Fix issues with starting up the game.
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@ -21,6 +21,10 @@ Godot devs) can be found between the `<!-- Start of Custom Game block -->` and
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* [Calling JS from the HTML5 Export][js-from-godot]
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* [Using a Custom HTML Shell][custom-html-shell]
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* [Custom Fixed Size Shell template][custom-fixed-size-template]
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* Some minor tweaks are needed to work the custom shell with Godot 3.2:
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* Remove the line: `const EXTRA_ARGS = JSON.parse('$GODOT_ARGS');`
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* Update the starting of game engine by removing `EXTRA_ARGS` from `engine.startGame(EXECUTABLE_NAME, MAIN_PACK, EXTRA_ARGS).then(() => {` making it
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`engine.startGame(EXECUTABLE_NAME, MAIN_PACK).then(() => {
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[demo]: https://games.birch-tree.net/godot-html-js-integration-demo/
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[js-from-godot]: https://docs.godotengine.org/en/stable/getting_started/workflow/export/exporting_for_web.html#calling-javascript-from-script
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@ -234,7 +234,6 @@ $GODOT_HEAD_INCLUDE
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(function() {
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const EXECUTABLE_NAME = '$GODOT_BASENAME';
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const MAIN_PACK = '$GODOT_BASENAME.pck';
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const EXTRA_ARGS = JSON.parse('$GODOT_ARGS');
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const DEBUG_ENABLED = $GODOT_DEBUG_ENABLED;
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const INDETERMINATE_STATUS_STEP_MS = 100;
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@ -381,7 +380,7 @@ $GODOT_HEAD_INCLUDE
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} else {
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setStatusMode('indeterminate');
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engine.setCanvas(canvas);
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engine.startGame(EXECUTABLE_NAME, MAIN_PACK, EXTRA_ARGS).then(() => {
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engine.startGame(EXECUTABLE_NAME, MAIN_PACK).then(() => {
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setStatusMode('hidden');
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initializing = false;
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}, displayFailureNotice);
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