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game.html
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<!DOCTYPE html>
<html lang="en-us">
<head>
<meta charset="utf-8">
<meta http-equiv="Content-Type" content="text/html; charset=utf-8">
<meta name="screen-orientation" content="true">
<meta name="full-screen" content="yes">
<meta name="viewport" content="width=device-width, initial-scale=1.0, maximum-scale=1.0, user-scalable=no">
<!-- 添加特定于iOS的meta标签以禁止触摸时旋转 -->
<meta name="apple-mobile-web-app-capable" content="yes">
<meta name="apple-mobile-web-app-status-bar-style" content="default">
<meta name="format-detection" content="telephone=no" />
<meta name="screen-orientation" content="portrait">
<meta name="x5-orientation" content="portrait">
<title>ASTA | Dream Runner</title>
<link rel="shortcut icon" href="TemplateData/favicon.ico">
<link rel="stylesheet" href="TemplateData/style.css">
</head>
<body>
<div id="unity-container" class="unity-desktop">
<canvas id="unity-canvas" width=960 height=600></canvas>
<div id="unity-loading-bar">
<div id="unity-logo"></div>
<div id="unity-progress-bar-empty">
<div id="unity-progress-bar-full"></div>
</div>
</div>
<div id="unity-warning"> </div>
<div id="unity-footer">
<div id="unity-webgl-logo"></div>
<div id="unity-fullscreen-button"></div>
<div id="unity-build-title">Dream Runner</div>
</div>
</div>
<script>
var container = document.querySelector("#unity-container");
var canvas = document.querySelector("#unity-canvas");
var loadingBar = document.querySelector("#unity-loading-bar");
var progressBarFull = document.querySelector("#unity-progress-bar-full");
var fullscreenButton = document.querySelector("#unity-fullscreen-button");
var warningBanner = document.querySelector("#unity-warning");
// Shows a temporary message banner/ribbon for a few seconds, or
// a permanent error message on top of the canvas if type=='error'.
// If type=='warning', a yellow highlight color is used.
// Modify or remove this function to customize the visually presented
// way that non-critical warnings and error messages are presented to the
// user.
function unityShowBanner(msg, type) {
function updateBannerVisibility() {
warningBanner.style.display = warningBanner.children.length ? 'block' : 'none';
}
var div = document.createElement('div');
div.innerHTML = msg;
warningBanner.appendChild(div);
if (type == 'error') div.style = 'background: red; padding: 10px;';
else {
if (type == 'warning') div.style = 'background: yellow; padding: 10px;';
setTimeout(function() {
warningBanner.removeChild(div);
updateBannerVisibility();
}, 5000);
}
updateBannerVisibility();
}
var buildUrl = "Build";
var loaderUrl = buildUrl + "/WebGL Builds1.loader.js";
var config = {
dataUrl: buildUrl + "/WebGL Builds1.data",
frameworkUrl: buildUrl + "/WebGL Builds1.framework.js",
codeUrl: buildUrl + "/WebGL Builds1.wasm",
streamingAssetsUrl: "StreamingAssets",
companyName: "ASTA",
productName: "Dream Runner",
productVersion: "0.1",
showBanner: unityShowBanner,
};
// By default Unity keeps WebGL canvas render target size matched with
// the DOM size of the canvas element (scaled by window.devicePixelRatio)
// Set this to false if you want to decouple this synchronization from
// happening inside the engine, and you would instead like to size up
// the canvas DOM size and WebGL render target sizes yourself.
// config.matchWebGLToCanvasSize = false;
if (/iPhone|iPad|iPod|Android/i.test(navigator.userAgent)) {
// Mobile device style: fill the whole browser client area with the game canvas:
var meta = document.createElement('meta');
meta.name = 'viewport';
meta.content = 'width=device-width, height=device-height, initial-scale=1.0, user-scalable=no, shrink-to-fit=yes';
document.getElementsByTagName('head')[0].appendChild(meta);
container.className = "unity-mobile";
// To lower canvas resolution on mobile devices to gain some
// performance, uncomment the following line:
// config.devicePixelRatio = 1;
canvas.style.width = window.innerWidth + 'px';
canvas.style.height = window.innerHeight + 'px';
// unityShowBanner('WebGL builds are not supported on mobile devices.');
} else {
// Desktop style: Render the game canvas in a window that can be maximized to fullscreen:
canvas.style.width = "960px";
canvas.style.height = "600px";
function resetCanvasSize() {
const windowWidth = window.innerWidth
const windowHeight = window.innerHeight
const maxWidth = windowHeight * 2
const canvasWidth = windowWidth < maxWidth ? windowWidth : maxWidth
const canvasHeight = canvasWidth / 2 < windowHeight ? canvasWidth / 2 : windowHeight
const canvasElem = document.getElementById('unity-canvas')
canvasElem.style.width = canvasWidth + 'px'
canvasElem.style.height = canvasHeight + 'px'
}
const canvasElem = document.getElementById('unity-canvas')
canvasElem.style.position = 'absolute'
canvasElem.style.top = '50%'
canvasElem.style.left = '50%'
canvasElem.style.transform = 'translate(-50%, -50%)'
resetCanvasSize()
window.addEventListener('resize',resetCanvasSize)
}
loadingBar.style.display = "block";
var script = document.createElement("script");
script.src = loaderUrl;
script.onload = () => {
createUnityInstance(canvas, config, (progress) => {
progressBarFull.style.width = 100 * progress + "%";
}).then((unityInstance) => {
loadingBar.style.display = "none";
fullscreenButton.onclick = () => {
document.makeFullscreen('unity-container');
};
}).catch((message) => {
alert(message);
});
};
document.body.appendChild(script);
</script>
</body>
</html>