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template.html
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template.html
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<!doctype html>
<html lang="en-us">
<head>
<meta charset="utf-8">
<meta http-equiv="Content-Type" content="text/html; charset=utf-8">
<link rel="icon" type="image/png" href="acidwarp.png">
<title>Acidwarp</title>
<style>
html, body { width: 100%; height: 100%; margin: 0px; }
.emscripten { padding-right: 0; margin-left: auto; margin-right: auto; display: block; }
/* the canvas *must not* have any border or padding, or mouse coords will be wrong */
canvas.emscripten { width: 100%; height: 100%; border: 0px none; background-color: black; }
</style>
</head>
<body>
<canvas class="emscripten" id="canvas" oncontextmenu="event.preventDefault()"></canvas>
<script type='text/javascript'>
var Module = {
preRun: [],
postRun: [],
print: (function() {
return function(text) {
if (arguments.length > 1) text = Array.prototype.slice.call(arguments).join(' ');
console.log(text);
};
})(),
printErr: function(text) {
if (arguments.length > 1) text = Array.prototype.slice.call(arguments).join(' ');
if (0) { // XXX disabled for safety typeof dump == 'function') {
dump(text + '\n'); // fast, straight to the real console
} else {
console.error(text);
}
},
canvas: (function() {
var canvas = document.getElementById('canvas');
// As a default initial behavior, pop up an alert when webgl context is lost. To make your
// application robust, you may want to override this behavior before shipping!
// See http://www.khronos.org/registry/webgl/specs/latest/1.0/#5.15.2
canvas.addEventListener("webglcontextlost", function(e) { alert('WebGL context lost. You will need to reload the page.'); e.preventDefault(); }, false);
return canvas;
})()
};
window.onerror = function() {
document.title = 'Exception thrown, see JavaScript console';
};
</script>
{{{ SCRIPT }}}
</body>
</html>