As we saw yesterday, the HTML map element can be used in a variety of ways, two of which we hone in on with todayโs ESL Vocabulary Getting Warmer Game Tutorial, a variation on yesterdayโs ESL Under The Stairs Game Overlay Primer Tutorial as shown below, where we add Javascript functionality to effectively find the shortest distance of a point to a polygon co-ordinate โsetโ, and a revisit of our previous English Learning โ Vocabulary โ Under The Stairs as shown way below. The HTML map element can be โฆ
- a jigsaw โoverlayโ to the underlying image (in that we try to cover the whole area of the image with clickable HTML area โpolygonโ segments (the so called โClick and be Promptedโ mode of use)) โฆ but if the user selects a โFind Prompted Objectโ mode of use that same HTML map element is reworked to become like โฆ
- a โWhereโs Wallyโ scenario where the computer prompts the user for what they should click on, where the HTML map element has one defined HTML area tag plus one other default โnonhrefโ HTML area tag
In that second mode of use today, we add a bit of fun by adding that โgetting warmerโ type of โbizzoโ (sorry to get technical) to our game.
To do this, as weโve mentioned, we find the shortest distance of a point to a polygon co-ordinate โsetโ by โฆ
- leave the HTML map to determine when a point is inside its first โpolygonโ section, and for all the rest, via that other โnohrefโ HTML area elementโs onclick event, we arrange some Javascript that โฆ
- breaks the problem into sets of 3 co-ordinate (x,y) arrangements for each polygon line segment (brought up to 3 by the point chosen by the user) โฆ
- for each of these consider the three points as a triangle and use Heronโs Formula to calculate the triangle area
โฆ
function herons_formula_triangle_area(x1, y1, x2, y2, x3, y3) {
var a=Math.sqrt((x1 - x2) * (x1 - x2) + (y1 - y2) * (y1 - y2));
var b=Math.sqrt((x3 - x2) * (x3 - x2) + (y3 - y2) * (y3 - y2));
var c=Math.sqrt((x3 - x1) * (x3 - x1) + (y3 - y1) * (y3 - y1));
var s=eval((a + b + c) / 2.0);
return Math.sqrt(s * (s - a) * (s - b) * (s - c));
} - the base value in โarea=base x height / 2โ (area of a triangle) can be calculated as the line segment length (square root of the x co-ordinate difference squared plus the y co-ordinate difference squared)
โฆ
function find_dist(x1, y1, x2, y2) {
return Math.sqrt((x1 - x2) * (x1 - x2) + (y1 - y2) * (y1 - y2));
} - so height=area x 2 / base โฆ
function calcdist() {
var theseobjs, area=0.0, base=0.0, height=0.0, smallestijh=-1;
var thesexy;
eval("aconto.getElementById('" + midis + "').title='other';");
smallesth=-1.0;
theseobjs=objects[snum].split(';');
thesexy=theseobjs[1].split(',');
for (var ijh=2; ijh<eval(-2 + (thesexy.length / 1)); ijh+=2) {
area=herons_formula_triangle_area(x, y, thesexy[eval(-2 + ijh)], thesexy[eval(-1 + ijh)], thesexy[ijh], thesexy[eval(1 + ijh)]);
base=find_dist(thesexy[eval(-2 + ijh)], thesexy[eval(-1 + ijh)], thesexy[ijh], thesexy[eval(1 + ijh)]);
height=eval((2.0 * area) / base);
if (eval(height) < eval(smallesth) || eval(smallesth) < 0.0) {
smallesth=height;
}
}
var cnf;
if (eval(smallesth) < 3) {
cnf=prompt("Sorry, this is not " + thisobj + ", and it is boiling. Cancel gives up, other answer will give dictionary view.","");
} else if (eval(smallesth) < 10) {
cnf=prompt("Sorry, this is not " + thisobj + ", and it is very hot. Cancel gives up, other answer will give dictionary view.","");
} else if (eval(smallesth) < 20) {
cnf=prompt("Sorry, this is not " + thisobj + ", and it is very warm. Cancel gives up, other answer will give dictionary view.","");
} else if (eval(smallesth) < 40) {
cnf=prompt("Sorry, this is not " + thisobj + ", and it is warm. Cancel gives up, other answer will give dictionary view.","");
} else if (eval(smallesth) < 80) {
cnf=prompt("Sorry, this is not " + thisobj + ", and it is lukewarm. Cancel gives up, other answer will give dictionary view.","");
} else if (eval(smallesth) < 120) {
cnf=prompt("Sorry, this is not " + thisobj + ", and it is cool. Cancel gives up, other answer will give dictionary view.","");
} else if (eval(smallesth) < 160) {
cnf=prompt("Sorry, this is not " + thisobj + ", and it is cold. Cancel gives up, other answer will give dictionary view.","");
} else if (eval(smallesth) < 160) {
cnf=prompt("Sorry, this is not " + thisobj + ", and it is freezing. Cancel gives up, other answer will give dictionary view.","");
}
if (cnf == null) {
eval("aconto.getElementById('" + midis + "').title='';");
} else {
if (cnf.length == 0) {
cnf=cnf;
return true;
} else {
eval("aconto.getElementById('" + midis + "').title='lookup';");
}
}
return false;
} - and our shortest distance can be thought of as the smallest of these โheightโ values (and you can see how we did this above)
โฆ and then the concept of โboilingโ vs โvery warmโ etcetera etcetera should be worked out by trying it out (with alert box help).
Again, with todayโs work, we are in the area of study of โoverlayโ, the HTML map tag being a well established overlay method linking image data with co-ordinate intelligence, still a useful idea we think.
HTML and Javascript codewise the original under_the_stairshtml is unchanged from the way it was way below, but today, with our changed scenario, it is used within an HTML iframe element using our Client Pre-emptive Iframe techniques to glean HTML map information, and then reworked as necessary directly into that iframe, and the HTML and Javascript for this is pre_under_the_stairs
html changed from yesterday as per thislink.
This could all become very much clearer when you try a liverun and we hope it leaves you with some ideas to try out yourself in a project you are working on.
Previous relevant ESL Under The Stairs Game Overlay Primer Tutorial is shown below.
The HTML map element can be used in a variety of ways, two of which we hone in on with todayโs ESL Vocabulary game โUnder the Stairsโ, a revisit of our previous English Learning โ Vocabulary โ Under The Stairs is shown below, where that same HTML map element used then, today, starts as โฆ
- a jigsaw โoverlayโ to the underlying image (in that we try to cover the whole area of the image with clickable HTML area โpolygonโ segments (the so called โClick and be Promptedโ mode of use)) โฆ but if the user selects a โFind Prompted Objectโ mode of use that same HTML map element is reworked to become like โฆ
- a โWhereโs Wallyโ scenario where the computer prompts the user for what they should click on, where the HTML map element has one defined HTML area tag plus one other default โnonhrefโ HTML area tag
Again, we are in the area of study of โoverlayโ, the HTML map tag being a well established overlay method linking image data with co-ordinate intelligence, still a useful idea we think.
HTML and Javascript codewise the original under_the_stairshtml is unchanged from the way it was below, but today, with our changed scenario, it is used within an HTML iframe element using our Client Pre-emptive Iframe techniques to glean HTML map information, and then reworked as necessary directly into that iframe, and the HTML and Javascript for this is pre_under_the_stairs
html channeling those oft-mentioned CSS techniques โฆ
- position:absolute property
- z-index
- opacity
The โoverlayโ concept comes into play, too, for the user to control the mode of use of the web application (ie. its HTML map elementโs mode of use) via an HTML select tag โoverlayedโ on top of an HTML iframe element which exists that way for 20 seconds allowing the user to choose that other mode of use should they be interested.
This could all become much clearer when you try a liverun and we hope it leaves you with some ideas to try out yourself in a project you are working on.
Previous relevant English Learning โ Vocabulary โ Under The Stairs is shown below.
Click to start class. How many things can you name?
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