Phaser3 time elapsed when tab loses focus
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i would like to know how can i determine the time that has passed between the game losing focus and getting it back again. i saw some post about it, but it was for phaser2 and doesn't seem to work with phaser3.
Is there a way to set a listener for the scene destroy, or scene pause and resume?
I also tried to do it with setting a listener for the window it self, but still no luck.
Is there an example i can take a look at or something? Also is there a list of possible events that i can listen too somewhere? I don't find it in the docs anywhere :(
Thanks in advance
phaser-framework
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up vote
1
down vote
favorite
i would like to know how can i determine the time that has passed between the game losing focus and getting it back again. i saw some post about it, but it was for phaser2 and doesn't seem to work with phaser3.
Is there a way to set a listener for the scene destroy, or scene pause and resume?
I also tried to do it with setting a listener for the window it self, but still no luck.
Is there an example i can take a look at or something? Also is there a list of possible events that i can listen too somewhere? I don't find it in the docs anywhere :(
Thanks in advance
phaser-framework
After reading through the code: 1) I hope the creator does another scene overview document in the future and 2)document.addEventListener("visibilitychange", () => console.log(document["hidden"]); );
seems to be working fairly well.
– James Skemp
Nov 11 at 17:11
add a comment |
up vote
1
down vote
favorite
up vote
1
down vote
favorite
i would like to know how can i determine the time that has passed between the game losing focus and getting it back again. i saw some post about it, but it was for phaser2 and doesn't seem to work with phaser3.
Is there a way to set a listener for the scene destroy, or scene pause and resume?
I also tried to do it with setting a listener for the window it self, but still no luck.
Is there an example i can take a look at or something? Also is there a list of possible events that i can listen too somewhere? I don't find it in the docs anywhere :(
Thanks in advance
phaser-framework
i would like to know how can i determine the time that has passed between the game losing focus and getting it back again. i saw some post about it, but it was for phaser2 and doesn't seem to work with phaser3.
Is there a way to set a listener for the scene destroy, or scene pause and resume?
I also tried to do it with setting a listener for the window it self, but still no luck.
Is there an example i can take a look at or something? Also is there a list of possible events that i can listen too somewhere? I don't find it in the docs anywhere :(
Thanks in advance
phaser-framework
phaser-framework
asked Nov 11 at 15:17
franmcod
497
497
After reading through the code: 1) I hope the creator does another scene overview document in the future and 2)document.addEventListener("visibilitychange", () => console.log(document["hidden"]); );
seems to be working fairly well.
– James Skemp
Nov 11 at 17:11
add a comment |
After reading through the code: 1) I hope the creator does another scene overview document in the future and 2)document.addEventListener("visibilitychange", () => console.log(document["hidden"]); );
seems to be working fairly well.
– James Skemp
Nov 11 at 17:11
After reading through the code: 1) I hope the creator does another scene overview document in the future and 2)
document.addEventListener("visibilitychange", () => console.log(document["hidden"]); );
seems to be working fairly well.– James Skemp
Nov 11 at 17:11
After reading through the code: 1) I hope the creator does another scene overview document in the future and 2)
document.addEventListener("visibilitychange", () => console.log(document["hidden"]); );
seems to be working fairly well.– James Skemp
Nov 11 at 17:11
add a comment |
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After reading through the code: 1) I hope the creator does another scene overview document in the future and 2)
document.addEventListener("visibilitychange", () => console.log(document["hidden"]); );
seems to be working fairly well.– James Skemp
Nov 11 at 17:11