From 54432f9170b6f65d478629aa6bc17f3ac80b93a7 Mon Sep 17 00:00:00 2001 From: Joe Wreschnig Date: Thu, 22 May 2014 12:51:10 +0200 Subject: [PATCH] New website, now with HTTPS. --- README.md | 6 +- index.html | 184 ++++++++++++++++++++++++++++------------------------- 2 files changed, 99 insertions(+), 91 deletions(-) diff --git a/README.md b/README.md index 7902815..43129d5 100644 --- a/README.md +++ b/README.md @@ -42,9 +42,9 @@ just delete it. ### For Developers The provided WEBCART1000 scripts take pains to scrub and normalize the -data as much as possible. But this is the web, and they're not served -over HTTPS, and people make mistakes. Take the kind of precautions -you'd always take in talking to a remote server. +data as much as possible. But this is the web, and people make +mistakes. Take the kind of precautions you'd always take in talking to +a remote server. The `webcart1000.js` script can be moved to your own server and loaded from there. I recommend this - it'll be faster and stabler. The diff --git a/index.html b/index.html index 89c2d94..e5f8a24 100644 --- a/index.html +++ b/index.html @@ -1,18 +1,10 @@ - + + - WEBCART1000 - + + + - - - + + WEBCART1000 ~ Yukkuri Games -

WEBCART1000

-

- WEBCART1000 lets you make and play games that share the same - save files across several websites. It's inspired - by SHARECART10000, which - did the same thing for non-web games. -

-

Some Games Using It

-

- coming soon. -

-

Your WEBCART1000 Data

-
(loading...)
-

How do I use it?

-

- If you're making a web-based game, just - download webcart1000.js and include - it via a <script> tag in your own game. It's - self-contained and sets up all its own listeners. -

-

- Once you're including it, you can access the save data with - webcart1000.data.Whatever - - MapY, Switch2, or any of - the SHARECART1000 - keys, with the same restrictions. (It may take a few seconds - after the page is done loading to load the save data.) -

-

- To save and synchronize the data, - use webcart10000.update(). You can also pass an - object of changes, e.g. - webcart1000.update({ MapX: 12, MapY: 13, Switch0: false - }). Running update() will also scrub the - data so if you put any non-standard keys or values in it, - they'll be deleted. -

-

- If someone's playing two WEBCART1000 games at the same time, the - save data is updated in real-time! -

-

Is it safe? Is it private?

-

- Yes. -

-

For Players

-

- There's no cookies. There's no server-mediated - messages. Everything WEBCART1000, aside from loading its own - static JavaScript, stays on your computer. - It's as safe and private as the game would be otherwise. -

-

- Loading the game leaves at most a default web server log entry - - which you've already triggered just by reading this page. Since - no data is collected, we don't even have to make a promise we - won't share it with anyone - but if we do accidentally collect - some, we won't, and we'll just delete it. -

-

For Developers

-

- The provided WEBCART1000 scripts take pains to scrub and - normalize the data as much as possible. But this is the web, and - they're not served over HTTPS, and people make mistakes. Take - the kind of precautions you'd always take in talking to a remote - server. -

- The webcart1000.js script can be - moved to your own server and loaded from there. I recommend this - - it'll be faster and stabler. The o_o.js - script and HTML can't be moved unless you're going to make your own - WEBCART1000 - which you can if you want, but it also kind of - defeats the point. -

+
+ +

WEBCART1000

+
+
+

+ WEBCART1000 lets you make and play games that share the same + save files across several websites. It's inspired + by SHARECART10000, which + did the same thing for non-web games. +

+

Some Games Using It

+

+ coming soon. +

+

Your WEBCART1000 Data

+
(loading...)
+

How do I use it?

+

+ If you're making a web-based game, just + download webcart1000.js and include + it via a <script> tag in your own game. It's + self-contained and sets up all its own listeners. +

+

+ Once you're including it, you can access the save data with + webcart1000.data.Whatever + - MapY, Switch2, or any of + the SHARECART1000 + keys, with the same restrictions. (It may take a few seconds + after the page is done loading to load the save data.) +

+

+ To save and synchronize the data, + use webcart10000.update(). You can also pass an + object of changes, e.g. + webcart1000.update({ MapX: 12, MapY: 13, Switch0: false + }). Running update() will also scrub the + data so if you put any non-standard keys or values in it, + they'll be deleted. +

+

+ If someone's playing two WEBCART1000 games at the same time, the + save data is updated in real-time! +

+

Is it safe? Is it private?

+

+ Yes. +

+

For Players

+

+ There's no cookies. There's no server-mediated + messages. Everything WEBCART1000, aside from loading its own + static JavaScript, stays on your computer. + It's as safe and private as the game would be otherwise. +

+

+ Loading the game leaves at most a default web server log entry - + which you've already triggered just by reading this page. Since + no data is collected, we don't even have to make a promise we + won't share it with anyone - but if we do accidentally collect + some, we won't, and we'll just delete it. +

+

For Developers

+

+ The provided WEBCART1000 scripts take pains to scrub and + normalize the data as much as possible. But this is the web, + and people make mistakes. Take the kind of precautions you'd + always take in talking to a remote server. +

+ The webcart1000.js script can be + moved to your own server and loaded from there. I recommend this + - it'll be faster and stabler. The o_o.js + script and HTML can't be moved unless you're going to make your own + WEBCART1000 - which you can if you want, but it also kind of + defeats the point. +

+
+ -- 2.30.2