Move NZ:P game to index

This commit is contained in:
MotoLegacy 2023-11-07 17:55:06 -05:00
parent b8de36bf0b
commit fd29a43045
8 changed files with 203 additions and 204 deletions

View file

@ -28,19 +28,19 @@ jobs:
- name: Create .PK3 - name: Create .PK3
run: | run: |
cd $GITHUB_WORKSPACE cd $GITHUB_WORKSPACE
rm latest/nzp/game.pk3 rm nzp/game.pk3
mkdir tmp mkdir tmp
unzip -q pc-nzp-assets.zip -d tmp/ unzip -q pc-nzp-assets.zip -d tmp/
unzip -q fte-nzp-qc.zip -d tmp/nzp/ unzip -q fte-nzp-qc.zip -d tmp/nzp/
mv build-version.txt tmp/nzp/version.txt mv build-version.txt tmp/nzp/version.txt
cd tmp/nzp/ cd tmp/nzp/
zip -r ../../latest/nzp/game.pk3 ./* zip -r ../../nzp/game.pk3 ./*
- name: Replace WebAssembly files - name: Replace WebAssembly files
run: | run: |
cd $GITHUB_WORKSPACE cd $GITHUB_WORKSPACE
unzip -q pc-nzp-web.zip -d tmp/ unzip -q pc-nzp-web.zip -d tmp/
mv tmp/ftewebgl.wasm latest/ mv tmp/ftewebgl.wasm ./
mv tmp/ftewebgl.js latest/ mv tmp/ftewebgl.js ./
- name: Trash stuff - name: Trash stuff
run: | run: |
cd $GITHUB_WORKSPACE cd $GITHUB_WORKSPACE

View file

@ -1 +1,199 @@
hello world! <!doctype html>
<html lang="en-us">
<head>
<meta charset="utf-8">
<meta http-equiv="Content-Type" content="text/html; charset=utf-8">
<meta name=viewport content="width=device-width, initial-scale=1">
<meta content="Nazi Zombies: Portable" property="og:title" />
<meta content="Call of Duty: Zombies de-make, now in your browser via WebGL!" property="og:description" />
<meta content="https://nzp-team.github.io/latest/game.html" property="og:url" />
<meta content="hhttps://nzp-team.github.io/latest/nzportable.ico" property="og:image" />
<meta content="#6e0d00" data-react-helmet="true" name="theme-color" />
<title>NZ: Portable</title>
<link rel="icon" href="nzportable.ico">
<style>
html,body { background-color:#000000; color:#808080; height:100%;width:100%;margin:0;padding:0;}
.emscripten { padding-right: 0; margin-left: auto; margin-right: auto; display: block; }
div.emscripten { text-align: center; padding:0; margin: 0;}
/* the canvas *must not* have any border or padding, or mouse coords will be wrong */
canvas.emscripten { border: 0px none; width:100%; height:100%; padding:0; margin: 0;}
</style>
</head>
<body ondrop="gotdrop(event);" ondragover="event.preventDefault()">
<div class="emscripten" id="status">Please allow/unblock our javascript to play.</div>
<div id="dropzone" ondrop="gotdrop(event);" ondragover="event.preventDefault()" hidden=1>Drop Zone</div>
<button type="button" onclick="begin()" id="begin" hidden=1>Click To Begin!</button>
<div class="emscripten">
<progress value="0" max="100" id="progress" hidden=1></progress>
</div>
<canvas class="emscripten" id="canvas" oncontextmenu="event.preventDefault()" hidden=1></canvas>
<script type='text/javascript'>
// connect to canvas
var Module = {
files:
{ //these can be arraybuffers(you'll need a helper to define those) or promises(fte will block till they complete), or strings (which will be interpretted as urls and downloaded before any C code is run)
//note that the code below will skip the file-drop prompt if there's any files specified here (or there's a #foo.fmf file specified)
// "default.fmf": "default.fmf",
// "id1/pak0.pak": "pak0.pak",
"default.fmf" : "default.fmf",
"nzp/game.pk3" : "nzp/game.pk3"
},
print: function(msg)
{ //stdout...
console.log(msg);
},
printErr: function(text)
{ //stderr...
console.log(text);
},
canvas: document.getElementById('canvas'), //for webgl to attach to
setStatus: function(text)
{ //gets spammed some prints during startup. blame emscripten.
if (Module.setStatus.interval)
clearInterval(Module.setStatus.interval);
var m = text.match(/([^(]+)\((\d+(\.\d+)?)\/(\d+)\)/);
var statusElement = document.getElementById('status');
var progressElement = document.getElementById('progress');
if (m) {
text = m[1];
progressElement.value = parseInt(m[2])*100;
progressElement.max = parseInt(m[4])*100;
progressElement.hidden = false;
} else {
progressElement.value = null;
progressElement.max = null;
progressElement.hidden = true;
}
statusElement.innerHTML = text;
statusElement.hidden = text.length==0;
},
// preRun: [],
totalDependencies: 0,
monitorRunDependencies: function(left)
{ //progress is progress...
this.totalDependencies = Math.max(this.totalDependencies, left);
Module.setStatus(left ? 'Preparing... (' + (this.totalDependencies-left) + '/' + this.totalDependencies + ')' : 'All downloads complete.');
},
// onRuntimeInitialized: function(){},
postRun:
[ //each of these are called after main was run. we should have our mainloop set up now
function()
{
if (Module["sched"] === undefined)
{ //our main function failed to set up the main loop. ie: main didn't get called. panic.
alert("Unable to initialise. You may need to restart your browser. If you get this often and inconsistently, consider using a 64bit browser instead.");
Module.setStatus("Initialisation Failure");
}
}
],
};
function begin()
{
if (Module.began)
return;
Module.began = true;
document.getElementById('dropzone').hidden = true;
document.getElementById('begin').hidden = true;
Module.setStatus('Downloading...');
// make a script. do it the hard way for the error.
var s = document.createElement('script');
// set it up
s.setAttribute('src',"ftewebgl.js");
s.setAttribute('type',"text/javascript");
s.setAttribute('charset',"utf-8");
s.addEventListener('error', function() {alert("Oh noes! we got an error!"); Module.setStatus("Unable to download engine javascript");}, false);
// add to DOM
document.head.appendChild(s);
}
//stuff to facilitate our drag+drop filesystem support
function fixupfilepath(fname, path)
{ //we just have a filename, try to guess where to put it.
if (path != "")
return path+fname; //already has a path. use it. this allows people to drag+drop gamedirs.
var ext = fname.substr(fname.lastIndexOf('.') + 1);
if (ext == 'fmf' || ext == 'kpf') //these are the only files that really make sense in the root.
return fname;
if (ext == 'bsp' || ext == 'map' || ext == 'lit' || ext == 'lux')
return "id1/maps/" + fname; //bsps get their own extra subdir
return "id1/" + fname; //probably a pak. maybe a cfg, no idea really.
}
function showfiles()
{ //print the pending file list in some pretty way
if (Module.began)
return;
Module.setStatus('');
document.getElementById('dropzone').hidden = false;
document.getElementById('begin').hidden = false;
var nt = "Drag gamedirs or individual package files here to make them available!<br/>Active Files:<br/><pre>";
var keys = Object.keys(Module.files);
for(var i = 0; i < keys.length; i++)
{
if (Module.files[keys[i]] instanceof ArrayBuffer)
{
var sz = Module.files[keys[i]].byteLength;
if (sz > 512*1024)
sz = (sz / (1024*1024)) + "mb";
else if (sz > 512)
sz = (sz / 1024) + "kb";
else
sz = (sz) + " bytes";
nt += " " + keys[i] + " ("+sz+")<br/>";
}
else
nt += " " + keys[i] + "<br/>";
}
nt += "</pre>("+keys.length+" files)";
document.getElementById('dropzone').innerHTML = nt;
}
function scanfiles(item,path)
{ //for directory drops
if (item.isFile)
{
item.file(function(f)
{
let n = fixupfilepath(f.name, path);
Module.files[n]=f.arrayBuffer(); //actually a promise...
Module.files[n].then(buf=>{Module.files[n]=buf;showfiles();}); //try and resolve it now.
});
}
else if (item.isDirectory)
{
// Get folder contents
var dirReader = item.createReader();
dirReader.readEntries(function(entries)
{
for (var i=0; i<entries.length; i++)
scanfiles(entries[i], path + item.name + "/");
});
}
}
function gotdrop(ev)
{ //user drag+dropped something.
ev.preventDefault();
for (var i = 0; i < ev.dataTransfer.items.length; i++)
if (ev.dataTransfer.items[i].webkitGetAsEntry)
{
var d = ev.dataTransfer.items[i].webkitGetAsEntry();
if (d)
scanfiles(d, "");
}
else if (ev.dataTransfer.items[i].kind === 'file')
{
var f = ev.dataTransfer.items[i].getAsFile();
var n = fixupfilepath(f.name);
Module.files[n]=f.arrayBuffer(); //actually a promise...
Module.files[n].then(buf=>{Module.files[n]=buf;showfiles();}); //try and resolve it now.
}
showfiles();
}
if (window.location.hash != "" || Object.keys(Module.files).length)
begin(); //if the url has a #foo.fmf then just begin instantly,
else
showfiles(); //otherwise show our lame file dropper and wait for the user to click 'go'.
</script>
<img src="https://hits.sh/hits.sh/nzp-team.github.io/latest/game.html/hits.svg" style="opacity:0;width:0px;">
</body>
</html>

View file

@ -1,199 +0,0 @@
<!doctype html>
<html lang="en-us">
<head>
<meta charset="utf-8">
<meta http-equiv="Content-Type" content="text/html; charset=utf-8">
<meta name=viewport content="width=device-width, initial-scale=1">
<meta content="Nazi Zombies: Portable" property="og:title" />
<meta content="Call of Duty: Zombies de-make, now in your browser via WebGL!" property="og:description" />
<meta content="https://nzp-team.github.io/latest/game.html" property="og:url" />
<meta content="hhttps://nzp-team.github.io/latest/nzportable.ico" property="og:image" />
<meta content="#6e0d00" data-react-helmet="true" name="theme-color" />
<title>NZ: Portable</title>
<link rel="icon" href="nzportable.ico">
<style>
html,body { background-color:#000000; color:#808080; height:100%;width:100%;margin:0;padding:0;}
.emscripten { padding-right: 0; margin-left: auto; margin-right: auto; display: block; }
div.emscripten { text-align: center; padding:0; margin: 0;}
/* the canvas *must not* have any border or padding, or mouse coords will be wrong */
canvas.emscripten { border: 0px none; width:100%; height:100%; padding:0; margin: 0;}
</style>
</head>
<body ondrop="gotdrop(event);" ondragover="event.preventDefault()">
<div class="emscripten" id="status">Please allow/unblock our javascript to play.</div>
<div id="dropzone" ondrop="gotdrop(event);" ondragover="event.preventDefault()" hidden=1>Drop Zone</div>
<button type="button" onclick="begin()" id="begin" hidden=1>Click To Begin!</button>
<div class="emscripten">
<progress value="0" max="100" id="progress" hidden=1></progress>
</div>
<canvas class="emscripten" id="canvas" oncontextmenu="event.preventDefault()" hidden=1></canvas>
<script type='text/javascript'>
// connect to canvas
var Module = {
files:
{ //these can be arraybuffers(you'll need a helper to define those) or promises(fte will block till they complete), or strings (which will be interpretted as urls and downloaded before any C code is run)
//note that the code below will skip the file-drop prompt if there's any files specified here (or there's a #foo.fmf file specified)
// "default.fmf": "default.fmf",
// "id1/pak0.pak": "pak0.pak",
"default.fmf" : "default.fmf",
"nzp/game.pk3" : "nzp/game.pk3"
},
print: function(msg)
{ //stdout...
console.log(msg);
},
printErr: function(text)
{ //stderr...
console.log(text);
},
canvas: document.getElementById('canvas'), //for webgl to attach to
setStatus: function(text)
{ //gets spammed some prints during startup. blame emscripten.
if (Module.setStatus.interval)
clearInterval(Module.setStatus.interval);
var m = text.match(/([^(]+)\((\d+(\.\d+)?)\/(\d+)\)/);
var statusElement = document.getElementById('status');
var progressElement = document.getElementById('progress');
if (m) {
text = m[1];
progressElement.value = parseInt(m[2])*100;
progressElement.max = parseInt(m[4])*100;
progressElement.hidden = false;
} else {
progressElement.value = null;
progressElement.max = null;
progressElement.hidden = true;
}
statusElement.innerHTML = text;
statusElement.hidden = text.length==0;
},
// preRun: [],
totalDependencies: 0,
monitorRunDependencies: function(left)
{ //progress is progress...
this.totalDependencies = Math.max(this.totalDependencies, left);
Module.setStatus(left ? 'Preparing... (' + (this.totalDependencies-left) + '/' + this.totalDependencies + ')' : 'All downloads complete.');
},
// onRuntimeInitialized: function(){},
postRun:
[ //each of these are called after main was run. we should have our mainloop set up now
function()
{
if (Module["sched"] === undefined)
{ //our main function failed to set up the main loop. ie: main didn't get called. panic.
alert("Unable to initialise. You may need to restart your browser. If you get this often and inconsistently, consider using a 64bit browser instead.");
Module.setStatus("Initialisation Failure");
}
}
],
};
function begin()
{
if (Module.began)
return;
Module.began = true;
document.getElementById('dropzone').hidden = true;
document.getElementById('begin').hidden = true;
Module.setStatus('Downloading...');
// make a script. do it the hard way for the error.
var s = document.createElement('script');
// set it up
s.setAttribute('src',"ftewebgl.js");
s.setAttribute('type',"text/javascript");
s.setAttribute('charset',"utf-8");
s.addEventListener('error', function() {alert("Oh noes! we got an error!"); Module.setStatus("Unable to download engine javascript");}, false);
// add to DOM
document.head.appendChild(s);
}
//stuff to facilitate our drag+drop filesystem support
function fixupfilepath(fname, path)
{ //we just have a filename, try to guess where to put it.
if (path != "")
return path+fname; //already has a path. use it. this allows people to drag+drop gamedirs.
var ext = fname.substr(fname.lastIndexOf('.') + 1);
if (ext == 'fmf' || ext == 'kpf') //these are the only files that really make sense in the root.
return fname;
if (ext == 'bsp' || ext == 'map' || ext == 'lit' || ext == 'lux')
return "id1/maps/" + fname; //bsps get their own extra subdir
return "id1/" + fname; //probably a pak. maybe a cfg, no idea really.
}
function showfiles()
{ //print the pending file list in some pretty way
if (Module.began)
return;
Module.setStatus('');
document.getElementById('dropzone').hidden = false;
document.getElementById('begin').hidden = false;
var nt = "Drag gamedirs or individual package files here to make them available!<br/>Active Files:<br/><pre>";
var keys = Object.keys(Module.files);
for(var i = 0; i < keys.length; i++)
{
if (Module.files[keys[i]] instanceof ArrayBuffer)
{
var sz = Module.files[keys[i]].byteLength;
if (sz > 512*1024)
sz = (sz / (1024*1024)) + "mb";
else if (sz > 512)
sz = (sz / 1024) + "kb";
else
sz = (sz) + " bytes";
nt += " " + keys[i] + " ("+sz+")<br/>";
}
else
nt += " " + keys[i] + "<br/>";
}
nt += "</pre>("+keys.length+" files)";
document.getElementById('dropzone').innerHTML = nt;
}
function scanfiles(item,path)
{ //for directory drops
if (item.isFile)
{
item.file(function(f)
{
let n = fixupfilepath(f.name, path);
Module.files[n]=f.arrayBuffer(); //actually a promise...
Module.files[n].then(buf=>{Module.files[n]=buf;showfiles();}); //try and resolve it now.
});
}
else if (item.isDirectory)
{
// Get folder contents
var dirReader = item.createReader();
dirReader.readEntries(function(entries)
{
for (var i=0; i<entries.length; i++)
scanfiles(entries[i], path + item.name + "/");
});
}
}
function gotdrop(ev)
{ //user drag+dropped something.
ev.preventDefault();
for (var i = 0; i < ev.dataTransfer.items.length; i++)
if (ev.dataTransfer.items[i].webkitGetAsEntry)
{
var d = ev.dataTransfer.items[i].webkitGetAsEntry();
if (d)
scanfiles(d, "");
}
else if (ev.dataTransfer.items[i].kind === 'file')
{
var f = ev.dataTransfer.items[i].getAsFile();
var n = fixupfilepath(f.name);
Module.files[n]=f.arrayBuffer(); //actually a promise...
Module.files[n].then(buf=>{Module.files[n]=buf;showfiles();}); //try and resolve it now.
}
showfiles();
}
if (window.location.hash != "" || Object.keys(Module.files).length)
begin(); //if the url has a #foo.fmf then just begin instantly,
else
showfiles(); //otherwise show our lame file dropper and wait for the user to click 'go'.
</script>
<img src="https://hits.sh/hits.sh/nzp-team.github.io/latest/game.html/hits.svg" style="opacity:0;width:0px;">
</body>
</html>

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