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Support for single Canvas rendering (OpenGL Canvas accelerators) #77
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I tried testing this with CocoonJS Launcher. I created a new project changed the html file to this then Using the Launcher on my iPhone I loaded the html which I just served up from This is the error I got EDIT: wow the previous screenshot was huge |
BTW I have no preference over CocoonJS or Ejecta. At the moment I don't have Mac to be able test with Ejecta. |
The Canvas environment detection was quite Ejecta specific. I added a hack that listens for a global variable. 9f99727#L0R5 The demo games seemed to work in CocoonJS launcher. I currently hard coded the canvas size to iPhone5. This can be changed here 9f99727#L1R9. Building demo games:
This will give you a zip file that can be loaded in the CocoonJS launcher. On Windows this will likely not work(maybe works in Git bash if you have cli zip installed). You can then just look at the contents of the Makefile and make this zip manually. Only tested with iOS. Will check on Android devices on Monday. |
lime/demos/roundball/rb2.html are not in the no-dom branch. |
I just tried this branch and successfully ran our LimeJS-based game with Ejecta. Good work! :) |
Hi, advanced compilation give's the warning: C:\lime\lime\src\helper\dom.js:12: WARNING - incomplete alias created for namespace goog.dom, but "JavaScript compilation succeeded" anyway. |
Broken: - DOM renderer: replace scene with transitions - Canvas: Scaling the director.
This is over-simplified and needs fining before merge to master. See "todo" comments.
Original discussion in the mailing list: https://groups.google.com/forum/#!msg/limejs/7URDfYUhX1w/t682EkGPgcgJ
First target is to support Ejecta https://github.com/phoboslab/Ejecta , but it should be mostly compatible with others as well. Pull requests are welcome to support other platforms.
Work in progress. Report issues you have with your own games or if this breaks current behavior in any way.
Testing:
In the browser:
See and tweak:
Ejecta
You need a Mac/Xcode for this. To test on a real device you have to be registered iOS developer.
Clone Ejecta from https://github.com/phoboslab/Ejecta
To build both games you currently need two clones of Ejecta on different paths. This command will build it for simulator. To run on a device open the Ejecta project after simulator build, select your device and hit run.