2012-06-12
2012-06-12
Zero Percent Game Dev - Cursor, Code, Confine
I don't like the cursor-hand thing. I feel it breaks the immersion into the system by reminding you that oh yeah, this is just a web page in a browser, not some kind of new thing, some application. That said, there's no justification for demanding every new player to learn an entirely new way of interacting with what is literally and technically a web page. The top menu code was in the login code, which made less and less sense as time went by. The menu relied on code being included while login did not, but login was getting a bunch of javascript that just had no idea what was going on around it, as evidenced by the fraught error messages in the browser console. Anyways, those two lumps of code are now in different corners, corners that make sense. I spent the bulk of the number of hours reported researching how to keep divs from trampling into each other like confused buffalo and in the end found the answer in a comment of my own writing: '//This part is waiting for jQuery's .resize().' That was back when I thought that delaying jQuery was a good idea. The divs' absolute positioning is now being determined by real numbers of things around them, so for example the chat lines only start where the channel tabs end rather than at some static point determined in some forgotten corner of my mind. It is checked every time (and while) the window is resized. An immediately visible benefit is that the top menu should work properly on smart phones. I've been writing with one eye stuck shut from exhaustion, now the other has joined it. I would go back and change that comma into a semicolon but I can't see where it went. Ah well.