littlejsengine 1.26.1 → 1.27.0

This diff represents the content of publicly available package versions that have been released to one of the supported registries. The information contained in this diff is provided for informational purposes only and reflects changes between package versions as they appear in their respective public registries.
package/package.json CHANGED
@@ -1,6 +1,6 @@
1
1
  {
2
2
  "name": "littlejsengine",
3
- "version": "1.26.1",
3
+ "version": "1.27.0",
4
4
  "description": "LittleJS - Tiny and Fast HTML5 Game Engine",
5
5
  "main": "dist/littlejs.esm.js",
6
6
  "types": "dist/littlejs.d.ts",
@@ -228,20 +228,34 @@ class LightSystemPlugin
228
228
  'uniform vec4 color;'+
229
229
  'uniform sampler2D shadowTexture;'+ // this light's shadow, white where its rays reach
230
230
  'uniform bool useShadow;'+
231
+ 'uniform vec2 forward;'+ // the light's up, the way its cone and gel look
232
+ 'uniform vec2 cone;'+ // the cone's factor and its edge times it, (0, -1) for none
233
+ 'uniform sampler2D gelTexture;'+
234
+ 'uniform vec4 gelRect;'+ // the gel's tile in its texture, corner and size
235
+ 'uniform bool useGel;'+
231
236
  'in vec2 vWorldPos;'+
232
237
  'in vec2 vUV;'+
233
238
  'out vec4 c;'+
234
239
  'void main(){'+
235
- 'float dist=distance(vWorldPos,lightPos);'+
240
+ 'vec2 d=vWorldPos-lightPos;'+
241
+ 'float dist=length(d);'+
236
242
  'float t=clamp((radius-dist)/max(fadeRange,1e-6),0.,1.);'+
237
243
  'c=vec4(color.rgb*t*color.a,1.);'+
238
244
  'if(useShadow)c.rgb*=texture(shadowTexture,vUV).rgb;'+
245
+ // the cone: full where its fade starts, nothing at its edge, smooth between, as a 3D spotlight's
246
+ 'float k=clamp(dot(forward,d/max(dist,1e-6))*cone.x-cone.y,0.,1.);'+
247
+ 'c.rgb*=k*k*(3.-2.*k);'+
248
+ // the gel across the light's square, turned with it, its top the way the light looks
249
+ 'if(useGel){'+
250
+ 'vec2 g=clamp(vec2(dot(d,vec2(forward.y,-forward.x)),dot(d,forward))/(radius*2.)+.5,0.,1.);'+
251
+ 'c.rgb*=texture(gelTexture,gelRect.xy+vec2(g.x,1.-g.y)*gelRect.zw).rgb;}'+
239
252
  '}'
240
253
  );
241
254
  if (lightSystemShadersFailed(lightSystem.lightShader)) return;
242
- // the shadow texture is on unit 1, the engine's tracked texture stays on unit 0
255
+ // the shadow texture is on unit 1 and the gel on 2, the engine's tracked texture stays on unit 0
243
256
  glContext.useProgram(lightSystem.lightShader);
244
257
  glContext.uniform1i(glUniformLocation(lightSystem.lightShader, 'shadowTexture'), 1);
258
+ glContext.uniform1i(glUniformLocation(lightSystem.lightShader, 'gelTexture'), 2);
245
259
 
246
260
  // composite shader: fullscreen quad, samples the lightmap
247
261
  lightSystem.compositeShader = glCreateProgram(
@@ -814,6 +828,19 @@ class LightSystemPlugin
814
828
  [drawContext, glCustomShader] = saved;
815
829
  }
816
830
  }
831
+ catch (error)
832
+ {
833
+ // a renderLight or renderEmissive threw: what it queued goes to the lightmap, then the screen is the
834
+ // target again with its viewport and blend, so a game that catches the error draws to the screen; a
835
+ // flush that throws too is let go of, the first error is the one that counts
836
+ try { glFlush(); } catch (e) {}
837
+ glContext.bindFramebuffer(glContext.FRAMEBUFFER, null);
838
+ glContext.viewport(0, 0, glCanvas.width, glCanvas.height);
839
+ glActiveTexture && glContext.bindTexture(glContext.TEXTURE_2D, glActiveTexture);
840
+ glSetInstancedMode(true);
841
+ setAdditiveBlendMode(prevAdditive);
842
+ throw error;
843
+ }
817
844
  finally
818
845
  {
819
846
  glRenderTargetBase = undefined;
@@ -927,6 +954,18 @@ class LightSystemPlugin
927
954
  const c = light.color;
928
955
  glContext.uniform4f(glUniformLocation(ls, 'color'), c.r, c.g, c.b, c.a);
929
956
 
957
+ // the cone and the gel look along the light's up
958
+ const forward = light.getUp();
959
+ glContext.uniform2f(glUniformLocation(ls, 'forward'), forward.x, forward.y);
960
+ const [coneFactor, coneEdge] = lightSystemCone(light);
961
+ glContext.uniform2f(glUniformLocation(ls, 'cone'), coneFactor, coneEdge);
962
+ const gel = lightSystemGel(light);
963
+ glContext.uniform1i(glUniformLocation(ls, 'useGel'), gel ? 1 : 0);
964
+ glContext.activeTexture(glContext.TEXTURE2);
965
+ glContext.bindTexture(glContext.TEXTURE_2D, gel ? gel.texture : null);
966
+ glContext.activeTexture(glContext.TEXTURE0);
967
+ gel && glContext.uniform4fv(glUniformLocation(ls, 'gelRect'), gel.rect);
968
+
930
969
  glContext.drawArrays(glContext.TRIANGLE_STRIP, 0, 4);
931
970
 
932
971
  // restore engine's instanced shader+VAO so subsequent renderLight()
@@ -1004,6 +1043,31 @@ class LightSystemPlugin
1004
1043
 
1005
1044
  ///////////////////////////////////////////////////////////////////////////////
1006
1045
 
1046
+ // a light's cone for its shader, the factor and its edge times it: the dot of its up and a direction times the factor,
1047
+ // less the edge, is 1 where the fade starts and 0 at the edge; (0, -1) for no cone, which leaves the light as it was
1048
+ function lightSystemCone(light)
1049
+ {
1050
+ const angle = min(light.coneAngle, PI);
1051
+ if (!(angle > 0)) return [0, -1];
1052
+ const outer = cos(angle), inner = cos(angle * (1 - clamp(light.coneSoftness)));
1053
+ const k = 1 / max(inner - outer, 1e-4);
1054
+ return [k, outer * k];
1055
+ }
1056
+
1057
+ // a light's gel for its shader, its texture and its tile's corner and size in it, a half texel in so the tiles beside
1058
+ // it do not bleed in; undefined for none or one not loaded yet
1059
+ function lightSystemGel(light)
1060
+ {
1061
+ const gel = light.gel;
1062
+ if (!gel) return;
1063
+ const isTile = gel instanceof TileInfo, textureInfo = isTile ? gel.textureInfo : gel;
1064
+ const texture = textureInfo?.glTexture, size = textureInfo?.size;
1065
+ if (!texture || !(size?.x > 0)) return;
1066
+ const pos = isTile ? gel.pos : vec2(), tileSize = isTile ? gel.size : size;
1067
+ return {texture, rect: [(pos.x + .5) / size.x, (pos.y + .5) / size.y,
1068
+ (tileSize.x - 1) / size.x, (tileSize.y - 1) / size.y]};
1069
+ }
1070
+
1007
1071
  /**
1008
1072
  * A Light is an EngineObject that contributes a soft additive blob of color
1009
1073
  * to the LightSystem plugin's lightmap.
@@ -1012,11 +1076,16 @@ class LightSystemPlugin
1012
1076
  * - A light inside a caster is blocked entirely, so the object that holds it, its lamp, a torch, the player
1013
1077
  * carrying it, needs a shadowCore that reaches past it, castShadow = false, or a renderShadow that leaves
1014
1078
  * the light's spot out
1079
+ * - A coneAngle makes it a cone along its up, turned by its angle, and a gel is a picture it shines through; both
1080
+ * are applied over the round light with its shadows, so they cost next to nothing
1015
1081
  * @extends EngineObject
1016
1082
  * @memberof LightSystem
1017
1083
  * @example
1018
1084
  * new Light(vec2(5, 5), 4, rgb(1, 0.5, 0)); // orange light, full soft blob
1019
1085
  * new Light(vec2(0, 0), 8, rgb(1, 1, 1), 2); // white core with 2-unit soft halo
1086
+ * const flashlight = new Light(vec2(), 10); // a flashlight looking right, its beam 60 degrees across
1087
+ * flashlight.coneAngle = PI/6;
1088
+ * flashlight.angle = PI/2;
1020
1089
  */
1021
1090
  class Light extends EngineObject
1022
1091
  {
@@ -1049,6 +1118,19 @@ class Light extends EngineObject
1049
1118
  this.glowFalloff = 1;
1050
1119
  /** @type {TileInfo|undefined} */
1051
1120
  this.glowTileInfo = undefined; // the whole glow texture, kept for the falloff it was made for
1121
+ /** @property {number} - Makes it a cone, like a flashlight or headlight: the angle in radians from its up out
1122
+ * to the edge of the cone, so the beam is twice this across; it looks along getUp(), turned by its angle and
1123
+ * by what it is attached to; 0 for a light that shines every way */
1124
+ this.coneAngle = 0;
1125
+ /** @property {number} - How much of the cone is its fading edge: 0 a hard edge, .2 by default, the outer
1126
+ * fifth, 1 fading all the way from the middle of the beam */
1127
+ this.coneSoftness = .2;
1128
+ /** @property {TileInfo|TextureInfo|undefined} - A gel, a picture the light shines through, called a cookie in
1129
+ * some engines: stretched across the light's square, twice its radius, its top the way the light looks,
1130
+ * turned with it, and multiplied into its color, so one light can be a car's headlights and tail lights;
1131
+ * a TileInfo's own tile, or a whole TextureInfo; shadows still fall through it
1132
+ * @type {TileInfo|TextureInfo|undefined} */
1133
+ this.gel = undefined;
1052
1134
  }
1053
1135
 
1054
1136
  /** Lights are invisible in the main render pass — they only contribute
@@ -163,6 +163,8 @@ class NewgroundsPlugin
163
163
  /** @property {Array<Object>} - Scoreboards fetched from Newgrounds, empty until ready
164
164
  * @type {Array<Object>} */
165
165
  this.scoreboards = [];
166
+ /** @type {Map<number, 'failed'|'notSave'>} */
167
+ this.loadFailures = new Map; // why each slot's last load gave undefined, see loadFailure
166
168
  /** @property {{id: number, name: string, url: string, supporter: boolean}|null} - The logged in player once ready, null when not logged in
167
169
  * @type {{id: number, name: string, url: string, supporter: boolean}|null} */
168
170
  this.user = null;
@@ -332,6 +334,96 @@ class NewgroundsPlugin
332
334
  return this.call('ScoreBoard.getScores', parameters, session_id);
333
335
  }
334
336
 
337
+ /** Save a value to one of the player's cloud save slots, which needs a logged in player
338
+ * - Any value JSON can hold; the slots are numbered from 1, as many as the app's Newgrounds settings give it
339
+ * @param {number} slot - The slot number
340
+ * @param {*} data - The value to save
341
+ * @return {Promise<boolean>} - Whether it saved, false when not logged in
342
+ * @example
343
+ * newgrounds.cloudSave(1, {level, coins}); */
344
+ async cloudSave(slot, data)
345
+ {
346
+ ASSERT(isNumber(slot), 'Newgrounds cloudSave: slot must be a number', slot);
347
+ if (!this.session_id) return false;
348
+ let text;
349
+ try { text = JSON.stringify(data); } catch (error) {}
350
+ if (text === undefined)
351
+ return console.warn('Newgrounds cloudSave: slot ' + slot + ' was given a value JSON can not hold'), false;
352
+ const response = await this.call('CloudSave.setData', {'id':slot, 'data':text});
353
+ newgroundsSessionLost(response) && this.dropSession();
354
+ return !!response?.result?.data?.['success'];
355
+ }
356
+
357
+ /** Load the value a cloud save slot holds: null when Newgrounds says it holds none, undefined when it could not be
358
+ * loaded or the player is not logged in, said in the console when logged in
359
+ * - Do not save over a slot that loaded as undefined, it may hold the player's save; loadFailure(slot) says why
360
+ * it did: 'notSave' for a file there that is not a save, where a game may offer to start over, 'failed' otherwise
361
+ * - A saved null loads as null, as an empty slot does
362
+ * @param {number} slot - The slot number
363
+ * @return {Promise<*>} - The value saved, null for none, undefined for a load that failed
364
+ * @example
365
+ * const save = await newgrounds.cloudLoad(1); */
366
+ async cloudLoad(slot)
367
+ {
368
+ ASSERT(isNumber(slot), 'Newgrounds cloudLoad: slot must be a number', slot);
369
+ const {value, failure} = await this.loadSlot(slot);
370
+ failure ? this.loadFailures.set(+slot, failure) : this.loadFailures.delete(+slot);
371
+ return value;
372
+ }
373
+
374
+ /** Why a slot's last cloudLoad gave undefined: 'notSave' when the slot holds a file that is not a save, where a
375
+ * game may offer to start over, 'failed' when it could not be loaded, as when not logged in, where a game must
376
+ * not save over it; undefined when it loaded a save or found the slot empty, or was not loaded
377
+ * @param {number} slot - The slot number
378
+ * @return {'failed'|'notSave'|undefined} */
379
+ loadFailure(slot) { return this.loadFailures.get(+slot); }
380
+
381
+ /** A slot's load, its value and why it failed, if it did
382
+ * @param {number} slot
383
+ * @return {Promise<{value: *, failure: 'failed'|'notSave'|undefined}>}
384
+ * @ignore */
385
+ async loadSlot(slot)
386
+ {
387
+ const failed = (message)=>
388
+ {
389
+ message && console.warn('Newgrounds could not load slot ' + slot + message);
390
+ return {value: undefined, failure: /** @type {'failed'} */ ('failed')};
391
+ };
392
+ if (!this.session_id) return failed('');
393
+ const response = await this.call('CloudSave.loadSlot', {'id':slot});
394
+ newgroundsSessionLost(response) && this.dropSession();
395
+ const slotData = response?.result?.data?.['slot'];
396
+ if (!slotData) return failed('.');
397
+ const url = slotData['url']; // where the saved text is, none for an empty slot
398
+ if (!url) return {value: null, failure: undefined};
399
+ let text;
400
+ try
401
+ {
402
+ const signal = globalThis.AbortSignal?.timeout?.(newgroundsTimeoutMS);
403
+ const saved = await fetch(url, {'cache':'no-store', 'signal':signal});
404
+ if (!saved.ok) // an error page is not the save, even one that is JSON
405
+ return failed(': ' + saved.status);
406
+ text = await saved.text();
407
+ }
408
+ catch(e) { return failed(': ' + e); }
409
+ if (!text) return failed(', it came back empty'); // a save is never empty
410
+ try { return {value: JSON.parse(text), failure: undefined}; }
411
+ catch(e)
412
+ {
413
+ console.warn('Newgrounds cloudLoad: slot ' + slot + ' holds a file that is not a save');
414
+ return {value: undefined, failure: 'notSave'};
415
+ }
416
+ }
417
+
418
+ /** Count an event of the game's own on its Newgrounds stats page, like a level finished or a button pressed
419
+ * @param {string} name - The event's name
420
+ * @return {Promise<Object>} - The response JSON object, undefined when the call failed */
421
+ logEvent(name)
422
+ {
423
+ ASSERT(typeof name === 'string' && name !== '', 'Newgrounds logEvent: name must be a string', name);
424
+ return this.call('Event.logEvent', {'event_name':name, 'host':this.host});
425
+ }
426
+
335
427
  /** Encrypt text the way the Newgrounds gateway expects, AES-128 CBC with a random iv in front, as Base64
336
428
  * @param {string} text
337
429
  * @return {Promise<string>} */
@@ -39,7 +39,9 @@ class ParallaxLayer extends CanvasLayer
39
39
  * and 1 with the screen, a Vector2 to follow x and y by different amounts
40
40
  * @param {number} [renderOrder] - Low to draw behind the game, far layers lowest
41
41
  * @param {function(OffscreenCanvasRenderingContext2D, Vector2, ParallaxLayer): void} [drawFunction] - Draws
42
- * the image, given the canvas context, its size in pixels and the layer; mountains when not given
42
+ * the image, given the canvas context, its size in pixels and the layer; mountains when not given; called
43
+ * once when the layer is made and on redraw(), not each frame, so it draws with the canvas 2D context, not
44
+ * the engine's draws like drawTile
43
45
  * @param {Vector2} [canvasSize] - Size of the image in pixels */
44
46
  constructor(pos=vec2(), size=vec2(32, 16), parallax=.5, renderOrder=-1e3, drawFunction=parallaxMountains(),
45
47
  canvasSize=vec2(512, 256))
@@ -36,8 +36,9 @@ function editor3DCameraStart()
36
36
  camera.pos = from.pos.copy();
37
37
  camera.rotation = vec3(from.rotation.x, from.rotation.y, 0);
38
38
  camera.fov = from.fov;
39
- camera.near = from.near;
40
39
  camera.far = from.far;
40
+ // an orthographic camera's near may sit behind it, which a perspective view can not use, so it keeps its own
41
+ from.orthographic || (camera.near = from.near);
41
42
  }
42
43
 
43
44
  // turn the free camera on or off, it needs a Render3DPlugin and takes the keyboard and mouse while it is on
@@ -92,6 +93,7 @@ function editor3DWithView(fn)
92
93
  // called by the 3D pass before it works out its matrices: the frame is drawn with the editor's camera
93
94
  function editor3DCameraBegin()
94
95
  {
96
+ editor3DCameraEnd(); // a frame that threw before its End gives the game its camera back first, not the editor's
95
97
  if (!editor3DViewOn() || !editor3DCamera) return;
96
98
  const r = render3D, camera = editor3DGameCamera = r.camera;
97
99
  r.camera = editor3DCamera;
@@ -424,8 +426,17 @@ function editor3DSize(object)
424
426
  const made = editor3DInstances.get(object.id), box = editor3DPrefabBox(made);
425
427
  if (box) return box.size;
426
428
  if (!(made instanceof EngineObject3D) || !(made.mesh || made.tileInfo)) return vec3(1);
427
- const s = made.size3D, k = made.scale3D;
428
- return vec3(s.x * abs(k.x), s.y * abs(k.y), s.z * abs(k.z));
429
+ const s = made.size3D, k = made.scale3D, size = vec3(s.x * abs(k.x), s.y * abs(k.y), s.z * abs(k.z));
430
+ if (!editor3DTurned(object)) return size;
431
+
432
+ // a turned one's box is the box around it turned, so it lands, drops and pastes by what it covers
433
+ const matrix = buildMatrix(vec3(), editor3DRotation(object).scale(PI / 180), size), high = vec3();
434
+ for (let i = 8; i--;)
435
+ {
436
+ const p = matrix.transformPoint(vec3(i & 1 ? .5 : -.5, i & 2 ? .5 : -.5, i & 4 ? .5 : -.5));
437
+ high.x = max(high.x, p.x), high.y = max(high.y, p.y), high.z = max(high.z, p.z);
438
+ }
439
+ return vec3(editor3DRound(high.x * 2), editor3DRound(high.y * 2), editor3DRound(high.z * 2));
429
440
  }
430
441
 
431
442
  // the box around a prefab's instance in the world, the boxes of its parts together, as its middle and its size;
@@ -1637,6 +1648,7 @@ function editor3DSetOpen(open)
1637
1648
  if (open)
1638
1649
  {
1639
1650
  editor3DSetFreeCamera(false);
1651
+ pointerLockIsActive() && pointerLockExit(); // the game's captured mouse is let go, the editor needs it
1640
1652
  editor3DLevel || editor3DLevelLoaded({}); // a new level, with nothing loaded
1641
1653
  editor3DCamera || editor3DCameraStart();
1642
1654
  editor3DGamePaused = paused;
@@ -2334,10 +2346,11 @@ function editor3DDragTo(drag, mouse, ray, snap)
2334
2346
  }
2335
2347
  if (factor)
2336
2348
  {
2349
+ // snapped and kept from nothing by its size, its sign kept, so a mirrored axis stays mirrored
2337
2350
  const size = snap ? editor3DScaleStep : 0, least = size || .01;
2351
+ const fit = (v)=> (v < 0 ? -1 : 1) * max(editor3DSnap(abs(v), size), least);
2338
2352
  const scale = s.scale.multiply(factor);
2339
- editor3DSetTransform(object, undefined, undefined, vec3(max(editor3DSnap(scale.x, size), least),
2340
- max(editor3DSnap(scale.y, size), least), max(editor3DSnap(scale.z, size), least)));
2353
+ editor3DSetTransform(object, undefined, undefined, vec3(fit(scale.x), fit(scale.y), fit(scale.z)));
2341
2354
  }
2342
2355
  }
2343
2356
  });
@@ -2858,8 +2871,9 @@ function editor3DDrawLabels()
2858
2871
  const drag = editor3DDrag;
2859
2872
  if (drag?.kind === 'box')
2860
2873
  {
2874
+ // on the main canvas, over the WebGL one, so a 3D pass drawn after the 2D scene does not cover it
2861
2875
  const {from: a, to: b} = drag, corners = [a, vec2(b.x, a.y), b, vec2(a.x, b.y)];
2862
- corners.forEach((c, i)=> drawLine(c, corners[(i + 1) % 4], 2, EDITOR3D_SELECT_COLOR, undefined, 0, glEnable, true));
2876
+ corners.forEach((c, i)=> drawLine(c, corners[(i + 1) % 4], 2, EDITOR3D_SELECT_COLOR, undefined, 0, false, true));
2863
2877
  }
2864
2878
  }
2865
2879
 
@@ -1307,6 +1307,7 @@ class ParticleEmitter3D extends EngineObject3D
1307
1307
  const out = this.particleData;
1308
1308
  out[k] = view.pos.x, out[k+1] = view.pos.y, out[k+2] = view.pos.z;
1309
1309
  out[k+3] = view.velocity.x, out[k+4] = view.velocity.y, out[k+5] = view.velocity.z;
1310
+ out[k+16] = view.lifeTime, out[k+17] = view.age;
1310
1311
  if (view.destroyed)
1311
1312
  out[k+17] = max(out[k+17], out[k+16]); // its life lived: a step short of it can round to just under
1312
1313
  return result;
@@ -1,6 +1,7 @@
1
1
  /**
2
2
  * LittleJS Wavedash Plugin
3
- * - The Wavedash twin of the Newgrounds plugin: achievements and leaderboards, the same shape so a game can switch
3
+ * - The Wavedash twin of the Newgrounds plugin: achievements, leaderboards and cloud saves, the same shape so a game
4
+ * can switch, and stats and presence of Wavedash's own
4
5
  * - Wavedash serves the game's page and puts its SDK in window.Wavedash before the game runs, so nothing is bundled;
5
6
  * off Wavedash (local, itch, GitHub Pages) there is none, and every call does nothing
6
7
  * - Make the plugin when the game can draw, at the end of gameInit: Wavedash.init is called then, and until it is
@@ -32,17 +33,33 @@ const wavedashDisplayTypes = {number: 0, seconds: 1, milliseconds: 2, ticks: 3};
32
33
  // the SDK Wavedash put on the page, read at each call, undefined off Wavedash
33
34
  const wavedashSDK = ()=> globalThis['Wavedash'];
34
35
 
36
+ // the file a cloud save slot is kept in
37
+ const wavedashSavePath = (slot)=> 'saves/slot' + slot + '.json';
38
+
35
39
  // a call's answer, or undefined if it does not come in time or fails, with a warning; the time limit is let go of once
36
40
  // the answer is in, so nothing waits on it after
37
- function wavedashWait(name, answer)
41
+ function wavedashWait(name, answer, quiet=false)
38
42
  {
39
43
  let timer;
40
- const limit = new Promise((resolve)=> timer = setTimeout(resolve, wavedashTimeoutMS));
44
+ const timedOut = {}; // what the time limit gives, told apart from any answer
45
+ const limit = new Promise((resolve)=> timer = setTimeout(()=> resolve(timedOut), wavedashTimeoutMS));
41
46
  return Promise.race([Promise.resolve(answer), limit])
42
- .catch((error)=> { console.warn('Wavedash ' + name + ' failed: ' + error); })
47
+ .then((value)=> value !== timedOut ? value : quiet ? undefined :
48
+ void console.warn('Wavedash ' + name + ' took over ' + wavedashTimeoutMS / 1e3 + ' seconds'),
49
+ (error)=> { console.warn('Wavedash ' + name + ' failed: ' + error); })
43
50
  .finally(()=> clearTimeout(timer));
44
51
  }
45
52
 
53
+ // a value as the text a cloud save keeps, undefined with a warning for one JSON can not hold, as a circular object,
54
+ // a BigInt, a function or undefined
55
+ function wavedashSaveText(slot, data)
56
+ {
57
+ let text;
58
+ try { text = JSON.stringify(data); } catch (error) {}
59
+ text === undefined && console.warn('Wavedash cloudSave: slot ' + slot + ' was given a value JSON can not hold');
60
+ return text;
61
+ }
62
+
46
63
  ///////////////////////////////////////////////////////////////////////////////
47
64
  /**
48
65
  * WavedashMedal: a medal that is also a Wavedash achievement, unlocked on Wavedash by its identifier
@@ -121,6 +138,14 @@ class WavedashPlugin
121
138
  this.achievementTries = Object.create(null); // how many times each one not taken yet was sent
122
139
  /** @type {number|undefined} */
123
140
  this.achievementRetry = undefined; // the timer that sends refused ones again
141
+ /** @type {Promise<boolean>|undefined} */
142
+ this.stats = undefined; // the player's stats loading, asked for the first time a stat is
143
+ /** @type {Map<string, Promise<*>>} */
144
+ this.slotQueues = new Map; // each slot's last save or load, the next waits for it, as they share a file
145
+ /** @type {Map<string, Set<Promise<*>>>} */
146
+ this.slotCalls = new Map; // each slot's file calls Wavedash has not answered, a timed out one may still change it
147
+ /** @type {Map<string, 'failed'|'notSave'>} */
148
+ this.loadFailures = new Map; // why each slot's last load gave undefined, by its file, see loadFailure
124
149
 
125
150
  // Wavedash keeps its loading screen until init, which is called once
126
151
  wavedashWait('init', this.call('init'));
@@ -199,6 +224,212 @@ class WavedashPlugin
199
224
  return result?.['success'] ? result['data'] : undefined;
200
225
  }
201
226
 
227
+ /** Save a value to one of the player's cloud save slots, kept by Wavedash across devices; off Wavedash it does
228
+ * nothing
229
+ * - Any value JSON can hold, stored as the file saves/slot#.json
230
+ * - Wavedash takes at most 30 saves a minute and 300 an hour from a player, so save at checkpoints, the end of a
231
+ * level or when asked, not every frame; one over the limit is refused, said in the console
232
+ * @param {number} slot - The slot number, any whole number the game picks
233
+ * @param {*} data - The value to save
234
+ * @return {Promise<boolean>} - Whether it saved
235
+ * @example
236
+ * wavedash.cloudSave(1, {level, coins}); */
237
+ async cloudSave(slot, data)
238
+ {
239
+ ASSERT(isNumber(slot), 'Wavedash cloudSave: slot must be a number', slot);
240
+ if (!this.isActive()) return false;
241
+ const text = wavedashSaveText(slot, data); // as it is now, the save waits its turn
242
+ if (text === undefined) return false;
243
+ return this.slotQueue(slot, false, async (track)=>
244
+ {
245
+ // written first, and only a write Wavedash says it made is uploaded, never an older file at that path
246
+ const path = wavedashSavePath(slot);
247
+ const written = await wavedashWait('cloudSave', track(this.call('writeLocalFile', path,
248
+ new TextEncoder().encode(text))));
249
+ if (written !== true && !written?.['success'])
250
+ {
251
+ written && console.warn('Wavedash refused writing slot ' + slot + ': ' +
252
+ (written['message'] ?? written['error'] ?? 'no reason given'));
253
+ return false;
254
+ }
255
+ const result = await wavedashWait('cloudSave', track(this.call('uploadRemoteFile', path)));
256
+ result && !result['success'] && console.warn('Wavedash refused cloudSave of slot ' + slot + ': ' +
257
+ (result['message'] ?? result['error'] ?? 'no reason given'));
258
+ return !!result?.['success'];
259
+ });
260
+ }
261
+
262
+ /** Load the value a cloud save slot holds: null when Wavedash says it holds none, undefined when it could not be
263
+ * loaded or off Wavedash, said in the console on Wavedash
264
+ * - Do not save over a slot that loaded as undefined, it may hold the player's save; loadFailure(slot) says why
265
+ * it did: 'notSave' for a file there that is not a save, where a game may offer to start over, 'failed' otherwise
266
+ * - A saved null loads as null, as an empty slot does
267
+ * @param {number} slot - The slot number
268
+ * @return {Promise<*>} - The value saved, null for none, undefined for a load that failed
269
+ * @example
270
+ * const save = await wavedash.cloudLoad(1); */
271
+ async cloudLoad(slot)
272
+ {
273
+ ASSERT(isNumber(slot), 'Wavedash cloudLoad: slot must be a number', slot);
274
+ const failed = {value: undefined, failure: /** @type {'failed'} */ ('failed')};
275
+ const {value, failure} = this.isActive() ?
276
+ await this.slotQueue(slot, failed, (track)=> this.loadSlot(slot, track)) : failed;
277
+ const key = wavedashSavePath(slot);
278
+ failure ? this.loadFailures.set(key, failure) : this.loadFailures.delete(key);
279
+ return value;
280
+ }
281
+
282
+ /** Why a slot's last cloudLoad gave undefined: 'notSave' when the slot holds a file that is not a save, where a
283
+ * game may offer to start over, 'failed' when it could not be loaded, as off Wavedash or on a timeout, where a
284
+ * game must not save over it; undefined when it loaded a save or found the slot empty, or was not loaded
285
+ * @param {number} slot - The slot number
286
+ * @return {'failed'|'notSave'|undefined} */
287
+ loadFailure(slot) { return this.loadFailures.get(wavedashSavePath(slot)); }
288
+
289
+ /** A slot's load, its value and why it failed, if it did
290
+ * @param {number} slot
291
+ * @param {function(*): *} track
292
+ * @return {Promise<{value: *, failure: 'failed'|'notSave'|undefined}>}
293
+ * @ignore */
294
+ async loadSlot(slot, track)
295
+ {
296
+ const path = wavedashSavePath(slot);
297
+ const failed = (message)=>
298
+ {
299
+ console.warn('Wavedash ' + message);
300
+ return {value: undefined, failure: /** @type {'failed'} */ ('failed')};
301
+ };
302
+ const downloaded = await wavedashWait('cloudLoad', track(this.call('downloadRemoteFile', path)));
303
+ if (downloaded !== true && !downloaded?.['success']) // an answer of true or of {success: true}
304
+ {
305
+ // a file Wavedash says is not there is an empty slot, anything else a load that failed; it may answer
306
+ // false or {success: true, data: false}
307
+ const exists = await wavedashWait('cloudLoad', track(this.call('remoteFileExists', path)));
308
+ if (exists === false || exists?.['success'] && exists['data'] === false)
309
+ return {value: null, failure: undefined};
310
+ return failed('could not load slot ' + slot);
311
+ }
312
+
313
+ // the file's text, its bytes given as they are or in a response's data; none is a read that failed, as a
314
+ // save is never empty
315
+ const answer = await wavedashWait('cloudLoad', track(this.call('readLocalFile', path)));
316
+ const bytes = answer instanceof Uint8Array || answer instanceof ArrayBuffer || typeof answer == 'string' ?
317
+ answer : answer?.['data'];
318
+ const text = !bytes ? '' : typeof bytes == 'string' ? bytes : new TextDecoder().decode(bytes);
319
+ if (!text) return failed('could not read slot ' + slot);
320
+ try { return {value: JSON.parse(text), failure: undefined}; }
321
+ catch (error)
322
+ {
323
+ console.warn('Wavedash cloudLoad: slot ' + slot + ' holds a file that is not a save');
324
+ return {value: undefined, failure: 'notSave'};
325
+ }
326
+ }
327
+
328
+ /** Run a slot's save or load after the one before it, as they share the slot's local file; other slots go on
329
+ * at once, and one that fails does not hold up the next
330
+ * - A call that timed out may still change the file when Wavedash gets to it, so the next waits for it to be
331
+ * answered too, and gives up with failed when it is not, leaving the file alone
332
+ * @param {number} slot
333
+ * @param {*} failed - What the task gives when it can not run
334
+ * @param {function(function(*): *): Promise<*>} task - Given track, which keeps a call's answer until it is in
335
+ * @return {Promise<*>}
336
+ * @ignore */
337
+ slotQueue(slot, failed, task)
338
+ {
339
+ const key = wavedashSavePath(slot); // by its file, so a slot given as '1' and as 1 share one
340
+ const calls = this.slotCalls.get(key) || new Set;
341
+ this.slotCalls.set(key, calls);
342
+ const track = (answer)=>
343
+ {
344
+ if (typeof answer?.then == 'function') // any promise, one made elsewhere too
345
+ {
346
+ calls.add(answer);
347
+ const done = ()=>
348
+ {
349
+ calls.delete(answer);
350
+ // the last of them, answered after the slot was let go of, lets go of its calls too
351
+ calls.size || this.slotQueues.has(key) || this.slotCalls.get(key) !== calls ||
352
+ this.slotCalls.delete(key);
353
+ };
354
+ answer.then(done, done);
355
+ }
356
+ return answer;
357
+ };
358
+ const start = async ()=>
359
+ {
360
+ if (calls.size && !await wavedashWait('slot ' + slot, Promise.allSettled([...calls]).then(()=> true), true))
361
+ {
362
+ console.warn('Wavedash slot ' + slot + ' is still busy with a call that timed out, not used');
363
+ return failed;
364
+ }
365
+ return task(track);
366
+ };
367
+ const run = (this.slotQueues.get(key) || Promise.resolve()).then(start, start);
368
+ const done = run.catch(()=> {});
369
+ this.slotQueues.set(key, done);
370
+ done.then(()=>
371
+ {
372
+ // the slot is let go of once nothing waits on it, and its calls with it once all are answered
373
+ if (this.slotQueues.get(key) !== done) return;
374
+ this.slotQueues.delete(key);
375
+ calls.size || this.slotCalls.get(key) !== calls || this.slotCalls.delete(key);
376
+ });
377
+ return run;
378
+ }
379
+
380
+ /** Set one of the player's stats, as made for the game in the Wavedash developer portal, which can unlock an
381
+ * achievement set to follow it; Wavedash keeps it about a second later, or at once with storeNow; off Wavedash it
382
+ * does nothing
383
+ * @param {string} name - The stat's identifier
384
+ * @param {number} value
385
+ * @param {boolean} [storeNow] - Keep it now, as at the end of a game, not a second later
386
+ * @return {Promise<boolean>} - Whether Wavedash took it */
387
+ async setStat(name, value, storeNow=false)
388
+ {
389
+ ASSERT(typeof name === 'string' && name !== '', 'Wavedash setStat: name must be a string', name);
390
+ ASSERT(isNumber(value), 'Wavedash setStat: value must be a number', value);
391
+ if (!this.isActive() || !await this.statsLoaded()) return false;
392
+ return this.call('setStat', name, value, !!storeNow) === true;
393
+ }
394
+
395
+ /** Read one of the player's stats, 0 for one never set or off Wavedash
396
+ * @param {string} name - The stat's identifier
397
+ * @return {Promise<number>} */
398
+ async getStat(name)
399
+ {
400
+ if (!this.isActive() || !await this.statsLoaded()) return 0;
401
+ const value = this.call('getStat', name);
402
+ return isNumber(value) ? value : 0;
403
+ }
404
+
405
+ /** The player's stats loaded from Wavedash, which they must be before they are read or set, asked for the first
406
+ * time a stat is
407
+ * @return {Promise<boolean>} - Whether they loaded
408
+ * @ignore */
409
+ statsLoaded()
410
+ {
411
+ return this.stats ||= wavedashWait('requestStats', this.call('requestStats')).then((result)=>
412
+ {
413
+ const loaded = !!result?.['success'];
414
+ loaded || (this.stats = undefined); // asked for again next time
415
+ return loaded;
416
+ });
417
+ }
418
+
419
+ /** Set what the player is doing, kept with their presence on Wavedash; off Wavedash it does nothing
420
+ * @param {string} [status] - One line of what they are doing, like 'In a race'
421
+ * @param {string} [details] - More about it, like 'Lap 2 of 3'; both left out clears it
422
+ * @return {Promise<boolean>} - Whether it was set */
423
+ async setPresence(status, details)
424
+ {
425
+ if (!this.isActive()) return false;
426
+ const presence = {};
427
+ status === undefined || (presence['status'] = String(status));
428
+ details === undefined || (presence['details'] = String(details));
429
+ const result = await wavedashWait('setPresence', this.call('updateUserPresence', presence));
430
+ return !!result?.['success'];
431
+ }
432
+
202
433
  /** Send every unlocked WavedashMedal's achievement Wavedash has not taken yet, again every two seconds while it
203
434
  * refuses some, as it does until it has loaded the player's achievements; one refused for about a minute is
204
435
  * taken as an identifier Wavedash does not have, said once in the console, and not sent again this visit