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

View file

@ -1,344 +0,0 @@
<!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>