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pingu committed 2025-11-12 22:04:03 +01:00
commit 8c2376587f
24 files changed
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root = true
[*]
charset = utf-8
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# Normalize EOL for all files that Git considers text files.
* text=auto eol=lf
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# Godot 4+ specific ignores
.godot/
/android/
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[preset.0]
name="Cadaver"
platform="Web"
runnable=true
advanced_options=false
dedicated_server=false
custom_features=""
export_filter="all_resources"
include_filter=""
exclude_filter=""
export_path="web export/Cadaver.html"
patches=PackedStringArray()
encryption_include_filters=""
encryption_exclude_filters=""
seed=0
encrypt_pck=false
encrypt_directory=false
script_export_mode=2
[preset.0.options]
custom_template/debug=""
custom_template/release=""
variant/extensions_support=false
variant/thread_support=false
vram_texture_compression/for_desktop=true
vram_texture_compression/for_mobile=false
html/export_icon=false
html/custom_html_shell=""
html/head_include=""
html/canvas_resize_policy=2
html/focus_canvas_on_start=true
html/experimental_virtual_keyboard=false
progressive_web_app/enabled=false
progressive_web_app/ensure_cross_origin_isolation_headers=true
progressive_web_app/offline_page=""
progressive_web_app/display=1
progressive_web_app/orientation=0
progressive_web_app/icon_144x144=""
progressive_web_app/icon_180x180=""
progressive_web_app/icon_512x512=""
progressive_web_app/background_color=Color(0, 0, 0, 1)
threads/emscripten_pool_size=8
threads/godot_pool_size=4
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<svg xmlns="http://www.w3.org/2000/svg" width="128" height="128"><rect width="124" height="124" x="2" y="2" fill="#363d52" stroke="#212532" stroke-width="4" rx="14"/><g fill="#fff" transform="translate(12.322 12.322)scale(.101)"><path d="M105 673v33q407 354 814 0v-33z"/><path fill="#478cbf" d="m105 673 152 14q12 1 15 14l4 67 132 10 8-61q2-11 15-15h162q13 4 15 15l8 61 132-10 4-67q3-13 15-14l152-14V427q30-39 56-81-35-59-83-108-43 20-82 47-40-37-88-64 7-51 8-102-59-28-123-42-26 43-46 89-49-7-98 0-20-46-46-89-64 14-123 42 1 51 8 102-48 27-88 64-39-27-82-47-48 49-83 108 26 42 56 81zm0 33v39c0 276 813 276 814 0v-39l-134 12-5 69q-2 10-14 13l-162 11q-12 0-16-11l-10-65H446l-10 65q-4 11-16 11l-162-11q-12-3-14-13l-5-69z"/><path d="M483 600c0 34 58 34 58 0v-86c0-34-58-34-58 0z"/><circle cx="725" cy="526" r="90"/><circle cx="299" cy="526" r="90"/></g><g fill="#414042" transform="translate(12.322 12.322)scale(.101)"><circle cx="307" cy="532" r="60"/><circle cx="717" cy="532" r="60"/></g></svg>

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[remap]
importer="texture"
type="CompressedTexture2D"
uid="uid://4q335xxs2p"
path="res://.godot/imported/icon.svg-218a8f2b3041327d8a5756f3a245f83b.ctex"
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source_file="res://icon.svg"
dest_files=["res://.godot/imported/icon.svg-218a8f2b3041327d8a5756f3a245f83b.ctex"]
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compress/mode=0
compress/high_quality=false
compress/lossy_quality=0.7
compress/uastc_level=0
compress/rdo_quality_loss=0.0
compress/hdr_compression=1
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compress/channel_pack=0
mipmaps/generate=false
mipmaps/limit=-1
roughness/mode=0
roughness/src_normal=""
process/channel_remap/red=0
process/channel_remap/green=1
process/channel_remap/blue=2
process/channel_remap/alpha=3
process/fix_alpha_border=true
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process/normal_map_invert_y=false
process/hdr_as_srgb=false
process/hdr_clamp_exposure=false
process/size_limit=0
detect_3d/compress_to=1
svg/scale=1.0
editor/scale_with_editor_scale=false
editor/convert_colors_with_editor_theme=false
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extends Control
# Called when the node enters the scene tree for the first time.
func _ready() -> void:
pass # Replace with function body.
# Called every frame. 'delta' is the elapsed time since the previous frame.
func _process(delta: float) -> void:
pass
func _on_button_button_down() -> void:
# Play audio
$mmm.play(0.0)
await get_tree().create_timer(0.5).timeout
$Ghoul.visible = true
await get_tree().create_timer(1.3).timeout
$Ghoul.visible = false
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uid://dt2ofan62emnk
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[gd_scene load_steps=7 format=3 uid="uid://cqow47bch5ocs"]
[ext_resource type="Script" uid="uid://dt2ofan62emnk" path="res://main.gd" id="1_0xm2m"]
[ext_resource type="AudioStream" uid="uid://vegkxr74brv2" path="res://mmm_a_ghoul.mp3" id="2_h2yge"]
[ext_resource type="Texture2D" uid="uid://d2ek6888id3jf" path="res://revenant.png" id="3_h2yge"]
[sub_resource type="StyleBoxFlat" id="StyleBoxFlat_7dm0k"]
bg_color = Color(0.11372549, 0.11372549, 0.11372549, 1)
corner_radius_top_left = 7
corner_radius_top_right = 7
corner_radius_bottom_right = 7
corner_radius_bottom_left = 7
[sub_resource type="StyleBoxFlat" id="StyleBoxFlat_ig7tw"]
bg_color = Color(0.11372549, 0.11372549, 0.11372549, 1)
corner_radius_top_left = 7
corner_radius_top_right = 7
corner_radius_bottom_right = 7
corner_radius_bottom_left = 7
[sub_resource type="StyleBoxFlat" id="StyleBoxFlat_0xm2m"]
bg_color = Color(0.20634, 0.20634, 0.20634, 1)
corner_radius_top_left = 7
corner_radius_top_right = 7
corner_radius_bottom_right = 7
corner_radius_bottom_left = 7
[node name="Control" type="Control"]
layout_mode = 3
anchors_preset = 15
anchor_right = 1.0
anchor_bottom = 1.0
grow_horizontal = 2
grow_vertical = 2
script = ExtResource("1_0xm2m")
[node name="Button" type="Button" parent="."]
layout_mode = 1
anchors_preset = 7
anchor_left = 0.5
anchor_top = 1.0
anchor_right = 0.5
anchor_bottom = 1.0
offset_left = -217.5
offset_top = -287.745
offset_right = 217.5
offset_bottom = -33.745605
grow_horizontal = 2
grow_vertical = 0
theme_override_colors/font_color = Color(0.875, 0.875, 0.875, 1)
theme_override_colors/font_pressed_color = Color(1, 1, 1, 1)
theme_override_colors/font_outline_color = Color(0.5990984, 0.48710054, 0.6449705, 1)
theme_override_constants/outline_size = 20
theme_override_font_sizes/font_size = 90
theme_override_styles/normal = SubResource("StyleBoxFlat_7dm0k")
theme_override_styles/pressed = SubResource("StyleBoxFlat_ig7tw")
theme_override_styles/hover = SubResource("StyleBoxFlat_0xm2m")
action_mode = 0
text = "Press me"
[node name="mmm" type="AudioStreamPlayer" parent="."]
stream = ExtResource("2_h2yge")
[node name="Ghoul" type="Sprite2D" parent="."]
visible = false
position = Vector2(943.00006, 439)
scale = Vector2(0.42384288, 0.42384285)
texture = ExtResource("3_h2yge")
[connection signal="button_down" from="Button" to="." method="_on_button_button_down"]
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[remap]
importer="mp3"
type="AudioStreamMP3"
uid="uid://vegkxr74brv2"
path="res://.godot/imported/mmm_a_ghoul.mp3-9f509b7ad84cbd6df401ec95b78cd4f3.mp3str"
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dest_files=["res://.godot/imported/mmm_a_ghoul.mp3-9f509b7ad84cbd6df401ec95b78cd4f3.mp3str"]
[params]
loop=false
loop_offset=0
bpm=0
beat_count=0
bar_beats=4
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; 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=5
[application]
config/name="Cadaver"
run/main_scene="res://main.tscn"
config/features=PackedStringArray("4.5", "GL Compatibility")
config/icon="res://icon.svg"
[display]
window/size/viewport_width=1920
window/size/viewport_height=1080
window/size/mode=3
window/stretch/mode="canvas_items"
[rendering]
renderer/rendering_method="gl_compatibility"
renderer/rendering_method.mobile="gl_compatibility"
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[remap]
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uid="uid://d2ek6888id3jf"
path="res://.godot/imported/revenant.png-fe624b651af5d9db8396b1c68c77e596.ctex"
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"vram_texture": false
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[deps]
source_file="res://revenant.png"
dest_files=["res://.godot/imported/revenant.png-fe624b651af5d9db8396b1c68c77e596.ctex"]
[params]
compress/mode=0
compress/high_quality=false
compress/lossy_quality=0.7
compress/uastc_level=0
compress/rdo_quality_loss=0.0
compress/hdr_compression=1
compress/normal_map=0
compress/channel_pack=0
mipmaps/generate=false
mipmaps/limit=-1
roughness/mode=0
roughness/src_normal=""
process/channel_remap/red=0
process/channel_remap/green=1
process/channel_remap/blue=2
process/channel_remap/alpha=3
process/fix_alpha_border=true
process/premult_alpha=false
process/normal_map_invert_y=false
process/hdr_as_srgb=false
process/hdr_clamp_exposure=false
process/size_limit=0
detect_3d/compress_to=1
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/**************************************************************************/
/* godot.audio.position.worklet.js */
/**************************************************************************/
/* This file is part of: */
/* GODOT ENGINE */
/* https://godotengine.org */
/**************************************************************************/
/* Copyright (c) 2014-present Godot Engine contributors (see AUTHORS.md). */
/* Copyright (c) 2007-2014 Juan Linietsky, Ariel Manzur. */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
/* "Software"), to deal in the Software without restriction, including */
/* without limitation the rights to use, copy, modify, merge, publish, */
/* distribute, sublicense, and/or sell copies of the Software, and to */
/* permit persons to whom the Software is furnished to do so, subject to */
/* the following conditions: */
/* */
/* The above copyright notice and this permission notice shall be */
/* included in all copies or substantial portions of the Software. */
/* */
/* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, */
/* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF */
/* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. */
/* IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY */
/* CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, */
/* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE */
/* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */
/**************************************************************************/
class GodotPositionReportingProcessor extends AudioWorkletProcessor {
static get parameterDescriptors() {
return [
{
name: 'reset',
defaultValue: 0,
minValue: 0,
maxValue: 1,
automationRate: 'k-rate',
},
];
}
constructor(...args) {
super(...args);
this.position = 0;
}
process(inputs, _outputs, parameters) {
if (parameters['reset'][0] > 0) {
this.position = 0;
}
if (inputs.length > 0) {
const input = inputs[0];
if (input.length > 0) {
this.position += input[0].length;
this.port.postMessage({ type: 'position', data: this.position });
}
}
return true;
}
}
registerProcessor('godot-position-reporting-processor', GodotPositionReportingProcessor);
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/**************************************************************************/
/* audio.worklet.js */
/**************************************************************************/
/* This file is part of: */
/* GODOT ENGINE */
/* https://godotengine.org */
/**************************************************************************/
/* Copyright (c) 2014-present Godot Engine contributors (see AUTHORS.md). */
/* Copyright (c) 2007-2014 Juan Linietsky, Ariel Manzur. */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
/* "Software"), to deal in the Software without restriction, including */
/* without limitation the rights to use, copy, modify, merge, publish, */
/* distribute, sublicense, and/or sell copies of the Software, and to */
/* permit persons to whom the Software is furnished to do so, subject to */
/* the following conditions: */
/* */
/* The above copyright notice and this permission notice shall be */
/* included in all copies or substantial portions of the Software. */
/* */
/* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, */
/* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF */
/* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. */
/* IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY */
/* CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, */
/* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE */
/* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */
/**************************************************************************/
class RingBuffer {
constructor(p_buffer, p_state, p_threads) {
this.buffer = p_buffer;
this.avail = p_state;
this.threads = p_threads;
this.rpos = 0;
this.wpos = 0;
}
data_left() {
return this.threads ? Atomics.load(this.avail, 0) : this.avail;
}
space_left() {
return this.buffer.length - this.data_left();
}
read(output) {
const size = this.buffer.length;
let from = 0;
let to_write = output.length;
if (this.rpos + to_write > size) {
const high = size - this.rpos;
output.set(this.buffer.subarray(this.rpos, size));
from = high;
to_write -= high;
this.rpos = 0;
}
if (to_write) {
output.set(this.buffer.subarray(this.rpos, this.rpos + to_write), from);
}
this.rpos += to_write;
if (this.threads) {
Atomics.add(this.avail, 0, -output.length);
Atomics.notify(this.avail, 0);
} else {
this.avail -= output.length;
}
}
write(p_buffer) {
const to_write = p_buffer.length;
const mw = this.buffer.length - this.wpos;
if (mw >= to_write) {
this.buffer.set(p_buffer, this.wpos);
this.wpos += to_write;
if (mw === to_write) {
this.wpos = 0;
}
} else {
const high = p_buffer.subarray(0, mw);
const low = p_buffer.subarray(mw);
this.buffer.set(high, this.wpos);
this.buffer.set(low);
this.wpos = low.length;
}
if (this.threads) {
Atomics.add(this.avail, 0, to_write);
Atomics.notify(this.avail, 0);
} else {
this.avail += to_write;
}
}
}
class GodotProcessor extends AudioWorkletProcessor {
constructor() {
super();
this.threads = false;
this.running = true;
this.lock = null;
this.notifier = null;
this.output = null;
this.output_buffer = new Float32Array();
this.input = null;
this.input_buffer = new Float32Array();
this.port.onmessage = (event) => {
const cmd = event.data['cmd'];
const data = event.data['data'];
this.parse_message(cmd, data);
};
}
process_notify() {
if (this.notifier) {
Atomics.add(this.notifier, 0, 1);
Atomics.notify(this.notifier, 0);
}
}
parse_message(p_cmd, p_data) {
if (p_cmd === 'start' && p_data) {
const state = p_data[0];
let idx = 0;
this.threads = true;
this.lock = state.subarray(idx, ++idx);
this.notifier = state.subarray(idx, ++idx);
const avail_in = state.subarray(idx, ++idx);
const avail_out = state.subarray(idx, ++idx);
this.input = new RingBuffer(p_data[1], avail_in, true);
this.output = new RingBuffer(p_data[2], avail_out, true);
} else if (p_cmd === 'stop') {
this.running = false;
this.output = null;
this.input = null;
this.lock = null;
this.notifier = null;
} else if (p_cmd === 'start_nothreads') {
this.output = new RingBuffer(p_data[0], p_data[0].length, false);
} else if (p_cmd === 'chunk') {
this.output.write(p_data);
}
}
static array_has_data(arr) {
return arr.length && arr[0].length && arr[0][0].length;
}
process(inputs, outputs, parameters) {
if (!this.running) {
return false; // Stop processing.
}
if (this.output === null) {
return true; // Not ready yet, keep processing.
}
const process_input = GodotProcessor.array_has_data(inputs);
if (process_input) {
const input = inputs[0];
const chunk = input[0].length * input.length;
if (this.input_buffer.length !== chunk) {
this.input_buffer = new Float32Array(chunk);
}
if (!this.threads) {
GodotProcessor.write_input(this.input_buffer, input);
this.port.postMessage({ 'cmd': 'input', 'data': this.input_buffer });
} else if (this.input.space_left() >= chunk) {
GodotProcessor.write_input(this.input_buffer, input);
this.input.write(this.input_buffer);
} else {
// this.port.postMessage('Input buffer is full! Skipping input frame.'); // Uncomment this line to debug input buffer.
}
}
const process_output = GodotProcessor.array_has_data(outputs);
if (process_output) {
const output = outputs[0];
const chunk = output[0].length * output.length;
if (this.output_buffer.length !== chunk) {
this.output_buffer = new Float32Array(chunk);
}
if (this.output.data_left() >= chunk) {
this.output.read(this.output_buffer);
GodotProcessor.write_output(output, this.output_buffer);
if (!this.threads) {
this.port.postMessage({ 'cmd': 'read', 'data': chunk });
}
} else {
// this.port.postMessage('Output buffer has not enough frames! Skipping output frame.'); // Uncomment this line to debug output buffer.
}
}
this.process_notify();
return true;
}
static write_output(dest, source) {
const channels = dest.length;
for (let ch = 0; ch < channels; ch++) {
for (let sample = 0; sample < dest[ch].length; sample++) {
dest[ch][sample] = source[sample * channels + ch];
}
}
}
static write_input(dest, source) {
const channels = source.length;
for (let ch = 0; ch < channels; ch++) {
for (let sample = 0; sample < source[ch].length; sample++) {
dest[sample * channels + ch] = source[ch][sample];
}
}
}
}
registerProcessor('godot-processor', GodotProcessor);
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var Godot = (() => {
var _scriptName = typeof document != 'undefined' ? document.currentScript?.src : undefined;
return (
async function(moduleArg = {}) {
var moduleRtn;
var Module=moduleArg;var ENVIRONMENT_IS_WEB=typeof window=="object";var ENVIRONMENT_IS_WORKER=typeof WorkerGlobalScope!="undefined";var ENVIRONMENT_IS_NODE=typeof process=="object"&&process.versions?.node&&process.type!="renderer";var ENVIRONMENT_IS_SHELL=!ENVIRONMENT_IS_WEB&&!ENVIRONMENT_IS_NODE&&!ENVIRONMENT_IS_WORKER;var arguments_=[];var thisProgram="./this.program";var quit_=(status,toThrow)=>{throw toThrow};if(ENVIRONMENT_IS_WORKER){_scriptName=self.location.href}var scriptDirectory="";function locateFile(path){if(Module["locateFile"]){return Module["locateFile"](path,scriptDirectory)}return scriptDirectory+path}var readAsync,readBinary;if(ENVIRONMENT_IS_SHELL){const isNode=typeof process=="object"&&process.versions?.node&&process.type!="renderer";if(isNode||typeof window=="object"||typeof WorkerGlobalScope!="undefined")throw new Error("not compiled for this environment (did you build to HTML and try to run it not on the web, or set ENVIRONMENT to something - like node - and run it someplace else - like on the web?)")}else if(ENVIRONMENT_IS_WEB||ENVIRONMENT_IS_WORKER){try{scriptDirectory=new URL(".",_scriptName).href}catch{}if(!(typeof window=="object"||typeof WorkerGlobalScope!="undefined"))throw new Error("not compiled for this environment (did you build to HTML and try to run it not on the web, or set ENVIRONMENT to something - like node - and run it someplace else - like on the web?)");{if(ENVIRONMENT_IS_WORKER){readBinary=url=>{var xhr=new XMLHttpRequest;xhr.open("GET",url,false);xhr.responseType="arraybuffer";xhr.send(null);return new Uint8Array(xhr.response)}}readAsync=async url=>{assert(!isFileURI(url),"readAsync does not work with file:// URLs");var response=await fetch(url,{credentials:"same-origin"});if(response.ok){return response.arrayBuffer()}throw new Error(response.status+" : "+response.url)}}}else{throw new Error("environment detection error")}var out=console.log.bind(console);var err=console.error.bind(console);var IDBFS="IDBFS is no longer included by default; build with -lidbfs.js";assert(!ENVIRONMENT_IS_NODE,"node environment detected but not enabled at build time. Add `node` to `-sENVIRONMENT` to enable.");assert(!ENVIRONMENT_IS_SHELL,"shell environment detected but not enabled at build time. Add `shell` to `-sENVIRONMENT` to enable.");var wasmBinary;if(typeof WebAssembly!="object"){err("no native wasm support detected")}var ABORT=false;var EXITSTATUS;function assert(condition,text){if(!condition){abort("Assertion failed"+(text?": "+text:""))}}var isFileURI=filename=>filename.startsWith("file://");function writeStackCookie(){var max=_emscripten_stack_get_end();assert((max&3)==0);if(max==0){max+=4}HEAPU32[max>>2]=34821223;HEAPU32[max+4>>2]=2310721022;HEAPU32[0>>2]=1668509029}function checkStackCookie(){if(ABORT)return;var max=_emscripten_stack_get_end();if(max==0){max+=4}var cookie1=HEAPU32[max>>2];var cookie2=HEAPU32[max+4>>2];if(cookie1!=34821223||cookie2!=2310721022){abort(`Stack overflow! Stack cookie has been overwritten at ${ptrToString(max)}, expected hex dwords 0x89BACDFE and 0x2135467, but received ${ptrToString(cookie2)} ${ptrToString(cookie1)}`)}if(HEAPU32[0>>2]!=1668509029){abort("Runtime error: The application has corrupted its heap memory area (address zero)!")}}var runtimeDebug=true;(()=>{var h16=new Int16Array(1);var h8=new Int8Array(h16.buffer);h16[0]=25459;if(h8[0]!==115||h8[1]!==99)throw"Runtime error: expected the system to be little-endian! (Run with -sSUPPORT_BIG_ENDIAN to bypass)"})();function consumedModuleProp(prop){if(!Object.getOwnPropertyDescriptor(Module,prop)){Object.defineProperty(Module,prop,{configurable:true,set(){abort(`Attempt to set \`Module.${prop}\` after it has already been processed. This can happen, for example, when code is injected via '--post-js' rather than '--pre-js'`)}})}}function makeInvalidEarlyAccess(name){return()=>assert(false,`call to '${name}' via reference taken before Wasm module initialization`)}function ignoredModuleProp(prop){if(Object.getOwnPropertyDescriptor(Module,prop)){abort(`\`Module.${prop}\` was supplied but \`${prop}\` not included in INCOMING_MODULE_JS_API`)}}function isExportedByForceFilesystem(name){return name==="FS_createPath"||name==="FS_createDataFile"||name==="FS_createPreloadedFile"||name==="FS_unlink"||name==="addRunDependency"||name==="FS_createLazyFile"||name==="FS_createDevice"||name==="removeRunDependency"}function hookGlobalSymbolAccess(sym,func){}function missingGlobal(sym,msg){hookGlobalSymbolAccess(sym,()=>{warnOnce(`\`${sym}\` is not longer defined by emscripten. ${msg}`)})}missingGlobal("buffer","Please use HEAP8.buffer or wasmMemory.buffer");missingGlobal("asm","Please use wasmExports instead");function missingLibrarySymbol(sym){hookGlobalSymbolAccess(sym,()=>{var msg=`\`${sym}\` is a library symbol and not included by default; add it to your library.js __deps or to DEFAULT_LIBRARY_FUNCS_TO_INCLUDE on the command line`;var librarySymbol=sym;if(!librarySymbol.startsWith("_")){librarySymbolLine truncated
return moduleRtn;
}
);
})();
if (typeof exports === 'object' && typeof module === 'object') {
module.exports = Godot;
// This default export looks redundant, but it allows TS to import this
// commonjs style module.
module.exports.default = Godot;
} else if (typeof define === 'function' && define['amd'])
define([], () => Godot);
const Features = {
/**
* Check whether WebGL is available. Optionally, specify a particular version of WebGL to check for.
*
* @param {number=} [majorVersion=1] The major WebGL version to check for.
* @returns {boolean} If the given major version of WebGL is available.
* @function Engine.isWebGLAvailable
*/
isWebGLAvailable: function (majorVersion = 1) {
try {
return !!document.createElement('canvas').getContext(['webgl', 'webgl2'][majorVersion - 1]);
} catch (e) { /* Not available */ }
return false;
},
/**
* Check whether the Fetch API available and supports streaming responses.
*
* @returns {boolean} If the Fetch API is available and supports streaming responses.
* @function Engine.isFetchAvailable
*/
isFetchAvailable: function () {
return 'fetch' in window && 'Response' in window && 'body' in window.Response.prototype;
},
/**
* Check whether the engine is running in a Secure Context.
*
* @returns {boolean} If the engine is running in a Secure Context.
* @function Engine.isSecureContext
*/
isSecureContext: function () {
return window['isSecureContext'] === true;
},
/**
* Check whether the engine is cross origin isolated.
* This value is dependent on Cross-Origin-Opener-Policy and Cross-Origin-Embedder-Policy headers sent by the server.
*
* @returns {boolean} If the engine is running in a Secure Context.
* @function Engine.isSecureContext
*/
isCrossOriginIsolated: function () {
return window['crossOriginIsolated'] === true;
},
/**
* Check whether SharedBufferArray is available.
*
* Most browsers require the page to be running in a secure context, and the
* the server to provide specific CORS headers for SharedArrayBuffer to be available.
*
* @returns {boolean} If SharedArrayBuffer is available.
* @function Engine.isSharedArrayBufferAvailable
*/
isSharedArrayBufferAvailable: function () {
return 'SharedArrayBuffer' in window;
},
/**
* Check whether the AudioContext supports AudioWorkletNodes.
*
* @returns {boolean} If AudioWorkletNode is available.
* @function Engine.isAudioWorkletAvailable
*/
isAudioWorkletAvailable: function () {
return 'AudioContext' in window && 'audioWorklet' in AudioContext.prototype;
},
/**
* Return an array of missing required features (as string).
*
* @returns {Array<string>} A list of human-readable missing features.
* @function Engine.getMissingFeatures
* @param {{threads: (boolean|undefined)}} supportedFeatures
*/
getMissingFeatures: function (supportedFeatures = {}) {
const {
// Quotes are needed for the Closure compiler.
'threads': supportsThreads = true,
} = supportedFeatures;
const missing = [];
if (!Features.isWebGLAvailable(2)) {
missing.push('WebGL2 - Check web browser configuration and hardware support');
}
if (!Features.isFetchAvailable()) {
missing.push('Fetch - Check web browser version');
}
if (!Features.isSecureContext()) {
missing.push('Secure Context - Check web server configuration (use HTTPS)');
}
if (supportsThreads) {
if (!Features.isCrossOriginIsolated()) {
missing.push('Cross-Origin Isolation - Check that the web server configuration sends the correct headers.');
}
if (!Features.isSharedArrayBufferAvailable()) {
missing.push('SharedArrayBuffer - Check that the web server configuration sends the correct headers.');
}
}
// Audio is normally optional since we have a dummy fallback.
return missing;
},
};
const Preloader = /** @constructor */ function () { // eslint-disable-line no-unused-vars
function getTrackedResponse(response, load_status) {
function onloadprogress(reader, controller) {
return reader.read().then(function (result) {
if (load_status.done) {
return Promise.resolve();
}
if (result.value) {
controller.enqueue(result.value);
load_status.loaded += result.value.length;
}
if (!result.done) {
return onloadprogress(reader, controller);
}
load_status.done = true;
return Promise.resolve();
});
}
const reader = response.body.getReader();
return new Response(new ReadableStream({
start: function (controller) {
onloadprogress(reader, controller).then(function () {
controller.close();
});
},
}), { headers: response.headers });
}
function loadFetch(file, tracker, fileSize, raw) {
tracker[file] = {
total: fileSize || 0,
loaded: 0,
done: false,
};
return fetch(file).then(function (response) {
if (!response.ok) {
return Promise.reject(new Error(`Failed loading file '${file}'`));
}
const tr = getTrackedResponse(response, tracker[file]);
if (raw) {
return Promise.resolve(tr);
}
return tr.arrayBuffer();
});
}
function retry(func, attempts = 1) {
function onerror(err) {
if (attempts <= 1) {
return Promise.reject(err);
}
return new Promise(function (resolve, reject) {
setTimeout(function () {
retry(func, attempts - 1).then(resolve).catch(reject);
}, 1000);
});
}
return func().catch(onerror);
}
const DOWNLOAD_ATTEMPTS_MAX = 4;
const loadingFiles = {};
const lastProgress = { loaded: 0, total: 0 };
let progressFunc = null;
const animateProgress = function () {
let loaded = 0;
let total = 0;
let totalIsValid = true;
let progressIsFinal = true;
Object.keys(loadingFiles).forEach(function (file) {
const stat = loadingFiles[file];
if (!stat.done) {
progressIsFinal = false;
}
if (!totalIsValid || stat.total === 0) {
totalIsValid = false;
total = 0;
} else {
total += stat.total;
}
loaded += stat.loaded;
});
if (loaded !== lastProgress.loaded || total !== lastProgress.total) {
lastProgress.loaded = loaded;
lastProgress.total = total;
if (typeof progressFunc === 'function') {
progressFunc(loaded, total);
}
}
if (!progressIsFinal) {
requestAnimationFrame(animateProgress);
}
};
this.animateProgress = animateProgress;
this.setProgressFunc = function (callback) {
progressFunc = callback;
};
this.loadPromise = function (file, fileSize, raw = false) {
return retry(loadFetch.bind(null, file, loadingFiles, fileSize, raw), DOWNLOAD_ATTEMPTS_MAX);
};
this.preloadedFiles = [];
this.preload = function (pathOrBuffer, destPath, fileSize) {
let buffer = null;
if (typeof pathOrBuffer === 'string') {
const me = this;
return this.loadPromise(pathOrBuffer, fileSize).then(function (buf) {
me.preloadedFiles.push({
path: destPath || pathOrBuffer,
buffer: buf,
});
return Promise.resolve();
});
} else if (pathOrBuffer instanceof ArrayBuffer) {
buffer = new Uint8Array(pathOrBuffer);
} else if (ArrayBuffer.isView(pathOrBuffer)) {
buffer = new Uint8Array(pathOrBuffer.buffer);
}
if (buffer) {
this.preloadedFiles.push({
path: destPath,
buffer: pathOrBuffer,
});
return Promise.resolve();
}
return Promise.reject(new Error('Invalid object for preloading'));
};
};
/**
* An object used to configure the Engine instance based on godot export options, and to override those in custom HTML
* templates if needed.
*
* @header Engine configuration
* @summary The Engine configuration object. This is just a typedef, create it like a regular object, e.g.:
*
* ``const MyConfig = { executable: 'godot', unloadAfterInit: false }``
*
* @typedef {Object} EngineConfig
*/
const EngineConfig = {}; // eslint-disable-line no-unused-vars
/**
* @struct
* @constructor
* @ignore
*/
const InternalConfig = function (initConfig) { // eslint-disable-line no-unused-vars
const cfg = /** @lends {InternalConfig.prototype} */ {
/**
* Whether to unload the engine automatically after the instance is initialized.
*
* @memberof EngineConfig
* @default
* @type {boolean}
*/
unloadAfterInit: true,
/**
* The HTML DOM Canvas object to use.
*
* By default, the first canvas element in the document will be used is none is specified.
*
* @memberof EngineConfig
* @default
* @type {?HTMLCanvasElement}
*/
canvas: null,
/**
* The name of the WASM file without the extension. (Set by Godot Editor export process).
*
* @memberof EngineConfig
* @default
* @type {string}
*/
executable: '',
/**
* An alternative name for the game pck to load. The executable name is used otherwise.
*
* @memberof EngineConfig
* @default
* @type {?string}
*/
mainPack: null,
/**
* Specify a language code to select the proper localization for the game.
*
* The browser locale will be used if none is specified. See complete list of
* :ref:`supported locales <doc_locales>`.
*
* @memberof EngineConfig
* @type {?string}
* @default
*/
locale: null,
/**
* The canvas resize policy determines how the canvas should be resized by Godot.
*
* ``0`` means Godot won't do any resizing. This is useful if you want to control the canvas size from
* javascript code in your template.
*
* ``1`` means Godot will resize the canvas on start, and when changing window size via engine functions.
*
* ``2`` means Godot will adapt the canvas size to match the whole browser window.
*
* @memberof EngineConfig
* @type {number}
* @default
*/
canvasResizePolicy: 2,
/**
* The arguments to be passed as command line arguments on startup.
*
* See :ref:`command line tutorial <doc_command_line_tutorial>`.
*
* **Note**: :js:meth:`startGame <Engine.prototype.startGame>` will always add the ``--main-pack`` argument.
*
* @memberof EngineConfig
* @type {Array<string>}
* @default
*/
args: [],
/**
* When enabled, the game canvas will automatically grab the focus when the engine starts.
*
* @memberof EngineConfig
* @type {boolean}
* @default
*/
focusCanvas: true,
/**
* When enabled, this will turn on experimental virtual keyboard support on mobile.
*
* @memberof EngineConfig
* @type {boolean}
* @default
*/
experimentalVK: false,
/**
* The progressive web app service worker to install.
* @memberof EngineConfig
* @default
* @type {string}
*/
serviceWorker: '',
/**
* @ignore
* @type {Array.<string>}
*/
persistentPaths: ['/userfs'],
/**
* @ignore
* @type {boolean}
*/
persistentDrops: false,
/**
* @ignore
* @type {Array.<string>}
*/
gdextensionLibs: [],
/**
* @ignore
* @type {Array.<string>}
*/
fileSizes: [],
/**
* @ignore
* @type {number}
*/
emscriptenPoolSize: 8,
/**
* @ignore
* @type {number}
*/
godotPoolSize: 4,
/**
* A callback function for handling Godot's ``OS.execute`` calls.
*
* This is for example used in the Web Editor template to switch between project manager and editor, and for running the game.
*
* @callback EngineConfig.onExecute
* @param {string} path The path that Godot's wants executed.
* @param {Array.<string>} args The arguments of the "command" to execute.
*/
/**
* @ignore
* @type {?function(string, Array.<string>)}
*/
onExecute: null,
/**
* A callback function for being notified when the Godot instance quits.
*
* **Note**: This function will not be called if the engine crashes or become unresponsive.
*
* @callback EngineConfig.onExit
* @param {number} status_code The status code returned by Godot on exit.
*/
/**
* @ignore
* @type {?function(number)}
*/
onExit: null,
/**
* A callback function for displaying download progress.
*
* The function is called once per frame while downloading files, so the usage of ``requestAnimationFrame()``
* is not necessary.
*
* If the callback function receives a total amount of bytes as 0, this means that it is impossible to calculate.
* Possible reasons include:
*
* - Files are delivered with server-side chunked compression
* - Files are delivered with server-side compression on Chromium
* - Not all file downloads have started yet (usually on servers without multi-threading)
*
* @callback EngineConfig.onProgress
* @param {number} current The current amount of downloaded bytes so far.
* @param {number} total The total amount of bytes to be downloaded.
*/
/**
* @ignore
* @type {?function(number, number)}
*/
onProgress: null,
/**
* A callback function for handling the standard output stream. This method should usually only be used in debug pages.
*
* By default, ``console.log()`` is used.
*
* @callback EngineConfig.onPrint
* @param {...*} [var_args] A variadic number of arguments to be printed.
*/
/**
* @ignore
* @type {?function(...*)}
*/
onPrint: function () {
console.log.apply(console, Array.from(arguments)); // eslint-disable-line no-console
},
/**
* A callback function for handling the standard error stream. This method should usually only be used in debug pages.
*
* By default, ``console.error()`` is used.
*
* @callback EngineConfig.onPrintError
* @param {...*} [var_args] A variadic number of arguments to be printed as errors.
*/
/**
* @ignore
* @type {?function(...*)}
*/
onPrintError: function (var_args) {
console.error.apply(console, Array.from(arguments)); // eslint-disable-line no-console
},
};
/**
* @ignore
* @struct
* @constructor
* @param {EngineConfig} opts
*/
function Config(opts) {
this.update(opts);
}
Config.prototype = cfg;
/**
* @ignore
* @param {EngineConfig} opts
*/
Config.prototype.update = function (opts) {
const config = opts || {};
// NOTE: We must explicitly pass the default, accessing it via
// the key will fail due to closure compiler renames.
function parse(key, def) {
if (typeof (config[key]) === 'undefined') {
return def;
}
return config[key];
}
// Module config
this.unloadAfterInit = parse('unloadAfterInit', this.unloadAfterInit);
this.onPrintError = parse('onPrintError', this.onPrintError);
this.onPrint = parse('onPrint', this.onPrint);
this.onProgress = parse('onProgress', this.onProgress);
// Godot config
this.canvas = parse('canvas', this.canvas);
this.executable = parse('executable', this.executable);
this.mainPack = parse('mainPack', this.mainPack);
this.locale = parse('locale', this.locale);
this.canvasResizePolicy = parse('canvasResizePolicy', this.canvasResizePolicy);
this.persistentPaths = parse('persistentPaths', this.persistentPaths);
this.persistentDrops = parse('persistentDrops', this.persistentDrops);
this.experimentalVK = parse('experimentalVK', this.experimentalVK);
this.focusCanvas = parse('focusCanvas', this.focusCanvas);
this.serviceWorker = parse('serviceWorker', this.serviceWorker);
this.gdextensionLibs = parse('gdextensionLibs', this.gdextensionLibs);
this.fileSizes = parse('fileSizes', this.fileSizes);
this.emscriptenPoolSize = parse('emscriptenPoolSize', this.emscriptenPoolSize);
this.godotPoolSize = parse('godotPoolSize', this.godotPoolSize);
this.args = parse('args', this.args);
this.onExecute = parse('onExecute', this.onExecute);
this.onExit = parse('onExit', this.onExit);
};
/**
* @ignore
* @param {string} loadPath
* @param {Response} response
*/
Config.prototype.getModuleConfig = function (loadPath, response) {
let r = response;
const gdext = this.gdextensionLibs;
return {
'print': this.onPrint,
'printErr': this.onPrintError,
'thisProgram': this.executable,
'noExitRuntime': false,
'dynamicLibraries': [`${loadPath}.side.wasm`].concat(this.gdextensionLibs),
'emscriptenPoolSize': this.emscriptenPoolSize,
'instantiateWasm': function (imports, onSuccess) {
function done(result) {
onSuccess(result['instance'], result['module']);
}
if (typeof (WebAssembly.instantiateStreaming) !== 'undefined') {
WebAssembly.instantiateStreaming(Promise.resolve(r), imports).then(done);
} else {
r.arrayBuffer().then(function (buffer) {
WebAssembly.instantiate(buffer, imports).then(done);
});
}
r = null;
return {};
},
'locateFile': function (path) {
if (!path.startsWith('godot.')) {
return path;
} else if (path.endsWith('.audio.worklet.js')) {
return `${loadPath}.audio.worklet.js`;
} else if (path.endsWith('.audio.position.worklet.js')) {
return `${loadPath}.audio.position.worklet.js`;
} else if (path.endsWith('.js')) {
return `${loadPath}.js`;
} else if (path in gdext) {
return path;
} else if (path.endsWith('.side.wasm')) {
return `${loadPath}.side.wasm`;
} else if (path.endsWith('.wasm')) {
return `${loadPath}.wasm`;
}
return path;
},
};
};
/**
* @ignore
* @param {function()} cleanup
*/
Config.prototype.getGodotConfig = function (cleanup) {
// Try to find a canvas
if (!(this.canvas instanceof HTMLCanvasElement)) {
const nodes = document.getElementsByTagName('canvas');
if (nodes.length && nodes[0] instanceof HTMLCanvasElement) {
const first = nodes[0];
this.canvas = /** @type {!HTMLCanvasElement} */ (first);
}
if (!this.canvas) {
throw new Error('No canvas found in page');
}
}
// Canvas can grab focus on click, or key events won't work.
if (this.canvas.tabIndex < 0) {
this.canvas.tabIndex = 0;
}
// Browser locale, or custom one if defined.
let locale = this.locale;
if (!locale) {
locale = navigator.languages ? navigator.languages[0] : navigator.language;
locale = locale.split('.')[0];
}
locale = locale.replace('-', '_');
const onExit = this.onExit;
// Godot configuration.
return {
'canvas': this.canvas,
'canvasResizePolicy': this.canvasResizePolicy,
'locale': locale,
'persistentDrops': this.persistentDrops,
'virtualKeyboard': this.experimentalVK,
'godotPoolSize': this.godotPoolSize,
'focusCanvas': this.focusCanvas,
'onExecute': this.onExecute,
'onExit': function (p_code) {
cleanup(); // We always need to call the cleanup callback to free memory.
if (typeof (onExit) === 'function') {
onExit(p_code);
}
},
};
};
return new Config(initConfig);
};
/**
* Projects exported for the Web expose the :js:class:`Engine` class to the JavaScript environment, that allows
* fine control over the engine's start-up process.
*
* This API is built in an asynchronous manner and requires basic understanding
* of `Promises <https://developer.mozilla.org/en-US/docs/Web/JavaScript/Guide/Using_promises>`__.
*
* @module Engine
* @header Web export JavaScript reference
*/
const Engine = (function () {
const preloader = new Preloader();
let loadPromise = null;
let loadPath = '';
let initPromise = null;
/**
* @classdesc The ``Engine`` class provides methods for loading and starting exported projects on the Web. For default export
* settings, this is already part of the exported HTML page. To understand practical use of the ``Engine`` class,
* see :ref:`Custom HTML page for Web export <doc_customizing_html5_shell>`.
*
* @description Create a new Engine instance with the given configuration.
*
* @global
* @constructor
* @param {EngineConfig} initConfig The initial config for this instance.
*/
function Engine(initConfig) { // eslint-disable-line no-shadow
this.config = new InternalConfig(initConfig);
this.rtenv = null;
}
/**
* Load the engine from the specified base path.
*
* @param {string} basePath Base path of the engine to load.
* @param {number=} [size=0] The file size if known.
* @returns {Promise} A Promise that resolves once the engine is loaded.
*
* @function Engine.load
*/
Engine.load = function (basePath, size) {
if (loadPromise == null) {
loadPath = basePath;
loadPromise = preloader.loadPromise(`${loadPath}.wasm`, size, true);
requestAnimationFrame(preloader.animateProgress);
}
return loadPromise;
};
/**
* Unload the engine to free memory.
*
* This method will be called automatically depending on the configuration. See :js:attr:`unloadAfterInit`.
*
* @function Engine.unload
*/
Engine.unload = function () {
loadPromise = null;
};
/**
* Safe Engine constructor, creates a new prototype for every new instance to avoid prototype pollution.
* @ignore
* @constructor
*/
function SafeEngine(initConfig) {
const proto = /** @lends Engine.prototype */ {
/**
* Initialize the engine instance. Optionally, pass the base path to the engine to load it,
* if it hasn't been loaded yet. See :js:meth:`Engine.load`.
*
* @param {string=} basePath Base path of the engine to load.
* @return {Promise} A ``Promise`` that resolves once the engine is loaded and initialized.
*/
init: function (basePath) {
if (initPromise) {
return initPromise;
}
if (loadPromise == null) {
if (!basePath) {
initPromise = Promise.reject(new Error('A base path must be provided when calling `init` and the engine is not loaded.'));
return initPromise;
}
Engine.load(basePath, this.config.fileSizes[`${basePath}.wasm`]);
}
const me = this;
function doInit(promise) {
// Care! Promise chaining is bogus with old emscripten versions.
// This caused a regression with the Mono build (which uses an older emscripten version).
// Make sure to test that when refactoring.
return new Promise(function (resolve, reject) {
promise.then(function (response) {
const cloned = new Response(response.clone().body, { 'headers': [['content-type', 'application/wasm']] });
Godot(me.config.getModuleConfig(loadPath, cloned)).then(function (module) {
const paths = me.config.persistentPaths;
module['initFS'](paths).then(function (err) {
me.rtenv = module;
if (me.config.unloadAfterInit) {
Engine.unload();
}
resolve();
});
});
});
});
}
preloader.setProgressFunc(this.config.onProgress);
initPromise = doInit(loadPromise);
return initPromise;
},
/**
* Load a file so it is available in the instance's file system once it runs. Must be called **before** starting the
* instance.
*
* If not provided, the ``path`` is derived from the URL of the loaded file.
*
* @param {string|ArrayBuffer} file The file to preload.
*
* If a ``string`` the file will be loaded from that path.
*
* If an ``ArrayBuffer`` or a view on one, the buffer will used as the content of the file.
*
* @param {string=} path Path by which the file will be accessible. Required, if ``file`` is not a string.
*
* @returns {Promise} A Promise that resolves once the file is loaded.
*/
preloadFile: function (file, path) {
return preloader.preload(file, path, this.config.fileSizes[file]);
},
/**
* Start the engine instance using the given override configuration (if any).
* :js:meth:`startGame <Engine.prototype.startGame>` can be used in typical cases instead.
*
* This will initialize the instance if it is not initialized. For manual initialization, see :js:meth:`init <Engine.prototype.init>`.
* The engine must be loaded beforehand.
*
* Fails if a canvas cannot be found on the page, or not specified in the configuration.
*
* @param {EngineConfig} override An optional configuration override.
* @return {Promise} Promise that resolves once the engine started.
*/
start: function (override) {
this.config.update(override);
const me = this;
return me.init().then(function () {
if (!me.rtenv) {
return Promise.reject(new Error('The engine must be initialized before it can be started'));
}
let config = {};
try {
config = me.config.getGodotConfig(function () {
me.rtenv = null;
});
} catch (e) {
return Promise.reject(e);
}
// Godot configuration.
me.rtenv['initConfig'](config);
// Preload GDExtension libraries.
if (me.config.gdextensionLibs.length > 0 && !me.rtenv['loadDynamicLibrary']) {
return Promise.reject(new Error('GDExtension libraries are not supported by this engine version. '
+ 'Enable "Extensions Support" for your export preset and/or build your custom template with "dlink_enabled=yes".'));
}
return new Promise(function (resolve, reject) {
for (const file of preloader.preloadedFiles) {
me.rtenv['copyToFS'](file.path, file.buffer);
}
preloader.preloadedFiles.length = 0; // Clear memory
me.rtenv['callMain'](me.config.args);
initPromise = null;
me.installServiceWorker();
resolve();
});
});
},
/**
* Start the game instance using the given configuration override (if any).
*
* This will initialize the instance if it is not initialized. For manual initialization, see :js:meth:`init <Engine.prototype.init>`.
*
* This will load the engine if it is not loaded, and preload the main pck.
*
* This method expects the initial config (or the override) to have both the :js:attr:`executable` and :js:attr:`mainPack`
* properties set (normally done by the editor during export).
*
* @param {EngineConfig} override An optional configuration override.
* @return {Promise} Promise that resolves once the game started.
*/
startGame: function (override) {
this.config.update(override);
// Add main-pack argument.
const exe = this.config.executable;
const pack = this.config.mainPack || `${exe}.pck`;
this.config.args = ['--main-pack', pack].concat(this.config.args);
// Start and init with execName as loadPath if not inited.
const me = this;
return Promise.all([
this.init(exe),
this.preloadFile(pack, pack),
]).then(function () {
return me.start.apply(me);
});
},
/**
* Create a file at the specified ``path`` with the passed as ``buffer`` in the instance's file system.
*
* @param {string} path The location where the file will be created.
* @param {ArrayBuffer} buffer The content of the file.
*/
copyToFS: function (path, buffer) {
if (this.rtenv == null) {
throw new Error('Engine must be inited before copying files');
}
this.rtenv['copyToFS'](path, buffer);
},
/**
* Request that the current instance quit.
*
* This is akin the user pressing the close button in the window manager, and will
* have no effect if the engine has crashed, or is stuck in a loop.
*
*/
requestQuit: function () {
if (this.rtenv) {
this.rtenv['request_quit']();
}
},
/**
* Install the progressive-web app service worker.
* @returns {Promise} The service worker registration promise.
*/
installServiceWorker: function () {
if (this.config.serviceWorker && 'serviceWorker' in navigator) {
try {
return navigator.serviceWorker.register(this.config.serviceWorker);
} catch (e) {
return Promise.reject(e);
}
}
return Promise.resolve();
},
};
Engine.prototype = proto;
// Closure compiler exported instance methods.
Engine.prototype['init'] = Engine.prototype.init;
Engine.prototype['preloadFile'] = Engine.prototype.preloadFile;
Engine.prototype['start'] = Engine.prototype.start;
Engine.prototype['startGame'] = Engine.prototype.startGame;
Engine.prototype['copyToFS'] = Engine.prototype.copyToFS;
Engine.prototype['requestQuit'] = Engine.prototype.requestQuit;
Engine.prototype['installServiceWorker'] = Engine.prototype.installServiceWorker;
// Also expose static methods as instance methods
Engine.prototype['load'] = Engine.load;
Engine.prototype['unload'] = Engine.unload;
return new Engine(initConfig);
}
// Closure compiler exported static methods.
SafeEngine['load'] = Engine.load;
SafeEngine['unload'] = Engine.unload;
// Feature-detection utilities.
SafeEngine['isWebGLAvailable'] = Features.isWebGLAvailable;
SafeEngine['isFetchAvailable'] = Features.isFetchAvailable;
SafeEngine['isSecureContext'] = Features.isSecureContext;
SafeEngine['isCrossOriginIsolated'] = Features.isCrossOriginIsolated;
SafeEngine['isSharedArrayBufferAvailable'] = Features.isSharedArrayBufferAvailable;
SafeEngine['isAudioWorkletAvailable'] = Features.isAudioWorkletAvailable;
SafeEngine['getMissingFeatures'] = Features.getMissingFeatures;
return SafeEngine;
}());
if (typeof window !== 'undefined') {
window['Engine'] = Engine;
}
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[deps]
source_file="res://web export/Cadaver.png"
dest_files=["res://.godot/imported/Cadaver.png-62a5213942776fa601cadaf9a101453d.ctex"]
[params]
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compress/high_quality=false
compress/lossy_quality=0.7
compress/uastc_level=0
compress/rdo_quality_loss=0.0
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compress/normal_map=0
compress/channel_pack=0
mipmaps/generate=false
mipmaps/limit=-1
roughness/mode=0
roughness/src_normal=""
process/channel_remap/red=0
process/channel_remap/green=1
process/channel_remap/blue=2
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<!DOCTYPE html>
<html lang="en">
<head>
<meta charset="utf-8">
<meta name="viewport" content="width=device-width, user-scalable=no, initial-scale=1.0">
<title>Cadaver</title>
<style>
html, body, #canvas {
margin: 0;
padding: 0;
border: 0;
}
body {
color: white;
background-color: black;
overflow: hidden;
touch-action: none;
}
#canvas {
display: block;
}
#canvas:focus {
outline: none;
}
#status, #status-splash, #status-progress {
position: absolute;
left: 0;
right: 0;
}
#status, #status-splash {
top: 0;
bottom: 0;
}
#status {
background-color: #242424;
display: flex;
flex-direction: column;
justify-content: center;
align-items: center;
visibility: hidden;
}
#status-splash {
max-height: 100%;
max-width: 100%;
margin: auto;
}
#status-splash.show-image--false {
display: none;
}
#status-splash.fullsize--true {
height: 100%;
width: 100%;
object-fit: contain;
}
#status-splash.use-filter--false {
image-rendering: pixelated;
}
#status-progress, #status-notice {
display: none;
}
#status-progress {
bottom: 10%;
width: 50%;
margin: 0 auto;
}
#status-notice {
background-color: #5b3943;
border-radius: 0.5rem;
border: 1px solid #9b3943;
color: #e0e0e0;
font-family: 'Noto Sans', 'Droid Sans', Arial, sans-serif;
line-height: 1.3;
margin: 0 2rem;
overflow: hidden;
padding: 1rem;
text-align: center;
z-index: 1;
}
</style>
</head>
<body>
<canvas id="canvas">
Your browser does not support the canvas tag.
</canvas>
<noscript>
Your browser does not support JavaScript.
</noscript>
<div id="status">
<img id="status-splash" class="show-image--true fullsize--true use-filter--true" src="Cadaver.png" alt="">
<progress id="status-progress"></progress>
<div id="status-notice"></div>
</div>
<script src="Cadaver.js"></script>
<script>
const GODOT_CONFIG = {"args":[],"canvasResizePolicy":2,"emscriptenPoolSize":8,"ensureCrossOriginIsolationHeaders":true,"executable":"Cadaver","experimentalVK":false,"fileSizes":{"Cadaver.pck":669216,"Cadaver.wasm":38034280},"focusCanvas":true,"gdextensionLibs":[],"godotPoolSize":4};
const GODOT_THREADS_ENABLED = false;
const engine = new Engine(GODOT_CONFIG);
(function () {
const statusOverlay = document.getElementById('status');
const statusProgress = document.getElementById('status-progress');
const statusNotice = document.getElementById('status-notice');
let initializing = true;
let statusMode = '';
function setStatusMode(mode) {
if (statusMode === mode || !initializing) {
return;
}
if (mode === 'hidden') {
statusOverlay.remove();
initializing = false;
return;
}
statusOverlay.style.visibility = 'visible';
statusProgress.style.display = mode === 'progress' ? 'block' : 'none';
statusNotice.style.display = mode === 'notice' ? 'block' : 'none';
statusMode = mode;
}
function setStatusNotice(text) {
while (statusNotice.lastChild) {
statusNotice.removeChild(statusNotice.lastChild);
}
const lines = text.split('\n');
lines.forEach((line) => {
statusNotice.appendChild(document.createTextNode(line));
statusNotice.appendChild(document.createElement('br'));
});
}
function displayFailureNotice(err) {
console.error(err);
if (err instanceof Error) {
setStatusNotice(err.message);
} else if (typeof err === 'string') {
setStatusNotice(err);
} else {
setStatusNotice('An unknown error occurred.');
}
setStatusMode('notice');
initializing = false;
}
const missing = Engine.getMissingFeatures({
threads: GODOT_THREADS_ENABLED,
});
if (missing.length !== 0) {
if (GODOT_CONFIG['serviceWorker'] && GODOT_CONFIG['ensureCrossOriginIsolationHeaders'] && 'serviceWorker' in navigator) {
let serviceWorkerRegistrationPromise;
try {
serviceWorkerRegistrationPromise = navigator.serviceWorker.getRegistration();
} catch (err) {
serviceWorkerRegistrationPromise = Promise.reject(new Error('Service worker registration failed.'));
}
// There's a chance that installing the service worker would fix the issue
Promise.race([
serviceWorkerRegistrationPromise.then((registration) => {
if (registration != null) {
return Promise.reject(new Error('Service worker already exists.'));
}
return registration;
}).then(() => engine.installServiceWorker()),
// For some reason, `getRegistration()` can stall
new Promise((resolve) => {
setTimeout(() => resolve(), 2000);
}),
]).then(() => {
// Reload if there was no error.
window.location.reload();
}).catch((err) => {
console.error('Error while registering service worker:', err);
});
} else {
// Display the message as usual
const missingMsg = 'Error\nThe following features required to run Godot projects on the Web are missing:\n';
displayFailureNotice(missingMsg + missing.join('\n'));
}
} else {
setStatusMode('progress');
engine.startGame({
'onProgress': function (current, total) {
if (current > 0 && total > 0) {
statusProgress.value = current;
statusProgress.max = total;
} else {
statusProgress.removeAttribute('value');
statusProgress.removeAttribute('max');
}
},
}).then(() => {
setStatusMode('hidden');
}, displayFailureNotice);
}
}());
</script>
</body>
</html>
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