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index.html
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index.html
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<html>
<head>
<script async src="https://www.googletagmanager.com/gtag/js?id=G-LEWW5BN0V1"></script>
<script>
window.dataLayer = window.dataLayer || [];
function gtag(){dataLayer.push(arguments);}
gtag('js', new Date());
gtag('config', 'G-LEWW5BN0V1');
</script>
<link rel="icon" href="assets/icon.png">
<meta charset="UTF-8" />
<meta name="viewport" content="width=device-width, initial-scale=1.0">
<style>
body {
background: black;
margin: 0px;
overflow: hidden;
}
canvas {
position: absolute;
top: 50%;
left: 50%;
transform: translate(-50%, -50%);
background-color: white;
}
.lds-dual-ring {
display: inline-block;
width: 80px;
height: 80px;
width: 50%;
position: absolute;
top: 50%;
left: 50%;
}
.lds-dual-ring:after {
content: " ";
display: block;
width: 64px;
height: 64px;
margin: 8px;
border-radius: 50%;
border: 6px solid #fff;
border-color: #fff transparent #fff transparent;
animation: lds-dual-ring 1.2s linear infinite;
}
@keyframes lds-dual-ring {
0% {
transform: rotate(0deg);
}
100% {
transform: rotate(360deg);
}
}
</style>
</head>
<body>
<script>
let touch_added = false;
let touch_events = [];
let has_touch = () => {
return !!('ontouchstart' in window);
}
let pop_touch_event = () => {
let e = touch_events.shift();
return e;
}
let resize_canvas = (width, height) => {
let canvas = document.getElementsByTagName("canvas")[0];
if (canvas != null) {
canvas.width = width * window.devicePixelRatio;
canvas.height = height * window.devicePixelRatio;
canvas.style = `width: ${width}; height: ${height}`;
}
if (has_touch() == true && touch_added == false) {
canvas.addEventListener('touchstart', (ev) => {
touch_events.push(ev);
});
canvas.addEventListener('touchend', (ev) => {
touch_events.push(ev);
});
canvas.addEventListener('touchmove', (ev) => {
touch_events.push(ev);
});
touch_added = true;
}
}
</script>
<script>
// Insert hack to make sound autoplay on Chrome as soon as the user interacts with the tab:
// https://developers.google.com/web/updates/2018/11/web-audio-autoplay#moving-forward
// the following function keeps track of all AudioContexts and resumes them on the first user
// interaction with the page. If the function is called and all contexts are already running,
// it will remove itself from all event listeners.
(function () {
// An array of all contexts to resume on the page
const audioContextList = [];
// An array of various user interaction events we should listen for
const userInputEventNames = [
"click",
"contextmenu",
"auxclick",
"dblclick",
"mousedown",
"mouseup",
"pointerup",
"touchend",
"keydown",
"keyup",
];
// A proxy object to intercept AudioContexts and
// add them to the array for tracking and resuming later
self.AudioContext = new Proxy(self.AudioContext, {
construct(target, args) {
const result = new target(...args);
audioContextList.push(result);
return result;
},
});
// To resume all AudioContexts being tracked
function resumeAllContexts(_event) {
let count = 0;
audioContextList.forEach((context) => {
if (context.state !== "running") {
context.resume();
} else {
count++;
}
});
// If all the AudioContexts have now resumed then we unbind all
// the event listeners from the page to prevent unnecessary resume attempts
// Checking count > 0 ensures that the user interaction happens AFTER the game started up
if (count > 0 && count === audioContextList.length) {
userInputEventNames.forEach((eventName) => {
document.removeEventListener(eventName, resumeAllContexts);
});
}
}
// We bind the resume function for each user interaction
// event on the page
userInputEventNames.forEach((eventName) => {
document.addEventListener(eventName, resumeAllContexts);
});
})();
</script>
<script type="module">
import init from './pkg/lib.js';
let spinner = document.createElement('div');
spinner.className = "lds-dual-ring"
document.body.appendChild(spinner);
try {
var res = await init();
res.start();
} catch (err) {
console.error(err);
} finally {
document.body.removeChild(spinner);
}
</script>
</body>
</html>