Ashley's Forum Posts

  • Check this.width > 0 and this.height > 0. The canvas spec says to throw an exception if drawing a zero or negative size image. It can happen more often than you think since e.g. the Anchor behavior may zero size the object for one tick. C2's engine prevents draw() being called on any zero or negative sized object, but maybe if the plugin does its own draw call it can still crash.

    Apart from that - if it's a bug in a third party plugin, there's not much more we can do to help.

  • Have you read the how to make an iOS web app tutorial? Did you get stuck on any particular point?

  • This is by design in the platform movement. Anything over 45 degrees counts as a wall!

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  • Wronghands - GPUs are so extremely efficiently designed for simple 2D drawing that I don't think you'll actually see much or even any runtime performance hit from using bigger textures. If you read our old blog post HTML5 gaming performance analysis, you'll note at least on desktop it takes longer to request the GPU to draw an image than it takes for the GPU to actually draw it, which means you can do a lot of scaling and rotating with zero performance impact. So memory usage/download size is the only issue.

    As for Chrome and Facebook, since desktop displays go up to 1920x1080 which is only a little less than the iPad 3, it should be ideal for that as well.

  • Added to the todo list...

  • FYI the 'Set web font' feature of Text doesn't have a true 'loaded' event, and can take a few seconds to load. So for that I just forced refreshes on a timer: every 100 ms for the next 1 second (in case it loads quickly), then every 1 second for the next 5 seconds after that (so if it does load in the next 5s it should update for it). If all else fails, that might work for you too.

  • It's an interesting idea, but I always thought it was best solved by simply designing for the biggest (iPad retina) and using the 'fullscreen scale' option to it scales down for all the smaller displays. Then you also have a single universal app that should work on any iOS or Android device regardless of screen size.

    It does use more memory for the images, but on the other hand games which scale up sprites or zoom in will improve quality on the lower-resolution screens, which is a nice touch. It also is a true one-size-fits-all solution rather than having a myriad different options for each possible screen size out there.

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  • I'm not sure, maybe look in to how to fire an event handled by addEventListener("touchstart").

  • Try turning off debug mode in PhoneGap's preferences.

  • No idea, it may be a bug in Safari on iOS that it doesn't fire onload events properly. Sorry, I don't know for sure any better.

  • I'm going to lock this - I don't think discussion on the subject of religion is a good idea on our forum, not because of any views we hold, but just the practical points that:

    • it tends to raise strong and clashing opinions
    • there are other better places to discuss these ideas.

    I'm sure this post was made with the best of intentions but even positively intended posts can cause a backlash due to differing views. So I hope nobody minds I'm locking this.

  • A 'trigger once' event by itself in a group should run once upon the group activating.