Load textures using cache data instead of data sent from server

This commit is contained in:
2025-01-08 21:13:04 +01:00
parent 574777da80
commit 03fef60621
7 changed files with 42 additions and 30 deletions

View File

@ -1,5 +1,4 @@
import config from '@/application/config'
import type { HttpResponse, Sprite, SpriteAction, TextureData } from '@/application/types'
import type { TextureData } from '@/application/types'
import { TextureStorage } from '@/storage/textureStorage'
import { useGameStore } from '@/stores/gameStore'
import { SpriteStorage } from '@/storage/storages'
@ -11,7 +10,7 @@ export async function loadTexture(scene: Phaser.Scene, textureData: TextureData)
const textureStorage = new TextureStorage()
// Check if the texture is already loaded in Phaser
if (gameStore.game.loadedAssets.find((asset) => asset.key === textureData.key)) {
if (gameStore.game.loadedTextures.find((texture) => texture === textureData.key)) {
return Promise.resolve(true)
}
@ -41,7 +40,7 @@ export async function loadTexture(scene: Phaser.Scene, textureData: TextureData)
scene.textures.addBase64(texture.key, texture.data)
scene.textures.once(`addtexture-${texture.key}`, () => {
gameStore.game.loadedAssets.push(textureData)
gameStore.game.loadedTextures.push(textureData.key)
textureLoadingPromises.delete(textureData.key) // Clean up the promise
resolve(true)
})
@ -60,20 +59,24 @@ export async function loadTexture(scene: Phaser.Scene, textureData: TextureData)
export async function loadSpriteTextures(scene: Phaser.Scene, sprite_id: string) {
if (!sprite_id) return
console.log(sprite_id)
// @TODO: Fix this
const spriteStorage = new SpriteStorage()
const sprite = await spriteStorage.get(sprite_id)
if (!sprite) return
if (!sprite) {
console.error('Failed to load sprite:', sprite_id)
return
}
for await (const sprite_action of sprite.spriteActions) {
await loadTexture(scene, {
key: sprite_action.key,
data: sprite_action.data,
key: sprite_action.id + '_' + sprite_action.action,
data: '/textures/sprites/' + sprite.id + '/' + sprite_action.action + '.png',
group: sprite_action.isAnimated ? 'sprite_animations' : 'sprites',
updatedAt: sprite_action.updatedAt,
originX: sprite_action.originX ?? 0,
originY: sprite_action.originY ?? 0,
originX: sprite_action.originX,
originY: sprite_action.originY,
isAnimated: sprite_action.isAnimated,
frameWidth: sprite_action.frameWidth,
frameHeight: sprite_action.frameHeight,