mirror of
https://github.com/celisej567/mcpe.git
synced 2026-09-04 03:34:18 +03:00
56 lines
2.0 KiB
HTML
56 lines
2.0 KiB
HTML
<!DOCTYPE html>
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<html lang="en-us">
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<head>
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<meta charset="utf-8">
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<meta http-equiv="Content-Type" content="text/html; charset=utf-8">
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<title>ReMinecraftPE</title>
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<style>
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html, body {
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background-color: black;
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width: 100%;
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height: 100%;
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margin: 0;
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overflow: hidden;
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}
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canvas {
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display: block;
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border: 0px none;
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}
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</style>
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</head>
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<body>
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<canvas id="canvas" oncontextmenu="event.preventDefault()" tabindex=-1></canvas>
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<script type="text/javascript" src="coi-serviceworker.min.js"></script>
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<script type='text/javascript'>
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var Module = {
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print: function (text) {
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if (arguments.length > 1) text = Array.prototype.slice.call(arguments).join(' ');
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console.log(text);
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},
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printErr: function (text) {
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if (arguments.length > 1) text = Array.prototype.slice.call(arguments).join(' ');
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console.error(text);
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},
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canvas: (function () {
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var canvas = document.getElementById('canvas');
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// As a default initial behavior, pop up an alert when webgl context is lost. To make your
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// application robust, you may want to override this behavior before shipping!
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// See http://www.khronos.org/registry/webgl/specs/latest/1.0/#5.15.2
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canvas.addEventListener("webglcontextlost", function(e) { alert('WebGL context lost. You will need to reload the page.'); e.preventDefault(); }, false);
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// Handle Resize
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function setCanvasSize() {
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Module.ccall('resize_from_js', null, ['number', 'number'], [window.innerWidth, window.innerHeight]);
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}
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window.addEventListener("resize", setCanvasSize);
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return canvas;
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})(),
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arguments: [String(window.innerWidth), String(window.innerHeight)]
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};
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</script>
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<script async type="text/javascript" src="reminecraftpe.js"></script>
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</body>
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</html>
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