If I understand correctly, you're looking for a way to mass replace
'Module' with 'Module_Game' in
https://github.com/kripken/emscripten/blob/master/tools/file_packager.py#L185
and everywhere below?

If so, it looks like it should be quite easy to make that an option like
MODULE_NAME currently is, and e.g. route the used MODULE_NAME to
file_packager.py calls. Let me know if that would solve your use case and I
can work on a PR (or feel free to also do it if you'd like)

2017-02-16 12:55 GMT-08:00 Joe Bibbo <[email protected]>:

> I think I need to re-frame my question, and explain my workflow.
>
> I need a way to supply a file system to a emscripten-built game that has
> been located in a name space other than 'Module'
>
> I have tried it many different ways, and they always end up with the same
> problem: the preamble from the file_packager.py ends up
> negating my efforts to modularize the game.
>
> For example:
>
> I build the game using
> <emccc>  .... -s EXPORT_NAME=\"Module_Game\" ---preload
> '/somelocalpath/gameassets@/'  --o game.js
>
> this creates two files:
> game.js                                   - preamble FS + preamble
> EMSCRIPTEN + game code
> gameassets.data                      - data file for my FS.
>
> inside my html/JS page I will load the game
> .
> .
> var Module_Game = {};
> .
> .
> _Module.memoryInitializerPrefixURL = "./" + name + "/";              // I
> am locating the game code in a subfolder off this location of the root
> document page.
> $.getScript( "./" + name + "/game.js", function(v)
> {
>          // do something
> }
>
>
> The PROBLEM when I tried to use some module name OTHER than 'Module' is
> seen in the game.js file
> "
> var Module;
>
> if (typeof Module === 'undefined') Module = {};                   // Since
> I ( hosting web page ) didn't define 'Module' this bit of code will now
> assign it {}
>
> < preamble code for the File system >
>
> var Module;
> if (!Module) Module = (typeof Module_Game !== 'undefined' ? Module_Game :
> null) || {};
>
>            // Since (!Module) is false because the above code, the
> following will not be setting up the 'Module_Game' object. I am hosed!
>
> < preamble code for the Game >
>
>
> I can hand edit this file and fix up the FS check on the 'Module' to fix
> my problem, but it would seem that my needs are fairly mainstream and I am
> hoping that I am just missing something.
>
> Thanks for your consideration.
>
> Regards,
> Joe
>
>
>
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