Merge remote-tracking branch 'template/main'
This commit is contained in:
commit
c12345d98f
9 changed files with 142 additions and 10 deletions
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@ -306,7 +306,7 @@ export function createLinearScaling(
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* @param base The base variable in the scaling formula.
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* @param base The base variable in the scaling formula.
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* @param exponent The exponent variable in the scaling formula.
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* @param exponent The exponent variable in the scaling formula.
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* @example
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* @example
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* A scaling function created via `createLinearScaling(10, 0.5)` would produce the following values:
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* A scaling function created via `createPolynomialScaling(10, 0.5)` would produce the following values:
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* | Base Resource | Current Gain |
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* | Base Resource | Current Gain |
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* | ------------- | ------------ |
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* | ------------- | ------------ |
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* | 10 | 1 |
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* | 10 | 1 |
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@ -1,6 +1,6 @@
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import type { EmitterConfigV3 } from "@pixi/particle-emitter";
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import type { EmitterConfigV3 } from "@pixi/particle-emitter";
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import { Emitter, upgradeConfig } from "@pixi/particle-emitter";
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import { Emitter, upgradeConfig } from "@pixi/particle-emitter";
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import type { OptionsFunc, Replace, StyleValue } from "features/feature";
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import type { GenericComponent, OptionsFunc, Replace, StyleValue } from "features/feature";
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import { Component, GatherProps, getUniqueID } from "features/feature";
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import { Component, GatherProps, getUniqueID } from "features/feature";
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import ParticlesComponent from "features/particles/Particles.vue";
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import ParticlesComponent from "features/particles/Particles.vue";
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import { Application } from "@pixi/app";
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import { Application } from "@pixi/app";
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@ -22,7 +22,7 @@ export interface BaseParticles {
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app: Ref<null | Application>;
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app: Ref<null | Application>;
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addEmitter: (config: EmitterConfigV3) => Promise<Emitter>;
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addEmitter: (config: EmitterConfigV3) => Promise<Emitter>;
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type: typeof ParticlesType;
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type: typeof ParticlesType;
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[Component]: typeof ParticlesComponent;
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[Component]: GenericComponent;
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[GatherProps]: () => Record<string, unknown>;
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[GatherProps]: () => Record<string, unknown>;
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}
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}
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@ -9,15 +9,45 @@ import type { App, Ref } from "vue";
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import { watch } from "vue";
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import { watch } from "vue";
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import type { GenericLayer } from "./layers";
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import type { GenericLayer } from "./layers";
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/** All types of events able to be sent or emitted from the global event bus. */
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export interface GlobalEvents {
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export interface GlobalEvents {
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/**
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* Sent whenever a layer is added.
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* @param layer The layer being added.
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* @param saveData The layer's save data object within player.
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*/
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addLayer: (layer: GenericLayer, saveData: Record<string, unknown>) => void;
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addLayer: (layer: GenericLayer, saveData: Record<string, unknown>) => void;
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/**
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* Sent whenever a layer is removed.
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* @param layer The layer being removed.
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*/
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removeLayer: (layer: GenericLayer) => void;
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removeLayer: (layer: GenericLayer) => void;
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/**
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* Sent every game tick. Runs the life cycle of the project.
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* @param diff The delta time since last tick, in ms.
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* @param trueDiff The delta time since last tick, in ms. Unaffected by time modifiers like {@link game/player.Player.devSpeed} or {@link game/player.Player.offlineTime}. Intended for things like updating animations.
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*/
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update: (diff: number, trueDiff: number) => void;
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update: (diff: number, trueDiff: number) => void;
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/**
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* Sent when constructing the {@link Settings} object.
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* Use it to add default values for custom properties to the object.
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* @param settings The settings object being constructed.
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* @see {@link features/features.setDefault} for setting default values.
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*/
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loadSettings: (settings: Partial<Settings>) => void;
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loadSettings: (settings: Partial<Settings>) => void;
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/**
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* Sent when the game has ended.
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*/
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gameWon: VoidFunction;
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gameWon: VoidFunction;
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/**
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* Sent when setting up the Vue Application instance.
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* Use it to register global components or otherwise set up things that should affect Vue globally.
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* @param vue The Vue App being constructed.
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*/
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setupVue: (vue: App) => void;
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setupVue: (vue: App) => void;
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}
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}
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/** A global event bus for hooking into {@link GlobalEvents}. */
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export const globalBus = createNanoEvents<GlobalEvents>();
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export const globalBus = createNanoEvents<GlobalEvents>();
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let intervalID: NodeJS.Timer | null = null;
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let intervalID: NodeJS.Timer | null = null;
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@ -103,6 +133,7 @@ function update() {
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}
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}
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}
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}
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/** Starts the game loop for the project, which updates the game in ticks. */
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export async function startGameLoop() {
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export async function startGameLoop() {
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hasWon = (await import("data/projEntry")).hasWon;
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hasWon = (await import("data/projEntry")).hasWon;
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watch(hasWon, hasWon => {
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watch(hasWon, hasWon => {
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@ -53,11 +53,20 @@ export const BoundsInjectionKey: InjectionKey<Ref<DOMRect | undefined>> = Symbol
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/** All types of events able to be sent or emitted from a layer's emitter. */
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/** All types of events able to be sent or emitted from a layer's emitter. */
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export interface LayerEvents {
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export interface LayerEvents {
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/** Sent every game tick, before the update event. Intended for "generation" type actions. */
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/**
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* Sent every game tick, before the update event. Intended for "generation" type actions.
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* @param diff The delta time since last tick, in ms.
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*/
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preUpdate: (diff: number) => void;
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preUpdate: (diff: number) => void;
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/** Sent every game tick. Intended for "automation" type actions. */
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/**
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* Sent every game tick. Intended for "automation" type actions.
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* @param diff The delta time since last tick, in ms.
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*/
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update: (diff: number) => void;
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update: (diff: number) => void;
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/** Sent every game tick, after the update event. Intended for checking state. */
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/**
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* Sent every game tick, after the update event. Intended for checking state.
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* @param diff The delta time since last tick, in ms.
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*/
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postUpdate: (diff: number) => void;
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postUpdate: (diff: number) => void;
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}
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}
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@ -4,6 +4,12 @@ import "vue-toastification/dist/index.css";
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globalBus.on("setupVue", vue => vue.use(Toast));
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globalBus.on("setupVue", vue => vue.use(Toast));
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/**
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* Gives a {@link CSSProperties} object that makes an object glow, to bring focus to it.
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* Default values are for a "soft" white notif effect.
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* @param color The color of the glow effect.
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* @param strength The strength of the glow effect - affects its spread.
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*/
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export function getNotifyStyle(color = "white", strength = "8px") {
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export function getNotifyStyle(color = "white", strength = "8px") {
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return {
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return {
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transform: "scale(1.05, 1.05)",
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transform: "scale(1.05, 1.05)",
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@ -13,6 +19,7 @@ export function getNotifyStyle(color = "white", strength = "8px") {
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};
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};
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}
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}
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/** Utility function to call {@link getNotifyStyle} with "high importance" parameters */
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export function getHighNotifyStyle() {
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export function getHighNotifyStyle() {
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return getNotifyStyle("red", "20px");
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return getNotifyStyle("red", "20px");
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}
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}
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@ -8,15 +8,32 @@ import { ProxyState } from "util/proxies";
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import type { Ref } from "vue";
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import type { Ref } from "vue";
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import { isReactive, isRef, ref } from "vue";
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import { isReactive, isRef, ref } from "vue";
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/**
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* A symbol used in {@link Persistent} objects.
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* @see {@link Persistent[PersistentState]}
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*/
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export const PersistentState = Symbol("PersistentState");
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export const PersistentState = Symbol("PersistentState");
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/**
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* A symbol used in {@link Persistent} objects.
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* @see {@link Persistent[DefaultValue]}
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*/
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export const DefaultValue = Symbol("DefaultValue");
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export const DefaultValue = Symbol("DefaultValue");
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/**
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* A symbol used in {@link Persistent} objects.
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* @see {@link Persistent[StackTrace]}
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*/
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export const StackTrace = Symbol("StackTrace");
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export const StackTrace = Symbol("StackTrace");
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/**
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* A symbol used in {@link Persistent} objects.
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* @see {@link Persistent[Deleted]}
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*/
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export const Deleted = Symbol("Deleted");
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export const Deleted = Symbol("Deleted");
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// Note: This is a union of things that should be safely stringifiable without needing
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/**
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// special processes for knowing what to load them in as
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* This is a union of things that should be safely stringifiable without needing special processes or knowing what to load them in as.
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// - Decimals aren't allowed because we'd need to know to parse them back.
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* - Decimals aren't allowed because we'd need to know to parse them back.
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// - DecimalSources are allowed because the string is a valid value for them
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* - DecimalSources are allowed because the string is a valid value for them
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*/
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export type State =
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export type State =
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| string
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| string
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| number
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| number
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@ -25,10 +42,20 @@ export type State =
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| { [key: string]: State }
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| { [key: string]: State }
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||||||
| { [key: number]: State };
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| { [key: number]: State };
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/**
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* A {@link Ref} that has been augmented with properties to allow it to be saved and loaded within the player save data object.
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*/
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export type Persistent<T extends State = State> = Ref<T> & {
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export type Persistent<T extends State = State> = Ref<T> & {
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/** A flag that this is a persistent property. Typically a circular reference. */
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[PersistentState]: Ref<T>;
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[PersistentState]: Ref<T>;
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/** The value the ref should be set to in a fresh save, or when updating an old save to the current version. */
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[DefaultValue]: T;
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[DefaultValue]: T;
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/** The stack trace of where the persistent ref was created. This is used for debugging purposes when a persistent ref is created but not placed in its layer object. */
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[StackTrace]: string;
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[StackTrace]: string;
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/**
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* This is a flag that can be set once the option func is evaluated, to mark that a persistent ref should _not_ be saved to the player save data object.
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* @see {@link deletePersistent} for marking a persistent ref as deleted.
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||||||
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*/
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[Deleted]: boolean;
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[Deleted]: boolean;
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||||||
};
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};
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|
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@ -42,6 +69,11 @@ function getStackTrace() {
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);
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);
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}
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}
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/**
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* Create a persistent ref, which can be saved and loaded.
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* All (non-deleted) persistent refs must be included somewhere within the layer object returned by that layer's options func.
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* @param defaultValue The value the persistent ref should start at on fresh saves or when reset.
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*/
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export function persistent<T extends State>(defaultValue: T | Ref<T>): Persistent<T> {
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export function persistent<T extends State>(defaultValue: T | Ref<T>): Persistent<T> {
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const persistent = (
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const persistent = (
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isRef(defaultValue) ? defaultValue : (ref<T>(defaultValue) as unknown)
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isRef(defaultValue) ? defaultValue : (ref<T>(defaultValue) as unknown)
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@ -65,6 +97,12 @@ export function persistent<T extends State>(defaultValue: T | Ref<T>): Persisten
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return persistent as Persistent<T>;
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return persistent as Persistent<T>;
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}
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}
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|
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|
/**
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|
* Mark a {@link Persistent} as deleted, so it won't be saved and loaded.
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|
* Since persistent refs must be created during a layer's options func, features can not create persistent refs after evaluating their own options funcs.
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|
* As a result, it must create any persistent refs it _might_ need.
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|
* This function can then be called after the options func is evaluated to mark the persistent ref to not be saved or loaded.
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|
*/
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export function deletePersistent(persistent: Persistent) {
|
export function deletePersistent(persistent: Persistent) {
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if (addingLayers.length === 0) {
|
if (addingLayers.length === 0) {
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console.warn("Deleting a persistent ref outside of a layer. Ignoring...", persistent);
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console.warn("Deleting a persistent ref outside of a layer. Ignoring...", persistent);
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|
|
|
@ -6,24 +6,40 @@ import { reactive, unref } from "vue";
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import type { Ref } from "vue";
|
import type { Ref } from "vue";
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import transientState from "./state";
|
import transientState from "./state";
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||||||
|
|
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|
/** The player save data object. */
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export interface PlayerData {
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export interface PlayerData {
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|
/** The ID of this save. */
|
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id: string;
|
id: string;
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||||||
|
/** A multiplier for time passing. Set to 0 when the game is paused. */
|
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devSpeed: number | null;
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devSpeed: number | null;
|
||||||
|
/** The display name of this save. */
|
||||||
name: string;
|
name: string;
|
||||||
|
/** The open tabs. */
|
||||||
tabs: Array<string>;
|
tabs: Array<string>;
|
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|
/** The current time this save was last opened at, in ms since the unix epoch. */
|
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time: number;
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time: number;
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|
/** Whether or not to automatically save every couple of seconds and on tab close. */
|
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autosave: boolean;
|
autosave: boolean;
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||||||
|
/** Whether or not to apply offline time when loading this save. */
|
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offlineProd: boolean;
|
offlineProd: boolean;
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||||||
|
/** How much offline time has been accumulated and not yet processed. */
|
||||||
offlineTime: number | null;
|
offlineTime: number | null;
|
||||||
|
/** How long, in ms, this game has been played. */
|
||||||
timePlayed: number;
|
timePlayed: number;
|
||||||
|
/** Whether or not to continue playing after {@link data/projEntry.hasWon} is true. */
|
||||||
keepGoing: boolean;
|
keepGoing: boolean;
|
||||||
|
/** The ID of this project, to make sure saves aren't imported into the wrong project. */
|
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modID: string;
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modID: string;
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|
/** The version of the project this save was created by. Used for upgrading saves for new versions. */
|
||||||
modVersion: string;
|
modVersion: string;
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||||||
|
/** A dictionary of layer save data. */
|
||||||
layers: Record<string, LayerData<unknown>>;
|
layers: Record<string, LayerData<unknown>>;
|
||||||
}
|
}
|
||||||
|
|
||||||
|
/** The proxied player that is used to track NaN values. */
|
||||||
export type Player = ProxiedWithState<PlayerData>;
|
export type Player = ProxiedWithState<PlayerData>;
|
||||||
|
|
||||||
|
/** A layer's save data. Automatically unwraps refs. */
|
||||||
export type LayerData<T> = {
|
export type LayerData<T> = {
|
||||||
[P in keyof T]?: T[P] extends (infer U)[]
|
[P in keyof T]?: T[P] extends (infer U)[]
|
||||||
? LayerData<U>[]
|
? LayerData<U>[]
|
||||||
|
@ -52,6 +68,7 @@ const state = reactive<PlayerData>({
|
||||||
layers: {}
|
layers: {}
|
||||||
});
|
});
|
||||||
|
|
||||||
|
/** Convert a player save data object into a JSON string. Unwraps refs. */
|
||||||
export function stringifySave(player: PlayerData): string {
|
export function stringifySave(player: PlayerData): string {
|
||||||
return JSON.stringify(player, (key, value) => unref(value));
|
return JSON.stringify(player, (key, value) => unref(value));
|
||||||
}
|
}
|
||||||
|
@ -133,6 +150,7 @@ declare global {
|
||||||
player: Player;
|
player: Player;
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
/** The player save data object. */
|
||||||
export default window.player = new Proxy(
|
export default window.player = new Proxy(
|
||||||
{ [ProxyState]: state, [ProxyPath]: ["player"] },
|
{ [ProxyState]: state, [ProxyPath]: ["player"] },
|
||||||
playerHandler
|
playerHandler
|
||||||
|
|
|
@ -6,11 +6,17 @@ import LZString from "lz-string";
|
||||||
import { hardReset } from "util/save";
|
import { hardReset } from "util/save";
|
||||||
import { reactive, watch } from "vue";
|
import { reactive, watch } from "vue";
|
||||||
|
|
||||||
|
/** The player's settings object. */
|
||||||
export interface Settings {
|
export interface Settings {
|
||||||
|
/** The ID of the active save. */
|
||||||
active: string;
|
active: string;
|
||||||
|
/** The IDs of all created saves. */
|
||||||
saves: string[];
|
saves: string[];
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||||||
|
/** Whether or not to show the current ticks per second in the lower left corner of the page. */
|
||||||
showTPS: boolean;
|
showTPS: boolean;
|
||||||
|
/** The current theme to display the game in. */
|
||||||
theme: Themes;
|
theme: Themes;
|
||||||
|
/** Whether or not to cap the project at 20 ticks per second. */
|
||||||
unthrottled: boolean;
|
unthrottled: boolean;
|
||||||
}
|
}
|
||||||
|
|
||||||
|
@ -40,7 +46,12 @@ declare global {
|
||||||
hardResetSettings: VoidFunction;
|
hardResetSettings: VoidFunction;
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
/**
|
||||||
|
* The player settings object. Stores data that persists across all saves.
|
||||||
|
* Automatically saved to localStorage whenever changed.
|
||||||
|
*/
|
||||||
export default window.settings = state as Settings;
|
export default window.settings = state as Settings;
|
||||||
|
/** A function that erases all player settings, including all saves. */
|
||||||
export const hardResetSettings = (window.hardResetSettings = () => {
|
export const hardResetSettings = (window.hardResetSettings = () => {
|
||||||
const settings = {
|
const settings = {
|
||||||
active: "",
|
active: "",
|
||||||
|
@ -53,6 +64,12 @@ export const hardResetSettings = (window.hardResetSettings = () => {
|
||||||
hardReset();
|
hardReset();
|
||||||
});
|
});
|
||||||
|
|
||||||
|
/**
|
||||||
|
* Loads the player settings from localStorage.
|
||||||
|
* Calls the {@link GlobalEvents.loadSettings} event for custom properties to be included.
|
||||||
|
* Custom properties should be added by the file they relate to, so they won't be included if the file is tree shaken away.
|
||||||
|
* Custom properties should also register the field to modify said setting using {@link registerSettingField}.
|
||||||
|
*/
|
||||||
export function loadSettings(): void {
|
export function loadSettings(): void {
|
||||||
try {
|
try {
|
||||||
let item: string | null = localStorage.getItem(projInfo.id);
|
let item: string | null = localStorage.getItem(projInfo.id);
|
||||||
|
@ -80,17 +97,23 @@ export function loadSettings(): void {
|
||||||
} catch {}
|
} catch {}
|
||||||
}
|
}
|
||||||
|
|
||||||
|
/** A list of fields to append to the settings modal. */
|
||||||
export const settingFields: CoercableComponent[] = reactive([]);
|
export const settingFields: CoercableComponent[] = reactive([]);
|
||||||
|
/** Register a field to be displayed in the settings modal. */
|
||||||
export function registerSettingField(component: CoercableComponent) {
|
export function registerSettingField(component: CoercableComponent) {
|
||||||
settingFields.push(component);
|
settingFields.push(component);
|
||||||
}
|
}
|
||||||
|
|
||||||
|
/** A list of components to show in the info modal. */
|
||||||
export const infoComponents: CoercableComponent[] = reactive([]);
|
export const infoComponents: CoercableComponent[] = reactive([]);
|
||||||
|
/** Register a component to be displayed in the info modal. */
|
||||||
export function registerInfoComponent(component: CoercableComponent) {
|
export function registerInfoComponent(component: CoercableComponent) {
|
||||||
infoComponents.push(component);
|
infoComponents.push(component);
|
||||||
}
|
}
|
||||||
|
|
||||||
|
/** A list of components to add to the root of the page. */
|
||||||
export const gameComponents: CoercableComponent[] = reactive([]);
|
export const gameComponents: CoercableComponent[] = reactive([]);
|
||||||
|
/** Register a component to be displayed at the root of the page. */
|
||||||
export function registerGameComponent(component: CoercableComponent) {
|
export function registerGameComponent(component: CoercableComponent) {
|
||||||
gameComponents.push(component);
|
gameComponents.push(component);
|
||||||
}
|
}
|
||||||
|
|
|
@ -1,9 +1,14 @@
|
||||||
import { shallowReactive } from "vue";
|
import { shallowReactive } from "vue";
|
||||||
|
|
||||||
|
/** An object of global data that is not persistent. */
|
||||||
export interface Transient {
|
export interface Transient {
|
||||||
|
/** A list of the duration, in ms, of the last 10 game ticks. Used for calculating TPS. */
|
||||||
lastTenTicks: number[];
|
lastTenTicks: number[];
|
||||||
|
/** Whether or not a NaN value has been detected and undealt with. */
|
||||||
hasNaN: boolean;
|
hasNaN: boolean;
|
||||||
|
/** The location within the player save data object of the NaN value. */
|
||||||
NaNPath?: string[];
|
NaNPath?: string[];
|
||||||
|
/** The parent object of the NaN value. */
|
||||||
NaNReceiver?: Record<string, unknown>;
|
NaNReceiver?: Record<string, unknown>;
|
||||||
}
|
}
|
||||||
|
|
||||||
|
@ -13,6 +18,7 @@ declare global {
|
||||||
state: Transient;
|
state: Transient;
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
/** The global transient state object. */
|
||||||
export default window.state = shallowReactive<Transient>({
|
export default window.state = shallowReactive<Transient>({
|
||||||
lastTenTicks: [],
|
lastTenTicks: [],
|
||||||
hasNaN: false,
|
hasNaN: false,
|
||||||
|
|
Loading…
Reference in a new issue