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game.html
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<!DOCTYPE html>
<html lang="en-us">
<head>
<meta charset="utf-8">
<meta http-equiv="Content-Type" content="text/html; charset=utf-8">
<title>Play in Browser | UnityCraft</title>
<link rel="shortcut icon" href="favicon.ico">
<link rel="stylesheet" href="css/game-style.css">
</head>
<body>
<div id="unity-container" class="unity-desktop">
<canvas id="unity-canvas" width=480 height=360></canvas>
<div id="unity-fullscreen-button"></div>
<div id="unity-loading-bar">
<div id="unity-logo"></div>
<div id="unity-progress-bar-empty">
<div id="unity-progress-bar-full"></div>
</div>
</div>
<div id="unity-warning"> </div>
</div>
<script>
var container = document.querySelector("#unity-container");
var canvas = document.querySelector("#unity-canvas");
var loadingBar = document.querySelector("#unity-loading-bar");
var progressBarFull = document.querySelector("#unity-progress-bar-full");
var fullscreenButton = document.querySelector("#unity-fullscreen-button");
var warningBanner = document.querySelector("#unity-warning");
// Shows a temporary message banner/ribbon for a few seconds, or
// a permanent error message on top of the canvas if type=='error'.
// If type=='warning', a yellow highlight color is used.
// Modify or remove this function to customize the visually presented
// way that non-critical warnings and error messages are presented to the
// user.
function unityShowBanner(msg, type) {
function updateBannerVisibility() {
warningBanner.style.display = warningBanner.children.length ? 'block' : 'none';
}
var div = document.createElement('div');
div.innerHTML = msg;
warningBanner.appendChild(div);
if (type == 'error') div.style = 'background: red; padding: 10px;';
else {
if (type == 'warning') div.style = 'background: yellow; padding: 10px;';
setTimeout(function() {
warningBanner.removeChild(div);
updateBannerVisibility();
}, 5000);
}
updateBannerVisibility();
}
var buildUrl = "Build";
var loaderUrl = buildUrl + "/WebGL.loader.js";
var config = {
dataUrl: buildUrl + "/WebGL.data",
frameworkUrl: buildUrl + "/WebGL.framework.js",
codeUrl: buildUrl + "/WebGL.wasm",
streamingAssetsUrl: "StreamingAssets",
companyName: "MaxKratt",
productName: "UnityCraft",
productVersion: "0.0.1",
showBanner: unityShowBanner,
};
// By default Unity keeps WebGL canvas render target size matched with
// the DOM size of the canvas element (scaled by window.devicePixelRatio)
// Set this to false if you want to decouple this synchronization from
// happening inside the engine, and you would instead like to size up
// the canvas DOM size and WebGL render target sizes yourself.
// config.matchWebGLToCanvasSize = false;
if (/iPhone|iPad|iPod|Android/i.test(navigator.userAgent)) {
// Avoid draining fillrate performance on mobile devices,
// and default/override low DPI mode on mobile browsers.
config.devicePixelRatio = 1;
unityShowBanner('UnityCraft Web is not officially supported on mobile devices.');
fullscreenButton.hidden = true;
}
loadingBar.style.display = "block";
var script = document.createElement("script");
script.src = loaderUrl;
script.onload = () => {
createUnityInstance(canvas, config, (progress) => {
progressBarFull.style.width = 100 * progress + "%";
}).then((unityInstance) => {
loadingBar.style.display = "none";
fullscreenButton.onclick = () => {
SetGoodSize(true);
unityInstance.SetFullscreen(1);
};
}).catch((message) => {
alert(message);
});
};
document.body.appendChild(script);
window.onload = function() {
SetGoodSize();
};
// Change values when window is resized
window.onresize = function () { SetGoodSize(); };
var SetGoodSize = function (usingScreenSize = false) {
var width = usingScreenSize ? window.screen.width : window.innerWidth;
var height = usingScreenSize ? window.screen.height : window.innerHeight;
var goodWidth = width;
var goodHeight = height;
if (width > 60)
goodWidth = Math.floor(width / 60) * 60;
if (width > 60)
goodHeight = Math.floor(height / 60) * 60;
canvas.style.width = goodWidth + 'px';
canvas.style.height = goodHeight + 'px';
};
</script>
</body>
</html>