workadventure/front/src/index.ts

120 lines
3.8 KiB
TypeScript

import 'phaser';
import GameConfig = Phaser.Types.Core.GameConfig;
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 WebGLRenderer = Phaser.Renderer.WebGL.WebGLRenderer;
import {OutlinePipeline} from "./Phaser/Shaders/OutlinePipeline";
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 {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],
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) {
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.onStateChange(() => {
const {width, height} = coWebsiteManager.getGameSize();
game.scale.resize(width / RESOLUTION, height / RESOLUTION);
});