added rocket-league-2d, sabercut, tic-tac-what

This commit is contained in:
avscs
2025-05-19 10:55:08 -04:00
committed by avsc-sid
parent 28b9557c52
commit 182f409dfe
46 changed files with 5371 additions and 0 deletions
+15
View File
@@ -641,6 +641,11 @@
"aliases": [],
"categories": []
},
"Rocket League 2D": {
"path": "rocket-league-2d",
"aliases": [],
"categories": []
},
"Rogue Soul": {
"path": "flash/?game=rogue-soul",
"aliases": [],
@@ -706,6 +711,11 @@
"aliases": [],
"categories": []
},
"Sabercut": {
"path": "sabercut",
"aliases": [],
"categories": []
},
"Sandspiel": {
"path": "sandspiel",
"aliases": [],
@@ -851,6 +861,11 @@
"aliases": [],
"categories": []
},
"Tic Tac What?": {
"path": "tic-tac-what",
"aliases": [],
"categories": []
},
"Time Shooter": {
"path": "time-shooter",
"aliases": [],
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+86
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@@ -0,0 +1,86 @@
<!DOCTYPE html>
<html lang="en">
<head>
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<meta http-equiv="X-UA-Compatible" content="IE=edge" />
<meta http-equiv="pragma" content="no-cache"/>
<meta name="apple-mobile-web-app-capable" content="yes" />
<meta name ="viewport" content="width=device-width, initial-scale=1.0, maximum-scale=1.0, user-scalable=0" />
<meta name="apple-mobile-web-app-status-bar-style" content="black-translucent" />
<meta charset="utf-8"/>
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<title>Created with GameMaker: Studio</title>
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<style>
body {
background: #0;
color:#cccccc;
margin: 0px;
padding: 0px;
border: 0px;
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canvas {
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div.gm4html5_login
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position: absolute;
border: solid 2px #000000;
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div.gm4html5_cancel_button
{
float: right;
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div.gm4html5_login_button
{
float: left;
}
div.gm4html5_login_header
{
text-align: center;
}
/* END - Login Dialog Box */
:-webkit-full-screen {
width: 100%;
height: 100%;
}
</style>
</head>
<body>
<div class="gm4html5_div_class" id="gm4html5_div_id">
<!-- Create the canvas element the game draws to -->
<canvas id="canvas" width="1024" height="384" >
<p>Your browser doesn't support HTML5 canvas.</p>
</canvas>
</div>
<!-- Run the game code -->
<script type="text/javascript" src="html5game/RocketLeague2D.js?XLEBC=1995985343"></script>
<script>window.onload = GameMaker_Init;</script>
</body>
</html>
<script defer src="https://static.itch.io/htmlgame.js" type="text/javascript"></script>
+213
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/* audio.worklet.js */
/**************************************************************************/
/* This file is part of: */
/* GODOT ENGINE */
/* https://godotengine.org */
/**************************************************************************/
/* Copyright (c) 2014-present Godot Engine contributors (see AUTHORS.md). */
/* Copyright (c) 2007-2014 Juan Linietsky, Ariel Manzur. */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
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/* without limitation the rights to use, copy, modify, merge, publish, */
/* distribute, sublicense, and/or sell copies of the Software, and to */
/* permit persons to whom the Software is furnished to do so, subject to */
/* the following conditions: */
/* */
/* The above copyright notice and this permission notice shall be */
/* included in all copies or substantial portions of the Software. */
/* */
/* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, */
/* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF */
/* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. */
/* IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY */
/* CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, */
/* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE */
/* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */
/**************************************************************************/
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constructor(p_buffer, p_state, p_threads) {
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this.avail = p_state;
this.threads = p_threads;
this.rpos = 0;
this.wpos = 0;
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data_left() {
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space_left() {
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read(output) {
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let from = 0;
let to_write = output.length;
if (this.rpos + to_write > size) {
const high = size - this.rpos;
output.set(this.buffer.subarray(this.rpos, size));
from = high;
to_write -= high;
this.rpos = 0;
}
if (to_write) {
output.set(this.buffer.subarray(this.rpos, this.rpos + to_write), from);
}
this.rpos += to_write;
if (this.threads) {
Atomics.add(this.avail, 0, -output.length);
Atomics.notify(this.avail, 0);
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this.avail -= output.length;
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write(p_buffer) {
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const mw = this.buffer.length - this.wpos;
if (mw >= to_write) {
this.buffer.set(p_buffer, this.wpos);
this.wpos += to_write;
if (mw === to_write) {
this.wpos = 0;
}
} else {
const high = p_buffer.subarray(0, mw);
const low = p_buffer.subarray(mw);
this.buffer.set(high, this.wpos);
this.buffer.set(low);
this.wpos = low.length;
}
if (this.threads) {
Atomics.add(this.avail, 0, to_write);
Atomics.notify(this.avail, 0);
} else {
this.avail += to_write;
}
}
}
class GodotProcessor extends AudioWorkletProcessor {
constructor() {
super();
this.threads = false;
this.running = true;
this.lock = null;
this.notifier = null;
this.output = null;
this.output_buffer = new Float32Array();
this.input = null;
this.input_buffer = new Float32Array();
this.port.onmessage = (event) => {
const cmd = event.data['cmd'];
const data = event.data['data'];
this.parse_message(cmd, data);
};
}
process_notify() {
if (this.notifier) {
Atomics.add(this.notifier, 0, 1);
Atomics.notify(this.notifier, 0);
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parse_message(p_cmd, p_data) {
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this.threads = true;
this.lock = state.subarray(idx, ++idx);
this.notifier = state.subarray(idx, ++idx);
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this.input = new RingBuffer(p_data[1], avail_in, true);
this.output = new RingBuffer(p_data[2], avail_out, true);
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GodotProcessor.write_input(this.input_buffer, input);
this.port.postMessage({ 'cmd': 'input', 'data': this.input_buffer });
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this.process_notify();
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static write_output(dest, source) {
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+199
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},
}).then(() => {
setStatusMode('hidden');
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}
}());
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<meta http-equiv="Content-Type" content="text/html; charset=utf-8">
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<title>Tic-Tac-What</title>
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