Design updates and fresh export prep

This commit is contained in:
Dan 2026-01-29 14:26:38 +00:00
parent 021f5fc304
commit 96936a302a
18 changed files with 292 additions and 1740 deletions

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@ -0,0 +1,158 @@
/**
* Whittler Game High Scores
* Fetches and displays high scores from the ritual.sh high score API
*/
class WhittlerHighScores {
constructor() {
this.apiUrl = "https://api.ritual.sh/highscore";
this.gameId = "whittling-clicker";
this.container = document.getElementById("whittler-highscores");
this.maxScores = 10;
if (this.container) {
this.init();
}
}
async init() {
await this.loadHighScores();
}
/**
* Fetch high scores from the API
*/
async loadHighScores() {
try {
this.showLoading();
const response = await fetch(
`${this.apiUrl}/leaderboard?game_id=${this.gameId}&limit=${this.maxScores}`,
);
if (!response.ok) {
throw new Error(`HTTP error! status: ${response.status}`);
}
const data = await response.json();
if (data.success && data.scores) {
this.renderScores(data.scores);
} else {
throw new Error(data.error || "Failed to load high scores");
}
} catch (error) {
console.error("Error loading high scores:", error);
this.showError();
}
}
/**
* Render high scores to the DOM
*/
renderScores(scores) {
if (!scores || scores.length === 0) {
this.container.innerHTML = `
<div class="no-scores">
<p>No high scores yet. Be the first!</p>
</div>
`;
return;
}
const scoresHTML = `
<ol class="highscore-list">
${scores
.map(
(score, index) => `
<li class="highscore-entry ${index === 0 ? "top-score" : ""}">
<span class="rank">#${index + 1}</span>
<span class="player-name">${this.escapeHtml(this.truncateName(score.playerName || "Anonymous"))}</span>
<span class="completion-time">${this.formatTime(score.formattedTime)}</span>
</li>
`,
)
.join("")}
</ol>
`;
this.container.innerHTML = scoresHTML;
}
/**
* Show loading state
*/
showLoading() {
this.container.innerHTML = `
<div class="loading-scores">
<p>Loading high scores...</p>
</div>
`;
}
/**
* Show error state
*/
showError() {
this.container.innerHTML = `
<div class="error-scores">
<p>Failed to load high scores.</p>
<button onclick="window.whittlerHighScores.loadHighScores()">Retry</button>
</div>
`;
}
/**
* Format completion time (seconds) to readable format
* Expects completionTime in seconds or HH:MM:SS format
*/
formatTime(time) {
if (typeof time === "string" && time.includes(":")) {
// Already formatted
return time;
}
const seconds = parseInt(time);
if (isNaN(seconds)) return "Unknown";
const hours = Math.floor(seconds / 3600);
const minutes = Math.floor((seconds % 3600) / 60);
const secs = seconds % 60;
if (hours > 0) {
return `${hours}h ${minutes}m ${secs}s`;
} else if (minutes > 0) {
return `${minutes}m ${secs}s`;
} else {
return `${secs}s`;
}
}
/**
* Truncate player name to max length
*/
truncateName(name, maxLength = 15) {
if (name.length <= maxLength) {
return name;
}
return name.substring(0, maxLength) + "...";
}
/**
* Escape HTML to prevent XSS
*/
escapeHtml(text) {
const div = document.createElement("div");
div.textContent = text;
return div.innerHTML;
}
}
// Initialize high scores when DOM is ready
if (document.readyState === "loading") {
document.addEventListener("DOMContentLoaded", () => {
window.whittlerHighScores = new WhittlerHighScores();
});
} else {
window.whittlerHighScores = new WhittlerHighScores();
}

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@ -157,5 +157,80 @@ body.games.whittler {
border-radius: 5px;
}
}
.game-info {
display: flex;
flex-direction: column;
gap: 1.5rem;
margin-top: 2rem;
@include media-up(md) {
flex-direction: row;
gap: 2rem;
}
> div {
flex: 1;
border-image: url("/images/games/whittler/panelInset_brown.png") 10 10 /
10px 10px / 1px round round;
filter: drop-shadow(5px 5px 5px rgba(0, 0, 0, 0.6));
margin-bottom: 2rem;
padding: 5px;
a {
color: #563c23;
font-weight: bold;
}
> div {
padding: 1em;
background-color: #97714a;
min-height: 100%;
}
}
.game-highscores {
ol {
text-align: left;
list-style: none;
li.highscore-entry {
display: grid;
grid-template-columns: auto 1fr auto;
gap: 1rem;
color: #563c23;
font-size: 1.5em;
border-bottom: 1px dotted #563c23;
padding: 0.5em;
&.top-score {
color: #f6e6c4;
border: 1px dashed #563c23;
border-radius: 1em;
font-weight: bold;
}
&:last-child {
border-bottom: 0px;
}
}
}
}
.game-details {
p {
text-align: left;
color: #563c23;
margin-bottom: 0.5rem;
}
li {
text-align: left;
color: #563c23;
margin-bottom: 0.5rem;
list-style: "🪵 ";
list-style-position: outside;
margin-left: 1.25rem;
strong {
color: #f6e6c4;
}
}
}
}
}
}

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@ -29,6 +29,65 @@
<iframe src="http://localhost:1313/games/clicker/index.html"></iframe>
</div>
</div>
<div class="game-info">
<div class="game-highscores">
<div>
<h2>High Scores</h2>
<div id="whittler-highscores"></div>
</div>
</div>
<div class="game-details">
<div>
<h2>How to Play</h2>
<p>
<strong
>Click the log pile, automatically whittle stuff, buy
unlocks.</strong
>
</p>
<p>
A game should take approximately 20 minutes. Many of the unlocks
synergise with each other, see which combinations work best early
and late game!
</p>
<ul>
<li>
<strong>Market Charm</strong> - Flat increase to sale price.
</li>
<li><strong>Sharper Blades</strong> - More wood per click.</li>
<li><strong>Trade Winds</strong> - More sales per tick.</li>
<li><strong>Whittler's Focus</strong> - More whittles per tick.</li>
<li>
<strong>Guild Contract</strong> - Sell excess whittles in lots of
100 at 20% reduced income.
</li>
<li>
<strong>Forest Friends</strong> - Animals start whittling for you,
for some reason.
</li>
<li>
<strong>Beaver Brigade</strong> - Automatically generate wood
every tick.
</li>
<li>
<strong>Artisan's Touch</strong> - A percentage increase in sale
price.
</li>
<li>
<strong>Legendary Crafter</strong> - Simps just give you cash
every tick.
</li>
</ul>
<p>
<strong>Note:</strong> This is a very early version of Whittler, it
will be buggy and the balance will suck. There will be more
releases. If you have feedback, bug reports, or suggestions of new
modifiers or features just drop me an
<a href="mailto:dan@ritual.sh">email!</a>
</p>
</div>
</div>
</div>
</div>
</div>

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@ -1,66 +0,0 @@
/**************************************************************************/
/* 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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@ -1,213 +0,0 @@
/**************************************************************************/
/* 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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<!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>Clicker</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: #97714a;
display: flex;
flex-direction: column;
justify-content: center;
align-items: center;
visibility: hidden;
}
#status-splash {
max-height: 250px;
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;
accent-color: #3d2815;
}
#status-notice {
background-color: #fff;
border-radius: 0.5rem;
border: 1px solid #9b3943;
color: #000;
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>
<link id="-gd-engine-icon" rel="icon" type="image/png" href="index.icon.png" />
<link rel="apple-touch-icon" href="index.apple-touch-icon.png"/>
<link rel="manifest" href="index.manifest.json">
</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="index.png"
alt=""
/>
<progress id="status-progress"></progress>
<div id="status-notice"></div>
</div>
<script src="index.js"></script>
<script>
const GODOT_CONFIG = {"args":[],"canvasResizePolicy":1,"emscriptenPoolSize":8,"ensureCrossOriginIsolationHeaders":true,"executable":"index","experimentalVK":false,"fileSizes":{"index.pck":14467852,"index.wasm":37686550},"focusCanvas":true,"gdextensionLibs":[],"godotPoolSize":4,"serviceWorker":"index.service.worker.js"};
const GODOT_THREADS_ENABLED = false;
const engine = new Engine(GODOT_CONFIG);
// High Score API Bridge
const godotBridge = {
// Configuration - Update these with your actual API endpoints
API_BASE_URL: "https://api.ritual.sh/highscore",
// Request a nonce from the API
requestNonce: async function () {
try {
const response = await fetch(`${this.API_BASE_URL}/nonce`, {
method: "POST",
headers: {
"Content-Type": "application/json",
},
});
if (!response.ok) {
throw new Error(`HTTP error! status: ${response.status}`);
}
const data = await response.json();
// Store nonce for Godot to poll
window.godotNonce = data.nonce;
return data.nonce;
} catch (error) {
console.error("Error requesting nonce:", error);
// Store error for Godot to poll
window.godotNonce = "";
window.godotNonceError = error.message;
return null;
}
},
// Submit the high score with pre-encoded payload from Godot
// encodedPayload should be passed as an object: {data: "...", nonce: "..."}
submitScore: async function (encodedPayload, nonce) {
try {
const response = await fetch(`${this.API_BASE_URL}/submit-score`, {
method: "POST",
headers: {
"Content-Type": "application/json",
},
body: JSON.stringify({
data: encodedPayload,
nonce: nonce,
}),
});
if (!response.ok) {
throw new Error(`HTTP error! status: ${response.status}`);
}
const result = await response.json();
// Store result for Godot to poll
window.godotSubmissionResult = {
completed: true,
success: true,
message: result.message || "Score submitted successfully!",
rank: result.rank || 0,
leaderboardUrl: result.leaderboardUrl || "",
};
return result;
} catch (error) {
console.error("Error submitting score:", error);
// Store error result for Godot to poll
window.godotSubmissionResult = {
completed: true,
success: false,
message: error.message || "Failed to submit score",
rank: 0,
leaderboardUrl: "",
};
return null;
}
},
// Test ping function
ping: function () {
return "pong";
},
};
// Store reference for Godot to access
window.godotBridge = godotBridge;
(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");
// Store Godot instance reference for bridge callbacks
window.requestAnimationFrame(() => {
window.godotInstance = engine;
});
}, displayFailureNotice);
}
})();
</script>
</body>
</html>

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{"background_color":"#d1b77a","display":"standalone","icons":[{"sizes":"144x144","src":"index.144x144.png","type":"image/png"},{"sizes":"180x180","src":"index.180x180.png","type":"image/png"},{"sizes":"512x512","src":"index.512x512.png","type":"image/png"}],"name":"Clicker","orientation":"any","start_url":"./index.html"}

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<!DOCTYPE html>
<html lang="en">
<head>
<meta charset="utf-8">
<meta http-equiv="X-UA-Compatible" content="IE=edge">
<meta name="viewport" content="width=device-width, initial-scale=1">
<title>You are offline</title>
<style>
html {
background-color: #000000;
color: #ffffff;
}
body {
font-family: system-ui, -apple-system, "Segoe UI", Roboto, "Helvetica Neue", Arial, "Noto Sans", sans-serif, "Apple Color Emoji", "Segoe UI Emoji", "Segoe UI Symbol", "Noto Color Emoji";
margin: 2rem;
}
p {
margin-block: 1rem;
}
button {
display: block;
padding: 1rem 2rem;
margin: 3rem auto 0;
}
</style>
</head>
<body>
<h1>You are offline</h1>
<p>This application requires an Internet connection to run for the first time.</p>
<p>Press the button below to try reloading:</p>
<button type="button">Reload</button>
<script>
document.querySelector('button').addEventListener('click', () => {
window.location.reload();
});
</script>
</body>
</html>

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// This service worker is required to expose an exported Godot project as a
// Progressive Web App. It provides an offline fallback page telling the user
// that they need an Internet connection to run the project if desired.
// Incrementing CACHE_VERSION will kick off the install event and force
// previously cached resources to be updated from the network.
/** @type {string} */
const CACHE_VERSION = '1769693384|4844716121';
/** @type {string} */
const CACHE_PREFIX = 'Clicker-sw-cache-';
const CACHE_NAME = CACHE_PREFIX + CACHE_VERSION;
/** @type {string} */
const OFFLINE_URL = 'index.offline.html';
/** @type {boolean} */
const ENSURE_CROSSORIGIN_ISOLATION_HEADERS = true;
// Files that will be cached on load.
/** @type {string[]} */
const CACHED_FILES = ["index.html","index.js","index.offline.html","index.icon.png","index.apple-touch-icon.png","index.audio.worklet.js","index.audio.position.worklet.js"];
// Files that we might not want the user to preload, and will only be cached on first load.
/** @type {string[]} */
const CACHEABLE_FILES = ["index.wasm","index.pck"];
const FULL_CACHE = CACHED_FILES.concat(CACHEABLE_FILES);
self.addEventListener('install', (event) => {
event.waitUntil(caches.open(CACHE_NAME).then((cache) => cache.addAll(CACHED_FILES)));
});
self.addEventListener('activate', (event) => {
event.waitUntil(caches.keys().then(
function (keys) {
// Remove old caches.
return Promise.all(keys.filter((key) => key.startsWith(CACHE_PREFIX) && key !== CACHE_NAME).map((key) => caches.delete(key)));
}
).then(function () {
// Enable navigation preload if available.
return ('navigationPreload' in self.registration) ? self.registration.navigationPreload.enable() : Promise.resolve();
}));
});
/**
* Ensures that the response has the correct COEP/COOP headers
* @param {Response} response
* @returns {Response}
*/
function ensureCrossOriginIsolationHeaders(response) {
if (response.headers.get('Cross-Origin-Embedder-Policy') === 'require-corp'
&& response.headers.get('Cross-Origin-Opener-Policy') === 'same-origin') {
return response;
}
const crossOriginIsolatedHeaders = new Headers(response.headers);
crossOriginIsolatedHeaders.set('Cross-Origin-Embedder-Policy', 'require-corp');
crossOriginIsolatedHeaders.set('Cross-Origin-Opener-Policy', 'same-origin');
const newResponse = new Response(response.body, {
status: response.status,
statusText: response.statusText,
headers: crossOriginIsolatedHeaders,
});
return newResponse;
}
/**
* Calls fetch and cache the result if it is cacheable
* @param {FetchEvent} event
* @param {Cache} cache
* @param {boolean} isCacheable
* @returns {Response}
*/
async function fetchAndCache(event, cache, isCacheable) {
// Use the preloaded response, if it's there
/** @type { Response } */
let response = await event.preloadResponse;
if (response == null) {
// Or, go over network.
response = await self.fetch(event.request);
}
if (ENSURE_CROSSORIGIN_ISOLATION_HEADERS) {
response = ensureCrossOriginIsolationHeaders(response);
}
if (isCacheable) {
// And update the cache
cache.put(event.request, response.clone());
}
return response;
}
self.addEventListener(
'fetch',
/**
* Triggered on fetch
* @param {FetchEvent} event
*/
(event) => {
const isNavigate = event.request.mode === 'navigate';
const url = event.request.url || '';
const referrer = event.request.referrer || '';
const base = referrer.slice(0, referrer.lastIndexOf('/') + 1);
const local = url.startsWith(base) ? url.replace(base, '') : '';
const isCacheable = FULL_CACHE.some((v) => v === local) || (base === referrer && base.endsWith(CACHED_FILES[0]));
if (isNavigate || isCacheable) {
event.respondWith((async () => {
// Try to use cache first
const cache = await caches.open(CACHE_NAME);
if (isNavigate) {
// Check if we have full cache during HTML page request.
/** @type {Response[]} */
const fullCache = await Promise.all(FULL_CACHE.map((name) => cache.match(name)));
const missing = fullCache.some((v) => v === undefined);
if (missing) {
try {
// Try network if some cached file is missing (so we can display offline page in case).
const response = await fetchAndCache(event, cache, isCacheable);
return response;
} catch (e) {
// And return the hopefully always cached offline page in case of network failure.
console.error('Network error: ', e); // eslint-disable-line no-console
return caches.match(OFFLINE_URL);
}
}
}
let cached = await cache.match(event.request);
if (cached != null) {
if (ENSURE_CROSSORIGIN_ISOLATION_HEADERS) {
cached = ensureCrossOriginIsolationHeaders(cached);
}
return cached;
}
// Try network if don't have it in cache.
const response = await fetchAndCache(event, cache, isCacheable);
return response;
})());
} else if (ENSURE_CROSSORIGIN_ISOLATION_HEADERS) {
event.respondWith((async () => {
let response = await fetch(event.request);
response = ensureCrossOriginIsolationHeaders(response);
return response;
})());
}
}
);
self.addEventListener('message', (event) => {
// No cross origin
if (event.origin !== self.origin) {
return;
}
const id = event.source.id || '';
const msg = event.data || '';
// Ensure it's one of our clients.
self.clients.get(id).then(function (client) {
if (!client) {
return; // Not a valid client.
}
if (msg === 'claim') {
self.skipWaiting().then(() => self.clients.claim());
} else if (msg === 'clear') {
caches.delete(CACHE_NAME);
} else if (msg === 'update') {
self.skipWaiting().then(() => self.clients.claim()).then(() => self.clients.matchAll()).then((all) => all.forEach((c) => c.navigate(c.url)));
}
});
});

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