1 decade ago by Fooshi
Hello,
My canvas is blank on the android browser ! there is no img or something else.
Here is my code :
My canvas is blank on the android browser ! there is no img or something else.
Here is my code :
ig.module(
'game.main'
)
.requires(
'impact.game',
'impact.image',
'impact.loader',
'impact.input',
'impact.system'
)
.defines(function(){
// Classe du Jeu
TotemGame = ig.Game.extend({
FondCtx : null,
first : new ig.Image('media/first.png'),
init : function(){
ig.input.bind(ig.KEY.MOUSE1, 'scratch'); // Ecouteur de la souris
var FondCanvas = document.getElementById("fond"); // Recupere le canvas de fond
this.FondCtx = FondCanvas.getContext("2d");
this.first.draw(0,0); // Affiche l'image premiere
},
update : function(){},
draw : function()
{
if(ig.input.state('scratch'))
{
var FondImg;
for(var y=0; y<20; ++y)
{
var x = (Math.sqrt(400-(y*y))).round();
for(var i=0; i<x; ++i)
{
FondImg = this.FondCtx.getImageData(ig.input.mouse.x+i,ig.input.mouse.y+y,1,1);
ig.system.context.putImageData(FondImg,ig.input.mouse.x+i,ig.input.mouse.y+y);
FondImg = this.FondCtx.getImageData(ig.input.mouse.x-i,ig.input.mouse.y+y,1,1);
ig.system.context.putImageData(FondImg,ig.input.mouse.x-i,ig.input.mouse.y+y);
FondImg = this.FondCtx.getImageData(ig.input.mouse.x+i,ig.input.mouse.y-y,1,1);
ig.system.context.putImageData(FondImg,ig.input.mouse.x+i,ig.input.mouse.y-y);
FondImg = this.FondCtx.getImageData(ig.input.mouse.x-i,ig.input.mouse.y-y,1,1);
ig.system.context.putImageData(FondImg,ig.input.mouse.x-i,ig.input.mouse.y-y);
}
}
}
}
});
if(ig.ua.mobile)
{
ig.Sound.enabled = false;
}
if(ig.ua.iPhone4)
{
ig.main('#canvas', TotemGame, 60, 320, 480, 1);
}
else if(ig.ua.mobile)
{
ig.main('#canvas', TotemGame, 20, 320, 480, 1);
}
else
{
ig.main('#canvas', TotemGame, 60, 320, 480, 1);
}
});
// Init the background Canvas
function init()
{
var fond = document.getElementById("fond");
var imageFond = new Image();
var imageFond1 = new Image();
if (fond.getContext)
{
ctx = fond.getContext("2d");
imageFond.onload = function()
{
ctx.drawImage(imageFond,0,0);
}
imageFond1.onload = function()
{
ctx.drawImage(imageFond1,0,0);
}
imageFond.src = "media/fond.jpg";
imageFond1.src = "media/euro1.png";
}
}
