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final changes to make Tappy Chicken for HTML5 #ue4 #html5 #tappy chicken [CL 2082256 by Peter Sauerbrei in Main branch]
220 lines
6.1 KiB
Plaintext
220 lines
6.1 KiB
Plaintext
<!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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<title>%GAME%</title>
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<style type="text/css">
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body {
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background: black;
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color: gray;
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font-family: Helvetica, sans-serif;
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}
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.emscripten {
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padding-right: 0;
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margin-left: auto;
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margin-right: auto;
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display: block;
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}
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div#status {
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font-size: 70%;
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}
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textarea.emscripten {
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font-family: consolas, "lucida sans console", monospace;
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background: gray;
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font-size: 80%;
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width: 80%;
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display: none;
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}
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div.emscripten {
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text-align: center;
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}
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div#display_wrapper {
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position: relative;
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margin: 1em auto 10px auto;
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text-align: center;
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min-width: 640px;
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max-width: 95%;
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/*border: 1px solid red;*/
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}
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canvas.main {
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border: none;
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background: #444;
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display: block;
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}
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canvas.main:not([fullscreen]) {
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padding-right: 0;
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margin-left: auto;
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margin-right: auto;
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width: 100%;
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}
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input[type=button] {
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background: #444;
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border: 2px solid #444;
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border-radius: 2px;
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}
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input[type=button]:hover {
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background: #777;
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border-color: #777;
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}
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</style>
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</head>
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<body>
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<div class="emscripten" id="status">Downloading...</div>
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<div class="emscripten">
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<progress value="0" max="100" id="progress" hidden=1></progress>
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</div>
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<!-- Canvas resolution needs to be divisible by 8; default to 904x1600 for in-page resolution -->
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<div id="display_wrapper">
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<canvas class="main" id="canvas" oncontextmenu="event.preventDefault()" height="904" width="1600"></canvas>
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</div>
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<div class="emscripten">
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<input type="button" value="Fullscreen" onclick="Module.requestFullScreen(false)">
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<input type="button" value="Pause" onclick="Module['pauseMainLoop']();">
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<input type="button" value="Resume" onclick="Module['resumeMainLoop']();">
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<input type="button" value="Quit" onclick="__exit(0)">
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<input type="button" value="ClearStoredGame" onclick="$.jStorage.flush()">
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</div>
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<textarea class="emscripten" id="output" rows="8"></textarea>
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<script type="text/javascript">
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var UE4 = {
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get console_command() {
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var fn = Module.cwrap('execute_console_command', null, ['string']);
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delete UE4["console_command"];
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UE4.console_command = fn;
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return fn;
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}
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};
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function resizeListener(width, height) {
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console.log("resizeListener:", width, height);
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UE4.console_command("r.SetRes " + width + "x" + height);
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}
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var gWasFullScreen = false;
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var gOldWidth, gOldHeight;
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function fullScreenChange() {
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var fsElem = document['fullScreenElement'] ||
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document['mozFullScreenElement'] ||
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document['webkitFullScreenElement'] ||
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document['msFullScreenElement'] ||
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document['webkitCurrentFullScreenElement'];
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var canvas = document.getElementById("canvas");
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if (fsElem == canvas || fsElem == canvas.parentNode) {
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// we just went full screen
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gWasFullScreen = true;
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// update the canvas size
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gOldWidth = canvas.width;
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gOldHeight = canvas.height;
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var width = window.screen.width;
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var height = window.screen.height;
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canvas.width = width;
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canvas.height = height;
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canvas.setAttribute("fullscreen", "true");
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console.log("r.SetRes", canvas.width, canvas.height);
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UE4.console_command("r.SetRes " + canvas.width + "x" + canvas.height);
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} else if (gWasFullScreen) {
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// we just left full screen
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gWasFullScreen = false;
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canvas.width = gOldWidth;
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canvas.height = gOldHeight;
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canvas.removeAttribute("fullscreen");
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console.log("r.SetRes", canvas.width, canvas.height);
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UE4.console_command("r.SetRes " + canvas.width + "x" + canvas.height);
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}
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}
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function preRunHandler() {
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document.addEventListener('fullscreenchange', fullScreenChange, false);
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document.addEventListener('mozfullscreenchange', fullScreenChange, false);
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document.addEventListener('webkitfullscreenchange', fullScreenChange, false);
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document.addEventListener('MSFullscreenChange', fullScreenChange, false);
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// this needs to die
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Browser.updateCanvasDimensions = function() { };
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}
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var Module = {
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preRun: [preRunHandler],
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postRun: [],
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noImageDecoding: true,
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noAudioDecoding: true,
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arguments: [%UE4CMDLINE%],
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print: (function() {
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var element = document.getElementById('output');
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element.value = ''; // clear browser cache
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return function(text) {
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// show it if it's hidden first
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element.style.display = "block";
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element.value += text + "\n";
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element.scrollTop = 99999; // focus on bottom
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};
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})(),
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printErr: function(text) {
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console.log(text);
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},
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canvas: document.getElementById('canvas'),
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setStatus: function(text) {
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if (Module.setStatus.interval) clearInterval(Module.setStatus.interval);
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var m = text.match(/([^(]+)\((\d+(\.\d+)?)\/(\d+)\)/);
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var statusElement = document.getElementById('status');
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var progressElement = document.getElementById('progress');
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if (m) {
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text = m[1];
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progressElement.value = parseInt(m[2])*100;
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progressElement.max = parseInt(m[4])*100;
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progressElement.hidden = false;
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} else {
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progressElement.value = null;
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progressElement.max = null;
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progressElement.hidden = true;
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}
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statusElement.innerHTML = text;
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},
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totalDependencies: 0,
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monitorRunDependencies: function(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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</script>
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<script type="text/javascript">
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var tmid = Date.now();
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</script>
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<script src="json2.js"></script>
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<script src="moz_binarystring.js"></script>
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<script src="jStorage.js"></script>
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<script src="%GAME%.data.js"></script>
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<script async src="%CONFIG%.js"></script>
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<script type="text/javascript">
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var tend = Date.now();
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console.log("Script load time: Data[js]: " + (tmid-tstart).toFixed(2) + "ms, code[js]: " + (tend-tmid).toFixed(2));
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</script>
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</body>
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</html>
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