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1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20 21 22 23 24 25 26 27 28 29 30 31 32 33 34 35 36 37 38 39 40 41 42 43 44 45 46 47 48 49 50 51 52 53 54 55 56 57 58 59 60 61 62 63 64 65 66 67 68 69 70 71 72 73 74 75 76 77 78 79 80 81 82 83 84 85 86 87 88 89 90 91 92 93 94 95 96 97 98 99 100 101 102 103 104 105 106 107 108 109 110 111 112 113 114 115 116 117 118 119 120 121 122 123 124 125 126 127 128 129 130 131 132 | import {Application} from 'pixi.js'; import {isMobile} from '../AgentCheck'; import {Scene} from './Scene'; export class SceneManager { private static application: Application; private static currentScene: Scene; private static gameCanvas: HTMLCanvasElement | undefined; private static tickerWorker: Worker; // We no longer need to store width and height since now it is literally the size of the screen. // We just modify our getters public static get width(): number { return Math.max( document.documentElement.clientWidth, window.innerWidth || 0, ); } public static get height(): number { return Math.max( document.documentElement.clientHeight, window.innerHeight || 0, ); } public static get app(): Application { return SceneManager.application; } public static initialize(background: number): void { if (!SceneManager.gameCanvas) throw new Error('Do not call before changeCanvas()'); SceneManager.application = new Application({ view: SceneManager.gameCanvas, resizeTo: window, // This line here handles the actual resize! resolution: 1, backgroundColor: background, antialias: true, }); //visibility === visible 일 때 돌아갈 Ticker SceneManager.application.ticker.add(SceneManager.update); //visibility === hidden 일 때 돌아갈 Ticker SceneManager.addTickerWorker(); document.addEventListener( 'visibilitychange', SceneManager.handleVisibilityChange, ); window.addEventListener('resize', SceneManager.resize); // mobile check if (isMobile()) { window.addEventListener('focusout', () => { window.scrollTo(0, 0); }); window.addEventListener('focusin', () => { window.scrollTo(0, 0); }); } } private static handleVisibilityChange(): void { if (document.visibilityState === 'hidden') { SceneManager.runTickerWorker(); SceneManager.application.ticker.stop(); } else if (document.visibilityState === 'visible') { SceneManager.stopTickerWorker(); SceneManager.application.ticker.start(); } } private static addTickerWorker(): void { SceneManager.tickerWorker = new Worker('./workers/TickerWorker.js'); } private static runTickerWorker(): void { SceneManager.tickerWorker.postMessage({run: true}); SceneManager.tickerWorker.onmessage = event => { if (event.data.message === 'run') SceneManager.update(1); }; } private static stopTickerWorker() { SceneManager.tickerWorker.postMessage({run: false}); } private static removeTickerWorker(): void { SceneManager.tickerWorker.postMessage({run: false}); SceneManager.tickerWorker.terminate(); } public static changeScene(newScene: Scene): void { // Remove and destroy old scene... if we had one.. if (SceneManager.currentScene) { SceneManager.application.stage.removeChild(SceneManager.currentScene); SceneManager.currentScene.destroy(); } // Add the new one SceneManager.currentScene = newScene; SceneManager.application.stage.addChild(SceneManager.currentScene); } public static changeCanvas(newCanvas: HTMLCanvasElement): void { SceneManager.gameCanvas = newCanvas; } public static destroy(): void { window.removeEventListener('resize', SceneManager.resize); SceneManager.removeTickerWorker(); SceneManager.app.destroy(); } public static resize(): void { // if we have a scene, we let it know that a resize happened! if (SceneManager.currentScene) { setTimeout(() => { SceneManager.currentScene.resize( SceneManager.width, SceneManager.height, ); }, 50); } } /* More code of your SceneManager.ts like `changeScene` and `update`*/ public static update(framesPassed: number): void { if (SceneManager.currentScene) { SceneManager.currentScene.update(framesPassed); } } } |