forked from noxious/client
Refactor assetManager, renamed assetManager to assetStorage, renamed AssetT to AssetDataT, added better error handling in authentication service, continued working on dynamic asset loading for both maps and map editor
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34
src/composables/game/scene/loaderComposable.ts
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34
src/composables/game/scene/loaderComposable.ts
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export function createSceneLoader(scene: Phaser.Scene) {
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const width = scene.cameras.main.width
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const height = scene.cameras.main.height
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const progressBox = scene.add.graphics()
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const progressBar = scene.add.graphics()
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progressBox.fillStyle(0x222222, 0.8)
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progressBox.fillRect(width / 2 - 180, height / 2, 320, 50)
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const loadingText = scene.make.text({
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x: width / 2,
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y: height / 2 - 50,
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text: 'Loading...',
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style: {
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font: '20px monospace',
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// @ts-ignore
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fill: '#ffffff'
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}
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})
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loadingText.setOrigin(0.5, 0.5)
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scene.load.on(Phaser.Loader.Events.PROGRESS, function (value: any) {
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progressBar.clear()
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progressBar.fillStyle(0x368f8b, 1)
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progressBar.fillRect(width / 2 - 180 + 10, height / 2 + 10, 300 * value, 30)
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})
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scene.load.on(Phaser.Loader.Events.COMPLETE, function () {
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progressBar.destroy()
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progressBox.destroy()
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loadingText.destroy()
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return true
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})
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}
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