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forked from noxious/client
noxious_client/src/composables/gameComposable.ts
2025-01-14 02:39:41 +01:00

104 lines
3.5 KiB
TypeScript

import type { TextureData } from '@/application/types'
import { SpriteStorage } from '@/storage/storages'
import { TextureStorage } from '@/storage/textureStorage'
import { useGameStore } from '@/stores/gameStore'
const textureLoadingPromises = new Map<string, Promise<boolean>>()
export async function loadTexture(scene: Phaser.Scene, textureData: TextureData): Promise<boolean> {
const gameStore = useGameStore()
const textureStorage = new TextureStorage()
// Check if the texture is already loaded in Phaser
if (gameStore.game.loadedTextures.find((texture) => texture === textureData.key)) {
return true
}
// If there's already a loading promise for this texture, return it
if (textureLoadingPromises.has(textureData.key)) {
return await textureLoadingPromises.get(textureData.key)!
}
// Create new loading promise
const loadingPromise = (async () => {
// Check if the asset is already cached
let texture = await textureStorage.get(textureData.key)
// If asset is not found, download it
if (!texture) {
await textureStorage.download(textureData)
texture = await textureStorage.get(textureData.key)
}
// If asset is found, add it to the scene
if (texture) {
return new Promise<boolean>((resolve) => {
// Remove existing texture if it exists
if (scene.textures.exists(texture.key)) {
scene.textures.remove(texture.key)
}
scene.textures.addBase64(texture.key, texture.data)
scene.textures.once(`addtexture-${texture.key}`, () => {
gameStore.game.loadedTextures.push(textureData.key)
textureLoadingPromises.delete(textureData.key) // Clean up the promise
resolve(true)
})
})
}
textureLoadingPromises.delete(textureData.key) // Clean up the promise
return false
})()
// Store the loading promise
textureLoadingPromises.set(textureData.key, loadingPromise)
return loadingPromise
}
export async function loadSpriteTextures(scene: Phaser.Scene, sprite_id: string) {
if (!sprite_id) return false
// @TODO: Fix this
const spriteStorage = new SpriteStorage()
const sprite = await spriteStorage.get(sprite_id)
if (!sprite) {
console.error('Failed to load sprite:', sprite_id)
return false
}
for await (const sprite_action of sprite.spriteActions) {
const key = sprite.id + '-' + sprite_action.action
await loadTexture(scene, {
key,
data: '/textures/sprites/' + sprite.id + '/' + sprite_action.action + '.png',
group: sprite_action.isAnimated ? 'sprite_animations' : 'sprites',
updatedAt: sprite_action.updatedAt,
originX: sprite_action.originX,
originY: sprite_action.originY,
isAnimated: sprite_action.isAnimated,
frameWidth: sprite_action.frameWidth,
frameHeight: sprite_action.frameHeight,
frameRate: sprite_action.frameRate
} as TextureData)
// If the sprite is not animated, skip
if (!sprite_action.isAnimated) continue
// Check if animation already exists
if (scene.anims.get(key)) continue
// Add the animation to the scene
const anim = scene.textures.get(key)
scene.textures.addSpriteSheet(key, anim, { frameWidth: sprite_action.frameWidth ?? 0, frameHeight: sprite_action.frameHeight ?? 0 })
scene.anims.create({
key: key,
frameRate: sprite_action.frameRate,
frames: scene.anims.generateFrameNumbers(key, { start: 0, end: sprite_action.frameCount! - 1 }),
repeat: -1
})
}
return true
}