- in-game texts moved to lang/en.lang and lang/de.lang (key = text, placeholders) - game logic emits message keys + args, translated at display time - localStorage access via own miniquad JS plugin (www/dc_plugin.js) - code comments, DESIGN.md, CREDITS.md translated; README.md added Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
23 lines
779 B
HTML
23 lines
779 B
HTML
<!DOCTYPE html>
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<html lang="de">
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<head>
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<meta charset="utf-8">
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<title>DungeonCraft</title>
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<meta name="viewport" content="width=device-width, initial-scale=1">
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<style>
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html, body { margin: 0; padding: 0; width: 100%; height: 100%; overflow: hidden; background: #080608; }
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canvas { display: block; width: 100%; height: 100%; outline: none; image-rendering: pixelated; }
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</style>
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</head>
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<body>
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<canvas id="glcanvas" tabindex="1" oncontextmenu="return false"></canvas>
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<script>var register_plugin; /* expected by the quad_net plugin in the bundle */</script>
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<script src="mq_js_bundle.js"></script>
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<script src="dc_plugin.js"></script>
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<script>
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document.getElementById("glcanvas").focus();
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load("dungeoncraft.wasm");
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</script>
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</body>
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</html>
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