feat(assets): use single texture atlas instead of loading all images individually
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@@ -4,7 +4,7 @@ const { onRender } = useScreen();
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const { assets } = useAssets();
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onRender((ctx) => {
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ctx.drawImage(assets.projects.bottomScreen.background, 0, 0);
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assets.images.projects.bottomScreen.background.draw(ctx, 0, 0);
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});
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defineOptions({
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render: () => null,
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@@ -11,23 +11,28 @@ const CLICK_RADIUS = 22;
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const BUTTONS = {
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prev: {
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position: [36, 100],
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image: assets.projects.bottomScreen.prevPressed,
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image: assets.images.projects.bottomScreen.prevPressed,
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},
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quit: {
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position: [88, 156],
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image: assets.projects.bottomScreen.quitPressed,
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image: assets.images.projects.bottomScreen.quitPressed,
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},
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link: {
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position: [168, 156],
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image: assets.projects.bottomScreen.linkPressed,
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image: assets.images.projects.bottomScreen.linkPressed,
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},
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next: {
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position: [220, 100],
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image: assets.projects.bottomScreen.nextPressed,
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image: assets.images.projects.bottomScreen.nextPressed,
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},
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} as const satisfies Record<
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string,
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{ position: Point; image: HTMLImageElement }
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{
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position: Point;
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image: {
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draw: (ctx: CanvasRenderingContext2D, x: number, y: number) => void;
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};
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}
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>;
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type ButtonType = keyof typeof BUTTONS;
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@@ -115,15 +120,15 @@ onClick((x, y) => {
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onRender((ctx) => {
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// Draw disabled buttons
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if (store.currentProject === 0) {
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ctx.drawImage(
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assets.projects.bottomScreen.prevDisabled,
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assets.images.projects.bottomScreen.prevDisabled.draw(
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ctx,
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BUTTONS.prev.position[0] - 14,
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BUTTONS.prev.position[1] - 14,
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);
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}
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if (store.currentProject === store.projects.length - 1) {
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ctx.drawImage(
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assets.projects.bottomScreen.nextDisabled,
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assets.images.projects.bottomScreen.nextDisabled.draw(
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ctx,
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BUTTONS.next.position[0] - 14,
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BUTTONS.next.position[1] - 14,
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);
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@@ -131,24 +136,24 @@ onRender((ctx) => {
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if (currentAnimation?.showButton) {
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const image = BUTTONS[currentAnimation.type].image;
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ctx.drawImage(
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image!,
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image.draw(
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ctx,
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currentAnimation.position[0] - 14,
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currentAnimation.position[1] - 14,
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);
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}
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if (currentAnimation?.showSmallCircle) {
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ctx.drawImage(
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assets.projects.bottomScreen.circleSmall,
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assets.images.projects.bottomScreen.circleSmall.draw(
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ctx,
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currentAnimation.position[0] - 28,
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currentAnimation.position[1] - 28,
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);
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}
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if (currentAnimation?.showBigCircle) {
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ctx.drawImage(
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assets.projects.bottomScreen.circleBig,
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assets.images.projects.bottomScreen.circleBig.draw(
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ctx,
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currentAnimation.position[0] - 44,
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currentAnimation.position[1] - 44,
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);
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@@ -124,7 +124,7 @@ onRender((ctx) => {
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ctx.strokeRect(0, 0, SCREEN_WIDTH, SCREEN_HEIGHT);
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// text
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ctx.drawImage(assets.projects.bottomScreen.popupTextBackground, 2, 146);
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assets.images.projects.bottomScreen.popupTextBackground.draw(ctx, 2, 146);
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ctx.font = "16px Pokemon DP Pro";
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ctx.textBaseline = "top";
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const displayedText = text.value.slice(
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@@ -135,10 +135,14 @@ onRender((ctx) => {
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// choice box
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if (textProgress.value >= 1) {
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ctx.drawImage(assets.projects.bottomScreen.popupChoiceBackground, 194, 98);
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assets.images.projects.bottomScreen.popupChoiceBackground.draw(
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ctx,
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194,
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98,
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);
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const y = selectedOption === "yes" ? YES_Y : NO_Y;
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ctx.drawImage(assets.projects.bottomScreen.popupSelector, 200, y);
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assets.images.projects.bottomScreen.popupSelector.draw(ctx, 200, y);
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drawTextWithShadow(
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ctx,
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