185 lines
4.8 KiB
TypeScript
185 lines
4.8 KiB
TypeScript
import { onUnmounted } from 'vue'
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import { Engine } from '@engine/core/Engine'
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import { SaveSystem } from '@engine/systems/SaveSystem'
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import type { GameData } from '@engine/types'
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import { useGameStore } from '@/stores/gameStore'
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export function useGameEngine(videoEls: () => [HTMLVideoElement | null, HTMLVideoElement | null]) {
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const engine = new Engine()
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const saveSystem = new SaveSystem()
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const store = useGameStore()
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let lastThumbnail: string | undefined
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if (import.meta.env.DEV) {
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;(window as any).__sm = engine.stateManager
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;(window as any).__store = store
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}
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async function loadGame(dataUrl: string) {
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const resp = await fetch(dataUrl)
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const data: GameData = await resp.json()
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engine.sceneManager.load(data)
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engine.stateManager.init(data.variables)
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store.setChapters(data.chapters || [])
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const unlocked = await saveSystem.getUnlockedChapters()
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store.setUnlockedChapters(unlocked)
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}
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function registerEvents() {
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engine.setChapterUnlockHandler(async (chapterId) => {
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await saveSystem.unlockChapter(chapterId)
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store.addUnlockedChapter(chapterId)
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})
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engine.on('sceneChange', (scene) => {
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store.setScene(scene)
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store.clearChoices()
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store.clearTimer()
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store.clearHotspots()
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store.setIsImageScene(scene.type === 'image')
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saveGame(0)
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})
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engine.on('choiceRequest', (choiceList) => {
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store.setChoices(choiceList)
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})
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engine.on('choiceTimer', (timerState) => {
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store.setTimer(timerState.total, timerState.remaining)
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})
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engine.on('choiceTimeout', () => {
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store.clearChoices()
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store.clearTimer()
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})
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engine.on('hotspotRequest', (list) => {
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store.setHotspots(list)
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})
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engine.on('hotspotUpdate', (list) => {
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store.setHotspots(list)
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})
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engine.on('videoEnd', () => {
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try {
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const video = engine.videoManager.getActiveVideoElement()
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if (video && video.readyState >= 2) {
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const canvas = document.createElement('canvas')
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canvas.width = 320
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canvas.height = 180
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const ctx = canvas.getContext('2d')
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if (ctx) {
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ctx.drawImage(video, 0, 0, 320, 180)
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lastThumbnail = canvas.toDataURL('image/jpeg', 0.6)
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}
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}
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} catch { /* ignore */ }
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})
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engine.on('gameEnd', () => {
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store.setGameEnded(true)
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engine.choiceSystem.stop()
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})
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engine.on('qteTrigger', (qte) => {
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store.showQTE(qte)
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})
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engine.on('qteTimer', ({ remaining }) => {
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store.updateQTE(remaining)
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})
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engine.on('qteResult', ({ success }) => {
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store.resolveQTE(success)
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})
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engine.videoManager.onTimeUpdate((t: number) => {
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store.setVideoTime(t)
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})
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}
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function start() {
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const [elA, elB] = videoEls()
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if (elA && elB) engine.videoManager.attach(elA, elB)
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registerEvents()
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engine.start()
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}
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async function resumeAutoSave(): Promise<boolean> {
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const [elA, elB] = videoEls()
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if (elA && elB) engine.videoManager.attach(elA, elB)
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registerEvents()
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return await loadGameFromSlot(0)
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}
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function makeChoice(index: number) {
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const scene = store.currentScene
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if (!scene?.choices) return
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engine.choiceSystem.stop()
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store.clearTimer()
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engine.makeChoice(scene.choices[index])
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}
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function clickHotspot(hotspotId: string) {
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const scene = store.currentScene
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if (!scene?.hotspots) return
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const hs = scene.hotspots.find((h) => h.id === hotspotId)
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if (hs) {
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engine.clickHotspot(hs)
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}
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}
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function startChapter(chapterId: string) {
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const [elA, elB] = videoEls()
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if (elA && elB) engine.videoManager.attach(elA, elB)
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store.setGameEnded(false)
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engine.startChapter(chapterId)
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}
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async function saveGame(slot: number) {
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const state = engine.stateManager
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const currentScene = store.currentScene
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await saveSystem.save(slot, {
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timestamp: Date.now(),
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currentScene: currentScene?.id ?? '',
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variables: state.variables,
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flags: [...state.flags],
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history: state.history,
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thumbnail: lastThumbnail,
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})
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await refreshSaves()
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}
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async function loadGameFromSlot(slot: number): Promise<boolean> {
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const data = await saveSystem.load(slot)
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if (!data) return false
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store.setGameEnded(false)
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engine.resumeScene(data.currentScene, {
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variables: data.variables,
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flags: data.flags,
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history: data.history,
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})
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return true
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}
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async function refreshSaves() {
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const list = await saveSystem.listSlots()
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store.setSaves(list)
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}
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function destroy() {
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engine.destroy()
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}
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onUnmounted(() => {
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destroy()
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})
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return { loadGame, start, resumeAutoSave, makeChoice, clickHotspot, startChapter,
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saveGame, loadGameFromSlot, refreshSaves, engine, saveSystem }
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}
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