AeroXi commited on
Commit
dbffeaa
1 Parent(s): 15ec982

Upload 15 files

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.gitattributes CHANGED
@@ -33,3 +33,4 @@ saved_model/**/* filter=lfs diff=lfs merge=lfs -text
33
  *.zip filter=lfs diff=lfs merge=lfs -text
34
  *.zst filter=lfs diff=lfs merge=lfs -text
35
  *tfevents* filter=lfs diff=lfs merge=lfs -text
 
 
33
  *.zip filter=lfs diff=lfs merge=lfs -text
34
  *.zst filter=lfs diff=lfs merge=lfs -text
35
  *tfevents* filter=lfs diff=lfs merge=lfs -text
36
+ build/game/game.pck filter=lfs diff=lfs merge=lfs -text
build/assets/index-5e419aca.js ADDED
The diff for this file is too large to render. See raw diff
 
build/assets/index-d2d2c12a.css ADDED
@@ -0,0 +1 @@
 
 
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+ #root{max-width:1280px;width:100vw;margin:0 auto;padding:2rem;text-align:center}.logo{height:6em;padding:1.5em;will-change:filter;transition:filter .3s}.logo:hover{filter:drop-shadow(0 0 2em #646cffaa)}.logo.react:hover{filter:drop-shadow(0 0 2em #61dafbaa)}#godot-game{width:100%;height:auto;aspect-ratio:3/2;max-width:100%;max-height:100%;object-fit:contain}.card{padding:2em}.read-the-docs{color:#888}:root{font-family:Inter,system-ui,Avenir,Helvetica,Arial,sans-serif;line-height:1.5;font-weight:400;color-scheme:light dark;color:#ffffffde;background-color:#242424;font-synthesis:none;text-rendering:optimizeLegibility;-webkit-font-smoothing:antialiased;-moz-osx-font-smoothing:grayscale;-webkit-text-size-adjust:100%}a{font-weight:500;color:#646cff;text-decoration:inherit}a:hover{color:#535bf2}body{margin:0;display:flex;place-items:center;min-width:320px;min-height:100vh}h1{font-size:3.2em;line-height:1.1}button{border-radius:8px;border:1px solid transparent;padding:.6em 1.2em;font-size:1em;font-weight:500;font-family:inherit;background-color:#1a1a1a;cursor:pointer;transition:border-color .25s}button:hover{border-color:#646cff}button:focus,button:focus-visible{outline:4px auto -webkit-focus-ring-color}@media (prefers-color-scheme: light){:root{color:#213547;background-color:#fff}a:hover{color:#747bff}button{background-color:#f9f9f9}}
build/coi-serviceworker.min.js ADDED
@@ -0,0 +1,2 @@
 
 
 
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+ /*! coi-serviceworker v0.1.6 - Guido Zuidhof, licensed under MIT */
2
+ "undefined"==typeof window?(self.addEventListener("install",(()=>self.skipWaiting())),self.addEventListener("activate",(e=>e.waitUntil(self.clients.claim()))),self.addEventListener("message",(e=>{e.data&&"deregister"===e.data.type&&self.registration.unregister().then((()=>self.clients.matchAll())).then((e=>{e.forEach((e=>e.navigate(e.url)))}))})),self.addEventListener("fetch",(function(e){"only-if-cached"===e.request.cache&&"same-origin"!==e.request.mode||e.respondWith(fetch(e.request).then((e=>{if(0===e.status)return e;const r=new Headers(e.headers);return r.set("Cross-Origin-Embedder-Policy","require-corp"),r.set("Cross-Origin-Opener-Policy","same-origin"),new Response(e.body,{status:e.status,statusText:e.statusText,headers:r})})).catch((e=>console.error(e))))}))):(()=>{const e={shouldRegister:()=>!0,shouldDeregister:()=>!1,doReload:()=>window.location.reload(),quiet:!1,...window.coi},r=navigator;e.shouldDeregister()&&r.serviceWorker&&r.serviceWorker.controller&&r.serviceWorker.controller.postMessage({type:"deregister"}),!1===window.crossOriginIsolated&&e.shouldRegister()&&(window.isSecureContext?r.serviceWorker&&r.serviceWorker.register(window.document.currentScript.src).then((t=>{!e.quiet&&console.log("COOP/COEP Service Worker registered",t.scope),t.addEventListener("updatefound",(()=>{!e.quiet&&console.log("Reloading page to make use of updated COOP/COEP Service Worker."),e.doReload()})),t.active&&!r.serviceWorker.controller&&(!e.quiet&&console.log("Reloading page to make use of COOP/COEP Service Worker."),e.doReload())}),(r=>{!e.quiet&&console.error("COOP/COEP Service Worker failed to register:",r)})):!e.quiet&&console.log("COOP/COEP Service Worker not registered, a secure context is required."))})();
build/game/coi-serviceworker.min.js ADDED
@@ -0,0 +1,2 @@
 
 
 
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+ /*! coi-serviceworker v0.1.6 - Guido Zuidhof, licensed under MIT */
2
+ "undefined"==typeof window?(self.addEventListener("install",(()=>self.skipWaiting())),self.addEventListener("activate",(e=>e.waitUntil(self.clients.claim()))),self.addEventListener("message",(e=>{e.data&&"deregister"===e.data.type&&self.registration.unregister().then((()=>self.clients.matchAll())).then((e=>{e.forEach((e=>e.navigate(e.url)))}))})),self.addEventListener("fetch",(function(e){"only-if-cached"===e.request.cache&&"same-origin"!==e.request.mode||e.respondWith(fetch(e.request).then((e=>{if(0===e.status)return e;const r=new Headers(e.headers);return r.set("Cross-Origin-Embedder-Policy","require-corp"),r.set("Cross-Origin-Opener-Policy","same-origin"),new Response(e.body,{status:e.status,statusText:e.statusText,headers:r})})).catch((e=>console.error(e))))}))):(()=>{const e={shouldRegister:()=>!0,shouldDeregister:()=>!1,doReload:()=>window.location.reload(),quiet:!1,...window.coi},r=navigator;e.shouldDeregister()&&r.serviceWorker&&r.serviceWorker.controller&&r.serviceWorker.controller.postMessage({type:"deregister"}),!1===window.crossOriginIsolated&&e.shouldRegister()&&(window.isSecureContext?r.serviceWorker&&r.serviceWorker.register(window.document.currentScript.src).then((t=>{!e.quiet&&console.log("COOP/COEP Service Worker registered",t.scope),t.addEventListener("updatefound",(()=>{!e.quiet&&console.log("Reloading page to make use of updated COOP/COEP Service Worker."),e.doReload()})),t.active&&!r.serviceWorker.controller&&(!e.quiet&&console.log("Reloading page to make use of COOP/COEP Service Worker."),e.doReload())}),(r=>{!e.quiet&&console.error("COOP/COEP Service Worker failed to register:",r)})):!e.quiet&&console.log("COOP/COEP Service Worker not registered, a secure context is required."))})();
build/game/game.audio.worklet.js ADDED
@@ -0,0 +1,213 @@
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
1
+ /**************************************************************************/
2
+ /* audio.worklet.js */
3
+ /**************************************************************************/
4
+ /* This file is part of: */
5
+ /* GODOT ENGINE */
6
+ /* https://godotengine.org */
7
+ /**************************************************************************/
8
+ /* Copyright (c) 2014-present Godot Engine contributors (see AUTHORS.md). */
9
+ /* Copyright (c) 2007-2014 Juan Linietsky, Ariel Manzur. */
10
+ /* */
11
+ /* Permission is hereby granted, free of charge, to any person obtaining */
12
+ /* a copy of this software and associated documentation files (the */
13
+ /* "Software"), to deal in the Software without restriction, including */
14
+ /* without limitation the rights to use, copy, modify, merge, publish, */
15
+ /* distribute, sublicense, and/or sell copies of the Software, and to */
16
+ /* permit persons to whom the Software is furnished to do so, subject to */
17
+ /* the following conditions: */
18
+ /* */
19
+ /* The above copyright notice and this permission notice shall be */
20
+ /* included in all copies or substantial portions of the Software. */
21
+ /* */
22
+ /* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, */
23
+ /* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF */
24
+ /* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. */
25
+ /* IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY */
26
+ /* CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, */
27
+ /* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE */
28
+ /* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */
29
+ /**************************************************************************/
30
+
31
+ class RingBuffer {
32
+ constructor(p_buffer, p_state, p_threads) {
33
+ this.buffer = p_buffer;
34
+ this.avail = p_state;
35
+ this.threads = p_threads;
36
+ this.rpos = 0;
37
+ this.wpos = 0;
38
+ }
39
+
40
+ data_left() {
41
+ return this.threads ? Atomics.load(this.avail, 0) : this.avail;
42
+ }
43
+
44
+ space_left() {
45
+ return this.buffer.length - this.data_left();
46
+ }
47
+
48
+ read(output) {
49
+ const size = this.buffer.length;
50
+ let from = 0;
51
+ let to_write = output.length;
52
+ if (this.rpos + to_write > size) {
53
+ const high = size - this.rpos;
54
+ output.set(this.buffer.subarray(this.rpos, size));
55
+ from = high;
56
+ to_write -= high;
57
+ this.rpos = 0;
58
+ }
59
+ if (to_write) {
60
+ output.set(this.buffer.subarray(this.rpos, this.rpos + to_write), from);
61
+ }
62
+ this.rpos += to_write;
63
+ if (this.threads) {
64
+ Atomics.add(this.avail, 0, -output.length);
65
+ Atomics.notify(this.avail, 0);
66
+ } else {
67
+ this.avail -= output.length;
68
+ }
69
+ }
70
+
71
+ write(p_buffer) {
72
+ const to_write = p_buffer.length;
73
+ const mw = this.buffer.length - this.wpos;
74
+ if (mw >= to_write) {
75
+ this.buffer.set(p_buffer, this.wpos);
76
+ this.wpos += to_write;
77
+ if (mw === to_write) {
78
+ this.wpos = 0;
79
+ }
80
+ } else {
81
+ const high = p_buffer.subarray(0, mw);
82
+ const low = p_buffer.subarray(mw);
83
+ this.buffer.set(high, this.wpos);
84
+ this.buffer.set(low);
85
+ this.wpos = low.length;
86
+ }
87
+ if (this.threads) {
88
+ Atomics.add(this.avail, 0, to_write);
89
+ Atomics.notify(this.avail, 0);
90
+ } else {
91
+ this.avail += to_write;
92
+ }
93
+ }
94
+ }
95
+
96
+ class GodotProcessor extends AudioWorkletProcessor {
97
+ constructor() {
98
+ super();
99
+ this.threads = false;
100
+ this.running = true;
101
+ this.lock = null;
102
+ this.notifier = null;
103
+ this.output = null;
104
+ this.output_buffer = new Float32Array();
105
+ this.input = null;
106
+ this.input_buffer = new Float32Array();
107
+ this.port.onmessage = (event) => {
108
+ const cmd = event.data['cmd'];
109
+ const data = event.data['data'];
110
+ this.parse_message(cmd, data);
111
+ };
112
+ }
113
+
114
+ process_notify() {
115
+ if (this.notifier) {
116
+ Atomics.add(this.notifier, 0, 1);
117
+ Atomics.notify(this.notifier, 0);
118
+ }
119
+ }
120
+
121
+ parse_message(p_cmd, p_data) {
122
+ if (p_cmd === 'start' && p_data) {
123
+ const state = p_data[0];
124
+ let idx = 0;
125
+ this.threads = true;
126
+ this.lock = state.subarray(idx, ++idx);
127
+ this.notifier = state.subarray(idx, ++idx);
128
+ const avail_in = state.subarray(idx, ++idx);
129
+ const avail_out = state.subarray(idx, ++idx);
130
+ this.input = new RingBuffer(p_data[1], avail_in, true);
131
+ this.output = new RingBuffer(p_data[2], avail_out, true);
132
+ } else if (p_cmd === 'stop') {
133
+ this.running = false;
134
+ this.output = null;
135
+ this.input = null;
136
+ this.lock = null;
137
+ this.notifier = null;
138
+ } else if (p_cmd === 'start_nothreads') {
139
+ this.output = new RingBuffer(p_data[0], p_data[0].length, false);
140
+ } else if (p_cmd === 'chunk') {
141
+ this.output.write(p_data);
142
+ }
143
+ }
144
+
145
+ static array_has_data(arr) {
146
+ return arr.length && arr[0].length && arr[0][0].length;
147
+ }
148
+
149
+ process(inputs, outputs, parameters) {
150
+ if (!this.running) {
151
+ return false; // Stop processing.
152
+ }
153
+ if (this.output === null) {
154
+ return true; // Not ready yet, keep processing.
155
+ }
156
+ const process_input = GodotProcessor.array_has_data(inputs);
157
+ if (process_input) {
158
+ const input = inputs[0];
159
+ const chunk = input[0].length * input.length;
160
+ if (this.input_buffer.length !== chunk) {
161
+ this.input_buffer = new Float32Array(chunk);
162
+ }
163
+ if (!this.threads) {
164
+ GodotProcessor.write_input(this.input_buffer, input);
165
+ this.port.postMessage({ 'cmd': 'input', 'data': this.input_buffer });
166
+ } else if (this.input.space_left() >= chunk) {
167
+ GodotProcessor.write_input(this.input_buffer, input);
168
+ this.input.write(this.input_buffer);
169
+ } else {
170
+ this.port.postMessage('Input buffer is full! Skipping input frame.');
171
+ }
172
+ }
173
+ const process_output = GodotProcessor.array_has_data(outputs);
174
+ if (process_output) {
175
+ const output = outputs[0];
176
+ const chunk = output[0].length * output.length;
177
+ if (this.output_buffer.length !== chunk) {
178
+ this.output_buffer = new Float32Array(chunk);
179
+ }
180
+ if (this.output.data_left() >= chunk) {
181
+ this.output.read(this.output_buffer);
182
+ GodotProcessor.write_output(output, this.output_buffer);
183
+ if (!this.threads) {
184
+ this.port.postMessage({ 'cmd': 'read', 'data': chunk });
185
+ }
186
+ } else {
187
+ this.port.postMessage('Output buffer has not enough frames! Skipping output frame.');
188
+ }
189
+ }
190
+ this.process_notify();
191
+ return true;
192
+ }
193
+
194
+ static write_output(dest, source) {
195
+ const channels = dest.length;
196
+ for (let ch = 0; ch < channels; ch++) {
197
+ for (let sample = 0; sample < dest[ch].length; sample++) {
198
+ dest[ch][sample] = source[sample * channels + ch];
199
+ }
200
+ }
201
+ }
202
+
203
+ static write_input(dest, source) {
204
+ const channels = source.length;
205
+ for (let ch = 0; ch < channels; ch++) {
206
+ for (let sample = 0; sample < source[ch].length; sample++) {
207
+ dest[sample * channels + ch] = source[ch][sample];
208
+ }
209
+ }
210
+ }
211
+ }
212
+
213
+ registerProcessor('godot-processor', GodotProcessor);
build/game/game.html ADDED
@@ -0,0 +1,264 @@
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
1
+ <!DOCTYPE html>
2
+ <html lang="en">
3
+ <head>
4
+ <meta charset="utf-8" />
5
+ <meta name="viewport" content="width=device-width, user-scalable=no" />
6
+ <title>HackerGPT</title>
7
+ <style>
8
+ body {
9
+ touch-action: none;
10
+ margin: 0;
11
+ border: 0 none;
12
+ padding: 0;
13
+ text-align: center;
14
+ background-color: black;
15
+ }
16
+
17
+ #canvas {
18
+ display: block;
19
+ margin: 0;
20
+ color: white;
21
+ }
22
+
23
+ #canvas:focus {
24
+ outline: none;
25
+ }
26
+
27
+ .godot {
28
+ font-family: "Noto Sans", "Droid Sans", Arial, sans-serif;
29
+ color: #e0e0e0;
30
+ background-color: #3b3943;
31
+ background-image: linear-gradient(to bottom, #403e48, #35333c);
32
+ border: 1px solid #45434e;
33
+ box-shadow: 0 0 1px 1px #2f2d35;
34
+ }
35
+
36
+ /* Status display */
37
+
38
+ #status {
39
+ position: absolute;
40
+ left: 0;
41
+ top: 0;
42
+ right: 0;
43
+ bottom: 0;
44
+ display: flex;
45
+ justify-content: center;
46
+ align-items: center;
47
+ /* don't consume click events - make children visible explicitly */
48
+ visibility: hidden;
49
+ }
50
+
51
+ #status-progress {
52
+ width: 366px;
53
+ height: 7px;
54
+ background-color: #38363a;
55
+ border: 1px solid #444246;
56
+ padding: 1px;
57
+ box-shadow: 0 0 2px 1px #1b1c22;
58
+ border-radius: 2px;
59
+ visibility: visible;
60
+ }
61
+
62
+ @media only screen and (orientation: portrait) {
63
+ #status-progress {
64
+ width: 61.8%;
65
+ }
66
+ }
67
+
68
+ #status-progress-inner {
69
+ height: 100%;
70
+ width: 0;
71
+ box-sizing: border-box;
72
+ transition: width 0.5s linear;
73
+ background-color: #202020;
74
+ border: 1px solid #222223;
75
+ box-shadow: 0 0 1px 1px #27282e;
76
+ border-radius: 3px;
77
+ }
78
+
79
+ #status-indeterminate {
80
+ height: 42px;
81
+ visibility: visible;
82
+ position: relative;
83
+ }
84
+
85
+ #status-indeterminate > div {
86
+ width: 4.5px;
87
+ height: 0;
88
+ border-style: solid;
89
+ border-width: 9px 3px 0 3px;
90
+ border-color: #2b2b2b transparent transparent transparent;
91
+ transform-origin: center 21px;
92
+ position: absolute;
93
+ }
94
+
95
+ #status-indeterminate > div:nth-child(1) {
96
+ transform: rotate(22.5deg);
97
+ }
98
+ #status-indeterminate > div:nth-child(2) {
99
+ transform: rotate(67.5deg);
100
+ }
101
+ #status-indeterminate > div:nth-child(3) {
102
+ transform: rotate(112.5deg);
103
+ }
104
+ #status-indeterminate > div:nth-child(4) {
105
+ transform: rotate(157.5deg);
106
+ }
107
+ #status-indeterminate > div:nth-child(5) {
108
+ transform: rotate(202.5deg);
109
+ }
110
+ #status-indeterminate > div:nth-child(6) {
111
+ transform: rotate(247.5deg);
112
+ }
113
+ #status-indeterminate > div:nth-child(7) {
114
+ transform: rotate(292.5deg);
115
+ }
116
+ #status-indeterminate > div:nth-child(8) {
117
+ transform: rotate(337.5deg);
118
+ }
119
+
120
+ #status-notice {
121
+ margin: 0 100px;
122
+ line-height: 1.3;
123
+ visibility: visible;
124
+ padding: 4px 6px;
125
+ visibility: visible;
126
+ }
127
+ </style>
128
+
129
+ </head>
130
+ <body>
131
+ <canvas id="canvas">
132
+ HTML5 canvas appears to be unsupported in the current browser.<br />
133
+ Please try updating or use a different browser.
134
+ </canvas>
135
+ <div id="status">
136
+ <div id="status-progress" style="display: none" oncontextmenu="event.preventDefault();">
137
+ <div id="status-progress-inner"></div>
138
+ </div>
139
+ <div id="status-indeterminate" style="display: none" oncontextmenu="event.preventDefault();">
140
+ <div></div>
141
+ <div></div>
142
+ <div></div>
143
+ <div></div>
144
+ <div></div>
145
+ <div></div>
146
+ <div></div>
147
+ <div></div>
148
+ </div>
149
+ <div id="status-notice" class="godot" style="display: none"></div>
150
+ </div>
151
+
152
+ <script src="coi-serviceworker.min.js"></script><script src="game.js"></script>
153
+ <script>
154
+ const GODOT_CONFIG = {"args":[],"canvasResizePolicy":2,"executable":"game","experimentalVK":false,"fileSizes":{"game.pck":26233024,"game.wasm":2564551},"focusCanvas":true,"gdextensionLibs":[]};
155
+ const engine = new Engine(GODOT_CONFIG);
156
+
157
+ window.startGame = () => {
158
+ const INDETERMINATE_STATUS_STEP_MS = 100;
159
+ const statusProgress = document.getElementById("status-progress");
160
+ const statusProgressInner = document.getElementById("status-progress-inner");
161
+ const statusIndeterminate = document.getElementById("status-indeterminate");
162
+ const statusNotice = document.getElementById("status-notice");
163
+
164
+ let initializing = true;
165
+ let statusMode = "hidden";
166
+
167
+ let animationCallbacks = [];
168
+ const animate = (time) => {
169
+ animationCallbacks.forEach((callback) => callback(time));
170
+ requestAnimationFrame(animate);
171
+ };
172
+ requestAnimationFrame(animate);
173
+
174
+ const animateStatusIndeterminate = (ms) => {
175
+ const i = Math.floor((ms / INDETERMINATE_STATUS_STEP_MS) % 8);
176
+ if (statusIndeterminate.children[i].style.borderTopColor === "") {
177
+ Array.prototype.slice.call(statusIndeterminate.children).forEach((child) => {
178
+ child.style.borderTopColor = "";
179
+ });
180
+ statusIndeterminate.children[i].style.borderTopColor = "#dfdfdf";
181
+ }
182
+ };
183
+
184
+ const setStatusMode = (mode) => {
185
+ if (statusMode === mode || !initializing) {
186
+ return;
187
+ }
188
+ [statusProgress, statusIndeterminate, statusNotice].forEach((elem) => {
189
+ elem.style.display = "none";
190
+ });
191
+ animationCallbacks = animationCallbacks.filter((value) => {
192
+ return value !== animateStatusIndeterminate;
193
+ });
194
+ switch (mode) {
195
+ case "progress":
196
+ statusProgress.style.display = "block";
197
+ break;
198
+ case "indeterminate":
199
+ statusIndeterminate.style.display = "block";
200
+ animationCallbacks.push(animateStatusIndeterminate);
201
+ break;
202
+ case "notice":
203
+ statusNotice.style.display = "block";
204
+ break;
205
+ case "hidden":
206
+ break;
207
+ default:
208
+ throw new Error("Invalid status mode");
209
+ }
210
+ statusMode = mode;
211
+ };
212
+
213
+ const setStatusNotice = (text) => {
214
+ while (statusNotice.lastChild) {
215
+ statusNotice.removeChild(statusNotice.lastChild);
216
+ }
217
+ const lines = text.split("\n");
218
+ lines.forEach((line) => {
219
+ statusNotice.appendChild(document.createTextNode(line));
220
+ statusNotice.appendChild(document.createElement("br"));
221
+ });
222
+ };
223
+
224
+ const displayFailureNotice = (err) => {
225
+ const msg = err.message || err;
226
+ console.error(msg);
227
+ setStatusNotice(msg);
228
+ setStatusMode("notice");
229
+ initializing = false;
230
+ };
231
+
232
+ const missing = Engine.getMissingFeatures();
233
+ if (missing.length !== 0) {
234
+ const missingMsg = "Error\nThe following features required to run Godot projects on the Web are missing:\n";
235
+ displayFailureNotice(missingMsg + missing.join("\n"));
236
+ } else {
237
+ setStatusMode("indeterminate");
238
+ engine
239
+ .startGame({
240
+ onProgress: (current, total) => {
241
+ if (total > 0) {
242
+ statusProgressInner.style.width = `${(current / total) * 100}%`;
243
+ setStatusMode("progress");
244
+ if (current === total) {
245
+ // wait for progress bar animation
246
+ setTimeout(() => {
247
+ setStatusMode("indeterminate");
248
+ }, 500);
249
+ }
250
+ } else {
251
+ setStatusMode("indeterminate");
252
+ }
253
+ },
254
+ })
255
+ .then(() => {
256
+ setStatusMode("hidden");
257
+ initializing = false;
258
+ }, displayFailureNotice);
259
+ }
260
+ };
261
+ </script>
262
+ </body>
263
+ </html>
264
+
build/game/game.js ADDED
The diff for this file is too large to render. See raw diff
 
build/game/game.pck ADDED
@@ -0,0 +1,3 @@
 
 
 
 
1
+ version https://git-lfs.github.com/spec/v1
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+ oid sha256:3b7ff60713aa98fc3d2c7d4e3d95ccaa84af54cf2f01b436b0682bc30ffa5046
3
+ size 26233024
build/game/game.png ADDED
build/game/game.side.wasm ADDED
@@ -0,0 +1,3 @@
 
 
 
 
1
+ version https://git-lfs.github.com/spec/v1
2
+ oid sha256:1e00b9534cfc8b85103b826aa02742d55d916d0a4fda2240e31ebf3cb8a28fe1
3
+ size 51996894
build/game/game.wasm ADDED
@@ -0,0 +1,3 @@
 
 
 
 
1
+ version https://git-lfs.github.com/spec/v1
2
+ oid sha256:2274ad22786be9da2997b7c2a394a4b0fcdcb33787063dd5ad1ee55e1e2745da
3
+ size 2564551
build/game/game.worker.js ADDED
@@ -0,0 +1,163 @@
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
1
+ /**
2
+ * @license
3
+ * Copyright 2015 The Emscripten Authors
4
+ * SPDX-License-Identifier: MIT
5
+ */
6
+
7
+ // Pthread Web Worker startup routine:
8
+ // This is the entry point file that is loaded first by each Web Worker
9
+ // that executes pthreads on the Emscripten application.
10
+
11
+ 'use strict';
12
+
13
+ var Module = {};
14
+
15
+ // Thread-local guard variable for one-time init of the JS state
16
+ var initializedJS = false;
17
+
18
+ // Proxying queues that were notified before the thread started and need to be
19
+ // executed as part of startup.
20
+ var pendingNotifiedProxyingQueues = [];
21
+
22
+ function assert(condition, text) {
23
+ if (!condition) abort('Assertion failed: ' + text);
24
+ }
25
+
26
+ function threadPrintErr() {
27
+ var text = Array.prototype.slice.call(arguments).join(' ');
28
+ console.error(text);
29
+ }
30
+ function threadAlert() {
31
+ var text = Array.prototype.slice.call(arguments).join(' ');
32
+ postMessage({cmd: 'alert', text: text, threadId: Module['_pthread_self']()});
33
+ }
34
+ // We don't need out() for now, but may need to add it if we want to use it
35
+ // here. Or, if this code all moves into the main JS, that problem will go
36
+ // away. (For now, adding it here increases code size for no benefit.)
37
+ var out = () => { throw 'out() is not defined in worker.js.'; }
38
+ var err = threadPrintErr;
39
+ self.alert = threadAlert;
40
+
41
+ Module['instantiateWasm'] = (info, receiveInstance) => {
42
+ // Instantiate from the module posted from the main thread.
43
+ // We can just use sync instantiation in the worker.
44
+ var instance = new WebAssembly.Instance(Module['wasmModule'], info);
45
+ receiveInstance(instance, Module['wasmModule']);
46
+ // We don't need the module anymore; new threads will be spawned from the main thread.
47
+ Module['wasmModule'] = null;
48
+ return instance.exports;
49
+ }
50
+
51
+ self.onmessage = (e) => {
52
+ try {
53
+ if (e.data.cmd === 'load') { // Preload command that is called once per worker to parse and load the Emscripten code.
54
+
55
+ // Module and memory were sent from main thread
56
+ Module['wasmModule'] = e.data.wasmModule;
57
+
58
+ Module['dynamicLibraries'] = e.data.dynamicLibraries;
59
+
60
+ Module['wasmMemory'] = e.data.wasmMemory;
61
+
62
+ Module['buffer'] = Module['wasmMemory'].buffer;
63
+
64
+ Module['ENVIRONMENT_IS_PTHREAD'] = true;
65
+
66
+ if (typeof e.data.urlOrBlob == 'string') {
67
+ importScripts(e.data.urlOrBlob);
68
+ } else {
69
+ var objectUrl = URL.createObjectURL(e.data.urlOrBlob);
70
+ importScripts(objectUrl);
71
+ URL.revokeObjectURL(objectUrl);
72
+ }
73
+ Godot(Module).then(function (instance) {
74
+ Module = instance;
75
+ });
76
+ } else if (e.data.cmd === 'run') {
77
+ // This worker was idle, and now should start executing its pthread entry
78
+ // point.
79
+ // performance.now() is specced to return a wallclock time in msecs since
80
+ // that Web Worker/main thread launched. However for pthreads this can
81
+ // cause subtle problems in emscripten_get_now() as this essentially
82
+ // would measure time from pthread_create(), meaning that the clocks
83
+ // between each threads would be wildly out of sync. Therefore sync all
84
+ // pthreads to the clock on the main browser thread, so that different
85
+ // threads see a somewhat coherent clock across each of them
86
+ // (+/- 0.1msecs in testing).
87
+ Module['__performance_now_clock_drift'] = performance.now() - e.data.time;
88
+
89
+ // Pass the thread address to wasm to store it for fast access.
90
+ Module['__emscripten_thread_init'](e.data.pthread_ptr, /*isMainBrowserThread=*/0, /*isMainRuntimeThread=*/0, /*canBlock=*/1);
91
+
92
+ assert(e.data.pthread_ptr);
93
+ // Also call inside JS module to set up the stack frame for this pthread in JS module scope
94
+ Module['establishStackSpace']();
95
+ Module['PThread'].receiveObjectTransfer(e.data);
96
+ Module['PThread'].threadInitTLS();
97
+
98
+ if (!initializedJS) {
99
+
100
+ // Execute any proxied work that came in before the thread was
101
+ // initialized. Only do this once because it is only possible for
102
+ // proxying notifications to arrive before thread initialization on
103
+ // fresh workers.
104
+ pendingNotifiedProxyingQueues.forEach(queue => {
105
+ Module['executeNotifiedProxyingQueue'](queue);
106
+ });
107
+ pendingNotifiedProxyingQueues = [];
108
+ initializedJS = true;
109
+ }
110
+
111
+ try {
112
+ Module['invokeEntryPoint'](e.data.start_routine, e.data.arg);
113
+ } catch(ex) {
114
+ if (ex != 'unwind') {
115
+ // ExitStatus not present in MINIMAL_RUNTIME
116
+ if (ex instanceof Module['ExitStatus']) {
117
+ if (Module['keepRuntimeAlive']()) {
118
+ err('Pthread 0x' + Module['_pthread_self']().toString(16) + ' called exit(), staying alive due to noExitRuntime.');
119
+ } else {
120
+ err('Pthread 0x' + Module['_pthread_self']().toString(16) + ' called exit(), calling _emscripten_thread_exit.');
121
+ Module['__emscripten_thread_exit'](ex.status);
122
+ }
123
+ }
124
+ else
125
+ {
126
+ // The pthread "crashed". Do not call `_emscripten_thread_exit` (which
127
+ // would make this thread joinable. Instead, re-throw the exception
128
+ // and let the top level handler propagate it back to the main thread.
129
+ throw ex;
130
+ }
131
+ } else {
132
+ // else e == 'unwind', and we should fall through here and keep the pthread alive for asynchronous events.
133
+ err('Pthread 0x' + Module['_pthread_self']().toString(16) + ' completed its main entry point with an `unwind`, keeping the worker alive for asynchronous operation.');
134
+ }
135
+ }
136
+ } else if (e.data.cmd === 'cancel') { // Main thread is asking for a pthread_cancel() on this thread.
137
+ if (Module['_pthread_self']()) {
138
+ Module['__emscripten_thread_exit'](-1/*PTHREAD_CANCELED*/);
139
+ }
140
+ } else if (e.data.target === 'setimmediate') {
141
+ // no-op
142
+ } else if (e.data.cmd === 'processProxyingQueue') {
143
+ if (initializedJS) {
144
+ Module['executeNotifiedProxyingQueue'](e.data.queue);
145
+ } else {
146
+ // Defer executing this queue until the runtime is initialized.
147
+ pendingNotifiedProxyingQueues.push(e.data.queue);
148
+ }
149
+ } else {
150
+ err('worker.js received unknown command ' + e.data.cmd);
151
+ err(e.data);
152
+ }
153
+ } catch(ex) {
154
+ err('worker.js onmessage() captured an uncaught exception: ' + ex);
155
+ if (ex && ex.stack) err(ex.stack);
156
+ if (Module['__emscripten_thread_crashed']) {
157
+ Module['__emscripten_thread_crashed']();
158
+ }
159
+ throw ex;
160
+ }
161
+ };
162
+
163
+
build/img/godot.png ADDED
build/index.html ADDED
@@ -0,0 +1,16 @@
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
1
+ <!DOCTYPE html>
2
+ <html lang="en">
3
+ <head>
4
+ <meta charset="UTF-8" />
5
+ <link rel="icon" type="image/svg+xml" href="/vite.svg" />
6
+ <meta name="viewport" content="width=device-width, initial-scale=1.0" />
7
+ <script src="/coi-serviceworker.min.js"></script>
8
+ <title>GenWorld</title>
9
+ <script type="module" crossorigin src="/assets/index-5e419aca.js"></script>
10
+ <link rel="stylesheet" href="/assets/index-d2d2c12a.css">
11
+ </head>
12
+ <body>
13
+ <div id="root"></div>
14
+
15
+ </body>
16
+ </html>
build/vite.svg ADDED