key of the resource */ - public keepObject(key: string): void { + public keepObject(key: string): void { this.keepResource(key, ResourceType.JSON); } @@ -296,7 +304,7 @@ export default class ResourceManager { * @param key The key of the loaded object * @returns The object data associated with the key */ - public getObject(key: string){ + public getObject(key: string) { return this.jsonObjects.get(key); } @@ -311,26 +319,30 @@ export default class ResourceManager { this.loading = true; // Load everything in the queues. Tilemaps have to come before images because they will add new images to the queue - this.loadTilemapsFromQueue(() => { - console.log("Loaded Tilemaps"); - this.loadSpritesheetsFromQueue(() => { - console.log("Loaded Spritesheets"); - this.loadImagesFromQueue(() => { - console.log("Loaded Images"); - this.loadAudioFromQueue(() => { - console.log("Loaded Audio"); - this.loadObjectsFromQueue(() => { - console.log("Loaded Objects"); - - if(this.gl_WebGLActive){ - this.gl_LoadShadersFromQueue(() => { - console.log("Loaded Shaders"); + + this.loadTilemapObjectFromQueue(() => { + console.log("Loaded TilemapObjects"); + this.loadTilemapsFromQueue(() => { + console.log("Loaded Tilemaps"); + this.loadSpritesheetsFromQueue(() => { + console.log("Loaded Spritesheets"); + this.loadImagesFromQueue(() => { + console.log("Loaded Images"); + this.loadAudioFromQueue(() => { + console.log("Loaded Audio"); + this.loadObjectsFromQueue(() => { + console.log("Loaded Objects"); + + if (this.gl_WebGLActive) { + this.gl_LoadShadersFromQueue(() => { + console.log("Loaded Shaders"); + this.finishLoading(callback); + }); + } else { this.finishLoading(callback); - }); - } else { - this.finishLoading(callback); - } - }) + } + }) + }); }); }); }); @@ -345,12 +357,12 @@ export default class ResourceManager { } /* ######################################## UNLOAD FUNCTION ########################################*/ - + private keepResource(key: string, type: ResourceType): void { console.log("Keep resource..."); - for(let i = 0; i < this.resourcesToUnload.length; i++){ + for (let i = 0; i < this.resourcesToUnload.length; i++) { let resource = this.resourcesToUnload[i]; - if(resource.key === key && resource.resourceType === type){ + if (resource.key === key && resource.resourceType === type) { console.log("Found resource " + key + " of type " + type + ". Keeping."); let resourceToMove = this.resourcesToUnload.splice(i, 1); this.resourcesToKeep.push(...resourceToMove); @@ -358,7 +370,7 @@ export default class ResourceManager { } } } - + /** * Deletes references to all resources in the resource manager */ @@ -366,7 +378,7 @@ export default class ResourceManager { this.loading = false; this.justLoaded = false; - for(let resource of this.resourcesToUnload){ + for (let resource of this.resourcesToUnload) { // Unload the resource this.unloadResource(resource); } @@ -374,10 +386,10 @@ export default class ResourceManager { private unloadResource(resource: ResourceReference): void { // Delete the resource itself - switch(resource.resourceType){ + switch (resource.resourceType) { case ResourceType.IMAGE: this.images.delete(resource.key); - if(this.gl_WebGLActive){ + if (this.gl_WebGLActive) { this.gl_Textures.delete(resource.key); } break; @@ -400,7 +412,7 @@ export default class ResourceManager { } // Delete any dependencies - for(let dependency of resource.dependencies){ + for (let dependency of resource.dependencies) { this.unloadResource(dependency); } } @@ -415,12 +427,12 @@ 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); } @@ -435,25 +447,25 @@ export default class ResourceManager { private loadTilemap(key: string, pathToTilemapJSON: string, callbackIfLast: Function): void { this.loadTextFile(pathToTilemapJSON, (fileText: string) => { let tilemapObject = JSON.parse(fileText); - + // We can parse the object later - it's much faster than loading this.tilemaps.add(key, tilemapObject); 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)); @@ -476,7 +488,7 @@ 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(); } @@ -491,12 +503,12 @@ 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); } @@ -511,7 +523,7 @@ export default class ResourceManager { private loadSpritesheet(key: string, pathToSpritesheetJSON: string, callbackIfLast: Function): void { this.loadTextFile(pathToSpritesheetJSON, (fileText: string) => { let spritesheet = JSON.parse(fileText); - + // We can parse the object later - it's much faster than loading this.spritesheets.add(key, spritesheet); @@ -519,7 +531,7 @@ 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); @@ -536,7 +548,7 @@ 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(); } @@ -551,12 +563,12 @@ 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); } @@ -576,12 +588,12 @@ 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); } @@ -599,7 +611,7 @@ 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(); } @@ -609,17 +621,17 @@ 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); } @@ -646,7 +658,7 @@ export default class ResourceManager { // Finish loading sound this.finishLoadingAudio(callbackIfLast); - }, (error) =>{ + }, (error) => { throw "Error loading sound"; }); } @@ -660,7 +672,7 @@ 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(); } @@ -675,12 +687,12 @@ 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); } @@ -710,7 +722,7 @@ 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(); } @@ -762,7 +774,7 @@ 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; @@ -777,7 +789,7 @@ 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); @@ -794,14 +806,14 @@ 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`; } @@ -817,7 +829,7 @@ 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); } @@ -826,12 +838,12 @@ 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); } @@ -867,85 +879,85 @@ 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; } - + // Attach our vertex and fragment shader this.gl.attachShader(program, vertexShader); this.gl.attachShader(program, fragmentShader); - + // 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); - + // Clean up this.gl.deleteProgram(program); this.gl.deleteShader(vertexShader); this.gl.deleteShader(fragmentShader); return null; } - + // We successfully create a program 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); + 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; } - + // Add the source to the shader and compile this.gl.shaderSource(shader, shaderSource); 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); - + // Clean up this.gl.deleteShader(shader); return null; } - + // Sucess, so return the shader return shader; } @@ -967,21 +979,125 @@ 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(); } } @@ -998,10 +1114,10 @@ class ResourceReference { resourceType: ResourceType; dependencies: Array; - 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 { @@ -1028,6 +1144,11 @@ class KeyPathPair { isDependency?: boolean = false; } +class KeyMapPair { + key: string; + map: TiledTilemapData; +} + class KeyPath_Shader { key: string; vpath: string; diff --git a/src/shattered_sword/Scenes/SceneWithStory.ts b/src/shattered_sword/Scenes/SceneWithStory.ts index 346bac9..3a41084 100644 --- a/src/shattered_sword/Scenes/SceneWithStory.ts +++ b/src/shattered_sword/Scenes/SceneWithStory.ts @@ -9,6 +9,7 @@ import Sprite from "../../Wolfie2D/Nodes/Sprites/Sprite"; import { GameEventType } from "../../Wolfie2D/Events/GameEventType"; import Input from "../../Wolfie2D/Input/Input"; + enum Mode { GAME_MODE = "GameMode", STORY_MODE = "StoryMode",