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Better HTML export template with customisable background color

Better HTML export template with customisable background color

I wanted to create a better HTML export template with customisable load bar color for my game Emilien in Paris.

image

You can customise the line between 9 and 12 to change the color. If you use Itch.io, you can match some colors with your theme to have a good integration.

  • --background-color: BG
  • --progress-bar-background: BG2
  • --progress-bar-background: BG2 but a darker
  • --progress-line-background: Link

Example with Emilien in Paris:
image

Then, replace your HTML Shell in Godot

Tested for Godot 4.1 and 4.2

<!DOCTYPE html>
<html lang="en">
<head>
<meta charset="utf-8" />
<meta name="viewport" content="width=device-width, user-scalable=no" />
<title>$GODOT_PROJECT_NAME</title>
<style>
* {
--background-color: #d8f2fd;
--progress-bar-background: #faf6fd;
--progress-bar-border: #e6d3f5;
--progress-line-background: #cb97ec;
}
body {
touch-action: none;
margin: 0;
border: 0 none;
padding: 0;
text-align: center;
background-color: var(--background-color);
}
#canvas {
display: block;
margin: 0;
color: white;
}
#canvas:focus {
outline: none;
}
.godot {
font-family: "Noto Sans", "Droid Sans", Arial, sans-serif;
color: #e0e0e0;
background-color: #3b3943;
background-image: linear-gradient(to bottom, #403e48, #35333c);
border: 1px solid #45434e;
box-shadow: 0 0 1px 1px #2f2d35;
}
/* Status display */
#status {
position: absolute;
left: 0;
top: 0;
right: 0;
bottom: 0;
display: flex;
justify-content: center;
align-items: center;
/* don't consume click events - make children visible explicitly */
visibility: hidden;
}
#status-progress {
width: 366px;
height: 7px;
background-color: var(--progress-bar-background);
border: 1px solid var(--progress-bar-border);
padding: 1px;
border-radius: 2px;
visibility: visible;
}
@media only screen and (orientation: portrait) {
#status-progress {
width: 61.8%;
}
}
#status-progress-inner {
height: 100%;
width: 0;
box-sizing: border-box;
transition: width 0.5s linear;
background-color: var(--progress-line-background);
border: 1px solid var(--progress-line-border);
border-radius: 2px;
}
#status-indeterminate {
height: 42px;
visibility: visible;
position: relative;
}
#status-indeterminate > div {
width: 4.5px;
height: 0;
border-style: solid;
border-width: 9px 3px 0 3px;
border-color: #2b2b2b transparent transparent transparent;
transform-origin: center 21px;
position: absolute;
}
#status-indeterminate > div:nth-child(1) {
transform: rotate(22.5deg);
}
#status-indeterminate > div:nth-child(2) {
transform: rotate(67.5deg);
}
#status-indeterminate > div:nth-child(3) {
transform: rotate(112.5deg);
}
#status-indeterminate > div:nth-child(4) {
transform: rotate(157.5deg);
}
#status-indeterminate > div:nth-child(5) {
transform: rotate(202.5deg);
}
#status-indeterminate > div:nth-child(6) {
transform: rotate(247.5deg);
}
#status-indeterminate > div:nth-child(7) {
transform: rotate(292.5deg);
}
#status-indeterminate > div:nth-child(8) {
transform: rotate(337.5deg);
}
#status-notice {
margin: 0 100px;
line-height: 1.3;
visibility: visible;
padding: 4px 6px;
visibility: visible;
}
</style>
$GODOT_HEAD_INCLUDE
</head>
<body>
<canvas id="canvas">
HTML5 canvas appears to be unsupported in the current browser.<br />
Please try updating or use a different browser.
</canvas>
<div id="status">
<div
id="status-progress"
style="display: none"
oncontextmenu="event.preventDefault();"
>
<div id="status-progress-inner"></div>
</div>
<div
id="status-indeterminate"
style="display: none"
oncontextmenu="event.preventDefault();"
>
<div></div>
<div></div>
<div></div>
<div></div>
<div></div>
<div></div>
<div></div>
<div></div>
</div>
<div id="status-notice" class="godot" style="display: none"></div>
</div>
<script src="$GODOT_URL"></script>
<script>
const GODOT_CONFIG = $GODOT_CONFIG;
const engine = new Engine(GODOT_CONFIG);
(function () {
const INDETERMINATE_STATUS_STEP_MS = 100;
const statusProgress = document.getElementById("status-progress");
const statusProgressInner = document.getElementById(
"status-progress-inner"
);
const statusIndeterminate = document.getElementById(
"status-indeterminate"
);
const statusNotice = document.getElementById("status-notice");
let initializing = true;
let statusMode = "hidden";
let animationCallbacks = [];
function animate(time) {
animationCallbacks.forEach((callback) => callback(time));
requestAnimationFrame(animate);
}
requestAnimationFrame(animate);
function animateStatusIndeterminate(ms) {
const i = Math.floor((ms / INDETERMINATE_STATUS_STEP_MS) % 8);
if (statusIndeterminate.children[i].style.borderTopColor === "") {
Array.prototype.slice
.call(statusIndeterminate.children)
.forEach((child) => {
child.style.borderTopColor = "";
});
statusIndeterminate.children[i].style.borderTopColor = "#dfdfdf";
}
}
function setStatusMode(mode) {
if (statusMode === mode || !initializing) {
return;
}
[statusProgress, statusIndeterminate, statusNotice].forEach(
(elem) => {
elem.style.display = "none";
}
);
animationCallbacks = animationCallbacks.filter(function (value) {
return value !== animateStatusIndeterminate;
});
switch (mode) {
case "progress":
statusProgress.style.display = "block";
break;
case "indeterminate":
statusIndeterminate.style.display = "block";
animationCallbacks.push(animateStatusIndeterminate);
break;
case "notice":
statusNotice.style.display = "block";
break;
case "hidden":
break;
default:
throw new Error("Invalid status mode");
}
statusMode = mode;
}
function setStatusNotice(text) {
while (statusNotice.lastChild) {
statusNotice.removeChild(statusNotice.lastChild);
}
const lines = text.split("\n");
lines.forEach((line) => {
statusNotice.appendChild(document.createTextNode(line));
statusNotice.appendChild(document.createElement("br"));
});
}
function displayFailureNotice(err) {
const msg = err.message || err;
console.error(msg);
setStatusNotice(msg);
setStatusMode("notice");
initializing = false;
}
const missing = Engine.getMissingFeatures();
if (missing.length !== 0) {
const missingMsg =
"Error\nThe following features required to run Godot projects on the Web are missing:\n";
displayFailureNotice(missingMsg + missing.join("\n"));
} else {
setStatusMode("indeterminate");
engine
.startGame({
onProgress: function (current, total) {
if (total > 0) {
statusProgressInner.style.width = `${
(current / total) * 100
}%`;
setStatusMode("progress");
if (current === total) {
// wait for progress bar animation
setTimeout(() => {
setStatusMode("indeterminate");
}, 500);
}
} else {
setStatusMode("indeterminate");
}
},
})
.then(() => {
setStatusMode("hidden");
initializing = false;
}, displayFailureNotice);
}
})();
</script>
</body>
</html>
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