5acf395e3a94c2590ca26494585baaafd96097f0
[webcart1000.git] / index.html
1 <html>
2 <head>
3 <title>WEBCART1000</title>
4 <meta charset="utf-8" />
5 <script type="text/javascript" src="webcart1000.js"></script>
6 <style>
7 body {
8 font-family: sans-serif;
9 margin: 1em 15%;
10 }
11
12 h1 { text-align: center; }
13 h2 { margin-top: 2em; }
14 </style>
15
16 </head>
17 <body>
18 <h1>WEBCART1000</h1>
19 <p>
20 WEBCART1000 lets you make and play games that share the same
21 save files across several websites. It's inspired
22 by <a href="http://sharecart1000.com/">SHARECART10000</a>, which
23 did the same thing for non-web games.
24 </p>
25 <h2>Some Games Using It</h2>
26 <p>
27 coming soon.
28 </p>
29 <h2>How do I use it?</h2>
30 <p>
31 If you're making a web-based game, just
32 download <a href="webcart1000.js">webcart1000.js</a> and include
33 it via a &lt;script&gt; tag in your own game. It's
34 self-contained and sets up all its own listeners.
35 </p>
36 <p>
37 Once you're including it, you can access the save data with
38 <code>webcart1000.data.Whatever</code>
39 - <code>MapY</code>, <code>Switch2</code>, or any of
40 the <a href="http://sharecart1000.com/img/SHARECART1000guide.png">SHARECART1000</a>
41 keys, with the same restrictions. (It may take a few seconds
42 after the page is done loading to load the save data.)
43 </p>
44 <p>
45 To save and synchronize the data,
46 use <code>webcart10000.update()</code>. You can also pass an
47 object of changes, e.g.
48 <code>webcart1000.update({ MapX: 12, MapY: 13, Switch0: false
49 })</code>. Running <code>update()</code> will also scrub the
50 data so if you put any non-standard keys or values in it,
51 they'll be deleted.
52 </p>
53 <p>
54 If someone's playing two WEBCART1000 games at the same time, the
55 save data is updated in real-time!
56 </p>
57 <h2>Is it safe? Is it private?</h2>
58 <p>
59 Yes.
60 </p>
61 <h3>For Players</h3>
62 <p>
63 There's no cookies. There's no server-mediated
64 messages. Everything WEBCART1000, aside from loading its own
65 static JavaScript, stays on your computer.
66 It's as safe and private as the game would be otherwise.
67 </p>
68 <p>
69 Loading the game leaves at most a default web server log entry -
70 which you've already triggered just by reading this page. Since
71 no data is collected, we don't even have to make a promise we
72 won't share it with anyone - but if we do accidentally collect
73 some, we won't, and we'll just delete it.
74 </p>
75 <h3>For Developers</h3>
76 <p>
77 The provided WEBCART1000 scripts take pains to scrub and
78 normalize the data as much as possible. But this is the web, and
79 they're not served over HTTPS, and people make mistakes. Take
80 the kind of precautions you'd always take in talking to a remote
81 server.
82 </p><p>
83 The <a href="webcart1000.js">webcart1000.js</a> script can be
84 moved to your own server and loaded from there. I recommend this
85 - it'll be faster and stabler. The <a href="o_o.js">o_o.js</a>
86 script and HTML can't be moved unless you're going to make your own
87 WEBCART1000 - which you can if you want, but it also kind of
88 defeats the point.
89 </p>
90 </body>
91 </html>