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OSCHINA-MIRROR/li9chuan-jscomp

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0xcc Отправлено 19.11.2018 05:51 3391a97
<!DOCTYPE HTML>
<html>
<head>
<meta charset="utf-8">
<title>Title</title>
<meta name="viewport" content="width=device-width,initial-scale=1, minimum-scale=1, maximum-scale=1, user-scalable=no" />
<meta name="apple-mobile-web-app-capable" content="yes" />
<meta name="full-screen" content="true" />
<meta name="screen-orientation" content="portrait" />
<meta name="x5-fullscreen" content="true" />
<meta name="360-fullscreen" content="true" />
<style>
html, body {
-ms-touch-action: none;
background: #888888;
padding: 0;
border: 0;
margin: 0;
height: 100%;
}
</style>
</head>
<body>
<div style="margin: auto;width: 100%;height: 100%;" class="egret-player"
data-entry-class="Main"
data-orientation="landscape"
data-scale-mode="exactFit"
data-frame-rate="30"
data-content-width="1280"
data-content-height="720"
data-multi-fingered="2"
data-show-fps="false" data-show-log="false"
data-show-fps-style="x:0,y:0,size:12,textColor:0xffffff,bgAlpha:0.9">
</div>
<script src="zlib.min.js"></script>
<script>
function loadScript(text) {
var script = document.createElement("script");
script.setAttribute("type", "text/javascript");
script.text = text;
document.body.appendChild(script);
document.body.removeChild(script);
}
function Utf8ArrayToStr(array) {
var out, i, len, c;
var char2, char3;
out = "";
len = array.length;
i = 0;
while(i < len) {
c = array[i++];
switch(c >> 4)
{
case 0: case 1: case 2: case 3: case 4: case 5: case 6: case 7:
// 0xxxxxxx
out += String.fromCharCode(c);
break;
case 12: case 13:
// 110x xxxx 10xx xxxx
char2 = array[i++];
out += String.fromCharCode(((c & 0x1F) << 6) | (char2 & 0x3F));
break;
case 14:
// 1110 xxxx 10xx xxxx 10xx xxxx
char2 = array[i++];
char3 = array[i++];
out += String.fromCharCode(((c & 0x0F) << 12) |
((char2 & 0x3F) << 6) |
((char3 & 0x3F) << 0));
break;
}
}
return out;
}
try
{
// https://github.com/li9chuan/jscomp
var xhr2 = new XMLHttpRequest();
xhr2.responseType = "arraybuffer";
//xhr2.open('GET', './game.cfg?v=' + Math.random(), true);
xhr2.open('GET', './game.cfg', true);
xhr2.addEventListener("load", function () {
var dataview = new DataView(xhr2.response);
var offset = 0;
while( offset < dataview.byteLength ){
var jscp_len = dataview.getUint32(offset);
if(jscp_len>0){
offset += 4;
var jscp_file = new Uint8Array( dataview.buffer, offset, jscp_len );
offset += jscp_len;
var inflate = new Zlib.Inflate(jscp_file);
var js_file = inflate.decompress();
//console.log( Utf8ArrayToStr(js_file) );
loadScript( Utf8ArrayToStr(js_file) );
}
else{
break;
}
console.log(jscp_len);
}
// loading completed, start game.
/**
* {
* "renderMode":, //Engine rendering mode, "canvas" or "webgl"
* "audioType": 0 //Use the audio type, 0: default, 2: web audio, 3: audio
* "antialias": //Whether the anti-aliasing is enabled in WebGL mode, true: on, false: off, defaults to false
* "calculateCanvasScaleFactor": //a function return canvas scale factor
* }
**/
egret.runEgret({ renderMode: "webgl", audioType: 0, calculateCanvasScaleFactor:function(context) {
var backingStore = context.backingStorePixelRatio ||
context.webkitBackingStorePixelRatio ||
context.mozBackingStorePixelRatio ||
context.msBackingStorePixelRatio ||
context.oBackingStorePixelRatio ||
context.backingStorePixelRatio || 1;
return (window.devicePixelRatio || 1) / backingStore;
}});
});
xhr2.send(null);
}
catch (e) {
console.log("normal load.");
}
</script>
</body>
</html>

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