Impact

This forum is read only and just serves as an archive. If you have any questions, please post them on github.com/phoboslab/impact

1 decade ago by paulh

So i try to build for iphone 5.0 and its all great, works nice (except the mouse input offset) .. then i try to build on ipad but i get:

a small screen in the centre for the ipad with the game running, ive added:


if( ig.ua.iPad) {
    ig.main('#canvas', MyGame, 60, 960, 420, 1);
}

and loads of different variations but the "canvas" remains the same size?

changing the 1, does change the zoom but how do i make it full screen, surely changing the resolution should change the screen size?

1 decade ago by Joncom

Maybe try throwing an alert in there to make sure the iPad is reading your line:
if( ig.ua.iPad) {
    alert("This is iPad.");
    ig.main('#canvas', MyGame, 60, 960, 420, 1);
}

On second thought, does iPad allow alerts?

1 decade ago by paulh

think its a bug, just changing the basic resolution of the jumpnrun demo doesn't change the size of the render window, or i dont know what im doing (which i dont :-)

1 decade ago by Arantor

Well, the iPad's resolution is 1024x768 (less the menu bar)

1 decade ago by paulh

need the index.html file!

isnt in the jumpnrun download so didnt think it was needed, lol!

1 decade ago by paulh

yes i know the resolution, just trying to get it bigger to start with!

You dont need to have an html file with iosimpact, you have to make it a universal app.


If anyone has any hints on what that means with impactios and how to do it i'd love to know, otherwise i got a new task for tomorrow :-)
Page 1 of 1
« first « previous next › last »