Documented /game
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7 changed files with 139 additions and 7 deletions
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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 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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/**
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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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/**
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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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/**
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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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/**
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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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/**
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* Sent when the game has ended.
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*/
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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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}
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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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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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/** 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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hasWon = (await import("data/projEntry")).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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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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/** 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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/** 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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}
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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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/**
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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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return {
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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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/** Utility function to call {@link getNotifyStyle} with "high importance" parameters */
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export function getHighNotifyStyle() {
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return getNotifyStyle("red", "20px");
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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 { 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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/**
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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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/**
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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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/**
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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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// Note: This is a union of things that should be safely stringifiable without needing
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// special processes for 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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// - DecimalSources are allowed because the string is a valid value for them
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/**
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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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* - 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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| string
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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: 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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/** A flag that this is a persistent property. Typically a circular reference. */
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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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/** 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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/**
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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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[Deleted]: boolean;
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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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* 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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const persistent = (
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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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}
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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) {
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if (addingLayers.length === 0) {
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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";
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import transientState from "./state";
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/** The player save data object. */
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export interface PlayerData {
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/** The ID of this save. */
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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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/** The display name of this save. */
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name: string;
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/** The open tabs. */
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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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/** Whether or not to automatically save every couple of seconds and on tab close. */
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autosave: boolean;
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/** Whether or not to apply offline time when loading this save. */
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offlineProd: boolean;
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/** How much offline time has been accumulated and not yet processed. */
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offlineTime: number | null;
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/** How long, in ms, this game has been played. */
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timePlayed: number;
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/** Whether or not to continue playing after {@link data/projEntry.hasWon} is true. */
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keepGoing: boolean;
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/** 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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/** The version of the project this save was created by. Used for upgrading saves for new versions. */
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modVersion: string;
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/** A dictionary of layer save data. */
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layers: Record<string, LayerData<unknown>>;
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}
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/** The proxied player that is used to track NaN values. */
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export type Player = ProxiedWithState<PlayerData>;
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/** A layer's save data. Automatically unwraps refs. */
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export type LayerData<T> = {
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[P in keyof T]?: T[P] extends (infer U)[]
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? LayerData<U>[]
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layers: {}
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});
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/** Convert a player save data object into a JSON string. Unwraps refs. */
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export function stringifySave(player: PlayerData): string {
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return JSON.stringify(player, (key, value) => unref(value));
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}
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@ -133,6 +150,7 @@ declare global {
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player: Player;
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}
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}
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/** The player save data object. */
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export default window.player = new Proxy(
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{ [ProxyState]: state, [ProxyPath]: ["player"] },
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playerHandler
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@ -6,11 +6,17 @@ import LZString from "lz-string";
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import { hardReset } from "util/save";
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import { reactive, watch } from "vue";
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/** The player's settings object. */
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export interface Settings {
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/** The ID of the active save. */
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active: string;
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/** The IDs of all created saves. */
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saves: string[];
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/** Whether or not to show the current ticks per second in the lower left corner of the page. */
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showTPS: boolean;
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/** The current theme to display the game in. */
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theme: Themes;
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/** Whether or not to cap the project at 20 ticks per second. */
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unthrottled: boolean;
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}
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@ -40,7 +46,12 @@ declare global {
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hardResetSettings: VoidFunction;
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}
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}
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/**
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* The player settings object. Stores data that persists across all saves.
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* Automatically saved to localStorage whenever changed.
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*/
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export default window.settings = state as Settings;
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/** A function that erases all player settings, including all saves. */
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export const hardResetSettings = (window.hardResetSettings = () => {
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const settings = {
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active: "",
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hardReset();
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});
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/**
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* Loads the player settings from localStorage.
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* Calls the {@link GlobalEvents.loadSettings} event for custom properties to be included.
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* Custom properties should be added by the file they relate to, so they won't be included if the file is tree shaken away.
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* Custom properties should also register the field to modify said setting using {@link registerSettingField}.
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*/
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export function loadSettings(): void {
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try {
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let item: string | null = localStorage.getItem(projInfo.id);
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} catch {}
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}
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/** A list of fields to append to the settings modal. */
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export const settingFields: CoercableComponent[] = reactive([]);
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/** Register a field to be displayed in the settings modal. */
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export function registerSettingField(component: CoercableComponent) {
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settingFields.push(component);
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}
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/** A list of components to show in the info modal. */
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export const infoComponents: CoercableComponent[] = reactive([]);
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/** Register a component to be displayed in the info modal. */
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export function registerInfoComponent(component: CoercableComponent) {
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infoComponents.push(component);
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}
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/** A list of components to add to the root of the page. */
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export const gameComponents: CoercableComponent[] = reactive([]);
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/** Register a component to be displayed at the root of the page. */
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export function registerGameComponent(component: CoercableComponent) {
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gameComponents.push(component);
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}
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@ -1,9 +1,14 @@
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import { shallowReactive } from "vue";
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/** An object of global data that is not persistent. */
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export interface Transient {
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/** A list of the duration, in ms, of the last 10 game ticks. Used for calculating TPS. */
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lastTenTicks: number[];
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/** Whether or not a NaN value has been detected and undealt with. */
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hasNaN: boolean;
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/** The location within the player save data object of the NaN value. */
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NaNPath?: string[];
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/** The parent object of the NaN value. */
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NaNReceiver?: Record<string, unknown>;
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}
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state: Transient;
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}
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}
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/** The global transient state object. */
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export default window.state = shallowReactive<Transient>({
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lastTenTicks: [],
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hasNaN: false,
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