🆙 Update

- Animation canvas uses full landscape height for proper vertical positioning
- Animation assets always loaded from room collection
- Fallback to default plane when specific plane not found
This commit is contained in:
duckietm
2026-02-05 08:32:02 +01:00
parent e056013d5d
commit 120a502a7d
4 changed files with 108 additions and 13 deletions
+24 -1
View File
@@ -99,6 +99,7 @@ export class AssetManager implements IAssetManager
{
if(!url || !url.length) return false;
// ✅ NEW: Local bundled assets (no generic.asset.url)
if(url.startsWith('local://'))
{
const key = url.substring('local://'.length);
@@ -172,32 +173,52 @@ export class AssetManager implements IAssetManager
}
}
/**
* ✅ Loads room assets from bundled code:
* - /packages/assets/src/assets/room/room.asset.json
* - /packages/assets/src/assets/room/images/*.png
*
* This loads individual PNG files instead of a spritesheet, then uses
* the JSON asset definitions for proper x, y offsets, flipH settings, etc.
*/
private async loadLocalRoom(): Promise<void>
{
// 1) Load room JSON locally (bundled)
const roomDataModule = await import('./assets/room/room.asset.json');
const roomData = (roomDataModule.default ?? roomDataModule) as IAssetData;
// 2) Create collection WITHOUT spritesheet
// Note: Constructor calls define(), but assets won't be created since textures don't exist yet
const collection = this.createCollection(roomData, null) as GraphicAssetCollection;
if(!collection) return;
// 3) Load all images from the bundled assets
const roomImages = import.meta.glob('./assets/room/*.png', { eager: true });
const roomImagesSub = import.meta.glob('./assets/room/images/*.png', { eager: true });
const merged = { ...roomImages, ...roomImagesSub };
// 4) Register textures in the collection's _textures map
// getLibraryAsset() prepends collection name, so for asset 'wall_texture_64_0_wall_white'
// it looks for 'room_wall_texture_64_0_wall_white' in _textures
for(const path in merged)
{
const mod = merged[path];
const imageUrl = (mod.default ?? mod) as string;
const file = path.split('/').pop()!;
const rawName = file.replace(/\.png$/i, '');
const rawName = file.replace(/\.png$/i, ''); // e.g., "room_wall_texture_64_0_wall_white"
const texture = await Assets.load<Texture>(imageUrl);
if(!texture) continue;
// Register in AssetManager's global _textures for direct lookups
this.setTexture(rawName, texture);
// Register in collection's _textures with the full name (room_...)
// This is what getLibraryAsset() will look for when defining assets
collection.textures.set(rawName, texture);
// Also register without the "room_" prefix for direct lookups
if(rawName.startsWith('room_'))
{
const normalizedName = rawName.substring('room_'.length);
@@ -206,6 +227,8 @@ export class AssetManager implements IAssetManager
}
}
// 5) Now call define() again to process asset definitions with correct x, y offsets
// Assets that were skipped before (no textures) will now be created properly
collection.define(roomData);
}
@@ -5729,7 +5729,8 @@
"allLayers": [
{
"materialId": "landscape_64_background_1",
"align": "bottom"
"align": "bottom",
"backgroundColor": "#FEFEFE"
},
{
"items": [