First commit! Added all of the game files for the first, simple, endless version of the game. No kind of start or pause menu yet.master
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<!DOCTYPE html> |
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<html xmlns='http://www.w3.org/1999/xhtml' lang='' xml:lang=''> |
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<head> |
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<meta charset='utf-8' /> |
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<meta name='viewport' content='width=device-width, user-scalable=no' /> |
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<link id='-gd-engine-icon' rel='icon' type='image/png' href='favicon.png' /> |
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<title>SpacEscape</title> |
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<style type='text/css'> |
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body { |
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touch-action: none; |
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margin: 0; |
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border: 0 none; |
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padding: 0; |
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text-align: center; |
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background-color: black; |
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} |
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|
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#canvas { |
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display: block; |
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margin: 0; |
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color: white; |
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} |
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#canvas:focus { |
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outline: none; |
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} |
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.godot { |
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font-family: 'Noto Sans', 'Droid Sans', Arial, sans-serif; |
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color: #e0e0e0; |
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background-color: #3b3943; |
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background-image: linear-gradient(to bottom, #403e48, #35333c); |
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border: 1px solid #45434e; |
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box-shadow: 0 0 1px 1px #2f2d35; |
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} |
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|
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/* Status display |
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* ============== */ |
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#status { |
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position: absolute; |
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left: 0; |
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top: 0; |
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right: 0; |
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bottom: 0; |
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display: flex; |
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justify-content: center; |
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align-items: center; |
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/* don't consume click events - make children visible explicitly */ |
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visibility: hidden; |
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} |
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#status-progress { |
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width: 366px; |
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height: 7px; |
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background-color: #38363A; |
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border: 1px solid #444246; |
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padding: 1px; |
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box-shadow: 0 0 2px 1px #1B1C22; |
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border-radius: 2px; |
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visibility: visible; |
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} |
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@media only screen and (orientation:portrait) { |
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#status-progress { |
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width: 61.8%; |
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} |
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} |
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#status-progress-inner { |
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height: 100%; |
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width: 0; |
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box-sizing: border-box; |
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transition: width 0.5s linear; |
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background-color: #202020; |
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border: 1px solid #222223; |
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box-shadow: 0 0 1px 1px #27282E; |
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border-radius: 3px; |
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} |
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#status-indeterminate { |
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visibility: visible; |
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position: relative; |
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} |
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#status-indeterminate > div { |
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width: 4.5px; |
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height: 0; |
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border-style: solid; |
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border-width: 9px 3px 0 3px; |
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border-color: #2b2b2b transparent transparent transparent; |
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transform-origin: center 21px; |
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position: absolute; |
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} |
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|
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#status-indeterminate > div:nth-child(1) { transform: rotate( 22.5deg); } |
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#status-indeterminate > div:nth-child(2) { transform: rotate( 67.5deg); } |
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#status-indeterminate > div:nth-child(3) { transform: rotate(112.5deg); } |
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#status-indeterminate > div:nth-child(4) { transform: rotate(157.5deg); } |
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#status-indeterminate > div:nth-child(5) { transform: rotate(202.5deg); } |
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#status-indeterminate > div:nth-child(6) { transform: rotate(247.5deg); } |
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#status-indeterminate > div:nth-child(7) { transform: rotate(292.5deg); } |
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#status-indeterminate > div:nth-child(8) { transform: rotate(337.5deg); } |
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|
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#status-notice { |
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margin: 0 100px; |
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line-height: 1.3; |
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visibility: visible; |
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padding: 4px 6px; |
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visibility: visible; |
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} |
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</style> |
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</head> |
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<body> |
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<canvas id='canvas'> |
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HTML5 canvas appears to be unsupported in the current browser.<br /> |
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Please try updating or use a different browser. |
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</canvas> |
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<div id='status'> |
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<div id='status-progress' style='display: none;' oncontextmenu='event.preventDefault();'><div id ='status-progress-inner'></div></div> |
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<div id='status-indeterminate' style='display: none;' oncontextmenu='event.preventDefault();'> |
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<div></div> |
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<div></div> |
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<div></div> |
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<div></div> |
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<div></div> |
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<div></div> |
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<div></div> |
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<div></div> |
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</div> |
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<div id='status-notice' class='godot' style='display: none;'></div> |
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</div> |
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|
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<script type='text/javascript' src='index.js'></script> |
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<script type='text/javascript'>//<![CDATA[ |
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|
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var engine = new Engine; |
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var setStatusMode; |
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var setStatusNotice; |
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|
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(function() { |
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|
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const EXECUTABLE_NAME = 'index'; |
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const MAIN_PACK = 'index.pck'; |
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const INDETERMINATE_STATUS_STEP_MS = 100; |
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var canvas = document.getElementById('canvas'); |
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var statusProgress = document.getElementById('status-progress'); |
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var statusProgressInner = document.getElementById('status-progress-inner'); |
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var statusIndeterminate = document.getElementById('status-indeterminate'); |
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var statusNotice = document.getElementById('status-notice'); |
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var initializing = true; |
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var statusMode = 'hidden'; |
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var animationCallbacks = []; |
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function animate(time) { |
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animationCallbacks.forEach(callback => callback(time)); |
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requestAnimationFrame(animate); |
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} |
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requestAnimationFrame(animate); |
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|
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function adjustCanvasDimensions() { |
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var scale = window.devicePixelRatio || 1; |
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var width = window.innerWidth; |
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var height = window.innerHeight; |
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canvas.width = width * scale; |
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canvas.height = height * scale; |
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canvas.style.width = width + "px"; |
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canvas.style.height = height + "px"; |
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} |
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animationCallbacks.push(adjustCanvasDimensions); |
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adjustCanvasDimensions(); |
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setStatusMode = function setStatusMode(mode) { |
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if (statusMode === mode || !initializing) |
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return; |
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[statusProgress, statusIndeterminate, statusNotice].forEach(elem => { |
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elem.style.display = 'none'; |
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}); |
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animationCallbacks = animationCallbacks.filter(function(value) { |
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return (value != animateStatusIndeterminate); |
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}); |
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switch (mode) { |
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case 'progress': |
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statusProgress.style.display = 'block'; |
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break; |
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case 'indeterminate': |
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statusIndeterminate.style.display = 'block'; |
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animationCallbacks.push(animateStatusIndeterminate); |
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break; |
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case 'notice': |
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statusNotice.style.display = 'block'; |
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break; |
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case 'hidden': |
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break; |
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default: |
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throw new Error('Invalid status mode'); |
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} |
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statusMode = mode; |
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} |
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function animateStatusIndeterminate(ms) { |
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var i = Math.floor(ms / INDETERMINATE_STATUS_STEP_MS % 8); |
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if (statusIndeterminate.children[i].style.borderTopColor == '') { |
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Array.prototype.slice.call(statusIndeterminate.children).forEach(child => { |
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child.style.borderTopColor = ''; |
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}); |
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statusIndeterminate.children[i].style.borderTopColor = '#dfdfdf'; |
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} |
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} |
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setStatusNotice = function setStatusNotice(text) { |
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while (statusNotice.lastChild) { |
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statusNotice.removeChild(statusNotice.lastChild); |
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} |
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var lines = text.split('\n'); |
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lines.forEach((line) => { |
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statusNotice.appendChild(document.createTextNode(line)); |
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statusNotice.appendChild(document.createElement('br')); |
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}); |
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}; |
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engine.setProgressFunc((current, total) => { |
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if (total > 0) { |
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statusProgressInner.style.width = current/total * 100 + '%'; |
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setStatusMode('progress'); |
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if (current === total) { |
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// wait for progress bar animation |
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setTimeout(() => { |
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setStatusMode('indeterminate'); |
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}, 500); |
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} |
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} else { |
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setStatusMode('indeterminate'); |
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} |
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}); |
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|
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function displayFailureNotice(err) { |
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var msg = err.message || err; |
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console.error(msg); |
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setStatusNotice(msg); |
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setStatusMode('notice'); |
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initializing = false; |
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}; |
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|
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if (!Engine.isWebGLAvailable()) { |
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displayFailureNotice('WebGL not available'); |
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} else { |
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setStatusMode('indeterminate'); |
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engine.setCanvas(canvas); |
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engine.startGame(EXECUTABLE_NAME, MAIN_PACK).then(() => { |
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setStatusMode('hidden'); |
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initializing = false; |
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}, displayFailureNotice); |
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} |
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})(); |
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//]]></script> |
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</body> |
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</html> |
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animations = [ { |
|||
"frames": [ SubResource( 2 ), SubResource( 3 ), SubResource( 4 ), SubResource( 5 ), SubResource( 6 ), SubResource( 7 ), SubResource( 8 ), SubResource( 9 ), SubResource( 10 ), SubResource( 11 ), SubResource( 12 ), SubResource( 13 ), SubResource( 14 ), SubResource( 15 ), SubResource( 16 ), SubResource( 17 ), SubResource( 18 ), SubResource( 19 ), SubResource( 20 ), SubResource( 21 ), SubResource( 22 ), SubResource( 23 ), SubResource( 24 ), SubResource( 25 ), SubResource( 26 ), SubResource( 27 ), SubResource( 28 ), SubResource( 29 ), SubResource( 30 ), SubResource( 31 ), SubResource( 32 ), SubResource( 33 ), SubResource( 34 ), SubResource( 35 ), SubResource( 36 ), SubResource( 37 ), SubResource( 38 ), SubResource( 39 ), SubResource( 40 ), SubResource( 41 ), SubResource( 42 ), SubResource( 43 ), SubResource( 44 ), SubResource( 45 ), SubResource( 46 ), SubResource( 47 ), SubResource( 48 ), SubResource( 49 ), SubResource( 50 ), SubResource( 51 ), SubResource( 52 ), SubResource( 53 ), SubResource( 54 ), SubResource( 55 ), SubResource( 56 ), SubResource( 57 ), SubResource( 58 ), SubResource( 59 ), SubResource( 60 ), SubResource( 61 ) ], |
|||
"loop": true, |
|||
"name": "default", |
|||
"speed": 60.0 |
|||
}, { |
|||
"frames": [ SubResource( 63 ), SubResource( 64 ), SubResource( 65 ), SubResource( 66 ), SubResource( 67 ), SubResource( 68 ), SubResource( 69 ), SubResource( 70 ), SubResource( 71 ), SubResource( 72 ), SubResource( 73 ), SubResource( 74 ), SubResource( 75 ), SubResource( 76 ), SubResource( 77 ), SubResource( 78 ), SubResource( 79 ), SubResource( 80 ), SubResource( 81 ), SubResource( 82 ), SubResource( 83 ), SubResource( 84 ), SubResource( 85 ), SubResource( 86 ), SubResource( 87 ), SubResource( 88 ), SubResource( 89 ), SubResource( 90 ), SubResource( 91 ), SubResource( 92 ), SubResource( 93 ), SubResource( 94 ), SubResource( 95 ), SubResource( 96 ), SubResource( 97 ), SubResource( 98 ), SubResource( 99 ), SubResource( 100 ), SubResource( 101 ), SubResource( 102 ), SubResource( 103 ), SubResource( 104 ), SubResource( 105 ), SubResource( 106 ), SubResource( 107 ), SubResource( 108 ), SubResource( 109 ), SubResource( 110 ), SubResource( 111 ), SubResource( 112 ), SubResource( 113 ), SubResource( 114 ), SubResource( 115 ), SubResource( 116 ), SubResource( 117 ), SubResource( 118 ), SubResource( 119 ), SubResource( 120 ), SubResource( 121 ), SubResource( 122 ) ], |
|||
"loop": true, |
|||
"name": "New Anim", |
|||
"speed": 45.0 |
|||
} ] |
|||
|
|||
[node name="Rocket" type="KinematicBody2D"] |
|||
|
|||
[node name="Collider" type="CollisionShape2D" parent="."] |
|||
position = Vector2( 0, -13.901 ) |
|||
shape = SubResource( 1 ) |
|||
|
|||
[node name="Body" type="Sprite" parent="."] |
|||
position = Vector2( 9.53674e-07, -9.2112 ) |
|||
scale = Vector2( 0.263104, 0.474027 ) |
|||
texture = ExtResource( 2 ) |
|||
|
|||
[node name="Flame" type="AnimatedSprite" parent="."] |
|||
position = Vector2( 0, 40 ) |
|||
rotation = 1.5708 |
|||
frames = SubResource( 62 ) |
|||
animation = "New Anim" |
|||
frame = 2 |
|||
playing = true |
@ -0,0 +1,5 @@ |
|||
extends RigidBody2D |
|||
|
|||
func _ready(): |
|||
yield(get_tree().create_timer(5.0), "timeout") |
|||
queue_free() |
@ -0,0 +1,19 @@ |
|||
extends Node2D |
|||
|
|||
var time = 0 |
|||
var asteroidObj = load("res://Objects/Asteroid.tscn") |
|||
var spawnTime |
|||
var deltaSpawnTime = 1 |
|||
|
|||
func _process(delta): |
|||
spawnTime = 500/get_viewport_rect().size.x * deltaSpawnTime |
|||
time += delta |
|||
if time > spawnTime: |
|||
time = 0 |
|||
deltaSpawnTime *= 0.995 |
|||
if has_node("Rocket"): |
|||
var asteroid = asteroidObj.instance() |
|||
add_child(asteroid) |
|||
asteroid.position.x = rand_range($Rocket.position.x - get_viewport_rect().size.x/2, $Rocket.position.x + get_viewport_rect().size.x/2) |
|||
asteroid.position.y = rand_range($Rocket.position.y - get_viewport_rect().size.y, $Rocket.position.y - 2 * get_viewport_rect().size.y) |
|||
asteroid.rotation = rand_range(0, 6.28) |
@ -0,0 +1,4 @@ |
|||
extends AnimatedSprite |
|||
|
|||
func _ready(): |
|||
play("Explosion") |
@ -0,0 +1,33 @@ |
|||
extends KinematicBody2D |
|||
|
|||
var angle = 0 |
|||
var difficulty |
|||
var deltaDifficulty = 0 |
|||
var explosionObj = load("res://Objects/Explosion.tscn") |
|||
|
|||
func _process(delta): |
|||
difficulty = 600 + deltaDifficulty |
|||
difficulty += 0.0005 |
|||
var collision = move_and_collide(Vector2(difficulty * sin(angle) * delta, -difficulty * cos(angle) * delta)) |
|||
if collision: |
|||
hide() |
|||
#scale = Vector2(0.01, 0.01) |
|||
var explosion = explosionObj.instance() |
|||
#add_child(explosion) |
|||
get_parent().add_child(explosion) |
|||
explosion.position = position |
|||
get_node("Collider").queue_free() |
|||
yield(get_tree().create_timer(1.5), "timeout") |
|||
queue_free() |
|||
get_tree().reload_current_scene() |
|||
if (Input.is_action_pressed("turn_left")): |
|||
if angle > -1.5: |
|||
rotate(-0.05) |
|||
angle -= 0.05 |
|||
elif (Input.is_action_pressed("turn_right")): |
|||
if angle < 1.5: |
|||
rotate(0.05) |
|||
angle += 0.05 |
|||
else: |
|||
rotate(-angle/25) |
|||
angle -= angle/25 |
@ -0,0 +1,7 @@ |
|||
[gd_resource type="Environment" load_steps=2 format=2] |
|||
|
|||
[sub_resource type="ProceduralSky" id=1] |
|||
|
|||
[resource] |
|||
background_mode = 2 |
|||
background_sky = SubResource( 1 ) |
@ -0,0 +1,97 @@ |
|||
[preset.0] |
|||
|
|||
name="Mac OSX" |
|||
platform="Mac OSX" |
|||
runnable=true |
|||
custom_features="" |
|||
export_filter="all_resources" |
|||
include_filter="" |
|||
exclude_filter="" |
|||
export_path="./spacescape.dmg.zip" |
|||
patch_list=PoolStringArray( ) |
|||
script_export_mode=1 |
|||
script_encryption_key="" |
|||
|
|||
[preset.0.options] |
|||
|
|||
custom_template/debug="" |
|||
custom_template/release="" |
|||
application/name="SpacEscape" |
|||
application/info="Made with Godot Engine" |
|||
application/icon="res://Images and Anims/Other/icon.png" |
|||
application/identifier="com.ADAwesomeGames.SpacEscape" |
|||
application/signature="" |
|||
application/short_version="1.0" |
|||
application/version="1.0" |
|||
application/copyright="" |
|||
display/high_res=false |
|||
privacy/camera_usage_description="" |
|||
privacy/microphone_usage_description="" |
|||
texture_format/s3tc=true |
|||
texture_format/etc=false |
|||
texture_format/etc2=false |
|||
|
|||
[preset.1] |
|||
|
|||
name="Windows Desktop" |
|||
platform="Windows Desktop" |
|||
runnable=true |
|||
custom_features="" |
|||
export_filter="all_resources" |
|||
include_filter="" |
|||
exclude_filter="" |
|||
export_path="./spacescape.exe" |
|||
patch_list=PoolStringArray( ) |
|||
script_export_mode=1 |
|||
script_encryption_key="" |
|||
|
|||
[preset.1.options] |
|||
|
|||
texture_format/bptc=false |
|||
texture_format/s3tc=true |
|||
texture_format/etc=false |
|||
texture_format/etc2=false |
|||
texture_format/no_bptc_fallbacks=true |
|||
binary_format/64_bits=true |
|||
binary_format/embed_pck=false |
|||
custom_template/release="" |
|||
custom_template/debug="" |
|||
codesign/enable=false |
|||
codesign/identity="" |
|||
codesign/password="" |
|||
codesign/timestamp=true |
|||
codesign/timestamp_server_url="" |
|||
codesign/digest_algorithm=1 |
|||
codesign/description="" |
|||
codesign/custom_options=PoolStringArray( ) |
|||
application/icon="" |
|||
application/file_version="" |
|||
application/product_version="" |
|||
application/company_name="" |
|||
application/product_name="" |
|||
application/file_description="" |
|||
application/copyright="" |
|||
application/trademarks="" |
|||
|
|||
[preset.2] |
|||
|
|||
name="HTML5" |
|||
platform="HTML5" |
|||
runnable=true |
|||
custom_features="" |
|||
export_filter="all_resources" |
|||
include_filter="" |
|||
exclude_filter="" |
|||
export_path="Builds/HTML/index.html" |
|||
patch_list=PoolStringArray( ) |
|||
script_export_mode=1 |
|||
script_encryption_key="" |
|||
|
|||
[preset.2.options] |
|||
|
|||
vram_texture_compression/for_desktop=true |
|||
vram_texture_compression/for_mobile=false |
|||
html/custom_html_shell="" |
|||
html/head_include="" |
|||
custom_template/release="" |
|||
custom_template/debug="" |
@ -0,0 +1,39 @@ |
|||
; Engine configuration file. |
|||
; It's best edited using the editor UI and not directly, |
|||
; since the parameters that go here are not all obvious. |
|||
; |
|||
; Format: |
|||
; [section] ; section goes between [] |
|||
; param=value ; assign values to parameters |
|||
|
|||
config_version=4 |
|||
|
|||
_global_script_classes=[ ] |
|||
_global_script_class_icons={ |
|||
|
|||
} |
|||
|
|||
[application] |
|||
|
|||
config/name="SpacEscape" |
|||
config/description="Simple game based on avoiding asteroids while controlling a rocket." |
|||
run/main_scene="res://Game Scenes/Game.tscn" |
|||
boot_splash/image="res://Images and Anims/Other/icon.png" |
|||
config/icon="res://Images and Anims/Other/icon.png" |
|||
|
|||
[input] |
|||
|
|||
turn_left={ |
|||
"deadzone": 0.5, |
|||
"events": [ Object(InputEventKey,"resource_local_to_scene":false,"resource_name":"","device":0,"alt":false,"shift":false,"control":false,"meta":false,"command":false,"pressed":false,"scancode":16777231,"unicode":0,"echo":false,"script":null) |
|||
] |
|||
} |
|||
turn_right={ |
|||
"deadzone": 0.5, |
|||
"events": [ Object(InputEventKey,"resource_local_to_scene":false,"resource_name":"","device":0,"alt":false,"shift":false,"control":false,"meta":false,"command":false,"pressed":false,"scancode":16777233,"unicode":0,"echo":false,"script":null) |
|||
] |
|||
} |
|||
|
|||
[rendering] |
|||
|
|||
environment/default_environment="res://default_env.tres" |