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This commit is contained in:
Evan Scamehorn
2025-12-16 21:45:53 -06:00
parent 267a733153
commit 66fa2cdc65
4 changed files with 237 additions and 91 deletions

View File

@@ -2,24 +2,29 @@ export class UIManager {
constructor(routeManager) {
this.routeManager = routeManager;
this.gameManager = null;
this.isSimulationReady = false;
// Panels
// -- MAIN MENU ELEMENTS --
this.elMainMenu = document.getElementById('main-menu');
this.btnStart = document.getElementById('btn-start');
this.btnMenuToggle = document.getElementById('menu-toggle');
this.selectMap = document.getElementById('map-selector');
// -- GAME UI ELEMENTS --
this.panelMain = document.getElementById('ui-main-menu');
this.panelDraft = document.getElementById('ui-draft-menu');
this.elContainer = document.getElementById('ui-container');
// UI Elements
// Stats
this.elCurrentLength = document.getElementById('current-length');
this.elCurrentCost = document.getElementById('current-cost');
this.elCurrentRiders = document.getElementById('current-riders');
this.elBudget = document.getElementById('val-budget');
this.elDay = document.getElementById('val-day');
this.elTotalRiders = document.getElementById('val-riders');
this.elApproval = document.getElementById('val-approval');
this.elIncomeFloat = document.getElementById('income-float');
this.elRouteList = document.getElementById('route-list');
this.elContainer = document.getElementById('ui-container');
// Buttons
this.btnCreate = document.getElementById('btn-create-route');
@@ -36,11 +41,45 @@ export class UIManager {
this.selectViewMode = document.getElementById('view-mode');
this.onViewModeChanged = null;
this.initListeners();
this.initSafetyChecks();
}
initListeners() {
// --- MODE SWITCHING ---
// --- MAIN MENU INTERACTIONS ---
// 1. Start Button
this.btnStart.addEventListener('click', () => {
if (this.isSimulationReady) {
this.elMainMenu.classList.add('hidden');
}
});
// 2. Map Selector
this.selectMap.addEventListener('change', (e) => {
if (confirm("Switching maps will lose unsaved progress. Continue?")) {
// Logic to reload map would go here.
// For now, since we only have one map, we just reload the page to be safe
window.location.reload();
} else {
// Revert selection if canceled (conceptually simple, hard to do without tracking previous val)
e.target.value = "madison_wi";
}
});
// 3. Menu Toggle (Top Right)
this.btnMenuToggle.addEventListener('click', () => {
// Toggle menu visibility
if (this.elMainMenu.classList.contains('hidden')) {
this.elMainMenu.classList.remove('hidden');
} else {
this.elMainMenu.classList.add('hidden');
}
});
// --- GAME UI INTERACTIONS ---
this.btnCreate.addEventListener('click', () => {
this.enterDraftMode();
});
@@ -57,7 +96,6 @@ export class UIManager {
this.routeManager.clearCurrentRoute();
this.exitDraftMode();
});
// ----------------------
this.btnToggle.addEventListener('click', () => {
this.elContainer.classList.toggle('hidden');
@@ -89,6 +127,8 @@ export class UIManager {
if (this.routeManager.gameManager) {
this.routeManager.gameManager.loadGame(evt.target.result);
this.renderRouteList();
// Auto close menu on load
this.elMainMenu.classList.add('hidden');
}
};
reader.readAsText(file);
@@ -96,6 +136,23 @@ export class UIManager {
});
}
initSafetyChecks() {
// Prompt before closing tab
window.addEventListener('beforeunload', (e) => {
// Modern browsers don't show custom text, but this triggers the generic "Are you sure?"
e.preventDefault();
e.returnValue = '';
});
}
// Called by Main.js when Promise.all is finished
setLoadingComplete() {
this.isSimulationReady = true;
this.btnStart.disabled = false;
this.btnStart.textContent = "Enter Simulation";
this.btnStart.classList.add('ready');
}
enterDraftMode() {
this.panelMain.style.display = 'none';
this.panelDraft.style.display = 'block';
@@ -225,10 +282,10 @@ export class UIManager {
btnEdit.title = "Redraw Route";
btnEdit.style.padding = "4px 8px";
btnEdit.onclick = () => {
// --- FIX IS HERE ---
// 1. Enter draft mode first (this resets the drafting state)
// Hide menu if open
this.elMainMenu.classList.add('hidden');
this.enterDraftMode();
// 2. Load the route data (this populates the drafting state)
this.routeManager.editSavedRoute(index);
};

View File

@@ -34,20 +34,20 @@ const SETTINGS = {
graphics: {
shadows: true,
antialias: true,
maxPixelRatio: 1.0, // lower == more blurry, 2 or 3 for high res
farClip: 6000, // view distance limit
maxPixelRatio: 1.0,
farClip: 6000,
}
};
let scene, camera, renderer, controls;
let inputManager, routeManager, uiManager, gameManager, vehicleSystem;
let cityMesh; // The single mesh containing all buildings
let buildingRegistry = []; // Stores { data, nearestNodeId, startIndex, count } for each building
let cityMesh;
let buildingRegistry = [];
const clock = new THREE.Clock();
let currentViewMode = 'none'; // 'none', 'zoning', 'approval'
let currentViewMode = 'none';
function init() {
setupScene();
@@ -72,7 +72,6 @@ function init() {
// Wiring Click
inputManager.onClick = (point, object) => {
// Only allow adding nodes if we are actually in drafting mode
// (RouteManager handles the check internally, but we pass the intent)
if (object.name === "GROUND") routeManager.addNodeByWorldPosition(point);
};
@@ -81,7 +80,7 @@ function init() {
routeManager.dragNode(markerObject, newPoint);
};
// Wiring Hover (NEW)
// Wiring Hover
inputManager.onHover = (point) => {
routeManager.updateGhostMarker(point);
};
@@ -105,6 +104,9 @@ function init() {
routeManager.initGraph(routing);
renderCity(visual);
gameManager.start();
// --- UPDATE: Notify UI that loading is done ---
uiManager.setLoadingComplete();
});
animate();
@@ -115,22 +117,16 @@ function updateBuildingColors() {
const colorAttribute = cityMesh.geometry.attributes.color;
const colorArray = colorAttribute.array;
// Temp variables to avoid creating objects in loop
const _color = new THREE.Color();
// Iterate through every building in our registry
for (let i = 0; i < buildingRegistry.length; i++) {
const entry = buildingRegistry[i];
const data = entry.data;
// --- 1. Determine Target Color based on Mode ---
// STANDARD VIEW
if (currentViewMode === 'none') {
_color.copy(SETTINGS.colors.building);
}
// ZONING VIEW
else if (currentViewMode === 'zoning') {
if (data.type === 'residential') {
@@ -141,10 +137,8 @@ function updateBuildingColors() {
_color.copy(SETTINGS.colors.building);
}
}
// APPROVAL VIEW
else if (currentViewMode === 'approval') {
// Use the pre-calculated nearest ID from registry
const node = routeManager.graphData.nodes[entry.nearestNodeId];
if (node) {
@@ -155,17 +149,13 @@ function updateBuildingColors() {
} else {
const MAX_DIST = 600;
const factor = Math.min(1.0, dist / MAX_DIST);
// Lerp Good -> Bad
_color.copy(SETTINGS.colors.coverageGood).lerp(SETTINGS.colors.coverageBad, factor);
}
} else {
// Fallback if node not found
_color.copy(SETTINGS.colors.coverageBad);
}
}
// --- 2. Apply Color to Vertices ---
// We update the specific range of vertices belonging to this building
const start = entry.startIndex;
const end = start + entry.count;
@@ -177,7 +167,6 @@ function updateBuildingColors() {
}
}
// Flag that the geometry colors have changed so GPU updates
colorAttribute.needsUpdate = true;
}
@@ -202,7 +191,7 @@ function setupScene() {
document.documentElement.style.height = '100%';
document.body.style.margin = '0';
document.body.style.height = '100%';
document.body.style.overflow = 'hidden'; // Prevents scrollbars
document.body.style.overflow = 'hidden';
renderer.shadowMap.enabled = SETTINGS.graphics.shadows;
document.body.appendChild(renderer.domElement);
@@ -220,8 +209,8 @@ function setupScene() {
dirLight.shadow.camera.top = 1500;
dirLight.shadow.camera.bottom = -1500;
dirLight.shadow.camera.near = 0.5;
dirLight.shadow.camera.far = 3000; // Must be > 1225 to reach the ground
dirLight.shadow.bias = -0.0001; // Clean up shadow artifacts
dirLight.shadow.camera.far = 3000;
dirLight.shadow.bias = -0.0001;
}
scene.add(dirLight);
@@ -248,16 +237,11 @@ function resizeRendererToDisplaySize() {
const rect = canvas.getBoundingClientRect();
const pixelRatio = Math.min(window.devicePixelRatio, SETTINGS.graphics.maxPixelRatio);
// Calculate the required resolution
const width = Math.round(rect.width * pixelRatio);
const height = Math.round(rect.height * pixelRatio);
// Check if the canvas is already the right size
const needResize = canvas.width !== width || canvas.height !== height;
if (needResize) {
// Resize the render buffer, but do NOT change CSS style (false)
renderer.setSize(width, height, false);
}
@@ -269,8 +253,6 @@ function resizeRendererToDisplaySize() {
// ==========================================
function renderCity(data) {
// Helper for non-interactive layers (Water, Parks, Roads) - Optimizing these too is good practice
// We will merge these per type as well to keep draw calls low
const createMergedLayer = (items, color, height, lift, isExtruded) => {
if (!items || !items.length) return;
const geometries = [];
@@ -309,7 +291,7 @@ function renderCity(data) {
if (geometries.length === 0) return;
const mergedGeom = BufferGeometryUtils.mergeGeometries(geometries);
const mat = new THREE.MeshLambertMaterial({ color: color }); // Simple color for static layers
const mat = new THREE.MeshLambertMaterial({ color: color });
const mesh = new THREE.Mesh(mergedGeom, mat);
mesh.receiveShadow = SETTINGS.graphics.shadows;
if (isExtruded) mesh.castShadow = SETTINGS.graphics.shadows;
@@ -321,7 +303,7 @@ function renderCity(data) {
if (!buildings || !buildings.length) return;
const geometries = [];
buildingRegistry = []; // Reset registry
buildingRegistry = [];
let currentVertexOffset = 0;
@@ -345,18 +327,17 @@ function renderCity(data) {
const geom = new THREE.ExtrudeGeometry(shape, { depth: b.height, bevelEnabled: false });
geom.rotateX(-Math.PI / 2);
// 3. Pre-calculate Logic Data (Nearest Node)
// 3. Pre-calculate Logic Data
const bx = b.shape.outer[0][0];
const by = b.shape.outer[0][1];
const nearestId = routeManager.findNearestNode(bx, -by);
// 4. Register Metadata
// We need to know how many vertices this building has to color it later
const vertexCount = geom.attributes.position.count;
buildingRegistry.push({
data: b.data, // Zoning/Density data
nearestNodeId: nearestId, // For approval view
data: b.data,
nearestNodeId: nearestId,
startIndex: currentVertexOffset,
count: vertexCount
});
@@ -371,7 +352,6 @@ function renderCity(data) {
const mergedGeometry = BufferGeometryUtils.mergeGeometries(geometries);
// 6. Initialize Vertex Colors Attribute
// Create a color buffer filled with white (1,1,1) by default
const count = mergedGeometry.attributes.position.count;
const colors = new Float32Array(count * 3);
for (let i = 0; i < count * 3; i++) {
@@ -381,7 +361,7 @@ function renderCity(data) {
// 7. Material Setup
const mat = new THREE.MeshLambertMaterial({
vertexColors: true, // IMPORTANT
vertexColors: true,
shadowSide: THREE.BackSide
});
@@ -409,7 +389,7 @@ function animate() {
camera.updateProjectionMatrix();
}
const delta = clock.getDelta(); // Get time since last frame
const delta = clock.getDelta();
controls.update();
if (vehicleSystem) {