|
|
|
import { Database, Engine, RenderingManager, Scene } from "@babylonjs/core";
|
|
|
|
|
|
|
|
import { SceneManager } from "./controller/scene-manager";
|
|
|
|
import { LoginSatus } from "./controller/status/login-status";
|
|
|
|
import { StatusManager } from "./controller/status/status-manager";
|
|
|
|
import { UIManager } from "./controller/ui-manager";
|
|
|
|
|
|
|
|
|
|
|
|
export class Game {
|
|
|
|
public canvas: HTMLCanvasElement;
|
|
|
|
public engine: Engine;
|
|
|
|
public scene: Scene;
|
|
|
|
|
|
|
|
static instance: Game;
|
|
|
|
|
|
|
|
//初始化引擎和画布
|
|
|
|
public init(canvas: HTMLCanvasElement) {
|
|
|
|
|
|
|
|
// FileTools.DefaultRetryStrategy = MyRetryStrategy.ExponentialBackoff(2, 1000);
|
|
|
|
// FileTools.DefaultRetryStrategy = RetryStrategy.ExponentialBackoff(2, 1000);
|
|
|
|
|
|
|
|
Game.instance = this;
|
|
|
|
this.canvas = canvas;
|
|
|
|
this.engine = new Engine(canvas, null, { stencil: true });
|
|
|
|
Database.IDBStorageEnabled = true;//开启本地缓存
|
|
|
|
this.scene = new Scene(this.engine);
|
|
|
|
this.scene.useRightHandedSystem = true;//使用右手坐标系
|
|
|
|
RenderingManager.MIN_RENDERINGGROUPS = -1;//最小渲染序列
|
|
|
|
|
|
|
|
this.createScene();
|
|
|
|
let scene = this.scene;
|
|
|
|
// canvas.translate = true; //用于设置背景透明
|
|
|
|
// scene.autoClear = true;
|
|
|
|
UIManager.Instance.init();
|
|
|
|
|
|
|
|
StatusManager.enterStatus<LoginSatus>(LoginSatus);
|
|
|
|
|
|
|
|
//最后,将场景渲染出来 (重要,不可缺少)
|
|
|
|
this.engine.runRenderLoop(function () {
|
|
|
|
scene.render();
|
|
|
|
})
|
|
|
|
|
|
|
|
// 监听浏览器改变大小的事件,通过调用engine.resize()来自适应窗口大小
|
|
|
|
window.addEventListener("resize", function () {
|
|
|
|
if (Game.instance != null) {
|
|
|
|
Game.instance.engine.resize();
|
|
|
|
}
|
|
|
|
|
|
|
|
});
|
|
|
|
|
|
|
|
}
|
|
|
|
|
|
|
|
//创建初始场景
|
|
|
|
private createScene() {
|
|
|
|
let sceneManager = SceneManager.init(this.scene, this.canvas, this.engine);
|
|
|
|
sceneManager.initArcRotateCamera();
|
|
|
|
sceneManager.initLight();
|
|
|
|
sceneManager.updateSceneBG();
|
|
|
|
sceneManager.initSceneEvent();
|
|
|
|
}
|
|
|
|
|
|
|
|
dispose() {
|
|
|
|
SceneManager.Instance.dispose();
|
|
|
|
StatusManager.dispose();
|
|
|
|
this.scene.dispose()
|
|
|
|
this.scene = null;
|
|
|
|
this.engine.dispose();
|
|
|
|
this.engine = null;
|
|
|
|
}
|
|
|
|
|
|
|
|
}
|
|
|
|
|
|
|
|
// /**
|
|
|
|
// * 重试策略
|
|
|
|
// */
|
|
|
|
// var MyRetryStrategy = /** @class */ (function () {
|
|
|
|
// function RetryStrategy() {
|
|
|
|
// }
|
|
|
|
// /**
|
|
|
|
// * Function used to defines an exponential back off strategy
|
|
|
|
// * @param maxRetries defines the maximum number of retries (3 by default)
|
|
|
|
// * @param baseInterval defines the interval between retries
|
|
|
|
// * @returns the strategy function to use
|
|
|
|
// */
|
|
|
|
// MyRetryStrategy.ExponentialBackoff = function (maxRetries, baseInterval) {
|
|
|
|
// if (maxRetries === void 0) { maxRetries = 3; }
|
|
|
|
// if (baseInterval === void 0) { baseInterval = 500; }
|
|
|
|
// return function (url, request, retryIndex) {
|
|
|
|
// if (request.status !== 0 || retryIndex >= maxRetries || url.indexOf("file:") !== -1) {
|
|
|
|
// return -1;
|
|
|
|
// }
|
|
|
|
// return Math.pow(2, retryIndex) * baseInterval;
|
|
|
|
// };
|
|
|
|
// };
|
|
|
|
// return MyRetryStrategy;
|
|
|
|
// }());
|