Overlay chrome extension? - google-chrome

I am in the middle of a Extension build. Basically I'm trying to do a web-based RPG based off of PMOG(the Nethernet). I'm looking for some kind of overlay function like this:
http://img.skitch.com/20080814-ms5hmqh3433rgt7cg2yg13kcka.jpg
Any ideas?
edit
Also, is there any way I can log the websites someone goes to, without actually logging the websites? I'm trying to base EXP earned and Gold earned on how many times they go to a website per day. (I.E. 40xp/gold the first time and 10 every other time)

To create "pop overs", you would create a <div> on the page with a very high z-index (which is a CSS attribute). z-index determine what goes on top of what else. From there, you can use absolute/relative positioning to determine where it should appear on the screen (again, using CSS). To show/dismiss it, you can use a large variety of JavaScript techniques (including sliding it in from off the page).

Related

Browser game - Clickable Areas to an Image

I am trying to make a clone of a popular browser game called Travian. There is a /farms page where the user has an overview of all it's farms (I assume for now that the position of each kind of farm is always the same). Each farm can be upgraded to another level (up to 20) and the current level will be displayed on the /farms page. If the current farm level is 0, then no number will be displayed.
The issue I have is on that same png picture there should be 20 different a links for each resource and this is going to be done when the user will click on any of the white circle. How can I achieve that?
Dare I say it. But possibly html image maps is a potential solution.
https://www.w3schools.com/html/html_images_imagemap.asp
The technique isn't widely used in modern development practices mind you, as they aren't good on mobile. Svg alternative might be worth looking at too.
http://thenewcode.com/696/Using-SVG-as-an-Alternative-To-Imagemaps

Creating an interactable grid with CSS and HTML ONLY on a single image

I am in the process of setting up a website via Enjin's web hosting for a game server I run. I have an HTML module that will display a map of the island our game server takes place on, with a grid overlay already.
What I am trying to do (if possible), is to create a dynamic grid with css and html (javascript if needed) that overlays the grid of the image and highlights each cell as a user hovers over it, with a small pop-up with details on a specific coordinate (such as any bases, or other special information about a specific area)
I have tried looking around via google, but all searches come up with creating a grid out of multiple images (which is not what I am after), or using the area tag without much explanation on how to turn it into a fullout grid.
I am unfamiliar with how to approach this problem, and would like any input or advice if possible. Thanks!
NOTE: For those wishing to see the map in question I am using, to better help understand my question and assist me, please see here.

Change the height propriety on a live website?

I am trying to use the built in inspector tool in Google Chrome to manipulate the site http://www.di.se (as it probably has one of the most # layouts I have ever seen on a popular website) with around 300 000 visitors daily.
It seems to be mainly built with three HTML frame tags with the names: historyFrame, headerFrame and contentFrame. I can remove the headerFrame that covers a huge part of the view. However, I don't know how to change the contentFrame size so that it will cover the entire screen.
I have tried to add a CSS height property but it does not seem to change anything. If this is solvable I would be very thankful and so would 300000 other users :) Thanks!
The frameset, which is the parent of the frame you removed, specifies the heights for each of the frames, currently rows="0,210,*". So if you remove the header frame, the content frame becomes the second frame and gets a height of 210. By changing this attribute to 0,* the problem should be fixed.
However I'm not able to modify this property in Chrome's toolkit. Maybe this is a limitation of the developer tools of Chrome. After all, frames are old (removed even from HTML5), so maybe they didn't pay much attention to supporting it.
Note though that the top frame contains the advertising that probably pays for the site. If you got this working and all 300.000 users would use your solution, then the site would probably seize to exist, and you got 300.000 unhappy users. So think twice before you do this.
You can do it by:
First deleting the first Frame(header)
and modify this:
from:
rows=".260,*"
To:
rows="1,*"
So you have only the frame you want, no useless data and the frame you want take 100% of the screen.

How to get a car spinning with AS3? A 360 degree view

first post on here so be gentle!
I am currently designing an ad banner for my college assignment, the main feature i have is a car spinning, like a full 360 degree view.
Now I have took all of the media I needed and photoshopped them to how they need to look I just need some diction of where to go next.
I did want it where you can click and drag anywhere on the screen and it pulls the car around to where you want it, but I don't even know where to start with that! (please help if you can)
So I thought I would instead have it as a sort of image gallery with a next and previous button to select the next frame you want. But I don't like the way it looks so I was wondering if there was a way with action script where I could click on a button(next/previous) and the car would spin until I un-click? Rather than me having to keep clicking to load the next frame.
Also if I could I wanted a left to right scroll bar what could control the images, do you know any way of doing that?
Many Thanks in advance for ANY help!
Jordan.
If you want a commercial solution:
Krpano -> very advanced, excellent support, highly recommended for panoramas, 2D object is a bit lacking tho. Examples of 2D object
Object2VR -> very easy to use, not that great support, lacking API.
I would go personally for krpano because it is simply a superior tool. Great for panos, tons of possibilities. If you want it easy, go for Object2VR.
Now if you want to program it, and you need to program it, there are many options how you can do it. First of all, you need to load all the images into your app. Even if you don't maintain them in memory (that would be prefered, tho), you should load them so they are cached and can be reloaded fast. Your rotation can be achieved by "re-loading" the next image, or if you keep them in memory by simply referencing the next index of the array/vector. You always keep a reference index and upon click you simple increase the index and load the image. You than swap the images. It is too broad to explain, you will simply have to begin and ask for advice with some specific code.

Is it possible to accomplish the equivalent of a Flash-driven webcomic (zoom, drag, fade in, synced audio etc) using HTML5 techniques?

Bit of background
I've been producing a Flash-driven webcomic for three years now, incorporating some basic animation, a synced soundtrack and zoom-drag page viewing. The recent Flash-bashing, my desire to reach iHandhelds and my preference for open versus proprietary means that I want to make the move to HTML5 techniques this year. In the long-term, I think the writing's on the wall for Adobe's product, and I'm not entirely convinced that's a bad thing.
I'm relatively comfortably with both CSS and HTML, having worked a little in web design before. However, JavaScript is a foreign country to me, and I simply wanted to get some advice as to
whether what I want to achieve can be accomplished consistently across all browsers and
what the best techniques/approaches to the problem would be.
Any advice, even general principles, are very welcome. I've already sought out several HTML5 tutorials and introductions, which lead me to believe that the canvas element will be foundational to my plan; however while all the individual problems I face have been answered by many blogposts and guides, combining the various solutions into a single entity is something I'm not currently able to figure out, as I'm not certain of the limitations of the new HTML5 tags, or of best practice.
If I'm successful in achieving what I'm after, I'm going to post the full code online with an explanation of all the elements. Webcomics might not be a huge domain, but having a resource that did this would have made my life a lot easier - hopefully it'll help someone else in a similar position.
What I'm after
Here's a diagram giving the basics of the design requirements. I'll explain the elements, and the desired extras, below.
(Perhaps the simplest way to demonstrate what I'm after would be for interested folks head over to my website and see how my comic currently works. This isn't a plug - it would simply give the quickest insight.)
At core, I'm after a viewer that will:
display text (SVG image) in a canvas element above an raster image the page's panel art
both images should be zoom-and-draggable in sync but should ideally fade in separately, with the raster image coming first, followed by the SVG image
I'm guessing that the best way to accomplish this would be to layer two canvas elements one above the other using z-index, with the SVG file in the uppermost element. These could then be nested, as in the diagram, within a div element that would carry the zoom-drag function. Is this a reasonable approach, or are there more efficient options?
The next and previous buttons are self-explanatory. Would it best to have each page (bearing in mind some will involve animation and music) on a separate page, or to have all pages within a chapter on a single page, with the buttons making them visible progressively? I imagine this would have a great impact on loading speeds.
Finally, I'd like to have the viewer capable of displaying fullscreen if the reader desires. I imagine this could be accomplished by using Javascript to make the canvas elements and their surrounding div switch between different CSS giving a px-defined size and 100% height and width. Is this a good approach? Is it possible to apply the size change to the div element only and have the canvas elements automatically follow suit, possibly by defining their size via % in CSS?
Desired extras
At various points in the comic I make use of basic animation techniques - simple movements of layered raster images across the viewing pane. This would be simple to accomplish, I imagine, using Javascript; am I correct in thinking that applying overflow:hidden to the wrapping div will prevent images larger than the viewing area from spilling outside the viewer area?
I also want to synchronise audio with some of these animations. I understand that synchronising canvas events with the audio would be the best way to do this on, permitting both to begin activity only upon page loading or next button click.
That's about everything. As said, any advice at whatever level would be greatly appreciated, even if it's 'yes' or 'no' to the various questions I've asked. At root, it would also be good to know if HTML5 is the best option for what I'm after or whether (with gritted teeth) I should stick to Flash for now and go after handhelds using Adobe AIR.