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

This commit is contained in:
2024-10-30 09:36:16 +01:00
parent 08f55c9680
commit c62ff2efc1
18 changed files with 421 additions and 357 deletions

View File

@ -0,0 +1,34 @@
export function createSceneLoader(scene: Phaser.Scene) {
const width = scene.cameras.main.width
const height = scene.cameras.main.height
const progressBox = scene.add.graphics()
const progressBar = scene.add.graphics()
progressBox.fillStyle(0x222222, 0.8)
progressBox.fillRect(width / 2 - 180, height / 2, 320, 50)
const loadingText = scene.make.text({
x: width / 2,
y: height / 2 - 50,
text: 'Loading...',
style: {
font: '20px monospace',
// @ts-ignore
fill: '#ffffff'
}
})
loadingText.setOrigin(0.5, 0.5)
scene.load.on(Phaser.Loader.Events.PROGRESS, function (value: any) {
progressBar.clear()
progressBar.fillStyle(0x368f8b, 1)
progressBar.fillRect(width / 2 - 180 + 10, height / 2 + 10, 300 * value, 30)
})
scene.load.on(Phaser.Loader.Events.COMPLETE, function () {
progressBar.destroy()
progressBox.destroy()
loadingText.destroy()
return true
})
}

View File

@ -31,7 +31,7 @@ export function useGamePointerHandlers(scene: Phaser.Scene, layer: Phaser.Tilema
const { worldX, worldY } = pointer
updateWaypoint(worldX, worldY)
if (gameStore.isPlayerDraggingCamera) {
if (gameStore.game.isPlayerDraggingCamera) {
const distance = Phaser.Math.Distance.Between(pointerStartPosition.value.x, pointerStartPosition.value.y, pointer.x, pointer.y)
if (distance > dragThreshold) {

View File

@ -26,7 +26,7 @@ export function useZoneEditorPointerHandlers(scene: Phaser.Scene, layer: Phaser.
}
function dragZone(pointer: Phaser.Input.Pointer) {
if (gameStore.isPlayerDraggingCamera) {
if (gameStore.game.isPlayerDraggingCamera) {
const { x, y, prevPosition } = pointer
const { scrollX, scrollY, zoom } = camera
camera.setScroll(scrollX - (x - prevPosition.x) / zoom, scrollY - (y - prevPosition.y) / zoom)

View File

@ -3,8 +3,9 @@ import Tilemap = Phaser.Tilemaps.Tilemap
import TilemapLayer = Phaser.Tilemaps.TilemapLayer
import Tileset = Phaser.Tilemaps.Tileset
import Tile = Phaser.Tilemaps.Tile
import { useAssetManager } from '@/managers/assetManager'
import type { AssetT, Zone as ZoneT } from '@/types'
import type { AssetDataT, Zone as ZoneT } from '@/types'
import { AssetStorage } from '@/storage/assetStorage'
import { useGameStore } from '@/stores/gameStore'
export function getTile(layer: TilemapLayer | Tilemap, x: number, y: number): Tile | undefined {
const tile = layer.getTileAtWorldXY(x, y)
@ -86,59 +87,40 @@ export function FlattenZoneArray(tiles: string[][]) {
}
export async function loadZoneTilesIntoScene(zone: ZoneT, scene: Phaser.Scene) {
const tileArray: AssetT[] = await fetch(config.server_endpoint + '/assets/list_tiles/' + zone.id).then((response) => response.json())
console.log(tileArray)
// Fetch the list of tiles from the server
const tileArray: AssetDataT[] = await fetch(config.server_endpoint + '/assets/list_tiles/' + zone.id).then((response) => response.json())
// Load each tile into the scene
for (const tile of tileArray) {
await loadZoneTileTexture(scene, tile.key, tile.updatedAt)
await loadTexture(scene, tile)
}
}
export async function loadZoneTileTexture(scene: Phaser.Scene, textureId: string, updatedAt: Date): Promise<boolean> {
const assetManager = useAssetManager
export async function loadTexture(scene: Phaser.Scene, assetData: AssetDataT): Promise<boolean> {
const gameStore = useGameStore()
const assetStorage = new AssetStorage()
// Check if the texture is already loaded in Phaser
if (scene.textures.exists(textureId)) {
if (scene.textures.exists(assetData.key)) {
return true
}
let assetData = await assetManager.getAsset(textureId)
// Check if the asset is already cached
let asset = await assetStorage.get(assetData.key)
if (!assetData) {
await assetManager.downloadAsset(textureId, `/assets/tiles/${textureId}.png`, 'tiles', updatedAt)
assetData = await assetManager.getAsset(textureId)
// If asset is not found, download it
if (!asset) {
await assetStorage.download(assetData)
asset = await assetStorage.get(assetData.key)
}
if (assetData) {
// If asset is found, add it to the scene
if (asset) {
return new Promise<boolean>((resolve) => {
scene.textures.addBase64(textureId, assetData.data)
scene.textures.once(`addtexture-${textureId}`, () => {
resolve(true)
})
})
}
return false
}
export async function loadZoneObjectTexture(scene: Phaser.Scene, textureId: string, updatedAt: Date): Promise<boolean> {
const assetManager = useAssetManager
// Check if the texture is already loaded in Phaser
if (scene.textures.exists(textureId)) {
return true
}
let assetData = await assetManager.getAsset(textureId)
if (!assetData) {
await assetManager.downloadAsset(textureId, `/assets/objects/${textureId}.png`, 'objects', updatedAt)
assetData = await assetManager.getAsset(textureId)
}
if (assetData) {
return new Promise<boolean>((resolve) => {
scene.textures.addBase64(textureId, assetData.data)
scene.textures.once(`addtexture-${textureId}`, () => {
console.log(asset.data)
scene.textures.addBase64(asset.key, asset.data)
scene.textures.once(`addtexture-${asset.key}`, () => {
gameStore.game.loadedAssets.push(asset)
resolve(true)
})
})