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authorCharlie Stanton <charlie@shtanton.xyz>2025-04-05 13:27:26 +0100
committerCharlie Stanton <charlie@shtanton.xyz>2025-04-05 13:27:26 +0100
commit87392b4465ff2aa2f988b07365bf6b0fa5ea3d09 (patch)
tree74f852af2b7da8e473174bbaf1b4ab632a11f9a7 /src/index.html.in
parentb851d1dee56a191b3eabee957af4bb35f0a3e2cb (diff)
downloadldjam57-87392b4465ff2aa2f988b07365bf6b0fa5ea3d09.tar
red
Diffstat (limited to 'src/index.html.in')
-rw-r--r--src/index.html.in29
1 files changed, 10 insertions, 19 deletions
diff --git a/src/index.html.in b/src/index.html.in
index bd4343d..07bd618 100644
--- a/src/index.html.in
+++ b/src/index.html.in
@@ -29,10 +29,7 @@ button {
<script>
// Mirror these in src/all.c
const INPUT_NONE = 0;
-const INPUT_UP = 1;
-const INPUT_DOWN = 2;
-const INPUT_LEFT = 3;
-const INPUT_RIGHT = 4;
+const INPUT_CLICK = 1;
const WASM =
#include "../build/main.wasm.b64"
@@ -65,12 +62,10 @@ async function main() {
let len = dl[0];
let ops = dl.subarray(1);
- console.log(new Uint32Array(ops.subarray(6, 12)));
for (let i = 0; i < len; i++) {
let op = ops.subarray(6*i, 6*i+6);
- const color = new Uint8Array(new Uint32Array(ops.subarray(4, 6)).buffer);
+ const color = new Uint8Array(new Uint32Array(op.subarray(4, 6)).buffer);
ctx.fillStyle = `#${color[0].toString(16).padStart(2, "0")}${color[1].toString(16).padStart(2, "0")}${color[2].toString(16).padStart(2, "0")}`;
- // console.log(color);
ctx.fillRect(op[0], op[1], op[2], op[3]);
ctx.strokeStyle = `#${color[4].toString(16).padStart(2, "0")}${color[5].toString(16).padStart(2, "0")}${color[6].toString(16).padStart(2, "0")}`;
ctx.strokeRect(op[0], op[1], op[2], op[3]);
@@ -81,22 +76,18 @@ async function main() {
window.addEventListener("resize", onresize);
onresize();
- document.addEventListener("keydown", function(e) {
- if (e.key == "w") {
- exports.game_update(INPUT_UP);
- } else if (e.key == "a") {
- exports.game_update(INPUT_LEFT);
- } else if (e.key == "s") {
- exports.game_update(INPUT_DOWN);
- } else if (e.key == "d") {
- exports.game_update(INPUT_RIGHT);
- }
- })
+ canvas.addEventListener("mousedown", function(e) {
+ const mousex = e.clientX;
+ const mousey = e.clientY;
+ if (e.button == 0) {
+ exports.game_update(INPUT_CLICK, mousex, mousey);
+ }
+ });
function animate() {
// TODO: stop requesting frames when state is static
requestAnimationFrame(animate);
- exports.game_update(INPUT_NONE);
+ exports.game_update(INPUT_NONE, 0, 0);
render();
}
requestAnimationFrame(animate);