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https://github.com/duckietm/Nitro_Render_V3.git
synced 2026-06-19 15:06:20 +00:00
🆙 cleanup and small fix to the json
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@@ -41,8 +41,6 @@ export class AssetManager implements IAssetManager
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return existing;
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}
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NitroLogger.warn(`AssetManager: Asset not found: ${name}`);
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return null;
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}
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@@ -99,7 +97,6 @@ export class AssetManager implements IAssetManager
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{
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if(!url || !url.length) return false;
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// ✅ NEW: Local bundled assets (no generic.asset.url)
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if(url.startsWith('local://'))
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{
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const key = url.substring('local://'.length);
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@@ -173,52 +170,32 @@ export class AssetManager implements IAssetManager
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}
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}
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/**
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* ✅ Loads room assets from bundled code:
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* - /packages/assets/src/assets/room/room.asset.json
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* - /packages/assets/src/assets/room/images/*.png
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*
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* This loads individual PNG files instead of a spritesheet, then uses
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* the JSON asset definitions for proper x, y offsets, flipH settings, etc.
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*/
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private async loadLocalRoom(): Promise<void>
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{
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// 1) Load room JSON locally (bundled)
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const roomDataModule = await import('./assets/room/room.asset.json');
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const roomData = (roomDataModule.default ?? roomDataModule) as IAssetData;
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// 2) Create collection WITHOUT spritesheet
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// Note: Constructor calls define(), but assets won't be created since textures don't exist yet
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const collection = this.createCollection(roomData, null) as GraphicAssetCollection;
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if(!collection) return;
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// 3) Load all images from the bundled assets
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const roomImages = import.meta.glob('./assets/room/*.png', { eager: true });
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const roomImagesSub = import.meta.glob('./assets/room/images/*.png', { eager: true });
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const merged = { ...roomImages, ...roomImagesSub };
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// 4) Register textures in the collection's _textures map
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// getLibraryAsset() prepends collection name, so for asset 'wall_texture_64_0_wall_white'
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// it looks for 'room_wall_texture_64_0_wall_white' in _textures
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for(const path in merged)
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{
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const mod = merged[path];
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const imageUrl = (mod.default ?? mod) as string;
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const file = path.split('/').pop()!;
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const rawName = file.replace(/\.png$/i, ''); // e.g., "room_wall_texture_64_0_wall_white"
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const rawName = file.replace(/\.png$/i, '');
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const texture = await Assets.load<Texture>(imageUrl);
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if(!texture) continue;
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// Register in AssetManager's global _textures for direct lookups
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this.setTexture(rawName, texture);
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// Register in collection's _textures with the full name (room_...)
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// This is what getLibraryAsset() will look for when defining assets
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collection.textures.set(rawName, texture);
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// Also register without the "room_" prefix for direct lookups
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if(rawName.startsWith('room_'))
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{
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const normalizedName = rawName.substring('room_'.length);
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@@ -227,8 +204,6 @@ export class AssetManager implements IAssetManager
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}
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}
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// 5) Now call define() again to process asset definitions with correct x, y offsets
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// Assets that were skipped before (no textures) will now be created properly
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collection.define(roomData);
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}
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@@ -5606,8 +5606,7 @@
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"size": 64,
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"allLayers": [
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{
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"color": 8703727,
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"backgroundColor": "#84C6DF"
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"color": 8703727
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},
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{
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"items": [
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@@ -413,7 +413,6 @@ export class RoomPlane implements IRoomPlane
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const animationLayers: PlaneVisualizationAnimationLayer[] = [];
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if(planeType === RoomPlane.TYPE_LANDSCAPE && planeVisualization?.allLayers)
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{
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// Always use the room collection for animation assets (clouds etc.) since they are stored there
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const animationAssetCollection = roomCollection;
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for(const layer of planeVisualization.allLayers)
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{
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@@ -554,7 +553,6 @@ export class RoomPlane implements IRoomPlane
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if(this._lastLandscapeDebugSignature !== landscapeDebugSignature)
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{
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this._lastLandscapeDebugSignature = landscapeDebugSignature;
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console.debug('[RoomPlane] Loaded landscape background', landscapeDebugPayload);
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}
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this._planeSprite = new TilingSprite({
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-4
@@ -120,25 +120,21 @@ export class PlaneVisualizationAnimationLayer
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const assetWidth = item.bitmapData.width;
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const assetHeight = item.bitmapData.height;
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// Render at primary position
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if(this.isVisible(point.x, point.y, assetWidth, assetHeight, canvas.width, canvas.height))
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{
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this.renderSprite(item, point.x, point.y, canvas);
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}
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// Wrap horizontally (left side)
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if(this.isVisible(point.x - maxX, point.y, assetWidth, assetHeight, canvas.width, canvas.height))
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{
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this.renderSprite(item, point.x - maxX, point.y, canvas);
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}
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// Wrap vertically (top side)
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if(this.isVisible(point.x, point.y - maxY, assetWidth, assetHeight, canvas.width, canvas.height))
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{
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this.renderSprite(item, point.x, point.y - maxY, canvas);
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}
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// Wrap both (top-left corner)
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if(this.isVisible(point.x - maxX, point.y - maxY, assetWidth, assetHeight, canvas.width, canvas.height))
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{
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this.renderSprite(item, point.x - maxX, point.y - maxY, canvas);
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