147 lines
6.5 KiB
TypeScript
147 lines
6.5 KiB
TypeScript
import * as PIXI from 'pixi.js';
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import { CreepDefinition, MissionDefinition, TowerDefinition } from './Definitions';
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import { Engine } from './Bastion';
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export default class GameAssets {
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public static Frame01Texture: PIXI.Texture;
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public static Frame02Texture: PIXI.Texture;
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public static Frame03Texture: PIXI.Texture;
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public static FrameBackground: PIXI.Texture;
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public static FrameTowerTab: PIXI.Texture;
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public static VioletBackground: PIXI.Texture;
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public static RedBackground: PIXI.Texture;
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public static GreenBackground: PIXI.Texture;
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public static Button01Texture: PIXI.Texture;
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public static Button02Texture: PIXI.Texture;
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public static ButtonSmallTexture: PIXI.Texture;
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public static HealthTexture: PIXI.Texture;
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public static GoldTexture: PIXI.Texture;
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public static WaveTexture: PIXI.Texture;
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public static PlayIconTexture: PIXI.Texture;
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public static PauseIconTexture: PIXI.Texture;
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public static ExclamationIconTexture: PIXI.Texture;
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public static HomeIconTexture: PIXI.Texture;
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public static HammerIconTexture: PIXI.Texture;
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public static Missions: MissionDefinition[];
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public static MissionBackgrounds: PIXI.Texture[] = [];
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public static Towers: TowerDefinition[];
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public static Creeps: CreepDefinition[];
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private static text;
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private static async Load(src) {
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this.text.text = 'Loading asset: ' + src;
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return await PIXI.Assets.load({
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src: src,
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});
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}
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public static async LoadAssets() {
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if (this.text) {
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console.warn('Do not call GameAssets.LoadAssets() more than once.');
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return;
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}
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console.log('Loading Texture Assets');
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const t = new PIXI.Text({
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text: 'Loading textures. This might take a while.',
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style: new PIXI.TextStyle({
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fill: 0x333333,
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fontSize: 50,
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}),
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});
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t.x = Engine.app.canvas.width / 2;
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t.y = Engine.app.canvas.height / 2;
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t.anchor.set(0.5, 0.5);
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Engine.app.stage.addChild(t);
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this.text = new PIXI.Text({
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text: '',
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style: new PIXI.TextStyle({
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fill: 0x333333,
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fontSize: 50,
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}),
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});
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this.text.x = Engine.app.canvas.width / 2;
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this.text.y = Engine.app.canvas.height / 2 + 50;
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this.text.anchor.set(0.5, 0.5);
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Engine.app.stage.addChild(this.text);
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await Promise.all([
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this.Load('/aclonica.woff2'),
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this.Load('/assets/gui/button_01.png').then((texture) => (this.Button01Texture = texture)),
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this.Load('/assets/gui/button_02.png').then((texture) => (this.Button02Texture = texture)),
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this.Load('/assets/gui/button_small.png').then((texture) => (this.ButtonSmallTexture = texture)),
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this.Load('/assets/gui/frame_01.png').then((texture) => (this.Frame01Texture = texture)),
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this.Load('/assets/gui/frame_02.png').then((texture) => (this.Frame02Texture = texture)),
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this.Load('/assets/gui/frame_03.png').then((texture) => (this.Frame03Texture = texture)),
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this.Load('/assets/gui/background_01.png').then((texture) => (this.FrameBackground = texture)),
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this.Load('/assets/gui/background_02.png').then((texture) => (this.FrameTowerTab = texture)),
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this.Load('/assets/gui/frame_violet.png').then((texture) => (this.VioletBackground = texture)),
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this.Load('/assets/gui/frame_red.png').then((texture) => (this.RedBackground = texture)),
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this.Load('/assets/gui/frame_green.png').then((texture) => (this.GreenBackground = texture)),
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this.Load('/assets/gui/heart.png').then((texture) => (this.HealthTexture = texture)),
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this.Load('/assets/gui/money.png').then((texture) => (this.GoldTexture = texture)),
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this.Load('/assets/gui/wave.png').then((texture) => (this.WaveTexture = texture)),
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this.Load('/assets/gui/icons/play.png').then((texture) => (this.PlayIconTexture = texture)),
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this.Load('/assets/gui/icons/pause.png').then((texture) => (this.PauseIconTexture = texture)),
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this.Load('/assets/gui/icons/exclamation.png').then((texture) => (this.ExclamationIconTexture = texture)),
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this.Load('/assets/gui/icons/home.png').then((texture) => (this.HomeIconTexture = texture)),
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this.Load('/assets/gui/icons/hammer.png').then((texture) => (this.HammerIconTexture = texture)),
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this.LoadMissions(),
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this.LoadTowers(),
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this.LoadCreeps(),
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]);
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t.destroy();
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this.text.destroy();
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// Set this.text = true to disallow calling GameAssets.LoadAssets() again
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this.text = true;
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}
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private static async LoadCreeps() {
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const res = await fetch('/assets/json/Creeps.json');
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const creeps = await res.json();
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this.Creeps = creeps;
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for (let idx = 0; idx < this.Creeps.length; idx++) {
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const creep = this.Creeps[idx];
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for (let i = 0; i < creep.textureArrayLength; i++) {
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const texture = await this.Load(`/assets/creeps/${creep.name}/${i}.png`);
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creep.textures[i] = texture;
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}
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}
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}
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private static async LoadMissions() {
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// When adding missions, make sure to keep order.
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GameAssets.Missions = [await this.LoadMission('/assets/missions/mission_01.json')];
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}
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private static async LoadTowers() {
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const res = await fetch('/assets/json/Towers.json');
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const towers = await res.json();
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this.Towers = towers;
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for (let idx = 0; idx < this.Towers.length; idx++) {
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const tower = this.Towers[idx];
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for (let i = 0; i < tower.projectileTexturesArrayLength; i++) {
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const projTexture = await this.Load(`/assets/projectiles/${tower.sprite}/${i}.png`);
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tower.projectileTextures[i] = projTexture;
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}
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tower.texture = await this.Load(`/assets/towers/${tower.sprite}.png`);
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}
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}
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private static async LoadMission(missionUrl: string) {
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const res = await fetch(missionUrl);
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const mission = await res.json();
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await this.LoadBackground(mission.mapImage.url);
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return mission;
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}
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private static async LoadBackground(backgroundUrl: string) {
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let index = this.MissionBackgrounds.length - 1;
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if (index == -1) index = 0;
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this.MissionBackgrounds[index] = await this.Load(backgroundUrl);
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}
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}
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