import 'phaser'; import GameConfig = Phaser.Types.Core.GameConfig; import "../dist/resources/style/index.scss"; import {DEBUG_MODE, JITSI_URL, RESOLUTION} from "./Enum/EnvironmentVariable"; import {LoginScene} from "./Phaser/Login/LoginScene"; import {ReconnectingScene} from "./Phaser/Reconnecting/ReconnectingScene"; import {SelectCharacterScene} from "./Phaser/Login/SelectCharacterScene"; import {EnableCameraScene} from "./Phaser/Login/EnableCameraScene"; import {CustomizeScene} from "./Phaser/Login/CustomizeScene"; import {ResizableScene} from "./Phaser/Login/ResizableScene"; import {EntryScene} from "./Phaser/Login/EntryScene"; import {coWebsiteManager} from "./WebRtc/CoWebsiteManager"; import {MenuScene} from "./Phaser/Menu/MenuScene"; import {HelpCameraSettingsScene} from "./Phaser/Menu/HelpCameraSettingsScene"; import {localUserStore} from "./Connexion/LocalUserStore"; import {ErrorScene} from "./Phaser/Reconnecting/ErrorScene"; const {width, height} = coWebsiteManager.getGameSize(); const valueGameQuality = localUserStore.getGameQualityValue(); const fps : Phaser.Types.Core.FPSConfig = { /** * The minimum acceptable rendering rate, in frames per second. */ min: valueGameQuality, /** * The optimum rendering rate, in frames per second. */ target: valueGameQuality, /** * Use setTimeout instead of requestAnimationFrame to run the game loop. */ forceSetTimeOut: true, /** * Calculate the average frame delta from this many consecutive frame intervals. */ deltaHistory: 120, /** * The amount of frames the time step counts before we trust the delta values again. */ panicMax: 20, /** * Apply delta smoothing during the game update to help avoid spikes? */ smoothStep: false } // the ?phaserMode=canvas parameter can be used to force Canvas usage const params = new URLSearchParams(document.location.search.substring(1)); const phaserMode = params.get("phaserMode"); let mode: number; switch (phaserMode) { case 'auto': case null: mode = Phaser.AUTO; break; case 'canvas': mode = Phaser.CANVAS; break; case 'webgl': mode = Phaser.WEBGL; break; default: throw new Error('phaserMode parameter must be one of "auto", "canvas" or "webgl"'); } const config: GameConfig = { type: mode, title: "WorkAdventure", width: width / RESOLUTION, height: height / RESOLUTION, parent: "game", scene: [EntryScene, LoginScene, SelectCharacterScene, EnableCameraScene, ReconnectingScene, ErrorScene, CustomizeScene, MenuScene, HelpCameraSettingsScene], zoom: RESOLUTION, fps: fps, dom: { createContainer: true }, render: { pixelArt: true, roundPixels: true, antialias: false }, physics: { default: "arcade", arcade: { debug: DEBUG_MODE, } }, callbacks: { postBoot: game => { // Commented out to try to fix MacOS bug /*const renderer = game.renderer; if (renderer instanceof WebGLRenderer) { renderer.pipelines.add(OutlinePipeline.KEY, new OutlinePipeline(game)); }*/ } } }; const game = new Phaser.Game(config); window.addEventListener('resize', function (event) { coWebsiteManager.resetStyle(); const {width, height} = coWebsiteManager.getGameSize(); game.scale.resize(width / RESOLUTION, height / RESOLUTION); // Let's trigger the onResize method of any active scene that is a ResizableScene for (const scene of game.scene.getScenes(true)) { if (scene instanceof ResizableScene) { scene.onResize(event); } } }); coWebsiteManager.onResize.subscribe(() => { const {width, height} = coWebsiteManager.getGameSize(); game.scale.resize(width / RESOLUTION, height / RESOLUTION); });