HugoDzz commited on
Commit
1f90db4
·
1 Parent(s): ebf4452

feat: upload game

Browse files
src/routes/+page.svelte CHANGED
@@ -1 +1,26 @@
1
- <h1 class="text-3xl font-bold underline">Hello world!</h1>
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
1
+ <script lang="ts">
2
+ // Svelte
3
+ import { onMount } from "svelte";
4
+
5
+ // Variables
6
+ let displayGame: boolean = false;
7
+
8
+ onMount(() => {
9
+ displayGame = true;
10
+ });
11
+ </script>
12
+
13
+ <h1>Welcome to SvelteKit</h1>
14
+ <p>
15
+ Visit <a href="https://kit.svelte.dev">kit.svelte.dev</a> to read the documentation
16
+ </p>
17
+
18
+ {#if displayGame}
19
+ <iframe
20
+ src="game/index.html"
21
+ frameborder="0"
22
+ title="Spaceship Drift"
23
+ height="512"
24
+ width="512"
25
+ />
26
+ {/if}
static/game/index.apple-touch-icon.png ADDED
static/game/index.audio.worklet.js ADDED
@@ -0,0 +1,211 @@
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
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
+ } else if (p_cmd === 'start_nothreads') {
137
+ this.output = new RingBuffer(p_data[0], p_data[0].length, false);
138
+ } else if (p_cmd === 'chunk') {
139
+ this.output.write(p_data);
140
+ }
141
+ }
142
+
143
+ static array_has_data(arr) {
144
+ return arr.length && arr[0].length && arr[0][0].length;
145
+ }
146
+
147
+ process(inputs, outputs, parameters) {
148
+ if (!this.running) {
149
+ return false; // Stop processing.
150
+ }
151
+ if (this.output === null) {
152
+ return true; // Not ready yet, keep processing.
153
+ }
154
+ const process_input = GodotProcessor.array_has_data(inputs);
155
+ if (process_input) {
156
+ const input = inputs[0];
157
+ const chunk = input[0].length * input.length;
158
+ if (this.input_buffer.length !== chunk) {
159
+ this.input_buffer = new Float32Array(chunk);
160
+ }
161
+ if (!this.threads) {
162
+ GodotProcessor.write_input(this.input_buffer, input);
163
+ this.port.postMessage({ 'cmd': 'input', 'data': this.input_buffer });
164
+ } else if (this.input.space_left() >= chunk) {
165
+ GodotProcessor.write_input(this.input_buffer, input);
166
+ this.input.write(this.input_buffer);
167
+ } else {
168
+ this.port.postMessage('Input buffer is full! Skipping input frame.');
169
+ }
170
+ }
171
+ const process_output = GodotProcessor.array_has_data(outputs);
172
+ if (process_output) {
173
+ const output = outputs[0];
174
+ const chunk = output[0].length * output.length;
175
+ if (this.output_buffer.length !== chunk) {
176
+ this.output_buffer = new Float32Array(chunk);
177
+ }
178
+ if (this.output.data_left() >= chunk) {
179
+ this.output.read(this.output_buffer);
180
+ GodotProcessor.write_output(output, this.output_buffer);
181
+ if (!this.threads) {
182
+ this.port.postMessage({ 'cmd': 'read', 'data': chunk });
183
+ }
184
+ } else {
185
+ this.port.postMessage('Output buffer has not enough frames! Skipping output frame.');
186
+ }
187
+ }
188
+ this.process_notify();
189
+ return true;
190
+ }
191
+
192
+ static write_output(dest, source) {
193
+ const channels = dest.length;
194
+ for (let ch = 0; ch < channels; ch++) {
195
+ for (let sample = 0; sample < dest[ch].length; sample++) {
196
+ dest[ch][sample] = source[sample * channels + ch];
197
+ }
198
+ }
199
+ }
200
+
201
+ static write_input(dest, source) {
202
+ const channels = source.length;
203
+ for (let ch = 0; ch < channels; ch++) {
204
+ for (let sample = 0; sample < source[ch].length; sample++) {
205
+ dest[sample * channels + ch] = source[ch][sample];
206
+ }
207
+ }
208
+ }
209
+ }
210
+
211
+ registerProcessor('godot-processor', GodotProcessor);
static/game/index.html ADDED
@@ -0,0 +1,248 @@
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
1
+ <!DOCTYPE html>
2
+ <html xmlns='http://www.w3.org/1999/xhtml' lang='' xml:lang=''>
3
+ <head>
4
+ <meta charset='utf-8' />
5
+ <meta name='viewport' content='width=device-width, user-scalable=no' />
6
+ <title>dear_spaceship_3.5</title>
7
+ <style type='text/css'>
8
+
9
+ body {
10
+ touch-action: none;
11
+ margin: 0;
12
+ border: 0 none;
13
+ padding: 0;
14
+ text-align: center;
15
+ background-color: black;
16
+ }
17
+
18
+ #canvas {
19
+ display: block;
20
+ margin: 0;
21
+ color: white;
22
+ }
23
+
24
+ #canvas:focus {
25
+ outline: none;
26
+ }
27
+
28
+ .godot {
29
+ font-family: 'Noto Sans', 'Droid Sans', Arial, sans-serif;
30
+ color: #e0e0e0;
31
+ background-color: #3b3943;
32
+ background-image: linear-gradient(to bottom, #403e48, #35333c);
33
+ border: 1px solid #45434e;
34
+ box-shadow: 0 0 1px 1px #2f2d35;
35
+ }
36
+
37
+
38
+ /* Status display
39
+ * ============== */
40
+
41
+ #status {
42
+ position: absolute;
43
+ left: 0;
44
+ top: 0;
45
+ right: 0;
46
+ bottom: 0;
47
+ display: flex;
48
+ justify-content: center;
49
+ align-items: center;
50
+ /* don't consume click events - make children visible explicitly */
51
+ visibility: hidden;
52
+ }
53
+
54
+ #status-progress {
55
+ width: 366px;
56
+ height: 7px;
57
+ background-color: #38363A;
58
+ border: 1px solid #444246;
59
+ padding: 1px;
60
+ box-shadow: 0 0 2px 1px #1B1C22;
61
+ border-radius: 2px;
62
+ visibility: visible;
63
+ }
64
+
65
+ @media only screen and (orientation:portrait) {
66
+ #status-progress {
67
+ width: 61.8%;
68
+ }
69
+ }
70
+
71
+ #status-progress-inner {
72
+ height: 100%;
73
+ width: 0;
74
+ box-sizing: border-box;
75
+ transition: width 0.5s linear;
76
+ background-color: #202020;
77
+ border: 1px solid #222223;
78
+ box-shadow: 0 0 1px 1px #27282E;
79
+ border-radius: 3px;
80
+ }
81
+
82
+ #status-indeterminate {
83
+ height: 42px;
84
+ visibility: visible;
85
+ position: relative;
86
+ }
87
+
88
+ #status-indeterminate > div {
89
+ width: 4.5px;
90
+ height: 0;
91
+ border-style: solid;
92
+ border-width: 9px 3px 0 3px;
93
+ border-color: #2b2b2b transparent transparent transparent;
94
+ transform-origin: center 21px;
95
+ position: absolute;
96
+ }
97
+
98
+ #status-indeterminate > div:nth-child(1) { transform: rotate( 22.5deg); }
99
+ #status-indeterminate > div:nth-child(2) { transform: rotate( 67.5deg); }
100
+ #status-indeterminate > div:nth-child(3) { transform: rotate(112.5deg); }
101
+ #status-indeterminate > div:nth-child(4) { transform: rotate(157.5deg); }
102
+ #status-indeterminate > div:nth-child(5) { transform: rotate(202.5deg); }
103
+ #status-indeterminate > div:nth-child(6) { transform: rotate(247.5deg); }
104
+ #status-indeterminate > div:nth-child(7) { transform: rotate(292.5deg); }
105
+ #status-indeterminate > div:nth-child(8) { transform: rotate(337.5deg); }
106
+
107
+ #status-notice {
108
+ margin: 0 100px;
109
+ line-height: 1.3;
110
+ visibility: visible;
111
+ padding: 4px 6px;
112
+ visibility: visible;
113
+ }
114
+ </style>
115
+ <link id='-gd-engine-icon' rel='icon' type='image/png' href='index.icon.png' />
116
+ <link rel='apple-touch-icon' href='index.apple-touch-icon.png'/>
117
+
118
+ </head>
119
+ <body>
120
+ <canvas id='canvas'>
121
+ HTML5 canvas appears to be unsupported in the current browser.<br />
122
+ Please try updating or use a different browser.
123
+ </canvas>
124
+ <div id='status'>
125
+ <div id='status-progress' style='display: none;' oncontextmenu='event.preventDefault();'><div id ='status-progress-inner'></div></div>
126
+ <div id='status-indeterminate' style='display: none;' oncontextmenu='event.preventDefault();'>
127
+ <div></div>
128
+ <div></div>
129
+ <div></div>
130
+ <div></div>
131
+ <div></div>
132
+ <div></div>
133
+ <div></div>
134
+ <div></div>
135
+ </div>
136
+ <div id='status-notice' class='godot' style='display: none;'></div>
137
+ </div>
138
+
139
+ <script type='text/javascript' src='index.js'></script>
140
+ <script type='text/javascript'>//<![CDATA[
141
+
142
+ const GODOT_CONFIG = {"args":[],"canvasResizePolicy":0,"executable":"index","experimentalVK":false,"fileSizes":{"index.pck":22016,"index.wasm":17867504},"focusCanvas":true,"gdnativeLibs":[]};
143
+ var engine = new Engine(GODOT_CONFIG);
144
+
145
+ (function() {
146
+ const INDETERMINATE_STATUS_STEP_MS = 100;
147
+ var statusProgress = document.getElementById('status-progress');
148
+ var statusProgressInner = document.getElementById('status-progress-inner');
149
+ var statusIndeterminate = document.getElementById('status-indeterminate');
150
+ var statusNotice = document.getElementById('status-notice');
151
+
152
+ var initializing = true;
153
+ var statusMode = 'hidden';
154
+
155
+ var animationCallbacks = [];
156
+ function animate(time) {
157
+ animationCallbacks.forEach(callback => callback(time));
158
+ requestAnimationFrame(animate);
159
+ }
160
+ requestAnimationFrame(animate);
161
+
162
+ function setStatusMode(mode) {
163
+
164
+ if (statusMode === mode || !initializing)
165
+ return;
166
+ [statusProgress, statusIndeterminate, statusNotice].forEach(elem => {
167
+ elem.style.display = 'none';
168
+ });
169
+ animationCallbacks = animationCallbacks.filter(function(value) {
170
+ return (value != animateStatusIndeterminate);
171
+ });
172
+ switch (mode) {
173
+ case 'progress':
174
+ statusProgress.style.display = 'block';
175
+ break;
176
+ case 'indeterminate':
177
+ statusIndeterminate.style.display = 'block';
178
+ animationCallbacks.push(animateStatusIndeterminate);
179
+ break;
180
+ case 'notice':
181
+ statusNotice.style.display = 'block';
182
+ break;
183
+ case 'hidden':
184
+ break;
185
+ default:
186
+ throw new Error('Invalid status mode');
187
+ }
188
+ statusMode = mode;
189
+ }
190
+
191
+ function animateStatusIndeterminate(ms) {
192
+ var i = Math.floor(ms / INDETERMINATE_STATUS_STEP_MS % 8);
193
+ if (statusIndeterminate.children[i].style.borderTopColor == '') {
194
+ Array.prototype.slice.call(statusIndeterminate.children).forEach(child => {
195
+ child.style.borderTopColor = '';
196
+ });
197
+ statusIndeterminate.children[i].style.borderTopColor = '#dfdfdf';
198
+ }
199
+ }
200
+
201
+ function setStatusNotice(text) {
202
+ while (statusNotice.lastChild) {
203
+ statusNotice.removeChild(statusNotice.lastChild);
204
+ }
205
+ var lines = text.split('\n');
206
+ lines.forEach((line) => {
207
+ statusNotice.appendChild(document.createTextNode(line));
208
+ statusNotice.appendChild(document.createElement('br'));
209
+ });
210
+ };
211
+
212
+ function displayFailureNotice(err) {
213
+ var msg = err.message || err;
214
+ console.error(msg);
215
+ setStatusNotice(msg);
216
+ setStatusMode('notice');
217
+ initializing = false;
218
+ };
219
+
220
+ if (!Engine.isWebGLAvailable()) {
221
+ displayFailureNotice('WebGL not available');
222
+ } else {
223
+ setStatusMode('indeterminate');
224
+ engine.startGame({
225
+ 'onProgress': function (current, total) {
226
+ if (total > 0) {
227
+ statusProgressInner.style.width = current/total * 100 + '%';
228
+ setStatusMode('progress');
229
+ if (current === total) {
230
+ // wait for progress bar animation
231
+ setTimeout(() => {
232
+ setStatusMode('indeterminate');
233
+ }, 500);
234
+ }
235
+ } else {
236
+ setStatusMode('indeterminate');
237
+ }
238
+ },
239
+ }).then(() => {
240
+ setStatusMode('hidden');
241
+ initializing = false;
242
+ }, displayFailureNotice);
243
+ }
244
+ })();
245
+ //]]></script>
246
+ </body>
247
+ </html>
248
+
static/game/index.icon.png ADDED
static/game/index.js ADDED
The diff for this file is too large to render. See raw diff
 
static/game/index.pck ADDED
Binary file (22 kB). View file
 
static/game/index.png ADDED
static/game/index.wasm ADDED
@@ -0,0 +1,3 @@
 
 
 
 
1
+ version https://git-lfs.github.com/spec/v1
2
+ oid sha256:da14f89b64271dc2be94be5df698fb815178458ae08c7db9197a3adb5b46b962
3
+ size 17867504