tags:

views:

76

answers:

5

Hi I'm playing with the following app using the HTML Canvas: http://driz.co.uk/particles/

At the moment it is set to 640x480 pixels, but I would like to make it full screen as it will be shown a projector. However as far as I can tell I cannot set the canvas size to be 100% as the variables only except numbers and not the %. Using CSS just stretches it rather than making it actual full screen.

Any ideas?

Thanks

EDIT: Tried finding the height and width using jQuery but it breaks the canvas any ideas why?

var $j = jQuery.noConflict();


var canvas;
var ctx;
var canvasDiv;
var outerDiv;

var canvasW = $j('body').width();
var canvasH = $j('body').height();

//var canvasW     = 640;
//var canvasH     = 480;

var numMovers   = 550;
var movers      = [];
var friction    = .96;
var radCirc     = Math.PI * 2;

var mouseX, mouseY, mouseVX, mouseVY, prevMouseX = 0, prevMouseY = 0;   
var isMouseDown = true;



function init()
{
    canvas = document.getElementById("mainCanvas");

    if( canvas.getContext )
    {
        setup();
        setInterval( run , 33 );
    }
}

function setup()
{
    outerDiv = document.getElementById("outer");
    canvasDiv = document.getElementById("canvasContainer");
    ctx = canvas.getContext("2d");

    var i = numMovers;
    while( i-- )
    {
        var m = new Mover();
        m.x  = canvasW * .5;
        m.y  = canvasH * .5;
        m.vX = Math.cos(i) * Math.random() * 25;
        m.vY = Math.sin(i) * Math.random() * 25;
        m.size = 2;
        movers[i] = m;
    }

    document.onmousedown = onDocMouseDown;
    document.onmouseup   = onDocMouseUp;
    document.onmousemove = onDocMouseMove;
}

function run()
{
    ctx.globalCompositeOperation = "source-over";
    ctx.fillStyle = "rgba(8,8,12,.65)";
    ctx.fillRect( 0 , 0 , canvasW , canvasH );
    ctx.globalCompositeOperation = "lighter";

    mouseVX    = mouseX - prevMouseX;
    mouseVY    = mouseY - prevMouseY;
    prevMouseX = mouseX;
    prevMouseY = mouseY;

    var toDist   = canvasW / 1.15;
    var stirDist = canvasW / 8;
    var blowDist = canvasW / 2;

    var Mrnd   = Math.random;
    var Mabs   = Math.abs;
    var Msqrt  = Math.sqrt;
    var Mcos   = Math.cos;
    var Msin   = Math.sin;
    var Matan2 = Math.atan2;
    var Mmax   = Math.max;
    var Mmin   = Math.min;

    var i = numMovers;
    while( i-- )
    {
        var m  = movers[i];
        var x  = m.x;
        var y  = m.y;
        var vX = m.vX;
        var vY = m.vY;

        var dX = x - mouseX;
        var dY = y - mouseY; 
        var d = Msqrt( dX * dX + dY * dY );
        var a = Matan2( dY , dX );
        var cosA = Mcos( a );
        var sinA = Msin( a );

        if( isMouseDown )
        {
            if( d < blowDist )
            {
                var blowAcc = ( 1 - ( d / blowDist ) ) * 2;
                vX += cosA * blowAcc + .5 - Mrnd();
                vY += sinA * blowAcc + .5 - Mrnd();
            }
        }

        if( d < toDist )
        {
            var toAcc = ( 1 - ( d / toDist ) ) * canvasW * .0014;
            vX -= cosA * toAcc;
            vY -= sinA * toAcc;
        }

        if( d < stirDist )
        {
            var mAcc = ( 1 - ( d / stirDist ) ) * canvasW * .00022;
            vX += mouseVX * mAcc;
            vY += mouseVY * mAcc;           
        }


        vX *= friction;
        vY *= friction;

        var avgVX = Mabs( vX );
        var avgVY = Mabs( vY );
        var avgV = ( avgVX + avgVY ) * .5;

        if( avgVX < .1 ) vX *= Mrnd() * 3;
        if( avgVY < .1 ) vY *= Mrnd() * 3;

        var sc = avgV * .45;
        sc = Mmax( Mmin( sc , 3.5 ) , .4 );


        var nextX = x + vX;
        var nextY = y + vY;

        if( nextX > canvasW )
        {
            nextX = canvasW;
            vX *= -1;
        }
        else if( nextX < 0 )
        {
            nextX = 0;
            vX *= -1;
        }

        if( nextY > canvasH )
        {
            nextY = canvasH;
            vY *= -1;
        }
        else if( nextY < 0 )
        {
            nextY = 0;
            vY *= -1;
        }


        m.vX = vX;
        m.vY = vY;
        m.x  = nextX;
        m.y  = nextY;

        ctx.fillStyle = m.color;
        ctx.beginPath();
        ctx.arc( nextX , nextY , sc , 0 , radCirc , true );
        ctx.closePath();
        ctx.fill();     
    }

    //rect( ctx , mouseX - 3 , mouseY - 3 , 6 , 6 );
}


function onDocMouseMove( e )
{
    var ev = e ? e : window.event;
    mouseX = ev.clientX - outerDiv.offsetLeft - canvasDiv.offsetLeft;
    mouseY = ev.clientY - outerDiv.offsetTop  - canvasDiv.offsetTop;
}

function onDocMouseDown( e )
{
    isMouseDown = true;
    return false;
}

function onDocMouseUp( e )
{
    isMouseDown = true;
    return false;
}



// ==========================================================================================


function Mover()
{
    this.color = "rgb(" + Math.floor( Math.random()*255 ) + "," + Math.floor( Math.random()*255 ) + "," + Math.floor( Math.random()*255 ) + ")";
    this.y     = 0;
    this.x     = 0;
    this.vX    = 0;
    this.vY    = 0;
    this.size  = 0; 
}


// ==========================================================================================


function rect( context , x , y , w , h ) 
{
    context.beginPath();
    context.rect( x , y , w , h );
    context.closePath();
    context.fill();
}


// ==========================================================================================
A: 

AFAIK, HTML5 does not provide an API which supports full screen.

This question has some view points on making html5 video full screen for example using webkitEnterFullscreen in webkit.
Is there a way to make html5 video fullscreen

zengr
Any ideas on how I could get around this?
Cameron
A: 

You could just capture window resize events and set the size of your canvas to be the browser's viewport.

ferrari fan
trying that now using jquery but seems to break the code... any ideas? added code to my original question.
Cameron
+1  A: 

The javascript has

var canvasW     = 640;
var canvasH     = 480;

in it. Try changing those as well as the css for the canvas.

Or better yet, have the initialize function determine the size of the canvas from the css!

in response to your edits, change your init function:

function init()
{
    canvas = document.getElementById("mainCanvas");
    canvas.width = document.width;
    canvas.height = document.height;
    canvasW = canvas.width;
    canvasH = canvas.height;

    if( canvas.getContext )
    {
        setup();
        setInterval( run , 33 );
    }
}

also remove all the css from the wrappers, that just junks stuff up. You have to edit the js to get rid of them completely though... I was able to get it full screen though.

NickLarsen
A: 

Get the full width and height of the screen and create a new window set to the appropriate width and height, and with everything disabled. Create a canvas inside of that new window, setting the width and height of the canvas to the width - 10px and the height - 20px (to allow for the bar and the edges of the window). Then work your magic on that canvas.

Sean Vieira
Tried doing that using jQuery look at my edited question
Cameron
A: 

All you need to do is set the width and height attributes to be the size of the canvas, dynamically. So you use CSS to make it stretch over the entire browser window, then you have a little function in javascript which measures the width and height, and assigns them. I'm not terribly familliar with jQuery, so consider this psuedocode:

window.onload = window.onresize = function() {
  theCanvas.width = theCanvas.offsetWidth;
  theCanvas.height = theCanvas.offsetHeight;
}

The width and height attributes of the element determine how many pixels it uses in it's internal rendering buffer. Changing those to new numbers causes the canvas to reinitialise with a differently sized, blank buffer. Browser will only stretch the graphics if the width and height attributes disagree with the actual real world pixel width and height.

Bluebie
If you're looking for actual full screen view for a projector, there are capable tools. Opera is a web browser with full screen support for example, so you can just manually switch it to full screen for your presentation.
Bluebie