Statically define canvas, maybe this will fix ios.
Make loader code actually work again (I think)
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cat.html
21
cat.html
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@ -24,8 +24,15 @@
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<link rel="icon" sizes="192x192" href="images/icon-192.png">
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<style>
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body {
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margin: 0;
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padding: 0;
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background: #000000;
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}
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canvas {
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border:1px solid #d3d3d3;
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display: block;
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margin: 0 auto;
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background-color: #000000;
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}
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@font-face {
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@ -35,9 +42,11 @@ canvas {
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</style>
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</head>
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<body style="margin: 0; padding:0;" bgcolor="#000000" onload="startGame()">
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<canvas></canvas>
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<script>
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var FONT = "BlueStone";
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// canvas style did have : border:1px solid #d3d3d3;
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// game vars
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var things = [];
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@ -259,7 +268,7 @@ var maximages = 0;
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function loadimage(name, filename) {
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image[name] = new Image();
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image[name].onload = game.incloadprogress();
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image[name].onload = game.incloadprogress;
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image[name].src = filename;
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}
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@ -988,12 +997,13 @@ var game = {
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ctx.fillStyle = bgcol;
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this.context.fillRect(0, 0, this.canvas.width, pct * this.canvas.height);
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this.dirty = true;
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console.log("loader");
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console.log("drawing loader");
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},
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init : function() {
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this.canvas = document.createElement("canvas");
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//this.canvas = document.createElement("canvas");
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this.canvas = document.getElementsByTagName('canvas')[0];
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this.stargoalbanner = document.createElement("canvas");
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this.hratio = SCREENH / SCREENW;
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@ -1018,7 +1028,8 @@ var game = {
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this.android = this.ua.indexOf('android') > -1 ? true : false;
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this.ios = ( this.ua.indexOf('iphone') > -1 || this.ua.indexOf('ipad') > -1 ) ? true : false;
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document.body.insertBefore(this.canvas, document.body.childNodes[0]);
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// don't need this now that we statically define the canvas.
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//document.body.insertBefore(this.canvas, document.body.childNodes[0]);
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// try to go full screen?
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/*
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