1 decade ago 
				by syleron
				
																
			
			
				Is it possible to make the gamescren fullscreen?			
		 
			
			
			
				I run this at startup:
      ig.system.resize($(window).width(),$(window).height());
and have it bound to resizes like so:
$(window).resize(this.resize.bind());
			 
			
			
				1 decade ago 
				by syleron
				
																
			
			
				Thanks for the response, how should i modify ig.main in order for this to work?			
		 
			
			
			
				I put that as the last line of ig.main			
		 
			
			
				1 decade ago 
				by dominic
				
																
			
			
				I think it's somewhat important to note that subelsky is using the 
 jQuery library in his example :)			
 
			
			
			
				@subelsky just curious, what's the performance like with fullscreen and scaling of 2? Or do you not scale?			
		 
			
			
				1 decade ago 
				by dominic
				
																
			
			
				Scaling should be completely irrelevant for performance I think - the resulting screen size is important. 
If you have a game with a resolution of 320x240 and a scaling of 2, it's actually rendered at 640x480. All images are scaled up during load time in JavaScript. So drawing a 16x16 px image with a scaling of 2, will actually draw a 32x32 px image on the canvas.
The reason it's done like this is that rendering a canvas in anything else than its internal resolution is slooooow (i.e. scaling the canvas up using CSS) and there's no cross browser way to specify crisp nearest neighbor scaling.			
		 
			
			
				1 decade ago 
				by paulh
				
																
			
			
				so i aded this at the bottom of main,js :
      ig.system.resize($(window).width(),$(window).height());
And on load the canvas scales but not when the window changes size :-( Where does this go:
$(window).resize(this.resize.bind());
			 
			
			
			
				1 decade ago 
				by paulh
				
																
			
			
				Does what i need in this instance!
#canvas {
			position: relative;
			left: 0;
			right: 0;
			top: 0;
			bottom: 0;
			margin: auto;
			border: 1px solid #555;
			background-color: red;
			width:100%;
			height:100%;
		}
			 
			
			
				1 decade ago 
				by Chmood
				
																
			
			
				As Dominic said one year ago :
Canvas is best used at 1x scale factor. Letting the browser resize it (with CSS) tends to cast the "blurry effect", the opposite of pixelart nearest-neighbor scaling.
So if you want a game to double its size, you'd better double the impact pixel-scale instead of CSS canvas dimensions.
Dominic also said what took me a while to understand : impact bitmap assets are scaled (in /lib/impact/images.js) ONCE after being pre-loaded. If you want the pixel-scale to vary on window or orientation resize, you'll have to re-compute the initial scaling.			
		 
			
			
				1 decade ago 
				by paulh
				
																
			
			
				Yea i got all that, not using as a game per se in this instance and blurry will work better for what im planning :-)
this: 
http://impactjs.com/forums/code/dynamic-pixelscaling works pretty well, but dont have the time to get it to work properly for what im doing ...			
 
			
			
				1 decade ago 
				by gort
				
																
			
			
				
ig.system.resize(
            ig.global.innerWidth * 1 * ( 1 / 4 ),
            ig.global.innerHeight * 1 * ( 1 / 4 ),
            4
        );
and set scaling to 
4. easy as that. Actually thats how 
http://collinhover.github.io/mimic/ deos it!			
 
		 
	
	
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