Files
taiko-web2/public/src/js/loader.js
LoveEevee adc45cb652 Custom scripting, #song=, translations
- A song can be linked directly by adding "#song=<id>" to the url, replace `<id>` with the id in the database, after loading it jumps immediately jumps to the difficulty selection
- Added tutorial translations
- Fixed song preview not playing
- Use text fallback for the logo when there are no vectors
- Increased combo cache by 1 pixel
- A custom javascript file can be loaded from config.json by defining "custom_js" value
- Added lots of events to help writing custom js files: `version-link, title-screen, language-change, song-select, song-select-move, song-select-difficulty, song-select-back, about, about-link, tutorial, import-songs, import-songs-default, session, session-start, session-end, debug, load-song, load-song-player2, load-song-unfocused, load-song-cancel, load-song-error, game-start, key-events, p2-game-end, p2-disconnected, p2-abandoned, pause, unpause, pause-restart, pause-song-select, game-lag, scoresheet, scoresheet-player2`
- Event syntax example:
```js
addEventListener("game-start", event => {
	console.log("game-start", event.detail)
})
```
2019-02-14 12:32:45 +03:00

260 lines
7.4 KiB
JavaScript

class Loader{
constructor(callback){
this.callback = callback
this.loadedAssets = 0
this.assetsDiv = document.getElementById("assets")
this.screen = document.getElementById("screen")
this.startTime = Date.now()
var promises = []
promises.push(this.ajax("/src/views/loader.html").then(page => {
this.screen.innerHTML = page
}))
promises.push(this.ajax("/api/config").then(conf => {
gameConfig = JSON.parse(conf)
}))
Promise.all(promises).then(this.run.bind(this))
}
run(){
this.promises = []
this.loaderPercentage = document.querySelector("#loader .percentage")
this.loaderProgress = document.querySelector("#loader .progress")
var queryString = gameConfig._version.commit_short ? "?" + gameConfig._version.commit_short : ""
if(gameConfig.custom_js){
var script = document.createElement("script")
this.addPromise(pageEvents.load(script))
script.src = gameConfig.custom_js + queryString
document.head.appendChild(script)
}
assets.js.forEach(name => {
var script = document.createElement("script")
this.addPromise(pageEvents.load(script))
script.src = "/src/js/" + name + queryString
document.head.appendChild(script)
})
this.addPromise(new Promise(resolve => {
var cssCount = document.styleSheets.length + assets.css.length
assets.css.forEach(name => {
var stylesheet = document.createElement("link")
stylesheet.rel = "stylesheet"
stylesheet.href = "/src/css/" + name + queryString
document.head.appendChild(stylesheet)
})
assets.assetsCss.forEach(name => {
var stylesheet = document.createElement("link")
stylesheet.rel = "stylesheet"
stylesheet.href = gameConfig.assets_baseurl + name + queryString
document.head.appendChild(stylesheet)
})
var checkStyles = () => {
if(document.styleSheets.length >= cssCount){
resolve()
clearInterval(interval)
}
}
var interval = setInterval(checkStyles, 100)
checkStyles()
}))
assets.fonts.forEach(name => {
var font = document.createElement("h1")
font.style.fontFamily = name
font.appendChild(document.createTextNode("I am a font"))
this.assetsDiv.appendChild(font)
})
assets.img.forEach(name => {
var id = this.getFilename(name)
var image = document.createElement("img")
this.addPromise(pageEvents.load(image))
image.id = name
image.src = gameConfig.assets_baseurl + "img/" + name
this.assetsDiv.appendChild(image)
assets.image[id] = image
})
assets.views.forEach(name => {
var id = this.getFilename(name)
this.addPromise(this.ajax("/src/views/" + name + queryString).then(page => {
assets.pages[id] = page
}))
})
this.addPromise(this.ajax("/api/songs").then(songs => {
assets.songsDefault = JSON.parse(songs)
assets.songs = assets.songsDefault
}))
this.addPromise(this.ajax(gameConfig.assets_baseurl + "img/vectors.json" + queryString).then(response => {
vectors = JSON.parse(response)
}))
this.afterJSCount =
["blurPerformance", "P2Connection"].length +
assets.fonts.length +
assets.audioSfx.length +
assets.audioMusic.length +
assets.audioSfxLR.length +
assets.audioSfxLoud.length
Promise.all(this.promises).then(() => {
snd.buffer = new SoundBuffer()
snd.musicGain = snd.buffer.createGain()
snd.sfxGain = snd.buffer.createGain()
snd.previewGain = snd.buffer.createGain()
snd.sfxGainL = snd.buffer.createGain("left")
snd.sfxGainR = snd.buffer.createGain("right")
snd.sfxLoudGain = snd.buffer.createGain()
snd.buffer.setCrossfade(
[snd.musicGain, snd.previewGain],
[snd.sfxGain, snd.sfxGainL, snd.sfxGainR],
0.5
)
snd.sfxLoudGain.setVolume(1.2)
this.afterJSCount = 0
assets.fonts.forEach(name => {
this.addPromise(new Promise(resolve => {
FontDetect.onFontLoaded(name, resolve, resolve, {msTimeout: Infinity})
}))
})
assets.audioSfx.forEach(name => {
this.addPromise(this.loadSound(name, snd.sfxGain))
})
assets.audioMusic.forEach(name => {
this.addPromise(this.loadSound(name, snd.musicGain))
})
assets.audioSfxLR.forEach(name => {
this.addPromise(this.loadSound(name, snd.sfxGain).then(sound => {
var id = this.getFilename(name)
assets.sounds[id + "_p1"] = assets.sounds[id].copy(snd.sfxGainL)
assets.sounds[id + "_p2"] = assets.sounds[id].copy(snd.sfxGainR)
}))
})
assets.audioSfxLoud.forEach(name => {
this.addPromise(this.loadSound(name, snd.sfxLoudGain))
})
this.canvasTest = new CanvasTest()
this.addPromise(this.canvasTest.blurPerformance().then(result => {
perf.blur = result
if(result > 1000 / 50){
// Less than 50 fps with blur enabled
disableBlur = true
}
}))
var songId
var hashLower = location.hash.toLowerCase()
p2 = new P2Connection()
if(hashLower.startsWith("#song=")){
var number = parseInt(location.hash.slice(6))
if(number > 0){
songId = number
}
}else if(location.hash.length === 6){
p2.hashLock = true
this.addPromise(new Promise(resolve => {
p2.open()
pageEvents.add(p2, "message", response => {
if(response.type === "session"){
resolve()
}else if(response.type === "gameend"){
p2.hash("")
p2.hashLock = false
resolve()
}
})
p2.send("invite", location.hash.slice(1).toLowerCase())
setTimeout(() => {
if(p2.socket.readyState !== 1){
p2.hash("")
p2.hashLock = false
resolve()
}
}, 10000)
}).then(() => {
pageEvents.remove(p2, "message")
}))
}else{
p2.hash("")
}
Promise.all(this.promises).then(() => {
this.canvasTest.drawAllImages().then(result => {
perf.allImg = result
perf.load = Date.now() - this.startTime
this.canvasTest.clean()
this.clean()
this.callback(songId)
})
}, this.errorMsg.bind(this))
})
}
addPromise(promise){
this.promises.push(promise)
promise.then(this.assetLoaded.bind(this))
}
loadSound(name, gain){
var id = this.getFilename(name)
return gain.load(gameConfig.assets_baseurl + "audio/" + name).then(sound => {
assets.sounds[id] = sound
})
}
getFilename(name){
return name.slice(0, name.lastIndexOf("."))
}
errorMsg(error){
console.error(error)
this.error = true
this.loaderPercentage.appendChild(document.createElement("br"))
this.loaderPercentage.appendChild(document.createTextNode("An error occurred, please refresh"))
this.clean()
}
assetLoaded(){
if(!this.error){
this.loadedAssets++
var percentage = Math.floor(this.loadedAssets * 100 / (this.promises.length + this.afterJSCount))
this.loaderProgress.style.width = percentage + "%"
this.loaderPercentage.firstChild.data = percentage + "%"
}
}
changePage(name, patternBg){
this.screen.innerHTML = assets.pages[name]
this.screen.classList[patternBg ? "add" : "remove"]("pattern-bg")
}
ajax(url, customRequest){
return new Promise((resolve, reject) => {
var request = new XMLHttpRequest()
request.open("GET", url)
pageEvents.load(request).then(() => {
resolve(request.response)
}, reject)
if(customRequest){
customRequest(request)
}
request.send()
})
}
clean(){
var fontDetectDiv = document.getElementById("fontdetectHelper")
fontDetectDiv.parentNode.removeChild(fontDetectDiv)
delete this.loaderPercentage
delete this.loaderProgress
delete this.promises
pageEvents.remove(root, "touchstart")
}
}