diff options
author | Daniel Weipert <code@drogueronin.de> | 2023-08-31 16:50:58 +0200 |
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committer | Daniel Weipert <code@drogueronin.de> | 2023-08-31 16:50:58 +0200 |
commit | 487b99bd938207e927d7cc14ab31517b8f40beb1 (patch) | |
tree | 6f0d7cdd690c189f2c2d82106d7ee89f77866df3 /resources/js/memory.js | |
parent | a5052fd596418f01544854c2da8d77d93ddee0be (diff) |
show loading progress
Diffstat (limited to 'resources/js/memory.js')
-rw-r--r-- | resources/js/memory.js | 115 |
1 files changed, 67 insertions, 48 deletions
diff --git a/resources/js/memory.js b/resources/js/memory.js index 972dac7..f8d8a82 100644 --- a/resources/js/memory.js +++ b/resources/js/memory.js @@ -187,57 +187,76 @@ const Memory = { */ const loadedState = saveData; - Memory.state.Settings.name = loadedState.Settings.name; - Memory.state.Settings.language = loadedState.Settings.language; - await fetchTranslation(Memory.state.Settings.language); - applyTranslation(); - Memory.state.Settings.currency = loadedState.Settings.currency; - Memory.state.Settings.logMaxLength = loadedState.Settings.logMaxLength; - - if (loadedState.Game) { // backwards compat: TODO: remove check later - Memory.state.Game.isInBattle = loadedState.Game.isInBattle; - } + const loadActions = [ + async () => Memory.state.Settings.name = loadedState.Settings.name, + async () => Memory.state.Settings.language = loadedState.Settings.language, + async () => { + await fetchTranslation(Memory.state.Settings.language); + applyTranslation(); + }, + async () => Memory.state.Settings.currency = loadedState.Settings.currency, + async () => Memory.state.Settings.logMaxLength = loadedState.Settings.logMaxLength, + + + async () => { + if (loadedState.Game) { // backwards compat: TODO: remove check later + Memory.state.Game.isInBattle = loadedState.Game.isInBattle; + } + }, + + + ...Object.keys(loadedState.areaProgress).map((areaSlug) => async () => { + const areaData = loadedState.areaProgress[areaSlug]; + Memory.state.areaProgress[areaSlug] = await loadArea(areaData); + }), + async () => Memory.state.currentArea = await loadArea(loadedState.currentArea), + async () => Memory.state.lastVisitedTown = loadedState.lastVisitedTown, + async () => Memory.state.storyProgress = loadedState.storyProgress || {}, // backwards compat: TODO: remove check later + async () => Memory.state.currentStory = loadedState.currentStory || '', // backwards compat: TODO: remove check later + + + async () => Memory.state.turn = loadedState.turn, + async () => Memory.state.money = loadedState.money, + + + async () => Memory.state.monsters = [], + ...loadedState.monsters.map((monsterData) => async () => Memory.state.monsters.push(await loadMonster(monsterData))), + async () => Memory.state.player = await loadTrainer(loadedState.player), + ...loadedState.player.monsters.map((monsterData) => async () => Memory.state.player.monsters.push(await loadMonster(monsterData))), + ...loadedState.player.inventory.map((itemData) => async () => Memory.state.player.inventory.push(await loadInventoryItem(itemData))), + async () => Memory.state.player.activeMonster = Memory.state.player.monsters[loadedState.player.activeMonsterIdx], + async () => Memory.state.opponent = await loadTrainer(loadedState.opponent), + ...loadedState.opponent.monsters.map((monsterData) => async () => Memory.state.opponent.monsters.push(await loadMonster(monsterData))), + ...loadedState.opponent.inventory.map((itemData) => async () => Memory.state.opponent.inventory.push(await loadInventoryItem(itemData))), + async () => Memory.state.opponent.activeMonster = Memory.state.opponent.monsters[loadedState.opponent.activeMonsterIdx], + async () => Memory.state.rivalMonster = loadedState.rivalMonster, + async () => Memory.state.activeTechnique = await loadTechnique(loadedState.activeTechnique), + + async () => { + if (typeof loadedState.activeBall === 'string') { // backwards compat: TODO: remove check later + Memory.state.activeBall = loadedState.activeBall; + } else { + Memory.state.activeBall = loadedState.activeBall && loadedState.activeBall.slug; + } + }, - for (const areaSlug of Object.keys(loadedState.areaProgress)) { - const areaData = loadedState.areaProgress[areaSlug]; - Memory.state.areaProgress[areaSlug] = await loadArea(areaData); - } - Memory.state.currentArea = await loadArea(loadedState.currentArea); - Memory.state.lastVisitedTown = loadedState.lastVisitedTown; - Memory.state.storyProgress = loadedState.storyProgress || {}; // backwards compat: TODO: remove check later - Memory.state.currentStory = loadedState.currentStory || ''; // backwards compat: TODO: remove check later - - Memory.state.turn = loadedState.turn; - Memory.state.money = loadedState.money; - Memory.state.monsters = await Promise.all(loadedState.monsters.map(async (monsterData) => await loadMonster(monsterData))); - Memory.state.player = await loadTrainer(loadedState.player); - Memory.state.player.monsters = await Promise.all(loadedState.player.monsters.map(async (monsterData) => await loadMonster(monsterData))); - Memory.state.player.inventory = await Promise.all(loadedState.player.inventory.map(async (itemData) => await loadInventoryItem(itemData))); - Memory.state.player.activeMonster = Memory.state.player.monsters[loadedState.player.activeMonsterIdx]; - Memory.state.opponent = await loadTrainer(loadedState.opponent); - Memory.state.opponent.monsters = await Promise.all(loadedState.opponent.monsters.map(async (monsterData) => await loadMonster(monsterData))); - Memory.state.opponent.inventory = await Promise.all(loadedState.opponent.inventory.map(async (itemData) => await loadInventoryItem(itemData))); - Memory.state.opponent.activeMonster = Memory.state.opponent.monsters[loadedState.opponent.activeMonsterIdx]; - Memory.state.rivalMonster = loadedState.rivalMonster; - Memory.state.activeTechnique = await loadTechnique(loadedState.activeTechnique); - - if (typeof loadedState.activeBall === 'string') { // backwards compat: TODO: remove check later - Memory.state.activeBall = loadedState.activeBall; - } else { - Memory.state.activeBall = loadedState.activeBall && loadedState.activeBall.slug; - } - // draw game - if (!Game.isTown(Memory.state.currentArea)) { - UI.drawOpponentMonster(); - UI.drawActiveMonster(); - UI.drawActiveTechniques(); - } - UI.drawArea(); - UI.drawStatus(); - UI.closeAllPopups(); + // draw game + async () => { + if (!Game.isTown(Memory.state.currentArea)) { + UI.drawOpponentMonster(); + UI.drawActiveMonster(); + UI.drawActiveTechniques(); + } + UI.drawArea(); + UI.drawStatus(); + }, + + + async () => Story.progress(Memory.state.currentStory), + ]; - Story.progress(Memory.state.currentStory); + await UI.showLoading(loadActions); }, /** |