anan66 commited on
Commit
bef61cd
·
1 Parent(s): 137e876

reupload-match-n-game

Browse files
matchn/MatchNGame.audio.worklet.js CHANGED
@@ -1,211 +1,211 @@
1
- /**************************************************************************/
2
- /* audio.worklet.js */
3
- /**************************************************************************/
4
- /* This file is part of: */
5
- /* GODOT ENGINE */
6
- /* https://godotengine.org */
7
- /**************************************************************************/
8
- /* Copyright (c) 2014-present Godot Engine contributors (see AUTHORS.md). */
9
- /* Copyright (c) 2007-2014 Juan Linietsky, Ariel Manzur. */
10
- /* */
11
- /* Permission is hereby granted, free of charge, to any person obtaining */
12
- /* a copy of this software and associated documentation files (the */
13
- /* "Software"), to deal in the Software without restriction, including */
14
- /* without limitation the rights to use, copy, modify, merge, publish, */
15
- /* distribute, sublicense, and/or sell copies of the Software, and to */
16
- /* permit persons to whom the Software is furnished to do so, subject to */
17
- /* the following conditions: */
18
- /* */
19
- /* The above copyright notice and this permission notice shall be */
20
- /* included in all copies or substantial portions of the Software. */
21
- /* */
22
- /* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, */
23
- /* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF */
24
- /* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. */
25
- /* IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY */
26
- /* CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, */
27
- /* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE */
28
- /* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */
29
- /**************************************************************************/
30
-
31
- class RingBuffer {
32
- constructor(p_buffer, p_state, p_threads) {
33
- this.buffer = p_buffer;
34
- this.avail = p_state;
35
- this.threads = p_threads;
36
- this.rpos = 0;
37
- this.wpos = 0;
38
- }
39
-
40
- data_left() {
41
- return this.threads ? Atomics.load(this.avail, 0) : this.avail;
42
- }
43
-
44
- space_left() {
45
- return this.buffer.length - this.data_left();
46
- }
47
-
48
- read(output) {
49
- const size = this.buffer.length;
50
- let from = 0;
51
- let to_write = output.length;
52
- if (this.rpos + to_write > size) {
53
- const high = size - this.rpos;
54
- output.set(this.buffer.subarray(this.rpos, size));
55
- from = high;
56
- to_write -= high;
57
- this.rpos = 0;
58
- }
59
- if (to_write) {
60
- output.set(this.buffer.subarray(this.rpos, this.rpos + to_write), from);
61
- }
62
- this.rpos += to_write;
63
- if (this.threads) {
64
- Atomics.add(this.avail, 0, -output.length);
65
- Atomics.notify(this.avail, 0);
66
- } else {
67
- this.avail -= output.length;
68
- }
69
- }
70
-
71
- write(p_buffer) {
72
- const to_write = p_buffer.length;
73
- const mw = this.buffer.length - this.wpos;
74
- if (mw >= to_write) {
75
- this.buffer.set(p_buffer, this.wpos);
76
- this.wpos += to_write;
77
- if (mw === to_write) {
78
- this.wpos = 0;
79
- }
80
- } else {
81
- const high = p_buffer.subarray(0, mw);
82
- const low = p_buffer.subarray(mw);
83
- this.buffer.set(high, this.wpos);
84
- this.buffer.set(low);
85
- this.wpos = low.length;
86
- }
87
- if (this.threads) {
88
- Atomics.add(this.avail, 0, to_write);
89
- Atomics.notify(this.avail, 0);
90
- } else {
91
- this.avail += to_write;
92
- }
93
- }
94
- }
95
-
96
- class GodotProcessor extends AudioWorkletProcessor {
97
- constructor() {
98
- super();
99
- this.threads = false;
100
- this.running = true;
101
- this.lock = null;
102
- this.notifier = null;
103
- this.output = null;
104
- this.output_buffer = new Float32Array();
105
- this.input = null;
106
- this.input_buffer = new Float32Array();
107
- this.port.onmessage = (event) => {
108
- const cmd = event.data['cmd'];
109
- const data = event.data['data'];
110
- this.parse_message(cmd, data);
111
- };
112
- }
113
-
114
- process_notify() {
115
- if (this.notifier) {
116
- Atomics.add(this.notifier, 0, 1);
117
- Atomics.notify(this.notifier, 0);
118
- }
119
- }
120
-
121
- parse_message(p_cmd, p_data) {
122
- if (p_cmd === 'start' && p_data) {
123
- const state = p_data[0];
124
- let idx = 0;
125
- this.threads = true;
126
- this.lock = state.subarray(idx, ++idx);
127
- this.notifier = state.subarray(idx, ++idx);
128
- const avail_in = state.subarray(idx, ++idx);
129
- const avail_out = state.subarray(idx, ++idx);
130
- this.input = new RingBuffer(p_data[1], avail_in, true);
131
- this.output = new RingBuffer(p_data[2], avail_out, true);
132
- } else if (p_cmd === 'stop') {
133
- this.running = false;
134
- this.output = null;
135
- this.input = null;
136
- } else if (p_cmd === 'start_nothreads') {
137
- this.output = new RingBuffer(p_data[0], p_data[0].length, false);
138
- } else if (p_cmd === 'chunk') {
139
- this.output.write(p_data);
140
- }
141
- }
142
-
143
- static array_has_data(arr) {
144
- return arr.length && arr[0].length && arr[0][0].length;
145
- }
146
-
147
- process(inputs, outputs, parameters) {
148
- if (!this.running) {
149
- return false; // Stop processing.
150
- }
151
- if (this.output === null) {
152
- return true; // Not ready yet, keep processing.
153
- }
154
- const process_input = GodotProcessor.array_has_data(inputs);
155
- if (process_input) {
156
- const input = inputs[0];
157
- const chunk = input[0].length * input.length;
158
- if (this.input_buffer.length !== chunk) {
159
- this.input_buffer = new Float32Array(chunk);
160
- }
161
- if (!this.threads) {
162
- GodotProcessor.write_input(this.input_buffer, input);
163
- this.port.postMessage({ 'cmd': 'input', 'data': this.input_buffer });
164
- } else if (this.input.space_left() >= chunk) {
165
- GodotProcessor.write_input(this.input_buffer, input);
166
- this.input.write(this.input_buffer);
167
- } else {
168
- this.port.postMessage('Input buffer is full! Skipping input frame.');
169
- }
170
- }
171
- const process_output = GodotProcessor.array_has_data(outputs);
172
- if (process_output) {
173
- const output = outputs[0];
174
- const chunk = output[0].length * output.length;
175
- if (this.output_buffer.length !== chunk) {
176
- this.output_buffer = new Float32Array(chunk);
177
- }
178
- if (this.output.data_left() >= chunk) {
179
- this.output.read(this.output_buffer);
180
- GodotProcessor.write_output(output, this.output_buffer);
181
- if (!this.threads) {
182
- this.port.postMessage({ 'cmd': 'read', 'data': chunk });
183
- }
184
- } else {
185
- this.port.postMessage('Output buffer has not enough frames! Skipping output frame.');
186
- }
187
- }
188
- this.process_notify();
189
- return true;
190
- }
191
-
192
- static write_output(dest, source) {
193
- const channels = dest.length;
194
- for (let ch = 0; ch < channels; ch++) {
195
- for (let sample = 0; sample < dest[ch].length; sample++) {
196
- dest[ch][sample] = source[sample * channels + ch];
197
- }
198
- }
199
- }
200
-
201
- static write_input(dest, source) {
202
- const channels = source.length;
203
- for (let ch = 0; ch < channels; ch++) {
204
- for (let sample = 0; sample < source[ch].length; sample++) {
205
- dest[sample * channels + ch] = source[ch][sample];
206
- }
207
- }
208
- }
209
- }
210
-
211
- registerProcessor('godot-processor', GodotProcessor);
 
1
+ /**************************************************************************/
2
+ /* audio.worklet.js */
3
+ /**************************************************************************/
4
+ /* This file is part of: */
5
+ /* GODOT ENGINE */
6
+ /* https://godotengine.org */
7
+ /**************************************************************************/
8
+ /* Copyright (c) 2014-present Godot Engine contributors (see AUTHORS.md). */
9
+ /* Copyright (c) 2007-2014 Juan Linietsky, Ariel Manzur. */
10
+ /* */
11
+ /* Permission is hereby granted, free of charge, to any person obtaining */
12
+ /* a copy of this software and associated documentation files (the */
13
+ /* "Software"), to deal in the Software without restriction, including */
14
+ /* without limitation the rights to use, copy, modify, merge, publish, */
15
+ /* distribute, sublicense, and/or sell copies of the Software, and to */
16
+ /* permit persons to whom the Software is furnished to do so, subject to */
17
+ /* the following conditions: */
18
+ /* */
19
+ /* The above copyright notice and this permission notice shall be */
20
+ /* included in all copies or substantial portions of the Software. */
21
+ /* */
22
+ /* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, */
23
+ /* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF */
24
+ /* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. */
25
+ /* IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY */
26
+ /* CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, */
27
+ /* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE */
28
+ /* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */
29
+ /**************************************************************************/
30
+
31
+ class RingBuffer {
32
+ constructor(p_buffer, p_state, p_threads) {
33
+ this.buffer = p_buffer;
34
+ this.avail = p_state;
35
+ this.threads = p_threads;
36
+ this.rpos = 0;
37
+ this.wpos = 0;
38
+ }
39
+
40
+ data_left() {
41
+ return this.threads ? Atomics.load(this.avail, 0) : this.avail;
42
+ }
43
+
44
+ space_left() {
45
+ return this.buffer.length - this.data_left();
46
+ }
47
+
48
+ read(output) {
49
+ const size = this.buffer.length;
50
+ let from = 0;
51
+ let to_write = output.length;
52
+ if (this.rpos + to_write > size) {
53
+ const high = size - this.rpos;
54
+ output.set(this.buffer.subarray(this.rpos, size));
55
+ from = high;
56
+ to_write -= high;
57
+ this.rpos = 0;
58
+ }
59
+ if (to_write) {
60
+ output.set(this.buffer.subarray(this.rpos, this.rpos + to_write), from);
61
+ }
62
+ this.rpos += to_write;
63
+ if (this.threads) {
64
+ Atomics.add(this.avail, 0, -output.length);
65
+ Atomics.notify(this.avail, 0);
66
+ } else {
67
+ this.avail -= output.length;
68
+ }
69
+ }
70
+
71
+ write(p_buffer) {
72
+ const to_write = p_buffer.length;
73
+ const mw = this.buffer.length - this.wpos;
74
+ if (mw >= to_write) {
75
+ this.buffer.set(p_buffer, this.wpos);
76
+ this.wpos += to_write;
77
+ if (mw === to_write) {
78
+ this.wpos = 0;
79
+ }
80
+ } else {
81
+ const high = p_buffer.subarray(0, mw);
82
+ const low = p_buffer.subarray(mw);
83
+ this.buffer.set(high, this.wpos);
84
+ this.buffer.set(low);
85
+ this.wpos = low.length;
86
+ }
87
+ if (this.threads) {
88
+ Atomics.add(this.avail, 0, to_write);
89
+ Atomics.notify(this.avail, 0);
90
+ } else {
91
+ this.avail += to_write;
92
+ }
93
+ }
94
+ }
95
+
96
+ class GodotProcessor extends AudioWorkletProcessor {
97
+ constructor() {
98
+ super();
99
+ this.threads = false;
100
+ this.running = true;
101
+ this.lock = null;
102
+ this.notifier = null;
103
+ this.output = null;
104
+ this.output_buffer = new Float32Array();
105
+ this.input = null;
106
+ this.input_buffer = new Float32Array();
107
+ this.port.onmessage = (event) => {
108
+ const cmd = event.data['cmd'];
109
+ const data = event.data['data'];
110
+ this.parse_message(cmd, data);
111
+ };
112
+ }
113
+
114
+ process_notify() {
115
+ if (this.notifier) {
116
+ Atomics.add(this.notifier, 0, 1);
117
+ Atomics.notify(this.notifier, 0);
118
+ }
119
+ }
120
+
121
+ parse_message(p_cmd, p_data) {
122
+ if (p_cmd === 'start' && p_data) {
123
+ const state = p_data[0];
124
+ let idx = 0;
125
+ this.threads = true;
126
+ this.lock = state.subarray(idx, ++idx);
127
+ this.notifier = state.subarray(idx, ++idx);
128
+ const avail_in = state.subarray(idx, ++idx);
129
+ const avail_out = state.subarray(idx, ++idx);
130
+ this.input = new RingBuffer(p_data[1], avail_in, true);
131
+ this.output = new RingBuffer(p_data[2], avail_out, true);
132
+ } else if (p_cmd === 'stop') {
133
+ this.running = false;
134
+ this.output = null;
135
+ this.input = null;
136
+ } else if (p_cmd === 'start_nothreads') {
137
+ this.output = new RingBuffer(p_data[0], p_data[0].length, false);
138
+ } else if (p_cmd === 'chunk') {
139
+ this.output.write(p_data);
140
+ }
141
+ }
142
+
143
+ static array_has_data(arr) {
144
+ return arr.length && arr[0].length && arr[0][0].length;
145
+ }
146
+
147
+ process(inputs, outputs, parameters) {
148
+ if (!this.running) {
149
+ return false; // Stop processing.
150
+ }
151
+ if (this.output === null) {
152
+ return true; // Not ready yet, keep processing.
153
+ }
154
+ const process_input = GodotProcessor.array_has_data(inputs);
155
+ if (process_input) {
156
+ const input = inputs[0];
157
+ const chunk = input[0].length * input.length;
158
+ if (this.input_buffer.length !== chunk) {
159
+ this.input_buffer = new Float32Array(chunk);
160
+ }
161
+ if (!this.threads) {
162
+ GodotProcessor.write_input(this.input_buffer, input);
163
+ this.port.postMessage({ 'cmd': 'input', 'data': this.input_buffer });
164
+ } else if (this.input.space_left() >= chunk) {
165
+ GodotProcessor.write_input(this.input_buffer, input);
166
+ this.input.write(this.input_buffer);
167
+ } else {
168
+ this.port.postMessage('Input buffer is full! Skipping input frame.');
169
+ }
170
+ }
171
+ const process_output = GodotProcessor.array_has_data(outputs);
172
+ if (process_output) {
173
+ const output = outputs[0];
174
+ const chunk = output[0].length * output.length;
175
+ if (this.output_buffer.length !== chunk) {
176
+ this.output_buffer = new Float32Array(chunk);
177
+ }
178
+ if (this.output.data_left() >= chunk) {
179
+ this.output.read(this.output_buffer);
180
+ GodotProcessor.write_output(output, this.output_buffer);
181
+ if (!this.threads) {
182
+ this.port.postMessage({ 'cmd': 'read', 'data': chunk });
183
+ }
184
+ } else {
185
+ this.port.postMessage('Output buffer has not enough frames! Skipping output frame.');
186
+ }
187
+ }
188
+ this.process_notify();
189
+ return true;
190
+ }
191
+
192
+ static write_output(dest, source) {
193
+ const channels = dest.length;
194
+ for (let ch = 0; ch < channels; ch++) {
195
+ for (let sample = 0; sample < dest[ch].length; sample++) {
196
+ dest[ch][sample] = source[sample * channels + ch];
197
+ }
198
+ }
199
+ }
200
+
201
+ static write_input(dest, source) {
202
+ const channels = source.length;
203
+ for (let ch = 0; ch < channels; ch++) {
204
+ for (let sample = 0; sample < source[ch].length; sample++) {
205
+ dest[sample * channels + ch] = source[ch][sample];
206
+ }
207
+ }
208
+ }
209
+ }
210
+
211
+ registerProcessor('godot-processor', GodotProcessor);
matchn/MatchNGame.html CHANGED
@@ -1,251 +1,251 @@
1
- <!DOCTYPE html>
2
- <html xmlns='http://www.w3.org/1999/xhtml' lang='' xml:lang=''>
3
- <head>
4
- <meta charset='utf-8' />
5
- <meta name='viewport' content='width=device-width, user-scalable=no' />
6
- <title>Match N Game</title>
7
- <style type='text/css'>
8
-
9
- body {
10
- touch-action: none;
11
- margin: 0;
12
- border: 0 none;
13
- padding: 0;
14
- text-align: center;
15
- background-color: black;
16
- }
17
-
18
- #canvas {
19
- display: block;
20
- margin: 0;
21
- color: white;
22
- }
23
-
24
- #canvas:focus {
25
- outline: none;
26
- }
27
-
28
- .godot {
29
- font-family: 'Noto Sans', 'Droid Sans', Arial, sans-serif;
30
- color: #e0e0e0;
31
- background-color: #3b3943;
32
- background-image: linear-gradient(to bottom, #403e48, #35333c);
33
- border: 1px solid #45434e;
34
- box-shadow: 0 0 1px 1px #2f2d35;
35
- }
36
-
37
-
38
- /* Status display
39
- * ============== */
40
-
41
- #status {
42
- position: absolute;
43
- left: 0;
44
- top: 0;
45
- right: 0;
46
- bottom: 0;
47
- display: flex;
48
- justify-content: center;
49
- align-items: center;
50
- /* don't consume click events - make children visible explicitly */
51
- visibility: hidden;
52
- }
53
-
54
- #status-progress {
55
- width: 366px;
56
- height: 7px;
57
- background-color: #38363A;
58
- border: 1px solid #444246;
59
- padding: 1px;
60
- box-shadow: 0 0 2px 1px #1B1C22;
61
- border-radius: 2px;
62
- visibility: visible;
63
- }
64
-
65
- @media only screen and (orientation:portrait) {
66
- #status-progress {
67
- width: 61.8%;
68
- }
69
- }
70
-
71
- #status-progress-inner {
72
- height: 100%;
73
- width: 0;
74
- box-sizing: border-box;
75
- transition: width 0.5s linear;
76
- background-color: #202020;
77
- border: 1px solid #222223;
78
- box-shadow: 0 0 1px 1px #27282E;
79
- border-radius: 3px;
80
- }
81
-
82
- #status-indeterminate {
83
- height: 42px;
84
- visibility: visible;
85
- position: relative;
86
- }
87
-
88
- #status-indeterminate > div {
89
- width: 4.5px;
90
- height: 0;
91
- border-style: solid;
92
- border-width: 9px 3px 0 3px;
93
- border-color: #2b2b2b transparent transparent transparent;
94
- transform-origin: center 21px;
95
- position: absolute;
96
- }
97
-
98
- #status-indeterminate > div:nth-child(1) { transform: rotate( 22.5deg); }
99
- #status-indeterminate > div:nth-child(2) { transform: rotate( 67.5deg); }
100
- #status-indeterminate > div:nth-child(3) { transform: rotate(112.5deg); }
101
- #status-indeterminate > div:nth-child(4) { transform: rotate(157.5deg); }
102
- #status-indeterminate > div:nth-child(5) { transform: rotate(202.5deg); }
103
- #status-indeterminate > div:nth-child(6) { transform: rotate(247.5deg); }
104
- #status-indeterminate > div:nth-child(7) { transform: rotate(292.5deg); }
105
- #status-indeterminate > div:nth-child(8) { transform: rotate(337.5deg); }
106
-
107
- #status-notice {
108
- margin: 0 100px;
109
- line-height: 1.3;
110
- visibility: visible;
111
- padding: 4px 6px;
112
- visibility: visible;
113
- }
114
- </style>
115
- <link id='-gd-engine-icon' rel='icon' type='image/png' href='MatchNGame.icon.png' />
116
- <link rel='apple-touch-icon' href='MatchNGame.apple-touch-icon.png'/>
117
-
118
- <script type="text/javascript" src="./uni.webview.1.5.5.js"></script>
119
- <script type="text/javascript" src="./anan.tool.js"></script>
120
- <script type="text/javascript" src="./gameapp.js"></script>
121
- </head>
122
- <body>
123
- <canvas id='canvas'>
124
- HTML5 canvas appears to be unsupported in the current browser.<br />
125
- Please try updating or use a different browser.
126
- </canvas>
127
- <div id='status'>
128
- <div id='status-progress' style='display: none;' oncontextmenu='event.preventDefault();'><div id ='status-progress-inner'></div></div>
129
- <div id='status-indeterminate' style='display: none;' oncontextmenu='event.preventDefault();'>
130
- <div></div>
131
- <div></div>
132
- <div></div>
133
- <div></div>
134
- <div></div>
135
- <div></div>
136
- <div></div>
137
- <div></div>
138
- </div>
139
- <div id='status-notice' class='godot' style='display: none;'></div>
140
- </div>
141
-
142
- <script type='text/javascript' src='MatchNGame.js'></script>
143
- <script type='text/javascript'>//<![CDATA[
144
-
145
- const GODOT_CONFIG = {"args":[],"canvasResizePolicy":2,"executable":"MatchNGame","experimentalVK":true,"fileSizes":{"MatchNGame.pck":39445536,"MatchNGame.wasm":19761972},"focusCanvas":true,"gdnativeLibs":[]};
146
- var engine = new Engine(GODOT_CONFIG);
147
-
148
- (function() {
149
- const INDETERMINATE_STATUS_STEP_MS = 100;
150
- var statusProgress = document.getElementById('status-progress');
151
- var statusProgressInner = document.getElementById('status-progress-inner');
152
- var statusIndeterminate = document.getElementById('status-indeterminate');
153
- var statusNotice = document.getElementById('status-notice');
154
-
155
- var initializing = true;
156
- var statusMode = 'hidden';
157
-
158
- var animationCallbacks = [];
159
- function animate(time) {
160
- animationCallbacks.forEach(callback => callback(time));
161
- requestAnimationFrame(animate);
162
- }
163
- requestAnimationFrame(animate);
164
-
165
- function setStatusMode(mode) {
166
-
167
- if (statusMode === mode || !initializing)
168
- return;
169
- [statusProgress, statusIndeterminate, statusNotice].forEach(elem => {
170
- elem.style.display = 'none';
171
- });
172
- animationCallbacks = animationCallbacks.filter(function(value) {
173
- return (value != animateStatusIndeterminate);
174
- });
175
- switch (mode) {
176
- case 'progress':
177
- statusProgress.style.display = 'block';
178
- break;
179
- case 'indeterminate':
180
- statusIndeterminate.style.display = 'block';
181
- animationCallbacks.push(animateStatusIndeterminate);
182
- break;
183
- case 'notice':
184
- statusNotice.style.display = 'block';
185
- break;
186
- case 'hidden':
187
- break;
188
- default:
189
- throw new Error('Invalid status mode');
190
- }
191
- statusMode = mode;
192
- }
193
-
194
- function animateStatusIndeterminate(ms) {
195
- var i = Math.floor(ms / INDETERMINATE_STATUS_STEP_MS % 8);
196
- if (statusIndeterminate.children[i].style.borderTopColor == '') {
197
- Array.prototype.slice.call(statusIndeterminate.children).forEach(child => {
198
- child.style.borderTopColor = '';
199
- });
200
- statusIndeterminate.children[i].style.borderTopColor = '#dfdfdf';
201
- }
202
- }
203
-
204
- function setStatusNotice(text) {
205
- while (statusNotice.lastChild) {
206
- statusNotice.removeChild(statusNotice.lastChild);
207
- }
208
- var lines = text.split('\n');
209
- lines.forEach((line) => {
210
- statusNotice.appendChild(document.createTextNode(line));
211
- statusNotice.appendChild(document.createElement('br'));
212
- });
213
- };
214
-
215
- function displayFailureNotice(err) {
216
- var msg = err.message || err;
217
- console.error(msg);
218
- setStatusNotice(msg);
219
- setStatusMode('notice');
220
- initializing = false;
221
- };
222
-
223
- if (!Engine.isWebGLAvailable()) {
224
- displayFailureNotice('WebGL not available');
225
- } else {
226
- setStatusMode('indeterminate');
227
- engine.startGame({
228
- 'onProgress': function (current, total) {
229
- if (total > 0) {
230
- statusProgressInner.style.width = current/total * 100 + '%';
231
- setStatusMode('progress');
232
- if (current === total) {
233
- // wait for progress bar animation
234
- setTimeout(() => {
235
- setStatusMode('indeterminate');
236
- }, 500);
237
- }
238
- } else {
239
- setStatusMode('indeterminate');
240
- }
241
- },
242
- }).then(() => {
243
- setStatusMode('hidden');
244
- initializing = false;
245
- }, displayFailureNotice);
246
- }
247
- })();
248
- //]]></script>
249
- </body>
250
- </html>
251
-
 
1
+ <!DOCTYPE html>
2
+ <html xmlns='http://www.w3.org/1999/xhtml' lang='' xml:lang=''>
3
+ <head>
4
+ <meta charset='utf-8' />
5
+ <meta name='viewport' content='width=device-width, user-scalable=no' />
6
+ <title>Match N Game</title>
7
+ <style type='text/css'>
8
+
9
+ body {
10
+ touch-action: none;
11
+ margin: 0;
12
+ border: 0 none;
13
+ padding: 0;
14
+ text-align: center;
15
+ background-color: black;
16
+ }
17
+
18
+ #canvas {
19
+ display: block;
20
+ margin: 0;
21
+ color: white;
22
+ }
23
+
24
+ #canvas:focus {
25
+ outline: none;
26
+ }
27
+
28
+ .godot {
29
+ font-family: 'Noto Sans', 'Droid Sans', Arial, sans-serif;
30
+ color: #e0e0e0;
31
+ background-color: #3b3943;
32
+ background-image: linear-gradient(to bottom, #403e48, #35333c);
33
+ border: 1px solid #45434e;
34
+ box-shadow: 0 0 1px 1px #2f2d35;
35
+ }
36
+
37
+
38
+ /* Status display
39
+ * ============== */
40
+
41
+ #status {
42
+ position: absolute;
43
+ left: 0;
44
+ top: 0;
45
+ right: 0;
46
+ bottom: 0;
47
+ display: flex;
48
+ justify-content: center;
49
+ align-items: center;
50
+ /* don't consume click events - make children visible explicitly */
51
+ visibility: hidden;
52
+ }
53
+
54
+ #status-progress {
55
+ width: 366px;
56
+ height: 7px;
57
+ background-color: #38363A;
58
+ border: 1px solid #444246;
59
+ padding: 1px;
60
+ box-shadow: 0 0 2px 1px #1B1C22;
61
+ border-radius: 2px;
62
+ visibility: visible;
63
+ }
64
+
65
+ @media only screen and (orientation:portrait) {
66
+ #status-progress {
67
+ width: 61.8%;
68
+ }
69
+ }
70
+
71
+ #status-progress-inner {
72
+ height: 100%;
73
+ width: 0;
74
+ box-sizing: border-box;
75
+ transition: width 0.5s linear;
76
+ background-color: #202020;
77
+ border: 1px solid #222223;
78
+ box-shadow: 0 0 1px 1px #27282E;
79
+ border-radius: 3px;
80
+ }
81
+
82
+ #status-indeterminate {
83
+ height: 42px;
84
+ visibility: visible;
85
+ position: relative;
86
+ }
87
+
88
+ #status-indeterminate > div {
89
+ width: 4.5px;
90
+ height: 0;
91
+ border-style: solid;
92
+ border-width: 9px 3px 0 3px;
93
+ border-color: #2b2b2b transparent transparent transparent;
94
+ transform-origin: center 21px;
95
+ position: absolute;
96
+ }
97
+
98
+ #status-indeterminate > div:nth-child(1) { transform: rotate( 22.5deg); }
99
+ #status-indeterminate > div:nth-child(2) { transform: rotate( 67.5deg); }
100
+ #status-indeterminate > div:nth-child(3) { transform: rotate(112.5deg); }
101
+ #status-indeterminate > div:nth-child(4) { transform: rotate(157.5deg); }
102
+ #status-indeterminate > div:nth-child(5) { transform: rotate(202.5deg); }
103
+ #status-indeterminate > div:nth-child(6) { transform: rotate(247.5deg); }
104
+ #status-indeterminate > div:nth-child(7) { transform: rotate(292.5deg); }
105
+ #status-indeterminate > div:nth-child(8) { transform: rotate(337.5deg); }
106
+
107
+ #status-notice {
108
+ margin: 0 100px;
109
+ line-height: 1.3;
110
+ visibility: visible;
111
+ padding: 4px 6px;
112
+ visibility: visible;
113
+ }
114
+ </style>
115
+ <link id='-gd-engine-icon' rel='icon' type='image/png' href='MatchNGame.icon.png' />
116
+ <link rel='apple-touch-icon' href='MatchNGame.apple-touch-icon.png'/>
117
+
118
+ <script type="text/javascript" src="./uni.webview.1.5.5.js"></script>
119
+ <script type="text/javascript" src="./anan.tool.js"></script>
120
+ <script type="text/javascript" src="./gameapp.js"></script>
121
+ </head>
122
+ <body>
123
+ <canvas id='canvas'>
124
+ HTML5 canvas appears to be unsupported in the current browser.<br />
125
+ Please try updating or use a different browser.
126
+ </canvas>
127
+ <div id='status'>
128
+ <div id='status-progress' style='display: none;' oncontextmenu='event.preventDefault();'><div id ='status-progress-inner'></div></div>
129
+ <div id='status-indeterminate' style='display: none;' oncontextmenu='event.preventDefault();'>
130
+ <div></div>
131
+ <div></div>
132
+ <div></div>
133
+ <div></div>
134
+ <div></div>
135
+ <div></div>
136
+ <div></div>
137
+ <div></div>
138
+ </div>
139
+ <div id='status-notice' class='godot' style='display: none;'></div>
140
+ </div>
141
+
142
+ <script type='text/javascript' src='MatchNGame.js'></script>
143
+ <script type='text/javascript'>//<![CDATA[
144
+
145
+ const GODOT_CONFIG = {"args":[],"canvasResizePolicy":2,"executable":"MatchNGame","experimentalVK":true,"fileSizes":{"MatchNGame.pck":39455584,"MatchNGame.wasm":19761972},"focusCanvas":true,"gdnativeLibs":[]};
146
+ var engine = new Engine(GODOT_CONFIG);
147
+
148
+ (function() {
149
+ const INDETERMINATE_STATUS_STEP_MS = 100;
150
+ var statusProgress = document.getElementById('status-progress');
151
+ var statusProgressInner = document.getElementById('status-progress-inner');
152
+ var statusIndeterminate = document.getElementById('status-indeterminate');
153
+ var statusNotice = document.getElementById('status-notice');
154
+
155
+ var initializing = true;
156
+ var statusMode = 'hidden';
157
+
158
+ var animationCallbacks = [];
159
+ function animate(time) {
160
+ animationCallbacks.forEach(callback => callback(time));
161
+ requestAnimationFrame(animate);
162
+ }
163
+ requestAnimationFrame(animate);
164
+
165
+ function setStatusMode(mode) {
166
+
167
+ if (statusMode === mode || !initializing)
168
+ return;
169
+ [statusProgress, statusIndeterminate, statusNotice].forEach(elem => {
170
+ elem.style.display = 'none';
171
+ });
172
+ animationCallbacks = animationCallbacks.filter(function(value) {
173
+ return (value != animateStatusIndeterminate);
174
+ });
175
+ switch (mode) {
176
+ case 'progress':
177
+ statusProgress.style.display = 'block';
178
+ break;
179
+ case 'indeterminate':
180
+ statusIndeterminate.style.display = 'block';
181
+ animationCallbacks.push(animateStatusIndeterminate);
182
+ break;
183
+ case 'notice':
184
+ statusNotice.style.display = 'block';
185
+ break;
186
+ case 'hidden':
187
+ break;
188
+ default:
189
+ throw new Error('Invalid status mode');
190
+ }
191
+ statusMode = mode;
192
+ }
193
+
194
+ function animateStatusIndeterminate(ms) {
195
+ var i = Math.floor(ms / INDETERMINATE_STATUS_STEP_MS % 8);
196
+ if (statusIndeterminate.children[i].style.borderTopColor == '') {
197
+ Array.prototype.slice.call(statusIndeterminate.children).forEach(child => {
198
+ child.style.borderTopColor = '';
199
+ });
200
+ statusIndeterminate.children[i].style.borderTopColor = '#dfdfdf';
201
+ }
202
+ }
203
+
204
+ function setStatusNotice(text) {
205
+ while (statusNotice.lastChild) {
206
+ statusNotice.removeChild(statusNotice.lastChild);
207
+ }
208
+ var lines = text.split('\n');
209
+ lines.forEach((line) => {
210
+ statusNotice.appendChild(document.createTextNode(line));
211
+ statusNotice.appendChild(document.createElement('br'));
212
+ });
213
+ };
214
+
215
+ function displayFailureNotice(err) {
216
+ var msg = err.message || err;
217
+ console.error(msg);
218
+ setStatusNotice(msg);
219
+ setStatusMode('notice');
220
+ initializing = false;
221
+ };
222
+
223
+ if (!Engine.isWebGLAvailable()) {
224
+ displayFailureNotice('WebGL not available');
225
+ } else {
226
+ setStatusMode('indeterminate');
227
+ engine.startGame({
228
+ 'onProgress': function (current, total) {
229
+ if (total > 0) {
230
+ statusProgressInner.style.width = current/total * 100 + '%';
231
+ setStatusMode('progress');
232
+ if (current === total) {
233
+ // wait for progress bar animation
234
+ setTimeout(() => {
235
+ setStatusMode('indeterminate');
236
+ }, 500);
237
+ }
238
+ } else {
239
+ setStatusMode('indeterminate');
240
+ }
241
+ },
242
+ }).then(() => {
243
+ setStatusMode('hidden');
244
+ initializing = false;
245
+ }, displayFailureNotice);
246
+ }
247
+ })();
248
+ //]]></script>
249
+ </body>
250
+ </html>
251
+
matchn/MatchNGame.js CHANGED
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