Files
GDevelop/GDJS/Runtime/XDKindex.html
T
2014-06-30 21:39:29 +02:00

49 lines
1.6 KiB
HTML

<!DOCTYPE html>
<html>
<head>
<title></title>
<meta http-equiv="Content-type" content="text/html; charset=utf-8">
<meta name="viewport" content="width=device-width, initial-scale=1.0, maximum-scale=1.0, minimum-scale=1.0, user-scalable=0" />
<style type="text/css">
/* Prevent copy paste for all elements except text fields */
* { -webkit-user-select:none; -webkit-tap-highlight-color:rgba(255, 255, 255, 0); }
input, textarea { -webkit-user-select:text; }
body { background-color:white; color:black }
/* GDJS_CUSTOM_STYLE */
</style>
<script src='intelxdk.js'></script>
<!-- GDJS_CODE_FILES -->
<script type="text/javascript">
/* This code is used to run as soon as Intel activates */
var onDeviceReady=function(){
//Initialization
intel.xdk.device.hideSplashScreen();
gdjs.registerObjects();
gdjs.registerAutomatisms();
gdjs.registerGlobalCallbacks();
var game = new gdjs.RuntimeGame(gdjs.projectData, {}/*GDJS_ADDITIONAL_SPEC*/);
//Create a renderer
var canvasArea = document.getElementById("canvasArea");
game.createStandardCanvas(canvasArea);
//Bind keyboards/mouse/touch events
game.bindStandardEvents(window, document);
//Load all assets and start the game
game.loadAllAssets(onAssetsLoaded);
function onAssetsLoaded() {
game.startStandardGameLoop();
}
};
document.addEventListener("intel.xdk.device.ready", onDeviceReady, false);
</script>
</head>
<body>
<div id="canvasArea"></div>
<!-- GDJS_CUSTOM_HTML -->
</body>
</html>