forked from noxious/client
POC working new caching method - moved controllers folder, renamed assets to textures, fixed HTTP bug, formatted code
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@ -1,58 +1,58 @@
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import { Assets } from '@/dexie/assets'
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import config from '@/application/config'
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import type { AssetDataT, HttpResponse, Sprite, SpriteAction } from '@/application/types'
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import type { HttpResponse, Sprite, SpriteAction, TextureData } from '@/application/types'
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import { Textures } from '@/dexie/textures'
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import { useGameStore } from '@/stores/gameStore'
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const textureLoadingPromises = new Map<string, Promise<boolean>>()
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export async function loadTexture(scene: Phaser.Scene, assetData: AssetDataT): Promise<boolean> {
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export async function loadTexture(scene: Phaser.Scene, textureData: TextureData): Promise<boolean> {
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const gameStore = useGameStore()
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const assetStorage = new Assets()
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const textures = new Textures()
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// Check if the texture is already loaded in Phaser
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if (gameStore.game.loadedAssets.find((asset) => asset.key === assetData.key)) {
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if (gameStore.game.loadedAssets.find((asset) => asset.key === textureData.key)) {
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return Promise.resolve(true)
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}
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// If there's already a loading promise for this texture, return it
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if (textureLoadingPromises.has(assetData.key)) {
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return await textureLoadingPromises.get(assetData.key)!
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if (textureLoadingPromises.has(textureData.key)) {
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return await textureLoadingPromises.get(textureData.key)!
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}
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// Create new loading promise
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const loadingPromise = (async () => {
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// Check if the asset is already cached
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let asset = await assetStorage.get(assetData.key)
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let texture = await textures.get(textureData.key)
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// If asset is not found, download it
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if (!asset) {
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await assetStorage.download(assetData)
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asset = await assetStorage.get(assetData.key)
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if (!texture) {
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await textures.download(textureData)
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texture = await textures.get(textureData.key)
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}
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// If asset is found, add it to the scene
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if (asset) {
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if (texture) {
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return new Promise<boolean>((resolve) => {
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// Remove existing texture if it exists
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if (scene.textures.exists(asset.key)) {
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scene.textures.remove(asset.key)
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if (scene.textures.exists(texture.key)) {
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scene.textures.remove(texture.key)
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}
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scene.textures.addBase64(asset.key, asset.data)
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scene.textures.once(`addtexture-${asset.key}`, () => {
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gameStore.game.loadedAssets.push(assetData)
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textureLoadingPromises.delete(assetData.key) // Clean up the promise
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scene.textures.addBase64(texture.key, texture.data)
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scene.textures.once(`addtexture-${texture.key}`, () => {
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gameStore.game.loadedAssets.push(textureData)
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textureLoadingPromises.delete(textureData.key) // Clean up the promise
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resolve(true)
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})
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})
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}
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textureLoadingPromises.delete(assetData.key) // Clean up the promise
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textureLoadingPromises.delete(textureData.key) // Clean up the promise
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return Promise.resolve(false)
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})()
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// Store the loading promise
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textureLoadingPromises.set(assetData.key, loadingPromise)
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textureLoadingPromises.set(textureData.key, loadingPromise)
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return loadingPromise
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}
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@ -74,7 +74,7 @@ export async function loadSpriteTextures(scene: Phaser.Scene, sprite_id: string)
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frameWidth: sprite_action.frameWidth,
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frameHeight: sprite_action.frameHeight,
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frameRate: sprite_action.frameRate
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} as AssetDataT)
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} as TextureData)
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// If the sprite is not animated, skip
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if (!sprite_action.isAnimated) continue
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@ -1,6 +1,8 @@
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import config from '@/application/config'
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import type { AssetDataT, HttpResponse, UUID } from '@/application/types'
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import type { HttpResponse, TextureData, UUID } from '@/application/types'
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import { unduplicateArray } from '@/application/utilities'
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import { loadTexture } from '@/composables/gameComposable'
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import { MapStorage } from '@/dexie/maps'
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import Tilemap = Phaser.Tilemaps.Tilemap
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import TilemapLayer = Phaser.Tilemaps.TilemapLayer
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@ -86,11 +88,22 @@ export function FlattenMapArray(tiles: string[][]) {
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}
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export async function loadMapTilesIntoScene(map_id: UUID, scene: Phaser.Scene) {
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// Fetch the list of tiles from the server
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const tileArray: HttpResponse<AssetDataT[]> = await fetch(config.server_endpoint + '/assets/list_tiles/' + map_id).then((response) => response.json())
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const mapStorage = new MapStorage()
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const map = await mapStorage.get(map_id)
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if (!map) return
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const tileArray = unduplicateArray(FlattenMapArray(map.tiles))
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console.log(tileArray)
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// Load each tile into the scene
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for (const tile of tileArray.data ?? []) {
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await loadTexture(scene, tile)
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for (const tile of tileArray) {
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const textureData = {
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key: tile,
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data: '/textures/tiles/' + tile + '.png',
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group: 'tiles',
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updatedAt: map.updatedAt // @TODO: Fix this
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} as TextureData
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await loadTexture(scene, textureData)
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}
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}
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