How would I use the getLogo function to display the Spil Logo on inside my HTML5 game?
Here's the link to their docs
http://developers.spilgames.com/wiki/Developer_Platform_-_Learning_center_-_HTML5_API_getLogo
I don't understand if it's meant to display their logo automatically, or if I'm meant to do something with the object data it returns, and if so how would use it?
We provide basically only two properties: a URL to the image and a function. What you need to do within your game is attach the Javascript link to the image.
A typical logo implementation looks like this for a DOM implementation. But of course this depends on the nature of your game and if you're using a framework:
GameAPI.loadAPI(function (apiInstance) {
// getLogo example
var logoData = apiInstance.Branding.getLogo();
// Create a DOM element and use the values returned by the call
var logo = document.createElement('img');
logo.src = logoData.image;
logo.addEventListener('click', logoData.action);
document.body.appendChild(logo);
});
You can find a tutorial complete with jsFiddle example here: http://developers.spilgames.com/wiki/Developer_Platform_-_Learning_center_-_HTML5_API_-_(Tutorial)_Get_logo
If you run into technical issues, you can always get in touch with the Tech Support team using the "Support" tab on this page: http://developers.spilgames.com/contact
Hopefully this answers your question!
Related
With here maps there is possibility to change language for both layers and controls. Here is example from here maps. http://jsfiddle.net/gh/get/jquery/2.1.0/heremaps/jsfiddle-github/tree/master/map-multi-language-support . The problem I'm having with this example is that it changes control translation with this line of code:
var ui = H.ui.UI.createDefault(map, defaultLayers, 'zh-CN');.
It's good for initial language, but what if I have a button that would change language, would I need to recreate this ui variable every time I would want to change control language? Is there no method like H.ui.UI.setLocale or something(I tried to search but couldn't find).
We suggest removing the old instance of the UI element and then creating the new one with the desired language.
H.ui.UI class offers the dispose() method to remove the object. To learn more, please refer to the following online doc.
https://developer.here.com/documentation/maps/3.1.26.0/api_reference/H.ui.UI.html#dispose
Here are the sample codes, and hopefully, it helps.
var ui,defaultLayers,platform,map;
function switchMapLanguageToCN(){
switchLanguage("zh-CN")
}
function switchMapLanguageToEN(){
switchLanguage("en-US")
}
function switchLanguage(language){
if(typeof(ui) == "object"){
ui.dispose();
}
ui = H.ui.UI.createDefault(map, defaultLayers, language);
}
I need to add an overlay to an existing OpenSeadragon viewer object which isn't created by my code, but elsewhere in the application.
I have got to a point where I know that the viewer has been created as I can access the various html elements that are created via jQuery. However I can't work out if there's any way to create a viewer from an existing reference.
I've tried using the id of the viewer div in:
var viewer = OpenSeadragon(id: "open-seadragon-viewer-id");
but this doesn't seem to work.
Is there any way to do this or can you only get the viewer within the code that initialised it?
Here's one crazy thought... you could monkey-patch some portion of OSD in order to grab the viewer...
var viewer;
var originalIsOpen = OpenSeadragon.Viewer.prototype.isOpen;
OpenSeadragon.Viewer.prototype.isOpen = function() {
// Now we know the viewer!
viewer = this;
// Reinstate the original, since we only need to run our version once
OpenSeadragon.Viewer.prototype.isOpen = originalIsOpen;
// Call the original
return originalIsOpen.call(this);
}
It's kind of tacky, but should work. Note this assumes there is only one viewer on the page... if there are more than one, the same principle could work but you would need to keep track of an array of viewers.
BTW, I'm using isOpen, because it's simple and it gets called every frame. Other functions could work as well.
EDIT: fixed code so we are using the prototype. I still haven't actually tested this code so there may still be bugs!
This solution does not directly answer the question, as it relies on your own code creating the OpenSeaDragon object. It is an implementation of #iangilman's mention of storing the viewer in a global variable. However others may find it useful. (Note that passing a global variable to a function requires a workaround - see Passing a global variable to a function)
The code demonstrates how to use the same OpenSeaDragon object to display different pictures.
var viewer3=null; //global variable
var newURL1='image/imageToDisplay1.png';
var newURL2='image/imageToDisplay2.png';
var elementID='myID';
//the loadScan function will display the picture using openSeaDragon and can be called as many times as you want.
loadScan("viewer3",newURL1,elementID);
loadScan("viewer3",newURL2,elementID);
//the actual function
function loadScan(theViewer,newURL,theID) {
//if object has already been created, then just change the image
if (window[theViewer]!=null) {
window[theViewer].open({
type: 'image',
url: newURL
});
} else {
//create a new OpenSeadragon object
window[theViewer] = OpenSeadragon({
prefixUrl: "/myapp/vendor/openseadragon/images/",
id: theID,
defaultZoomLevel: 1,
tileSources: {
url: newURL,
type: 'image'
}
});
}
}
I am trying to make a basic Instagram web scraper, both art inspiration pictures and just generally trying to boost my knowledge and experience programming.
Currently the issue that I am having is that Casper/Phantomjs can't detect higher res images from the srcset, and I can't figure out a way around this. Instagram has their srcsets provide 640x640, 750x750, and 1080x1080 images. I would obviously like to retrieve the 1080, but it seems to be undetectable by any method I've tried so far. Setting the viewport larger does nothing, and I can't retrieve the entire source set through just getting the HTML and splitting it where I need it. And as far as I can tell, there is no other way to retrieve said image than to get it from this srcset.
Edit
As I was asked for more details, here I go. This is the code I used to get the attributes from the page:
function getImages() {
var scripts = document.querySelectorAll('._2di5p');
return Array.prototype.map.call(scripts, function (e) {
return e.getAttribute('src');
});
}
Then I do the standard:
casper.waitForSelector('div._4rbun', function() {
this.echo('...found selector ...try getting image srcs now...');
imagesArray = this.evaluate(getImages);
imagesArray.forEach(function (item) {
console.log(item);
However, all that is returned is the lowest resolution of the srcset. Using this url, for example, (https://www.instagram.com/p/BhWS4csAIPS/?taken-by=kasabianofficial) all that is returned is https://instagram.flcy1-1.fna.fbcdn.net/vp/b282bb23f82318697f0b9b85279ab32e/5B5CE6F2/t51.2885-15/s640x640/sh0.08/e35/29740443_908390472665088_4690461645690896384_n.jpg, which is the lowest resolution (640x640) image in the srcset. Ideally, I'd like to retrieve the https://instagram.flcy1-1.fna.fbcdn.net/vp/8d20f803e1cb06e394ac91383fd9a462/5B5C9093/t51.2885-15/e35/29740443_908390472665088_4690461645690896384_n.jpg which is the 1080x1080 image in the srcset. But I can't. There's no way to get that item as far as I can tell. It's completely hidden.
I found a way around it in Instagram's case. Instagram puts the source picture in a meta tag within the head. So, using the code I'll paste below, you can call all of the meta tags and then sort out which one is the source picture by checking if "og:image" is retrieved.
function getImages() {
var scripts = document.querySelectorAll('meta[content]');
return Array.prototype.map.call(scripts, function (e) {
return e.getAttribute('property') + " " + e.getAttribute('content');
});
}
And this is the way to sort the meta tags into only having the original image in its native resolution.
this.echo('...found selector ...try getting image srcs now...');
imagesArray = this.evaluate(getImages);
imagesArray.forEach(function (item) {
if (typeof item == "string" && item.indexOf('og:image') > -1) {
Edit: Unfortunately this only works for single image posts on Instagram (the site I'm trying to scrape) so this unfortunately does me no goo. The values within the meta tags don't change even if you load the next image in the post. I'm leaving this up though in case anyone else could use it, but it's not ideal for my own use case.
Yes indeed PhantomJS doesn't seem to support srcset, its Webkit engine is very old.
But to be fair, all the metadata related to the page is out in the open in the HTML as JSON in window._sharedData variable.
If you want to use a headless browser (and not parse it with any server-side language) you can do this:
var imgUrl = page.evaluate(function(){
return window._sharedData.entry_data.PostPage[0].graphql.shortcode_media.display_resources[2].src;
});
https://instagram.fhen2-1.fna.fbcdn.net/vp/8d20f803e1cb06e394ac91383fd9a462/5B5C9093/t51.2885-15/e35/29740443_908390472665088_4690461645690896384_n.jpg
Solution: So my solution was to use slimerjs. If I run the js file through "casperjs --engine=slimerjs fileName.js", I can retrieve srcsets in full. So if I say use this code:
function getImgSrc() {
var scripts = document.querySelectorAll("._2di5p");
return Array.prototype.map.call(scripts, function (e) {
return e.getAttribute("srcset");
});
}
on this url (https://www.instagram.com/p/BhWS4csAIPS/?taken-by=kasabianofficial) I will get (https://instagram.flcy1-1.fna.fbcdn.net/vp/b282bb23f82318697f0b9b85279ab32e/5B5CE6F2/t51.2885-15/s640x640/sh0.08/e35/29740443_908390472665088_4690461645690896384_n.jpg 640w,https://instagram.flcy1-1.fna.fbcdn.net/vp/b4eebf94247af02c63d20320f6535ab4/5B6258DF/t51.2885-15/s750x750/sh0.08/e35/29740443_908390472665088_4690461645690896384_n.jpg 750w,https://instagram.flcy1-1.fna.fbcdn.net/vp/8d20f803e1cb06e394ac91383fd9a462/5B5C9093/t51.2885-15/e35/29740443_908390472665088_4690461645690896384_n.jpg 1080w) as the result.
This is what I wanted as it means I can scrape those 1080 images. Sorry for this messy page, but I wanted to leave my trail of steps to any of those who might be trying like me.
I have a not too big grid (30x20) with numbers in cells. I have to display all, calculate them in different ways (by columns, rows, some cells, etc.) and write values to some cells. This data is also written and read from db table fields. Everything is working, excluding simple (theoretically) mask tools.
In time of e.g. writing data to the field in the table I try to start mask and close it on finish. I used such a “masks” very often but only in this situation I have a problem and can’t solve it.
I prepare this mask the following way:
msk = new Ext.LoadMask(Ext.getBody(), { msg: "data loading ..." });
msk.show();
[writing data loops]
msk.hide();
msk.destroy();
I also tried to use grid obiect in place of Ext.getBody(), but without result.
I found also that the program behaves in a special way – loops which I use to write data to the table field are "omitted" by this mask, and it looks like loops are working in the background (asynchronously).
Would you be so kind as to suggest something?
No, no, no, sorry guys but my description isn’t very precise. It isn’t problem of loading or writing data to the database. Let’s say stores are in the memory but my problem is to calculate something and write into the grid. Just to see this values on the screen. Let me use my example once again:
msk = new Ext.LoadMask(Ext.getBody(), { msg: "data loading ..." });
msk.show();
Ext.each(dataX.getRange(), function (X) {
Ext.each(dataY.getRange(), function (Y) {
…
X.set('aaa', 10);
…
}
msk.hide();
msk.destroy();
And in such a situation this mask isn’t visible or is too fast to see it.
In the mean time I find (I think) a good description of my problem but still can’t find a solution for me. When I use e.g. alert() function I see this mask, when I use delay anyway, mask is too fast. Explanation is the following:
The reason for that is quite simple - JS is single threaded. If you modify DOM (for example by turning mask on) the actual change is made immediately after current execution path is finished. Because you turn mask on in beginning of some time-consuming task, browser waits with DOM changes until it finishes. Because you turn mask off at the end of method, it might not show at all. Solution is simple - invoke store rebuild after some delay.*
I have no idea how is your code looks in general but this is some tip that you could actually use.
First of all loading operations are asynchronously so you need to make that mask show and then somehow destroy when data are loaded.
First of all check if in your store configuration you have autoLoad: false
If yes then we can make next step:
Since Extjs is strongly about MVC design pattern you should have your controller somewhere in your project.
I suppose you are loading your data on afterrender or on button click event so we can make this:
In function for example loadImportantData
loadImportantData: function(){
var controller = this;
var store = controller.getStore('YourStore'); //or Ext.getStore('YourStore'); depends on your configuration in controller
var myMask = new Ext.LoadMask(Ext.getBody(), {msg:"Please wait..."});
myMask.show();
store.load({
callback: function (records, operation, success) {
//this callback is fired when your store load all data.
//then hide mask.
myMask.hide();
}
});
}
When data is loaded your mask will disappear.
If you have a reference to the grid, you can simply call grid.setLoading(true) to display a loading mask over the grid at any time.
I'm playing with the webkit Audio API and I'm trying to create an Echo effect, to accomplish that I've connected a DelayNode with a GainNode in a loop (The output of one is the input of the other, and viceversa).
The effect works fine, but now I want to create an EchoNode Object that I can just plug-in and connect with the other AudioNode objects.
Something like:
myEchoNode = new EchoNode();
myConvolverNode = context.createConvolver();
myConvolverNode.connect(myEchoNode);
I think that I should make my EchoNode inherit from AudioNode, so that the connect function of every other AudioNode would work, but I don't know how to do that in Javascript with the web Audio API.
Can anyone give me a hint, or if you think that there is a better way to accomplish that I would greatly appreciate it.
Thanks
Oskar's solution should do the trick, but I want to point out that it will require you to connect to your EchoNode in a nonstandard way (using EchoNode.input rather than simply connecting to the EchoNode itself). For simple effects such as feedback delay, this can be avoided by creating the EchoNode via a factory function that returns a native DelayNode mixed with some extra properties. Here's an example from SynthJS:
function FeedbackDelayNode(context, delay, feedback){
this.delayTime.value = delay;
this.gainNode = context.createGainNode();
this.gainNode.gain.value = feedback;
this.connect(this.gainNode);
this.gainNode.connect(this);
}
function FeedbackDelayFactory(context, delayTime, feedback){
var delay = context.createDelayNode(delayTime + 1);
FeedbackDelayNode.call(delay, context, delayTime, feedback);
return delay;
}
AudioContext.prototype.createFeedbackDelay = function(delay, feedback){
return FeedbackDelayFactory(this, delay, feedback);
};
As you can see, the result is a native DelayNode that can be connected to other nodes in the standard fashion, but it has an attached gain node that provides the feedback effect.
Have a look at this article I wrote, it might give you some ideas: http://www.html5rocks.com/en/tutorials/casestudies/jamwithchrome-audio/ (which explains the basic idea behind tuna.js that Taoist recommended).