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game.html
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game.html
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<!DOCTYPE html>
<html lang="en">
<head>
<meta charset="UTF-8">
<meta http-equiv="X-UA-Compatible" content="IE=edge">
<meta name="viewport" content="width=device-width, initial-scale=1.0">
<title>Document</title>
<style>
* {
margin: 0;
padding: 0;
}
html,
body {
height: 100%;
}
</style>
</head>
<body style="overflow: hidden;">
<!-- TODO: fix the slow motion on mobile potentially caused by the high dpr or simply low fps -->
<canvas id="myCanvas" style="max-width: 100%; max-height: 100%;"></canvas>
<script>
var phantomLimbConfig = { style: false }
var GameGlobal = {};
var canvas = document.getElementById("myCanvas");
var sharedCanvas = document.createElement('canvas');
var wx = {
createCanvas: function () {
var canvas = document.createElement('canvas');
return canvas;
},
createImage: function () {
var img = document.createElement("IMG");
return img;
},
getSystemInfoSync: function () {
return {
pixelRatio: window.devicePixelRatio,
screenWidth: document.body.clientWidth,
screenHeight: document.body.clientHeight,
SDKVersion: "0.0.1"
}
},
getOpenDataContext: function () {
return {
postMessage: function () { },
canvas: sharedCanvas,
}
},
onTouchStart: function (cb) {
canvas.addEventListener("touchstart", cb);
},
onTouchCancel: function (cb) {
canvas.addEventListener("touchcancel", cb);
},
onTouchMove: function (cb) {
canvas.addEventListener("touchmove", cb);
},
onTouchEnd: function (cb) {
canvas.addEventListener("touchend", cb);
},
offTouchEnd: function (cb) {
canvas.removeEventListener("touchend", cb);
},
setPreferredFramesPerSecond: function () { },
showShareMenu: function () { },
onShareAppMessage: function () { },
onShow: function () { },
}
</script>
<script src="./phantom-limb.js"></script>
<script src="./dist/bubble-spinner.min.js"></script>
</body>
</html>