Open TJScalzo opened 8 years ago
No, that's a canvas problem. I'm not sure why we have that problem. @garrettdreyfus and I will look into it.
Do you have any steps towards recreating that problem?
I'm using Safari Version 9.0.2 (9537.86.3.9.1). I'm on a MacBook Pro 2011. Hm... what other information are you looking for?
Well I don't know what changed (if anything) but there aren't any shapes covering the game anymore. That's a little strange...
I have the same problem on Safari on iOS 9.3. you can recreate this problem ( on a Mac at least) with the iOS simulator.
Do you guys have the problem on https://hextris.io/ still?
Yes it still exists. :( I investigated further. Seems to depend on actual screen size or ratio. Set the window height to 720px or 768px and it happens also on Chrome 49 on Mac
Thanks for further info! I'll look into it. Also, pull requests are welcome :)
On Tue, Apr 12, 2016 at 5:20 AM, sgotre notifications@github.com wrote:
Yes it still exists. :( I investigated further. Seems to depend on actual screen size or ratio. Set the window height to 720px or 768px and it happens also on Chrome 49 on Mac
— You are receiving this because you commented. Reply to this email directly or view it on GitHub https://github.com/Hextris/hextris/issues/162#issuecomment-208811750
adding a font definition (e.g. "px Exo") to the renderText(...) calls in view.js seems to fix the problem:
change
renderText(trueCanvas.width / 2 + gdx + 6 * settings.scale, trueCanvas.height / 2 + gdy - 155 * settings.scale, 150, "#2c3e50", "Hextris");
to
renderText(trueCanvas.width / 2 + gdx + 6 * settings.scale, trueCanvas.height / 2 + gdy - 155 * settings.scale, 150, "#2c3e50", "Hextris", "px Expo");
etc
at least for me, this fixed an issue with huge text-overlays in the canvas.
Thanks for proposal @hhiptmair ! I will try this and create PR if it works!
even better: just remove the "20" in the renderText-definition:
var font = 'px Exo';
@hhiptmair you proposal worked fine regarding the visual elements. see http://teraone.github.io/hextris/
Unfortunately I still can not play within the iOS Simulator on iPad. We should try on a real device. Do you have an suggestions for debugging canvas elements in (mobile) safari?
Chrome debugger console works well (you can emulate a mobile platform). Sorry I'm not more involved right now because of finals - I'll definitely fix this by the time finals end in late May.
there is a problem with used device-detection when playing on an iPad. that's why the touch-event-bindings never happened on it.
to fix it: in initialization.js replace the line
if (/Android|webOS|iPhone|iPod|BlackBerry|IEMobile|Opera Mini/i.test(navigator.userAgent))
with
if (/Android|webOS|iPhone|iPod|iPad|BlackBerry|IEMobile|Opera Mini/i.test(navigator.userAgent))
@sgotre for debugging canvas elements, the inspector-tool (switch to canvas in the menu) of firefox is quite powerful. but i assume there are plugins for chrome too
Thanks! I'll test and deploy in a few weeks.
Windows 10 Chrome Version 60.0.3112.113 still experiencing this bug.
Windows 10 Firefox Version 69.0.1 still experiencing this bug
Random shapes appear at the top of the screen that cover the hexagon. It's pretty annoying and I'm not sure why it's happening. I'm on a 2011 MacBook Pro playing in Safari. Is it just because I have an old computer?