forked from sent/waves
109 lines
4.4 KiB
HTML
109 lines
4.4 KiB
HTML
<!doctype html>
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<html lang="en-us">
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<head>
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<meta charset="utf-8">
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<meta http-equiv="Content-Type" content="text/html; charset=utf-8">
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<meta name="viewport" content="width=device-width, initial-scale=1, shrink-to-fit=no, minimum-scale=1, maximum-scale=1">
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<!-- Load custom style sheet -->
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<link rel="stylesheet" type="text/css" href="theme/love.css">
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</head>
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<body>
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<center>
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<div>
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<canvas id="loadingCanvas" oncontextmenu="event.preventDefault()" width="800" height="600"></canvas>
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<canvas id="canvas" oncontextmenu="event.preventDefault()"></canvas>
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</div>
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</center>
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<script type='text/javascript'>
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function goFullScreen(){
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var canvas = document.getElementById("canvas");
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if(canvas.requestFullScreen)
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canvas.requestFullScreen();
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else if(canvas.webkitRequestFullScreen)
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canvas.webkitRequestFullScreen();
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else if(canvas.mozRequestFullScreen)
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canvas.mozRequestFullScreen();
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}
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function FullScreenHook(){
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var canvas = document.getElementById("canvas");
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canvas.width = window.innerWidth || document.documentElement.clientWidth || document.body.clientWidth;
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canvas.height = window.innerHeight || document.documentElement.clientHeight || document.body.clientHeight;
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}
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var loadingContext = document.getElementById('loadingCanvas').getContext('2d');
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function drawLoadingText(text) {
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var canvas = loadingContext.canvas;
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loadingContext.fillStyle = "rgb(0, 0, 0)";
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loadingContext.fillRect(0, 0, canvas.scrollWidth, canvas.scrollHeight);
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loadingContext.font = '2em arial';
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loadingContext.textAlign = 'center'
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loadingContext.fillStyle = "rgb( 11, 86, 117 )";
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loadingContext.fillText(text, canvas.scrollWidth / 2, canvas.scrollHeight / 2);
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}
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window.onload = function () { window.focus(); };
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window.onclick = function () { window.focus(); };
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window.addEventListener("keydown", function(e) {
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// space and arrow keys
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if([32, 37, 38, 39, 40].indexOf(e.keyCode) > -1) {
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e.preventDefault();
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}
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}, false);
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var Module = {
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arguments: ["./game.love"],
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INITIAL_MEMORY: 16777216,
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printErr: console.error.bind(console),
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canvas: (function() {
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var canvas = document.getElementById('canvas');
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// As a default initial behavior, pop up an alert when webgl context is lost. To make your
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// application robust, you may want to override this behavior before shipping!
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// See http://www.khronos.org/registry/webgl/specs/latest/1.0/#5.15.2
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canvas.addEventListener("webglcontextlost", function(e) { alert('WebGL context lost. You will need to reload the page.'); e.preventDefault(); }, false);
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return canvas;
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})(),
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setStatus: function(text) {
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if (text) {
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drawLoadingText(text);
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} else if (Module.remainingDependencies === 0) {
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document.getElementById('loadingCanvas').style.display = 'none';
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document.getElementById('canvas').style.visibility = 'visible';
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}
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},
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totalDependencies: 0,
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remainingDependencies: 0,
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monitorRunDependencies: function(left) {
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this.remainingDependencies = left;
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this.totalDependencies = Math.max(this.totalDependencies, left);
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Module.setStatus(left ? 'Preparing... (' + (this.totalDependencies-left) + '/' + this.totalDependencies + ')' : 'All downloads complete.');
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}
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};
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Module.setStatus('Downloading...');
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window.onerror = function(event) {
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// TODO: do not warn on ok events like simulating an infinite loop or exitStatus
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Module.setStatus('Exception thrown, see JavaScript console');
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Module.setStatus = function(text) {
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if (text) Module.printErr('[post-exception status] ' + text);
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};
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};
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var applicationLoad = function(e) {
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Love(Module);
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}
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</script>
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<script type="text/javascript" src="game.js"></script>
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<script async type="text/javascript" src="love.js" onload="applicationLoad(this)"></script>
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<footer>
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<p>
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<img align="right" width="64" height="64" title="Go Fullscreen" src="itch_fullscreen_img_enlarge.svg" onclick="goFullScreen();"></img>
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</p>
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</footer>
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</body>
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</html>
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