Share a link that plays the game without the editor (#266)
A project could only be played inside the editor, behind the login.
To show a game to someone else there was no way short of an account.
A release freezes the saved project under a random token and serves
it on a page that holds nothing but the game view.
- Menu -> Release... opens a dialog with the state of the release,
the link with Copy link and Open, Publish or Update release, and
Take down behind a confirmation.
- Publish saves first and refuses while anything is unsaved, like
snapshots. Updating keeps the link. Take down kills it, and a new
Publish hands out a new token.
- The link is play.html?game=<32 hex>. The page needs no session,
paints Theme.colors.background, zooms with Auto and waits for
"Click to play" so that sound and keyboard focus are allowed.
- The game always starts in the start scene. Persistent variables
are stored per link in the browser. Plugins are not loaded, and the
dialog warns about them and about a project without a scene.
- GET ?r=releases/{token} is the only route besides auth/* that works
without a login. The public answer carries the token as project.id,
so the project id stays hidden. Release files are written with 0640
and nginx does not serve them directly (measured 403).
- Starting, the frame and Load scene moved into runtime/GameRun.ts.
Play in the editor and the play page run through the same code.
- WorldViewport moved to src/viewport/ and no longer needs the
EditorState. Pointer forwarding (gamePointer.ts) and setting up
textures, fonts and sounds (projectFiles.ts) exist only once.
- Vite builds two pages. The play page loads 4 kB of its own code
plus the shared chunk (Pixi, runtime, drawing, 653 kB) and Rapier,
without the editor.
Found on the way, not fixed here: data/projects/<id>.json answers 200
without a login because the files are 0644.
Tests:
- ./check.sh: 194 files, 2808 tests, exit 0.
- tests/php/releases.test.php: 20 checks, also added to CI.
- New e2e module 60 with 10 checks, played in a browser without a
session. Module 46 counts the menu entries and was updated.
- Full e2e run: 1572 checks passed.
- Counter-checks: 3 unit, 2 PHP and 3 browser mutations all fail.
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
This commit is contained in:
1 parent
94c1055895
commit
4194f3e150
42 files changed
+1600
-246
No files matched your search
+7
-39
@@ -1,21 +1,18 @@
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import type { Application } from 'pixi.js';
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import { projectFiles } from '../core/model/projectFiles';
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import type { AuthStore, SignedIn } from '../core/store/AuthStore';
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import { HttpAuthStore } from '../core/store/HttpAuthStore';
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import { HttpFileStore } from '../core/store/HttpFileStore';
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import { HttpProjectStore } from '../core/store/HttpProjectStore';
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import { HttpReleaseStore } from '../core/store/HttpReleaseStore';
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import { HttpSnapshotStore } from '../core/store/HttpSnapshotStore';
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import { HttpUsersStore } from '../core/store/HttpUsersStore';
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import type { StoredTexture, UploadedTexture } from '../core/store/TextureStore';
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import { loadPhysics } from '../runtime/physics/engine';
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import { requestRender, type VStack } from '../ui';
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import { fontLibrary } from '../viewport/FontLibrary';
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import { soundLibrary } from '../viewport/SoundLibrary';
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import { projectPictureFactory } from '../viewport/generatedPictures';
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import { preloadProjectFiles, setUpProjectFiles } from '../viewport/projectFiles';
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import { textureLibrary } from '../viewport/TextureLibrary';
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import { installPixelArtPictures } from '../viewport/pixelArtPicture';
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import type { VStack } from '../ui';
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import { pixelCels } from '../viewport/PixelCels';
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import { installVectorArtPictures } from '../viewport/vectorArtPicture';
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import { LoginScreen } from './auth/LoginScreen';
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import { installLoginHook } from './auth/loginHook';
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import { consoleLog } from './console/log';
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@@ -27,22 +24,6 @@ import { EditorState } from './state';
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const API_ENDPOINT = '/game-maker/api/index.php';
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/**
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* Where uploaded images live: the API writes them, the browser reads them straight off disk as
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* static files named by their content hash. Fonts and sounds work the same way, one directory over.
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*/
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const TEXTURE_BASE = '/game-maker/data/textures';
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const FONT_BASE = '/game-maker/data/fonts';
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const SOUND_BASE = '/game-maker/data/sounds';
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const PIXEL_BASE = '/game-maker/data/pixels';
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function preloadProjectFiles(state: EditorState): void {
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const files = projectFiles(state.project);
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textureLibrary.preload(files.textures);
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fontLibrary.preload(files.fonts);
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pixelCels.preload(files.cels);
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}
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/**
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* Shows the sign-in screen until somebody is signed in, and answers with their name. Returns
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* right away when the session from an earlier visit is still good – which is what lets a
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@@ -82,19 +63,7 @@ async function signedInUser(app: Application, root: VStack, auth: AuthStore): Pr
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*/
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export async function startEditor(app: Application, root: VStack): Promise<void> {
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const auth = new HttpAuthStore(API_ENDPOINT);
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textureLibrary.configure(TEXTURE_BASE);
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fontLibrary.configure(FONT_BASE);
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soundLibrary.configure(SOUND_BASE);
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pixelCels.configure(PIXEL_BASE);
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// An image or a font arrives long after the click that asked for it, and the widget waiting for
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// it repaints without telling anyone: both libraries are a wake-up of their own. Registered once
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// for the page, not per session – the files they hold are shared by every account anyway.
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textureLibrary.onChange(() => requestRender());
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fontLibrary.onChange(() => requestRender());
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// Vector art draws its own picture and needs the renderer to do it (#129). Registered once for
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// the page like the libraries above: which project it is asked about comes from the factory below.
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installVectorArtPictures(app.renderer);
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installPixelArtPictures();
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setUpProjectFiles(app.renderer);
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const openSession = async (): Promise<void> => {
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const { user, role } = await signedInUser(app, root, auth);
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@@ -105,10 +74,8 @@ export async function startEditor(app: Application, root: VStack): Promise<void>
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// Drawn pictures (#185) are looked up in the project this session holds; the next session
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// installs its own, which is also what lets go of everything the old one had drawn.
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textureLibrary.setPictureFactory(projectPictureFactory(() => state.project));
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// Everything the project names is fetched as soon as it is named, not when it is first drawn:
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// an animation reaching a frame from another sheet would otherwise blink out once. Asked on
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// every change, which is cheap – a file that is held or on its way is skipped.
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state.on('project', () => preloadProjectFiles(state));
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// Asked on every change, which is cheap – a file that is held or on its way is skipped.
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state.on('project', () => preloadProjectFiles(state.project));
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const editor = new Editor(
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app,
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root,
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@@ -122,6 +89,7 @@ export async function startEditor(app: Application, root: VStack): Promise<void>
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new HttpFileStore(API_ENDPOINT, 'fonts'),
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new HttpFileStore(API_ENDPOINT, 'sounds'),
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new HttpSnapshotStore(API_ENDPOINT),
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new HttpReleaseStore(API_ENDPOINT),
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{
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user,
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role,
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@@ -38,6 +38,8 @@ import { attachAutosave } from './autosave';
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import { PasswordDialog } from './auth/PasswordDialog';
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import type { OpenProjectDialog } from './OpenProjectDialog';
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import type { SnapshotsDialog } from './SnapshotsDialog';
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import type { ReleaseStore } from '../core/store/ReleaseStore';
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import type { ReleaseDialog } from './ReleaseDialog';
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import type { ProjectSettingsDialog } from './ProjectSettingsDialog';
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import { dialogSlot } from './FormDialog';
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import { ContainerEditor } from './container/ContainerEditor';
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@@ -271,6 +273,7 @@ export class Editor implements PlayHost {
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fonts: FontStore,
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sounds: SoundStore,
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snapshots: SnapshotStore,
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releases: ReleaseStore,
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account: EditorAccount,
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) {
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this.viewport = new SceneViewport(state);
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@@ -307,7 +310,7 @@ export class Editor implements PlayHost {
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() => {
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if (this.play.isPlaying) this.play.stop();
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},
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{ store: snapshots, flush: () => this.autosave.flush() },
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{ snapshots, releases, flush: () => this.autosave.flush() },
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// Every project brings its own plugins (#119); until `startPlugins` has run there is no
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// manager, and a project with plugins simply has none of them.
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async (raw) => void (await this.plugins?.syncTo(pluginsOf(raw))),
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@@ -580,6 +583,11 @@ export class Editor implements PlayHost {
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return this.projects.snapshotList();
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}
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/** The open "Release" dialog (#266), for the check scripts. */
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releaseDialog(): ReleaseDialog | null {
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return this.projects.releaseView();
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}
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/** Whether `id` names a tab already – a built-in one by its own id, a plugin's by the id it gave. */
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hasTab(id: string): boolean {
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return Object.hasOwn(TAB_LABELS, id) || this.pluginPanes.has(`plugin:${id}`);
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+34
-53
@@ -5,18 +5,14 @@
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*/
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import { emptySharedState, type SharedState, worldPositionOf } from '../core/graph';
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import { namedValue } from '../core/graph/values';
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import {
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addGameSystems,
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type BehaviorSystem,
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behaviorError,
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type Trace,
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} from '../runtime/systems/BehaviorSystem';
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import { GameRun, type RunServices } from '../runtime/GameRun';
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import { type BehaviorSystem, behaviorError, type Trace } from '../runtime/systems/BehaviorSystem';
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import type { AnimationPlayer } from '../core/model/animation';
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import type { PropertyBag } from '../core/model/Properties';
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import { gameClock } from '../core/time';
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import { loadPhysics, readyPhysics } from '../runtime/physics/engine';
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import { Input } from '../runtime/systems/Input';
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import { World } from '../runtime/World';
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import type { World } from '../runtime/World';
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import { ui } from '../ui';
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import { soundLibrary } from '../viewport/SoundLibrary';
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import { saveArea } from './saves';
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@@ -58,8 +54,7 @@ export interface PlayHost {
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}
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export class PlaySession {
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private world: World | null = null;
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private behaviors: BehaviorSystem | null = null;
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private run: GameRun | null = null;
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private readonly input = new Input();
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/** Set while Play waits for the physics engine, so a second press does not queue a second run. */
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private waiting = false;
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@@ -78,6 +73,14 @@ export class PlaySession {
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});
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}
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private get world(): World | null {
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return this.run?.world ?? null;
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}
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private get behaviors(): BehaviorSystem | null {
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return this.run?.behaviors ?? null;
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}
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get isPlaying(): boolean {
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return this.world !== null;
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}
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@@ -146,47 +149,26 @@ export class PlaySession {
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// A run starts at second zero, whatever the editor's previews have been counting up to.
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gameClock.reset();
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const runtime = this.state.enterPlay();
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const world = World.instantiate(runtime, scene.id);
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this.world = world;
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const services: RunServices = {
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audio: soundLibrary,
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physics,
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clock: gameClock,
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saves: saveArea(runtime.id, 'play'),
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};
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this.run = GameRun.start(runtime, scene.id, this.input, services);
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this.updates = { structure: 0, values: 0 };
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this.input.attach();
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this.behaviors = addGameSystems(world, runtime, this.input, {
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audio: soundLibrary,
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physics,
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clock: gameClock,
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saves: saveArea(runtime.id, 'play'),
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});
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this.host.gameView.setWorld(world);
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this.host.gameView.setWorld(this.run.world);
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this.host.showGame();
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this.state.setNotice(this.playNotice(), 'quiet');
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if (world.stopRequested) this.stop();
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if (this.run.world.stopRequested) this.stop();
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}
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/**
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* Swaps the running scene for another one, inside the same run: the world is torn down and built
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* again, while what belongs to the run – the clock, the shared variables, the global machines –
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* carries on. The sounds of the old scene end with it, because the behaviors playing them are
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* destroyed; a voice that was started detached is nobody's and plays on.
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*/
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private loadScene(sceneId: string): void {
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const old = this.world;
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const runtime = this.state.runtimeProject;
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if (!old || !runtime) return;
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const carried = this.behaviors?.shared ?? null;
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const physics = readyPhysics();
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old.destroy();
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const world = World.instantiate(runtime, sceneId);
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this.world = world;
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this.behaviors = addGameSystems(world, runtime, this.input, {
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audio: soundLibrary,
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carried,
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physics,
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clock: gameClock,
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saves: saveArea(runtime.id, 'play'),
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});
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this.host.gameView.setWorld(world);
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/** A `Load scene` swapped the world (see `GameRun.loadScene`). */
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private sceneLoaded(run: GameRun): void {
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this.host.gameView.setWorld(run.world);
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this.state.setNotice(this.playNotice(), 'quiet');
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if (world.stopRequested) this.stop();
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if (run.world.stopRequested) this.stop();
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}
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private waitForPhysics(): void {
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@@ -222,8 +204,7 @@ export class PlaySession {
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soundLibrary.setSuspended(false);
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soundLibrary.stopAll();
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const world = this.world;
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this.world = null;
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this.behaviors = null;
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this.run = null;
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this.input.detach();
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ui().focus.blur();
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world?.destroy();
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@@ -240,8 +221,9 @@ export class PlaySession {
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* behaviors that run while paused.
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*/
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tick(step: number, awake: number): void {
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const world = this.world;
|
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if (!world) return;
|
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const run = this.run;
|
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if (!run) return;
|
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const world = run.world;
|
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if (this.state.paused) {
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// Keys and clicks that happen while paused are dropped instead of piling up – otherwise
|
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// resuming would deliver every one of them in a single frame.
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@@ -251,20 +233,19 @@ export class PlaySession {
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}
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const wasPaused = world.paused;
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world.held = this.state.heldObjectIds;
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world.tick(world.paused ? awake : step);
|
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this.input.endFrame();
|
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const request = run.tick(step, awake);
|
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if (world.paused !== wasPaused) this.state.setNotice(this.playNotice(), 'quiet');
|
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if (world.stopRequested) {
|
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if (request === 'stop') {
|
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this.stop();
|
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return;
|
||||
}
|
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if (world.restartRequested) {
|
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if (request === 'restart') {
|
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this.stop();
|
||||
this.play();
|
||||
return;
|
||||
}
|
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if (world.loadSceneRequested) {
|
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this.loadScene(world.loadSceneRequested);
|
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if (request === 'scene') {
|
||||
this.sceneLoaded(run);
|
||||
return;
|
||||
}
|
||||
// Mirror what the systems did into the runtime copy every frame, even while the panels wait: an
|
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||||
@@ -9,10 +9,13 @@ import {
|
||||
SetWhilePlayingCommand,
|
||||
} from '../core/commands/projectCommands';
|
||||
import { type ProjectStore, StaleRevisionError } from '../core/store/ProjectStore';
|
||||
import { releaseUrl, type ReleaseStore } from '../core/store/ReleaseStore';
|
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import type { SnapshotStore, SnapshotSummary } from '../core/store/SnapshotStore';
|
||||
import { Dialog, Menu, type MenuEntry, type Widget } from '../ui';
|
||||
import { dialogSlot } from './FormDialog';
|
||||
import { OpenProjectDialog } from './OpenProjectDialog';
|
||||
import { ReleaseDialog } from './ReleaseDialog';
|
||||
import { releaseState, releaseWarnings } from './releases';
|
||||
import { ProjectSettingsDialog, settingsChanges } from './ProjectSettingsDialog';
|
||||
import { clearSaved, hasSaved } from './saves';
|
||||
import { snapshotBlocker, snapshotTime } from './snapshots';
|
||||
@@ -23,6 +26,7 @@ export class ProjectSession {
|
||||
private readonly settingsDialog = dialogSlot<ProjectSettingsDialog>();
|
||||
private readonly pickerDialog = dialogSlot<OpenProjectDialog>();
|
||||
private readonly snapshotsDialog = dialogSlot<SnapshotsDialog>();
|
||||
private readonly releaseDialog = dialogSlot<ReleaseDialog>();
|
||||
|
||||
/**
|
||||
* `beforeSwitch` runs before a different project is loaded or the current one is deleted: a
|
||||
@@ -32,8 +36,11 @@ export class ProjectSession {
|
||||
private readonly state: EditorState,
|
||||
private readonly store: ProjectStore,
|
||||
private readonly beforeSwitch: () => void,
|
||||
/** `flush` writes what the autosave still holds, so a snapshot copies the stand on screen (#231). */
|
||||
private readonly snapshots: { store: SnapshotStore; flush: () => Promise<void> },
|
||||
/**
|
||||
* What the server copies of the project: snapshots (#231) and the release (#266). `flush` writes
|
||||
* what the autosave still holds, so a copy is of the stand on screen.
|
||||
*/
|
||||
private readonly copies: { snapshots: SnapshotStore; releases: ReleaseStore; flush: () => Promise<void> },
|
||||
/**
|
||||
* Runs on the project as it came off the server, before it is read into the model: the plugins
|
||||
* this project switches on are loaded there (#119), so that what they register is in place
|
||||
@@ -102,6 +109,7 @@ export class ProjectSession {
|
||||
{ label: 'Open project…', onSelect: () => this.openProjectPicker() },
|
||||
{ separator: true },
|
||||
{ label: 'Snapshots…', onSelect: () => this.openSnapshots() },
|
||||
{ label: 'Release…', onSelect: () => this.openRelease() },
|
||||
{ label: 'Project settings…', onSelect: () => this.openProjectSettings() },
|
||||
{ label: 'Clear saved data', onSelect: () => this.clearSavedData() },
|
||||
...more,
|
||||
@@ -154,7 +162,7 @@ export class ProjectSession {
|
||||
const projectId = this.state.project.id;
|
||||
void this.run(
|
||||
(async () => {
|
||||
const list = await this.snapshots.store.list(projectId);
|
||||
const list = await this.copies.snapshots.list(projectId);
|
||||
this.snapshotsDialog.open(
|
||||
new SnapshotsDialog(list, {
|
||||
onCreate: (name) => void this.run(this.createSnapshot(projectId, name)),
|
||||
@@ -171,14 +179,80 @@ export class ProjectSession {
|
||||
return this.snapshotsDialog.current();
|
||||
}
|
||||
|
||||
/** The link that plays only the game (#266). */
|
||||
openRelease(): void {
|
||||
const projectId = this.state.project.id;
|
||||
void this.run(
|
||||
(async () => {
|
||||
const release = await this.copies.releases.of(projectId);
|
||||
const link = release && releaseUrl(location.origin, release.token);
|
||||
this.releaseDialog.open(
|
||||
new ReleaseDialog(
|
||||
release,
|
||||
link,
|
||||
releaseState(release, this.state.revision),
|
||||
releaseWarnings(this.state.project),
|
||||
{
|
||||
onPublish: () => void this.run(this.publish(projectId, release !== null)),
|
||||
onTakeDown: () => this.confirmTakeDown(projectId),
|
||||
onCopy: (url) => void this.run(this.copyLink(url)),
|
||||
onOpen: (url) => window.open(url, '_blank', 'noopener'),
|
||||
},
|
||||
),
|
||||
);
|
||||
})(),
|
||||
);
|
||||
}
|
||||
|
||||
/** The open release dialog, for the check scripts. */
|
||||
releaseView(): ReleaseDialog | null {
|
||||
return this.releaseDialog.current();
|
||||
}
|
||||
|
||||
/** Publishing copies what the server has stored, so everything on screen is saved first. */
|
||||
private async publish(projectId: string, again: boolean): Promise<void> {
|
||||
await this.copies.flush();
|
||||
const blocker = snapshotBlocker(this.state.saveStatus, 'release');
|
||||
if (blocker) {
|
||||
this.state.setNotice(blocker, 'error');
|
||||
return;
|
||||
}
|
||||
await this.copies.releases.publish(projectId);
|
||||
this.state.setNotice(again ? 'Release updated' : 'Released – the link plays the game');
|
||||
this.openRelease();
|
||||
}
|
||||
|
||||
private confirmTakeDown(projectId: string): void {
|
||||
new Dialog('Take the release down?', 'The link stops working. Publishing again makes a new one.', [
|
||||
{ label: 'Cancel', onClick: () => this.openRelease() },
|
||||
{
|
||||
label: 'Take down',
|
||||
danger: true,
|
||||
onClick: () =>
|
||||
void this.run(
|
||||
(async () => {
|
||||
await this.copies.releases.takeDown(projectId);
|
||||
this.state.setNotice('Release taken down');
|
||||
this.openRelease();
|
||||
})(),
|
||||
),
|
||||
},
|
||||
]).openCentered();
|
||||
}
|
||||
|
||||
private async copyLink(url: string): Promise<void> {
|
||||
await navigator.clipboard.writeText(url);
|
||||
this.state.setNotice('Link copied');
|
||||
}
|
||||
|
||||
private async createSnapshot(projectId: string, name: string): Promise<void> {
|
||||
await this.snapshots.flush();
|
||||
await this.copies.flush();
|
||||
const blocker = snapshotBlocker(this.state.saveStatus);
|
||||
if (blocker) {
|
||||
this.state.setNotice(blocker, 'error');
|
||||
return;
|
||||
}
|
||||
const made = await this.snapshots.store.create(projectId, name || snapshotTime(new Date()));
|
||||
const made = await this.copies.snapshots.create(projectId, name || snapshotTime(new Date()));
|
||||
this.state.setNotice(`Snapshot "${made.name}" created`);
|
||||
this.openSnapshots();
|
||||
}
|
||||
@@ -201,14 +275,14 @@ export class ProjectSession {
|
||||
/** Writes the snapshot back on the server, then loads the project again: the undo history starts over. */
|
||||
private async restoreSnapshot(projectId: string, snapshot: SnapshotSummary): Promise<void> {
|
||||
this.beforeSwitch();
|
||||
await this.snapshots.flush();
|
||||
await this.copies.flush();
|
||||
const blocker = snapshotBlocker(this.state.saveStatus);
|
||||
if (blocker) {
|
||||
this.state.setNotice(blocker, 'error');
|
||||
return;
|
||||
}
|
||||
try {
|
||||
const { before } = await this.snapshots.store.restore(projectId, snapshot.id, this.state.revision);
|
||||
const { before } = await this.copies.snapshots.restore(projectId, snapshot.id, this.state.revision);
|
||||
await this.open(projectId);
|
||||
this.state.setNotice(`Restored "${snapshot.name}" – the previous stand is kept as "${before.name}"`);
|
||||
} catch (error) {
|
||||
@@ -227,7 +301,7 @@ export class ProjectSession {
|
||||
onClick: () =>
|
||||
void this.run(
|
||||
(async () => {
|
||||
await this.snapshots.store.delete(projectId, snapshot.id);
|
||||
await this.copies.snapshots.delete(projectId, snapshot.id);
|
||||
this.openSnapshots();
|
||||
})(),
|
||||
),
|
||||
|
||||
@@ -0,0 +1,58 @@
|
||||
import type { ReleaseSummary } from '../core/store/ReleaseStore';
|
||||
import { Button, HStack, Label, Popup, TextField, Theme } from '../ui';
|
||||
import { dialogButtons } from './FormDialog';
|
||||
|
||||
const LINK_WIDTH = 420;
|
||||
|
||||
/**
|
||||
* "Release…" (#266): the link that plays only the game, with Copy and Open, and Publish – or Update
|
||||
* release and Take down once there is one. Every action closes the dialog and hands the choice on;
|
||||
* the caller opens it again on the new state.
|
||||
*/
|
||||
export class ReleaseDialog extends Popup {
|
||||
private readonly linkField: TextField | null = null;
|
||||
private readonly shown: { state: string; warnings: string[] };
|
||||
|
||||
constructor(
|
||||
release: ReleaseSummary | null,
|
||||
link: string | null,
|
||||
state: string,
|
||||
warnings: readonly string[],
|
||||
actions: {
|
||||
onPublish(): void;
|
||||
onTakeDown(): void;
|
||||
onCopy(link: string): void;
|
||||
onOpen(link: string): void;
|
||||
},
|
||||
) {
|
||||
super({ modal: true, padding: Theme.padding * 2, gap: Theme.gap });
|
||||
this.minWidth = LINK_WIDTH;
|
||||
this.shown = { state, warnings: [...warnings] };
|
||||
this.content.add(new Label('Release', { style: 'bodyBold' }));
|
||||
this.content.add(new Label(state, { style: 'muted' }));
|
||||
|
||||
if (link) {
|
||||
this.linkField = new TextField(link, { readOnly: true, width: LINK_WIDTH });
|
||||
const row = new HStack({ gap: Theme.gap, align: 'center' });
|
||||
row.add(this.linkField, 1);
|
||||
row.add(new Button('Copy link', { onClick: () => actions.onCopy(link) }));
|
||||
row.add(new Button('Open', { onClick: () => actions.onOpen(link) }));
|
||||
this.content.add(row);
|
||||
}
|
||||
for (const warning of warnings) this.content.add(new Label(warning, { style: 'warning' }));
|
||||
|
||||
const publish = new Button(release ? 'Update release' : 'Publish', {
|
||||
variant: 'primary',
|
||||
onClick: this.closeThen(() => actions.onPublish()),
|
||||
});
|
||||
const takeDown = release
|
||||
? new Button('Take down', { variant: 'danger', onClick: this.closeThen(() => actions.onTakeDown()) })
|
||||
: undefined;
|
||||
this.content.add(dialogButtons(this.closeThen(), publish, takeDown));
|
||||
}
|
||||
|
||||
/** The link as shown – null while there is none – the state line and the warnings (test hook). */
|
||||
info(): { link: string | null; state: string; warnings: string[] } {
|
||||
return { link: this.linkField?.value ?? null, ...this.shown, warnings: [...this.shown.warnings] };
|
||||
}
|
||||
}
|
||||
@@ -6,7 +6,7 @@ import type { EditorState } from '../state';
|
||||
import { Theme } from '../../ui';
|
||||
import { collectHolderItems } from '../../viewport/items';
|
||||
import { FreeViewport } from '../viewport/FreeViewport';
|
||||
import type { Frame } from '../viewport/WorldViewport';
|
||||
import type { Frame } from '../../viewport/WorldViewport';
|
||||
|
||||
/**
|
||||
* The picture above the timeline (#99): the animation's root with every row's value at the
|
||||
|
||||
@@ -1,24 +1,16 @@
|
||||
import { type FrameRect, isTextureFile, resolvePicture } from '../../core/model/texture';
|
||||
import { effectiveScale, gameClock } from '../../core/time';
|
||||
import { afterFrames, isRendering, renderCount, requestRender } from '../../ui';
|
||||
import { afterFrames, isRendering, renderCount, requestRender, stagePixel } from '../../ui';
|
||||
import { particleLibrary } from '../../viewport/ParticleLibrary';
|
||||
import { shaderLibrary } from '../../viewport/ShaderLibrary';
|
||||
import { textureLibrary } from '../../viewport/TextureLibrary';
|
||||
import { type Container, Mesh, Rectangle } from 'pixi.js';
|
||||
import { type Container, Mesh } from 'pixi.js';
|
||||
import type { HookContext } from './hookHelpers';
|
||||
|
||||
/** What was really drawn, and the clocks behind it: pixels, textures, frames, shaders and particles. */
|
||||
export function renderHooks({ app, state, editor }: HookContext) {
|
||||
const { viewport, gameView } = editor;
|
||||
/** The colour actually on screen at a point, as `#rrggbb` – what was drawn, not what the model says. */
|
||||
const pixelAt = (x: number, y: number): string => {
|
||||
const { pixels } = app.renderer.extract.pixels({
|
||||
target: app.stage,
|
||||
frame: new Rectangle(x, y, 1, 1),
|
||||
});
|
||||
const hex = (value: number | undefined) => (value ?? 0).toString(16).padStart(2, '0');
|
||||
return `#${hex(pixels[0])}${hex(pixels[1])}${hex(pixels[2])}`;
|
||||
};
|
||||
const pixelAt = (x: number, y: number): string => stagePixel(app, x, y);
|
||||
return {
|
||||
pixelAt,
|
||||
/**
|
||||
|
||||
@@ -255,6 +255,8 @@ export function uiHooks({ app, state, editor }: HookContext) {
|
||||
const dialog = editor.snapshotsDialog();
|
||||
return dialog ? { ...dialog.info(), nameAt: centreOf(dialog.nameControl) } : null;
|
||||
},
|
||||
/** The "Release" dialog (#266): the link, the state line and the warnings. */
|
||||
release: () => editor.releaseDialog()?.info() ?? null,
|
||||
/** The dividers left and right of the centre column – dragging them narrows the tab row. */
|
||||
panelSplitters: () => ({ left: centreOf(editor.leftSplitter), right: centreOf(editor.rightSplitter) }),
|
||||
/** The left column: asset panel on top, scene objects below, and the divider between them. */
|
||||
|
||||
@@ -0,0 +1,24 @@
|
||||
import { type Project, startScene } from '../core/model/Project';
|
||||
import type { ReleaseSummary } from '../core/store/ReleaseStore';
|
||||
import { snapshotTime } from './snapshots';
|
||||
|
||||
/** What the release dialog warns about (#266): what a player would miss, before it is published. */
|
||||
export function releaseWarnings(project: Project): string[] {
|
||||
const warnings: string[] = [];
|
||||
if (!startScene(project)) warnings.push('The project has no scene, so there is nothing to play.');
|
||||
if (project.plugins.length > 0)
|
||||
warnings.push('Plugins are not loaded in a released game. Behaviors that need them will not work.');
|
||||
return warnings;
|
||||
}
|
||||
|
||||
/**
|
||||
* The line under the dialog's title: not released, or when the copy was taken and whether the saved
|
||||
* project has moved on since. `revision` is the saved one, which is what publishing copies.
|
||||
*/
|
||||
export function releaseState(release: ReleaseSummary | null, revision: number): string {
|
||||
if (!release) return 'Not released. Publishing makes a link that plays only the game.';
|
||||
const when = `Released ${snapshotTime(new Date(release.publishedAt))}`;
|
||||
return release.revision === revision
|
||||
? `${when} · the link plays the project as saved`
|
||||
: `${when} · the project has changed since`;
|
||||
}
|
||||
+4
-2
@@ -1,14 +1,16 @@
|
||||
/**
|
||||
* The saves of persistent Variables assets (#166), kept in this browser per project. Played and
|
||||
* editor runs write to separate areas, so trying a behavior in the editor leaves the player's save
|
||||
* alone. Storage is best effort: a browser that refuses `localStorage` plays every run from the
|
||||
* alone. A released game keeps its own, under the token of its link. Storage is best effort: a browser that refuses `localStorage` plays every run from the
|
||||
* declared values.
|
||||
*/
|
||||
import type { SaveArea, SavedValues } from '../core/graph';
|
||||
import type { PropertyBag } from '../core/model/Properties';
|
||||
|
||||
export type SaveAreaName = 'play' | 'editor';
|
||||
/** `release` is a released game's (#266), kept per link rather than per project. */
|
||||
export type SaveAreaName = 'play' | 'editor' | 'release';
|
||||
|
||||
/** The areas a project's own saves are kept in – what the editor shows and clears. */
|
||||
const AREAS: readonly SaveAreaName[] = ['play', 'editor'];
|
||||
|
||||
type Store = Pick<Storage, 'getItem' | 'setItem' | 'removeItem'>;
|
||||
|
||||
@@ -9,16 +9,19 @@ export function snapshotTime(at: Date): string {
|
||||
/**
|
||||
* Why a snapshot cannot be made or restored right now, or null when it can (#231). The server copies
|
||||
* what it has stored, so the editor has to have saved everything first: a snapshot without the
|
||||
* last edits would be a stand nobody ever saw.
|
||||
* last edits would be a stand nobody ever saw. A release is a copy as well (#266) and asks the same.
|
||||
*/
|
||||
export function snapshotBlocker(status: SaveStatus): string | null {
|
||||
export function snapshotBlocker(
|
||||
status: SaveStatus,
|
||||
copy: 'snapshot' | 'release' = 'snapshot',
|
||||
): string | null {
|
||||
switch (status) {
|
||||
case 'saved':
|
||||
return null;
|
||||
case 'conflict':
|
||||
return 'This project was changed elsewhere. Reload to continue.';
|
||||
case 'error':
|
||||
return 'The project could not be saved, so there is nothing current to take a snapshot of';
|
||||
return `The project could not be saved, so there is nothing current to ${copy === 'release' ? 'release' : 'take a snapshot of'}`;
|
||||
default:
|
||||
return 'The latest changes are not saved yet – stop the game or wait a moment';
|
||||
}
|
||||
|
||||
@@ -12,7 +12,7 @@ import {
|
||||
wheelSteps,
|
||||
zoomStepBelow,
|
||||
} from '../../viewport/view';
|
||||
import { WorldViewport } from './WorldViewport';
|
||||
import { WorldViewport } from '../../viewport/WorldViewport';
|
||||
|
||||
/** Breathing room left around the content by `fit()`, in screen pixels. */
|
||||
const FIT_MARGIN = 40;
|
||||
@@ -22,7 +22,7 @@ const FIT_MARGIN = 40;
|
||||
* preview: the wheel zooms about the pointer, a pan drags the world along, `fit()` frames the content.
|
||||
* The zoom only takes whole steps in device pixels (`FREE_ZOOM_STEPS`), so pixel art stays even.
|
||||
*/
|
||||
export abstract class FreeViewport extends WorldViewport {
|
||||
export abstract class FreeViewport extends WorldViewport<EditorState> {
|
||||
/** World point at the viewport centre, and zoom in device pixels per world unit. */
|
||||
protected view = { x: 0, y: 0, zoom: 1 };
|
||||
private panning: { startX: number; startY: number; viewX: number; viewY: number } | null = null;
|
||||
|
||||
@@ -2,30 +2,18 @@
|
||||
* The scene seen through its active camera at the chosen scale, letterboxed: the running world while
|
||||
* playing, the model as a still preview otherwise.
|
||||
*/
|
||||
import {
|
||||
type FederatedMouseEvent,
|
||||
type FederatedPointerEvent,
|
||||
type FederatedWheelEvent,
|
||||
Text,
|
||||
} from 'pixi.js';
|
||||
import { Text } from 'pixi.js';
|
||||
import { isSymbolType } from '../../core/model/AssetTypes';
|
||||
import type { EditorState } from '../state';
|
||||
import type { World } from '../../runtime/World';
|
||||
import { Theme, textStyle, ui } from '../../ui';
|
||||
import { type ActiveCamera, cameraOfItems, cameraOfWorld } from '../../viewport/activeCamera';
|
||||
import { collectHolderItems, collectWorldItems } from '../../viewport/items';
|
||||
import {
|
||||
cameraFactor,
|
||||
cameraView,
|
||||
type GameScale,
|
||||
isInside,
|
||||
screenToWorld,
|
||||
type View,
|
||||
wheelNotches,
|
||||
} from '../../viewport/view';
|
||||
import { type Frame, WorldViewport } from './WorldViewport';
|
||||
import { routePointer } from '../../viewport/gamePointer';
|
||||
import { cameraFactor, cameraView, type GameScale, type View } from '../../viewport/view';
|
||||
import { type Frame, WorldViewport } from '../../viewport/WorldViewport';
|
||||
|
||||
export class GameViewport extends WorldViewport {
|
||||
export class GameViewport extends WorldViewport<EditorState> {
|
||||
private readonly hint = new Text({ text: 'No active camera', style: textStyle('muted') });
|
||||
private readonly editorRunCaption = new Text({
|
||||
text: 'Behaviors run here · keys and clicks go to the game',
|
||||
@@ -46,19 +34,11 @@ export class GameViewport extends WorldViewport {
|
||||
this.addChild(this.hint);
|
||||
this.editorRunCaption.eventMode = 'none';
|
||||
this.addChild(this.editorRunCaption);
|
||||
|
||||
this.on('pointerdown', (e: FederatedPointerEvent) => {
|
||||
if (e.button !== 0) return;
|
||||
this.reportPointer(e);
|
||||
this.pointerWorld()?.setPointerDown(true);
|
||||
});
|
||||
this.on('globalpointermove', (e: FederatedPointerEvent) => this.reportPointer(e));
|
||||
this.on('pointerup', () => this.pointerWorld()?.setPointerDown(false));
|
||||
this.on('pointerupoutside', () => this.pointerWorld()?.setPointerDown(false));
|
||||
this.on('wheel', (e: FederatedWheelEvent) => {
|
||||
this.reportPointer(e);
|
||||
this.pointerWorld()?.turnWheel(wheelNotches(e.deltaY, e.deltaMode));
|
||||
});
|
||||
routePointer(
|
||||
this,
|
||||
() => this.pointerWorld(),
|
||||
() => this.currentView(),
|
||||
);
|
||||
}
|
||||
|
||||
/** null = not playing. */
|
||||
@@ -155,14 +135,4 @@ export class GameViewport extends WorldViewport {
|
||||
this.editorRunCaption.visible = this.editorWorld !== null && !this.playWorld;
|
||||
this.editorRunCaption.position.set(8, 6);
|
||||
}
|
||||
|
||||
/** Outside the camera frame counts as "not in view": that region is letterbox, not game. */
|
||||
private reportPointer(e: FederatedMouseEvent): void {
|
||||
const world = this.pointerWorld();
|
||||
const view = this.currentView();
|
||||
if (!world || !view) return;
|
||||
const local = this.toLocal(e.global);
|
||||
const point = screenToWorld(view, local.x, local.y);
|
||||
world.movePointer(point.x, point.y, isInside(view, local.x, local.y));
|
||||
}
|
||||
}
|
||||
@@ -49,7 +49,7 @@ import { SizeGizmoEditor, type SizeGizmoInfo } from './sizeGizmoEditor';
|
||||
import { MIN_GRID_STEP, SCENE_GRID_STEP, type SceneViewHost } from './sceneViewHost';
|
||||
import { type PaintTarget, TilemapPainter } from './tilemapPainting';
|
||||
import { TilemapSolidOutlines } from './tilemapSolids';
|
||||
import type { Frame } from './WorldViewport';
|
||||
import type { Frame } from '../../viewport/WorldViewport';
|
||||
|
||||
/** Pixels of travel before a press turns into a drag. */
|
||||
const MARQUEE_THRESHOLD = 3;
|
||||
|
||||
@@ -1,604 +0,0 @@
|
||||
import { Container, type FederatedPointerEvent, Graphics, type Mesh, Texture } from 'pixi.js';
|
||||
import { isSymbolType } from '../../core/model/AssetTypes';
|
||||
import { type Extent, scaleOf } from '../../core/model/matrix';
|
||||
import type { Vec2 } from '../../core/model/Properties';
|
||||
import { footprintExtent, footprintOf, placementOf } from '../../core/properties/bounds';
|
||||
import { rectsIntersect } from '../../core/properties/camera';
|
||||
import type { ClipRegion } from '../../core/properties/clip';
|
||||
import type { EditorState } from '../state';
|
||||
import { type Size, Widget } from '../../ui';
|
||||
import { fontLibrary } from '../../viewport/FontLibrary';
|
||||
import { drawSlots } from '../../viewport/drawOrder';
|
||||
import type { DrawItem } from '../../viewport/items';
|
||||
import { hashId } from '../../core/particles/nodes';
|
||||
import { ParticleField } from '../../viewport/particles';
|
||||
import { particleLibrary } from '../../viewport/ParticleLibrary';
|
||||
import { SHEET_EDGE } from '../../core/shader/nodes';
|
||||
import { shaderLibrary } from '../../viewport/ShaderLibrary';
|
||||
import { type ShaderSource, wornShader } from '../../viewport/shaders';
|
||||
import { disposeSpriteMesh, drawItem, newSpriteMesh, syncSpriteMesh } from '../../viewport/symbols';
|
||||
import { TextPicture } from '../../viewport/textPicture';
|
||||
import { cellCentre, type LayerFocus, TilemapField } from '../../viewport/tilemap';
|
||||
import { textureLibrary } from '../../viewport/TextureLibrary';
|
||||
import { gameClock } from '../../core/time';
|
||||
import { type View, worldBounds, worldToScreen } from '../../viewport/view';
|
||||
|
||||
/** How strongly the cut-off part of an object shows while the scene view opens its clip area (#260). */
|
||||
export const CLIP_GHOST_ALPHA = 0.3;
|
||||
|
||||
export interface Frame {
|
||||
items: DrawItem[];
|
||||
background: number;
|
||||
}
|
||||
|
||||
export abstract class WorldViewport extends Widget {
|
||||
protected readonly bg = new Graphics();
|
||||
protected readonly content = new Container();
|
||||
protected readonly world = new Container();
|
||||
/** Ordered by `z`, ties by hierarchy order (see `syncDrawOrder`). */
|
||||
protected readonly objects = new Container();
|
||||
/** Editor symbols, always above `objects` so no sprite can hide them whatever the z-order. */
|
||||
protected readonly overlay = new Container();
|
||||
protected readonly contentMask = new Graphics();
|
||||
protected readonly nodes = new Map<string, Graphics>();
|
||||
/** Text content of text items: a sibling of the item's node, kept next to it in z. */
|
||||
private readonly texts = new Map<string, TextPicture>();
|
||||
/** Pictures of sprite items: siblings as well, each right under its node. */
|
||||
private readonly sprites = new Map<string, Mesh>();
|
||||
/** The drawn particles of each source, one container – and one draw call – per source. */
|
||||
private readonly fields = new Map<string, ParticleField>();
|
||||
/** The meshes of each placed tilemap, one container per layer (#174). */
|
||||
private readonly tilemaps = new Map<string, TilemapField>();
|
||||
/**
|
||||
* What clip areas cut off (#260), as a mask per drawn thing: Pixi lets a mask serve only one, and
|
||||
* switches a shared one back on as content once any of them lets go of it.
|
||||
*/
|
||||
private readonly masks = new Container();
|
||||
private readonly maskOf = new Map<Container, Graphics>();
|
||||
/** The cut-off part of a sprite or text, drawn faintly under it while its clip area is open. */
|
||||
private readonly ghostSprites = new Map<string, Mesh>();
|
||||
private readonly ghostTexts = new Map<string, TextPicture>();
|
||||
private visibleCount = 0;
|
||||
private animated = false;
|
||||
protected lastItems: DrawItem[] = [];
|
||||
/**
|
||||
* What the last full redraw was drawn for: its zoom and view size, and per object node the box
|
||||
* it is culled by (`null`: never culled, a particle source). What `moveCamera` needs to tell
|
||||
* whether a pan changes anything but where the world sits.
|
||||
*/
|
||||
private drawn: {
|
||||
scale: number;
|
||||
w: number;
|
||||
h: number;
|
||||
culled: { node: Graphics; extent: Extent | null }[];
|
||||
} | null = null;
|
||||
/** Full redraws and camera-only moves since start (test hook). */
|
||||
private redraws = 0;
|
||||
private cameraMoves = 0;
|
||||
private readonly stopFiles: (() => void)[];
|
||||
|
||||
protected constructor(protected readonly state: EditorState) {
|
||||
super();
|
||||
this.world.addChild(this.masks, this.objects, this.overlay);
|
||||
this.content.addChild(this.world);
|
||||
this.addChild(this.bg, this.content, this.contentMask);
|
||||
this.content.mask = this.contentMask;
|
||||
this.cursor = 'default';
|
||||
|
||||
state.on('project', () => this.redraw());
|
||||
state.on('selection', () => this.redraw());
|
||||
state.on('mode', () => this.redraw());
|
||||
// While a Time shader is on screen the ticker redraws every frame anyway (`animate`).
|
||||
state.on('runtime', () => {
|
||||
if (this.visible && !this.animated) this.redraw();
|
||||
});
|
||||
// Unconditional: a picture or a typeface arriving fires once per file, not per frame.
|
||||
this.stopFiles = [
|
||||
textureLibrary.onChange(() => this.redraw()),
|
||||
fontLibrary.onChange(() => this.redraw()),
|
||||
];
|
||||
}
|
||||
|
||||
/** The libraries outlive a signed-out editor; a stale listener would redraw destroyed graphics. */
|
||||
override destroy(options?: Parameters<Widget['destroy']>[0]): void {
|
||||
for (const stop of this.stopFiles) stop();
|
||||
super.destroy(options);
|
||||
}
|
||||
|
||||
override measure(): Size {
|
||||
return { w: Math.max(this.minWidth, 200), h: Math.max(this.minHeight, 200) };
|
||||
}
|
||||
|
||||
protected abstract currentView(): View | null;
|
||||
|
||||
/** Only called when `currentView()` is non-null. */
|
||||
protected abstract collectFrame(): Frame;
|
||||
|
||||
/** Fills the whole widget, behind and around the view rectangle. */
|
||||
protected abstract get baseColor(): number;
|
||||
|
||||
protected paintsBackground(): boolean {
|
||||
return true;
|
||||
}
|
||||
|
||||
protected get itemsInteractive(): boolean {
|
||||
return false;
|
||||
}
|
||||
|
||||
protected beforeItems(_view: View | null): void {}
|
||||
|
||||
protected afterItems(_items: DrawItem[], _view: View): void {}
|
||||
|
||||
/** `extent` is the world rectangle around the item as drawn, turn and size included. */
|
||||
protected syncDecorations(_item: DrawItem, _onScreen: boolean, _scale: number, _extent: Extent): void {}
|
||||
|
||||
/** An item disappeared: drop whatever `syncDecorations` created for it. */
|
||||
protected disposeDecorations(_id: string): void {}
|
||||
|
||||
/** Whether the item's own drawing is switched off – it is then neither seen nor hit. */
|
||||
protected hidesShape(_item: DrawItem): boolean {
|
||||
return false;
|
||||
}
|
||||
|
||||
protected onItemPointerDown(_objectId: string, _e: FederatedPointerEvent): void {}
|
||||
|
||||
/** Whether the part a clip area cuts off the item is shown faintly and can be grabbed (#260). */
|
||||
protected opensClip(_item: DrawItem): boolean {
|
||||
return false;
|
||||
}
|
||||
|
||||
/** Whether the object itself is selected – a selected collider shows its area filled. */
|
||||
protected isSelected(_objectId: string): boolean {
|
||||
return false;
|
||||
}
|
||||
|
||||
/** Screen-space drawing that follows the camera, redrawn after a full redraw and after a pan. */
|
||||
protected drawOnScreen(_items: DrawItem[], _view: View): void {}
|
||||
|
||||
debugInfo(): { rendering: boolean; visibleItems: number; redraws: number; cameraMoves: number } {
|
||||
return {
|
||||
rendering: this.currentView() !== null,
|
||||
visibleItems: this.visibleCount,
|
||||
redraws: this.redraws,
|
||||
cameraMoves: this.cameraMoves,
|
||||
};
|
||||
}
|
||||
|
||||
/**
|
||||
* The camera moved and nothing else did – a pan. Zoom and size are the same, so every node is
|
||||
* drawn as it was; only the world's position and the screen-space overlays follow. Anything
|
||||
* else, or an object crossing the edge of the view, takes the full redraw, which would collect,
|
||||
* redraw and re-upload every shape of a pan frame for nothing.
|
||||
*/
|
||||
protected moveCamera(): void {
|
||||
const view = this.currentView();
|
||||
const drawn = this.drawn;
|
||||
if (!view || !drawn || view.scale !== drawn.scale || view.rect.w !== drawn.w || view.rect.h !== drawn.h) {
|
||||
this.redraw();
|
||||
return;
|
||||
}
|
||||
const bounds = worldBounds(view);
|
||||
for (const { node, extent } of drawn.culled)
|
||||
if ((extent === null || rectsIntersect(extent, bounds)) !== node.visible) {
|
||||
this.redraw();
|
||||
return;
|
||||
}
|
||||
this.cameraMoves++;
|
||||
this.placeWorld(view);
|
||||
this.drawOnScreen(this.lastItems, view);
|
||||
}
|
||||
|
||||
private placeWorld(view: View): void {
|
||||
const { rect } = view;
|
||||
this.world.position.set(
|
||||
rect.x + rect.w / 2 - view.x * view.scale,
|
||||
rect.y + rect.h / 2 - view.y * view.scale,
|
||||
);
|
||||
this.world.scale.set(view.scale);
|
||||
}
|
||||
|
||||
/**
|
||||
* The particles of one source as drawn, in world units, oldest first – what a check reads instead
|
||||
* of guessing from pixels. `limit` keeps a stream of 500 from becoming 500 lines of JSON.
|
||||
*/
|
||||
particleInfo(
|
||||
objectId: string,
|
||||
limit = 8,
|
||||
): {
|
||||
count: number;
|
||||
drawn: { x: number; y: number; scaleX: number; alpha: number; tint: number }[];
|
||||
} | null {
|
||||
const field = this.fields.get(objectId);
|
||||
if (!field || !field.container.visible) return null;
|
||||
return {
|
||||
count: field.count,
|
||||
drawn: field.container.particleChildren.slice(0, limit).map((p) => ({
|
||||
x: Math.round(p.x * 100) / 100,
|
||||
y: Math.round(p.y * 100) / 100,
|
||||
scaleX: Math.round(p.scaleX * 1000) / 1000,
|
||||
alpha: Math.round(p.alpha * 1000) / 1000,
|
||||
tint: p.tint,
|
||||
})),
|
||||
};
|
||||
}
|
||||
|
||||
/**
|
||||
* Starts every source's clock over at `now`. With particle time frozen this is what makes a
|
||||
* measurement exact: freeze, restart, move the clock to the second wanted, read.
|
||||
*/
|
||||
restartParticles(now: number): void {
|
||||
for (const field of this.fields.values()) field.restart(now);
|
||||
this.redraw();
|
||||
}
|
||||
|
||||
/** True after a redraw that drew a sprite wearing a Time shader: the picture moves by itself. */
|
||||
get animates(): boolean {
|
||||
return this.animated;
|
||||
}
|
||||
|
||||
/** Called every tick: redraws while the last redraw found a Time shader on screen. */
|
||||
animate(): void {
|
||||
if (this.visible && this.animated) this.redraw();
|
||||
}
|
||||
|
||||
layerOf(objectId: string): 'objects' | 'overlay' | null {
|
||||
const node = this.nodes.get(objectId);
|
||||
if (!node) return null;
|
||||
return node.parent === this.overlay ? 'overlay' : 'objects';
|
||||
}
|
||||
|
||||
/** Ids in the order they are drawn, back to front. */
|
||||
drawOrder(): string[] {
|
||||
return this.objects.children.filter((node) => node.visible).map((node) => node.label);
|
||||
}
|
||||
|
||||
/** Where an object is drawn, in global screen coordinates. */
|
||||
objectScreen(objectId: string): Vec2 | null {
|
||||
const view = this.currentView();
|
||||
const item = this.lastItems.find((i) => i.id === objectId);
|
||||
if (!item || !view) return null;
|
||||
const local = worldToScreen(view, item.x, item.y);
|
||||
const origin = this.getGlobalPosition();
|
||||
return { x: origin.x + local.x, y: origin.y + local.y };
|
||||
}
|
||||
|
||||
/**
|
||||
* The screen rectangle around an object, so tests can sample the pixels inside it: centre plus
|
||||
* size, and for a turned object the box around its corners.
|
||||
*/
|
||||
objectRect(objectId: string): { x: number; y: number; w: number; h: number } | null {
|
||||
const view = this.currentView();
|
||||
const item = this.lastItems.find((i) => i.id === objectId);
|
||||
if (!item || !view) return null;
|
||||
const extent = footprintExtent(item.type, item.props, item.m, item.frame);
|
||||
const local = worldToScreen(view, (extent.left + extent.right) / 2, (extent.top + extent.bottom) / 2);
|
||||
const origin = this.getGlobalPosition();
|
||||
return {
|
||||
x: origin.x + local.x,
|
||||
y: origin.y + local.y,
|
||||
w: (extent.right - extent.left) * view.scale,
|
||||
h: (extent.bottom - extent.top) * view.scale,
|
||||
};
|
||||
}
|
||||
|
||||
override redraw(): void {
|
||||
const view = this.currentView();
|
||||
this.bg.clear().rect(0, 0, this.w, this.h).fill(this.baseColor);
|
||||
this.beforeItems(view);
|
||||
this.contentMask.clear();
|
||||
this.content.visible = view !== null;
|
||||
this.visibleCount = 0;
|
||||
this.animated = false;
|
||||
this.drawn = null;
|
||||
if (!view) return;
|
||||
|
||||
this.redraws++;
|
||||
const { items, background } = this.collectFrame();
|
||||
this.lastItems = items;
|
||||
const { rect } = view;
|
||||
if (this.paintsBackground()) this.bg.rect(rect.x, rect.y, rect.w, rect.h).fill(background);
|
||||
this.contentMask.rect(rect.x, rect.y, rect.w, rect.h).fill(0xffffff);
|
||||
|
||||
this.placeWorld(view);
|
||||
const bounds = worldBounds(view);
|
||||
const shaders = shaderLibrary.source(this.state.project);
|
||||
const culled: { node: Graphics; extent: Extent | null }[] = [];
|
||||
|
||||
const seen = new Set<string>();
|
||||
for (const item of items) {
|
||||
seen.add(item.id);
|
||||
const size = footprintOf(item.type, item.props, item.frame);
|
||||
const extent = footprintExtent(item.type, item.props, item.m, item.frame);
|
||||
// A switched-off object is not drawn at all, in the scene view as in the game; it is
|
||||
// selected and switched back on from the hierarchy panel. A source is never culled by its
|
||||
// own little square: its particles may be anywhere on screen while it is not.
|
||||
const onScreen = item.enabled && (item.type === 'particles' || rectsIntersect(extent, bounds));
|
||||
let node = this.nodes.get(item.id);
|
||||
if (!node) {
|
||||
node = new Graphics();
|
||||
node.label = item.id;
|
||||
node.cursor = 'move';
|
||||
node.on('pointerdown', (e: FederatedPointerEvent) => this.onItemPointerDown(item.id, e));
|
||||
this.nodes.set(item.id, node);
|
||||
(isSymbolType(item.type) ? this.overlay : this.objects).addChild(node);
|
||||
}
|
||||
const hidden = this.hidesShape(item);
|
||||
node.visible = onScreen && !hidden;
|
||||
if (item.enabled && !hidden) culled.push({ node, extent: item.type === 'particles' ? null : extent });
|
||||
node.eventMode = this.itemsInteractive && node.visible ? 'static' : 'none';
|
||||
this.syncDecorations(item, onScreen, view.scale, extent);
|
||||
this.syncText(item, onScreen, view.scale, shaders);
|
||||
this.syncSprite(item, onScreen, size, shaders);
|
||||
this.syncParticles(item, onScreen, shaders);
|
||||
this.syncTilemap(item, onScreen);
|
||||
if (!onScreen) continue;
|
||||
this.visibleCount++;
|
||||
if (hidden) continue;
|
||||
drawItem(
|
||||
node,
|
||||
item,
|
||||
size,
|
||||
view.scale * scaleOf(placementOf(item.type, item.m)),
|
||||
this.isSelected(item.id),
|
||||
);
|
||||
}
|
||||
this.afterItems(items, view);
|
||||
this.drawOnScreen(items, view);
|
||||
this.drawn = { scale: view.scale, w: rect.w, h: rect.h, culled };
|
||||
for (const [id, node] of this.nodes) {
|
||||
if (seen.has(id)) continue;
|
||||
this.texts.get(id)?.destroy();
|
||||
this.texts.delete(id);
|
||||
const sprite = this.sprites.get(id);
|
||||
if (sprite) disposeSpriteMesh(sprite);
|
||||
this.sprites.delete(id);
|
||||
this.fields.get(id)?.destroy();
|
||||
this.fields.delete(id);
|
||||
this.tilemaps.get(id)?.destroy();
|
||||
this.tilemaps.delete(id);
|
||||
this.dropGhosts(id);
|
||||
node.destroy();
|
||||
this.nodes.delete(id);
|
||||
this.disposeDecorations(id);
|
||||
}
|
||||
this.syncDrawOrder(items);
|
||||
this.sweepMasks();
|
||||
}
|
||||
|
||||
/**
|
||||
* Re-attaches the object nodes in ascending `z`, ties in hierarchy order, each layer of a map
|
||||
* sorted in on its own (#174, see `drawSlots`). Explicit rather than Pixi's lazy
|
||||
* `sortableChildren` so the order is deterministic and honours hierarchy changes.
|
||||
*/
|
||||
private syncDrawOrder(items: DrawItem[]): void {
|
||||
this.objects.removeChildren();
|
||||
const byId = new Map(items.map((item) => [item.id, item]));
|
||||
for (const { id, layerId, row } of drawSlots(items)) {
|
||||
const clip = byId.get(id)?.clip ?? null;
|
||||
if (layerId) {
|
||||
const layer = this.tilemaps.get(id)?.layerContainer(layerId, row);
|
||||
if (layer) this.objects.addChild(this.clipTo(layer, clip));
|
||||
continue;
|
||||
}
|
||||
// Picture and text are siblings because Graphics may not have children: the picture right
|
||||
// under its node, which only holds the hit area, the text right above its box. A ghost goes
|
||||
// right under what it is the rest of.
|
||||
const ghost = this.ghostSprites.get(id);
|
||||
if (ghost) this.objects.addChild(this.clipTo(ghost, clip, true));
|
||||
const sprite = this.sprites.get(id);
|
||||
if (sprite) this.objects.addChild(this.clipTo(sprite, clip));
|
||||
const node = this.nodes.get(id);
|
||||
if (node) this.objects.addChild(node);
|
||||
const ghostText = this.ghostTexts.get(id);
|
||||
if (ghostText) this.objects.addChild(this.clipTo(ghostText.mesh, clip, true));
|
||||
const text = this.texts.get(id);
|
||||
if (text) this.objects.addChild(this.clipTo(text.mesh, clip));
|
||||
const field = this.fields.get(id);
|
||||
if (field) this.objects.addChild(this.clipTo(field.container, clip));
|
||||
}
|
||||
}
|
||||
|
||||
/**
|
||||
* Cuts `target` to the region, or with `inverse` to everything outside it. The mask lives in
|
||||
* world units like the objects, and stays with the target until the target goes.
|
||||
*/
|
||||
private clipTo<T extends Container>(target: T, region: ClipRegion | null, inverse = false): T {
|
||||
let mask = this.maskOf.get(target);
|
||||
if (!region) {
|
||||
if (mask) {
|
||||
target.mask = null;
|
||||
mask.destroy();
|
||||
this.maskOf.delete(target);
|
||||
}
|
||||
return target;
|
||||
}
|
||||
if (!mask) {
|
||||
mask = new Graphics();
|
||||
this.masks.addChild(mask);
|
||||
this.maskOf.set(target, mask);
|
||||
target.setMask({ mask, inverse });
|
||||
}
|
||||
mask.clear();
|
||||
if (region.length >= 3) mask.poly([...region]).fill(0xffffff);
|
||||
return target;
|
||||
}
|
||||
|
||||
/** Masks whose target is gone: a tilemap drops the containers of layers it no longer has itself. */
|
||||
private sweepMasks(): void {
|
||||
for (const [target, mask] of this.maskOf)
|
||||
if (target.destroyed) {
|
||||
mask.destroy();
|
||||
this.maskOf.delete(target);
|
||||
}
|
||||
}
|
||||
|
||||
private dropGhosts(id: string): void {
|
||||
const sprite = this.ghostSprites.get(id);
|
||||
if (sprite) disposeSpriteMesh(sprite);
|
||||
this.ghostSprites.delete(id);
|
||||
this.ghostTexts.get(id)?.destroy();
|
||||
this.ghostTexts.delete(id);
|
||||
}
|
||||
|
||||
/** Whether the item has a cut-off part to show faintly right now. */
|
||||
private ghosted(item: DrawItem, onScreen: boolean): boolean {
|
||||
return onScreen && item.clip !== null && this.opensClip(item);
|
||||
}
|
||||
|
||||
/**
|
||||
* The particles of one source. Their positions are world units, like everything else under
|
||||
* `objects`, so the container itself carries no transform: the source's own goes into each
|
||||
* particle, which is what lets one stay where it was born while its source flies on.
|
||||
*/
|
||||
private syncParticles(item: DrawItem, onScreen: boolean, shaders: ShaderSource): void {
|
||||
let field = this.fields.get(item.id);
|
||||
if (item.type !== 'particles' || !item.particles || !onScreen) {
|
||||
if (field) field.container.visible = false;
|
||||
return;
|
||||
}
|
||||
if (!field) {
|
||||
field = new ParticleField();
|
||||
this.fields.set(item.id, field);
|
||||
this.objects.addChild(field.container);
|
||||
}
|
||||
field.container.visible = true;
|
||||
// A source is a moving picture by definition, so the view keeps redrawing while one is on screen.
|
||||
this.animated = true;
|
||||
const build = particleLibrary.buildFor(item.particles);
|
||||
const compiled = build.compiled;
|
||||
const params = compiled ? compiled.params.map((row) => Number(item.props[row.key] ?? row.default)) : [];
|
||||
const texture = item.texture ? textureLibrary.get(item.texture, SHEET_EDGE) : null;
|
||||
field.wear(item.props, shaders);
|
||||
field.sync(
|
||||
compiled,
|
||||
item.props,
|
||||
params,
|
||||
item.m,
|
||||
texture ?? Texture.WHITE,
|
||||
particleLibrary.now(),
|
||||
item.emits,
|
||||
hashId(item.id),
|
||||
);
|
||||
}
|
||||
|
||||
/**
|
||||
* A painted map, drawn from its own meshes. It keeps redrawing the view while an animated
|
||||
* tile is on it, the same way a Time shader does.
|
||||
*/
|
||||
private syncTilemap(item: DrawItem, onScreen: boolean): void {
|
||||
let field = this.tilemaps.get(item.id);
|
||||
if (item.type !== 'tilemap' || !item.tilemap || !onScreen) {
|
||||
if (field) field.visible = false;
|
||||
return;
|
||||
}
|
||||
if (!field) {
|
||||
// Its layers are attached by `syncDrawOrder`, which runs after every item is synced.
|
||||
field = new TilemapField();
|
||||
this.tilemaps.set(item.id, field);
|
||||
}
|
||||
field.visible = true;
|
||||
field.sync(item, textureLibrary, gameClock.now, this.tilemapFocus(item));
|
||||
if (field.animated) this.animated = true;
|
||||
}
|
||||
|
||||
/**
|
||||
* Which layer of a tilemap is singled out and how (#138). The game view shows every map as the
|
||||
* game does; only the scene view, where one paints, has a say.
|
||||
*/
|
||||
protected tilemapFocus(_item: DrawItem): LayerFocus | null {
|
||||
return null;
|
||||
}
|
||||
|
||||
/** Where the centre of one cell of a placed tilemap is on screen, so a check can sample it. */
|
||||
cellScreen(objectId: string, x: number, y: number): Vec2 | null {
|
||||
const view = this.currentView();
|
||||
const item = this.lastItems.find((i) => i.id === objectId);
|
||||
if (!view || !item || item.type !== 'tilemap') return null;
|
||||
const centre = cellCentre(item, x, y);
|
||||
const local = worldToScreen(view, centre.x, centre.y);
|
||||
const origin = this.getGlobalPosition();
|
||||
return { x: origin.x + local.x, y: origin.y + local.y };
|
||||
}
|
||||
|
||||
/** What a placed tilemap drew last redraw: how many meshes, and how many cells in them (test hook). */
|
||||
tilemapInfo(objectId: string): { drawCalls: number; tiles: number; layers: number } | null {
|
||||
const field = this.tilemaps.get(objectId);
|
||||
const item = this.lastItems.find((i) => i.id === objectId);
|
||||
if (!field?.visible || !item?.tilemap) return null;
|
||||
return {
|
||||
drawCalls: field.drawCalls,
|
||||
tiles: item.tilemap.layers.reduce((sum, layer) => sum + layer.tiles.length, 0),
|
||||
layers: item.tilemap.layers.length,
|
||||
};
|
||||
}
|
||||
|
||||
private syncSprite(item: DrawItem, onScreen: boolean, size: Size, shaders: ShaderSource): void {
|
||||
let sprite = this.sprites.get(item.id);
|
||||
if (item.type !== 'sprite' || !onScreen) {
|
||||
if (sprite) sprite.visible = false;
|
||||
const ghost = this.ghostSprites.get(item.id);
|
||||
if (ghost) disposeSpriteMesh(ghost);
|
||||
this.ghostSprites.delete(item.id);
|
||||
return;
|
||||
}
|
||||
if (!sprite) {
|
||||
sprite = newSpriteMesh();
|
||||
this.sprites.set(item.id, sprite);
|
||||
this.objects.addChild(sprite);
|
||||
}
|
||||
sprite.visible = true;
|
||||
if (wornShader(item.props, shaders)?.time) this.animated = true;
|
||||
syncSpriteMesh(sprite, item, size, textureLibrary, shaders);
|
||||
let ghost = this.ghostSprites.get(item.id);
|
||||
if (!this.ghosted(item, onScreen)) {
|
||||
if (ghost) disposeSpriteMesh(ghost);
|
||||
this.ghostSprites.delete(item.id);
|
||||
return;
|
||||
}
|
||||
if (!ghost) {
|
||||
ghost = newSpriteMesh();
|
||||
ghost.alpha = CLIP_GHOST_ALPHA;
|
||||
this.ghostSprites.set(item.id, ghost);
|
||||
}
|
||||
syncSpriteMesh(ghost, item, size, textureLibrary, shaders);
|
||||
}
|
||||
|
||||
/**
|
||||
* The typeface a text is drawn in and how wide that makes it. Both are what a font asset is
|
||||
* for, and both arrive asynchronously, so a test cannot read them off the model.
|
||||
*/
|
||||
textInfo(id: string): ReturnType<TextPicture['info']> | null {
|
||||
const text = this.texts.get(id);
|
||||
return text?.mesh.visible ? text.info() : null;
|
||||
}
|
||||
|
||||
private syncText(item: DrawItem, onScreen: boolean, scale: number, shaders: ShaderSource): void {
|
||||
let text = this.texts.get(item.id);
|
||||
if (item.type !== 'text' || !onScreen) {
|
||||
if (text) text.mesh.visible = false;
|
||||
this.ghostTexts.get(item.id)?.destroy();
|
||||
this.ghostTexts.delete(item.id);
|
||||
return;
|
||||
}
|
||||
if (!text) {
|
||||
text = new TextPicture();
|
||||
this.texts.set(item.id, text);
|
||||
this.objects.addChild(text.mesh);
|
||||
}
|
||||
text.mesh.visible = true;
|
||||
if (wornShader(item.props, shaders)?.time) this.animated = true;
|
||||
text.sync(item, scale, shaders);
|
||||
let ghost = this.ghostTexts.get(item.id);
|
||||
if (!this.ghosted(item, onScreen)) {
|
||||
ghost?.destroy();
|
||||
this.ghostTexts.delete(item.id);
|
||||
return;
|
||||
}
|
||||
if (!ghost) {
|
||||
ghost = new TextPicture();
|
||||
ghost.mesh.alpha = CLIP_GHOST_ALPHA;
|
||||
this.ghostTexts.set(item.id, ghost);
|
||||
}
|
||||
ghost.sync(item, scale, shaders);
|
||||
}
|
||||
}
|
||||
Reference in new issue
Block a user