1 decade ago by stillen
My Apple Developer Account is still in limbo b/c of the Apple Hacking from a few weeks ago, so I can't test any of this locally.
There's a few threads on here that talk about this, but I haven't been able to get an answer exactly, so here's what I want to do.
Basically I want to make an opening movie for my game, and some cut scenes to show between levels. I was thinking I could made a Video Entity that would create a video tag outside of canvas have it play in the canvas. I'm pretty sure though if when I hide video in css, though, it won't play, so I'm not thinking this will not work. As well, I don't think this will work with ejecta either.
I was looking at this:
http://impactjs.com/ejecta/supported-apis-methods#video
But when you make the video element, where does it go? Also on a desktop using a similar approach , I would think this element could only work being over the canvas as my previously mentioned hiding video not playing.
Any thoughts or direction would be greatly appreciated. I want to target an iPhone game, and didn't want to have to make two different approaches for desktop and iPhone.
There's a few threads on here that talk about this, but I haven't been able to get an answer exactly, so here's what I want to do.
Basically I want to make an opening movie for my game, and some cut scenes to show between levels. I was thinking I could made a Video Entity that would create a video tag outside of canvas have it play in the canvas. I'm pretty sure though if when I hide video in css, though, it won't play, so I'm not thinking this will not work. As well, I don't think this will work with ejecta either.
I was looking at this:
http://impactjs.com/ejecta/supported-apis-methods#video
But when you make the video element, where does it go? Also on a desktop using a similar approach , I would think this element could only work being over the canvas as my previously mentioned hiding video not playing.
Any thoughts or direction would be greatly appreciated. I want to target an iPhone game, and didn't want to have to make two different approaches for desktop and iPhone.