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  1. BIN
      Faceball2030/C++ProjectTemplate
  2. 75
      Faceball2030/C++ProjectTemplate.html
  3. 1
      Faceball2030/C++ProjectTemplate.js
  4. BIN
      Faceball2030/C++ProjectTemplate.wasm
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      Faceball2030/Faceball2030.vcxproj
  6. 3
      Faceball2030/Faceball2030.vcxproj.filters
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      Faceball2030/a.out.data
  8. 1
      Faceball2030/a.out.js
  9. BIN
      Faceball2030/a.out.wasm
  10. BIN
      Faceball2030/pge.data
  11. 1
      Faceball2030/pge.html
  12. 1
      Faceball2030/pge.js
  13. BIN
      Faceball2030/pge.wasm

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<!doctype html>
<html lang="en-us">
<head>
<meta name="viewport" content="width=device-width, initial-scale=1">
<meta charset="utf-8">
<meta http-equiv="Content-Type" content="text/html; charset=utf-8">
<title>Emscripten-Generated Code</title>
<style>
html,body { width: 100%; height: 100%; }
body { font-family: arial; margin: 0; padding: 0; background: #000; }
.emscripten { padding-right: 0; margin-left: auto; margin-right: auto; display: block; }
div.emscripten_border { border: none; }
/* the canvas *must not* have any border or padding, or mouse coords will be wrong */
canvas.emscripten { border: 0px none; background-color: black; }
</style>
</head>
<body>
<canvas class="emscripten" id="canvas" oncontextmenu="event.preventDefault()" tabindex=-1></canvas>
<script type='text/javascript'>
var Module = {
preRun: [],
postRun: [],
canvas: (function() {
var canvas = document.getElementById('canvas');
// As a default initial behavior, pop up an alert when webgl context is lost. To make your
// application robust, you may want to override this behavior before shipping!
// See http://www.khronos.org/registry/webgl/specs/latest/1.0/#5.15.2
canvas.addEventListener("webglcontextlost", function(e) { alert('WebGL context lost. You will need to reload the page.'); e.preventDefault(); }, false);
return canvas;
})(),
};
</script>
<script async type="text/javascript" src="C++ProjectTemplate.js"></script>
<script type="text/javascript">
Module.canvas.addEventListener("resize", (e) => {
var viewWidth = e.detail.width;
var viewHeight = e.detail.width / Module._olc_WindowAspectRatio;
if(viewHeight > e.detail.height)
{
viewHeight = e.detail.height;
viewWidth = e.detail.height * Module._olc_WindowAspectRatio;
}
// update dom attributes
Module.canvas.setAttribute("width", viewWidth);
Module.canvas.setAttribute("height", viewHeight);
var top = (e.detail.height - viewHeight) / 2;
var left = (e.detail.width - viewWidth) / 2;
// update styles
Module.canvas.style.position = "fixed";
Module.canvas.style.top = top.toString() + "px";
Module.canvas.style.left = left.toString() + "px";
Module.canvas.style.width = "";
Module.canvas.style.height = "";
// trigger PGE update
Module._olc_PGE_UpdateWindowSize(viewWidth, viewHeight);
// ensure canvas has focus
Module.canvas.focus();
e.preventDefault();
});
</script>
</body>
</html>

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@ -131,7 +131,6 @@
<ItemGroup> <ItemGroup>
<ClCompile Include="Editor.cpp" /> <ClCompile Include="Editor.cpp" />
<ClCompile Include="main.cpp" /> <ClCompile Include="main.cpp" />
<ClCompile Include="pixelGameEngine.cpp" />
</ItemGroup> </ItemGroup>
<ItemGroup> <ItemGroup>
<ClInclude Include="Editor.h" /> <ClInclude Include="Editor.h" />

@ -21,9 +21,6 @@
<ClCompile Include="Editor.cpp"> <ClCompile Include="Editor.cpp">
<Filter>Source Files</Filter> <Filter>Source Files</Filter>
</ClCompile> </ClCompile>
<ClCompile Include="pixelGameEngine.cpp">
<Filter>Source Files</Filter>
</ClCompile>
</ItemGroup> </ItemGroup>
<ItemGroup> <ItemGroup>
<ClInclude Include="pixelGameEngine.h"> <ClInclude Include="pixelGameEngine.h">

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