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Intel XDK
Unfortunately the XDK is not functional with the Support Framework with the latest version v419 (released 2/10/2014) (I'm trying to figure out all the issues...)
I tested with my Android Razr and iPad 2 with little luck. There are likely new changes that require non-obvious adjustments.
Disabling the plugins.dc.dc include in the main.js allowed the game to run but render incorrectly.
Having the html based touch buttons seems to break the drawing functionality... but then even without the buttons the rendering sometimes goes black after a few frames.
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XDK DISABLED- related code should be UNCOMMENTED. -
XDK ENABLED- related code should be COMMENTED.
As of this writing these changes are limited to index.html and main.js.
When calling ig.main you should specify the canvas intel.xdk.canvas and modify the system.js to not use the canvasId to look up a canvas, instead directly assigning it.
(original source: http://impactjs.com/forums/help/cocoon-js-issues#post22013)
Some devices may need some assistance when pre-processing the font information.
Basically on a working platform in some init where your font is loaded add this:
console.log( JSON.stringify(this.font.indices) );
console.log( JSON.stringify(this.font.widthMap) );
Then using the output repopulate the font data after loading the font by assigning the two fields.
this.font.indices = [ /* ... array data here ... */ ];
this.font.widthMap = [ /* ... array data here ... */ ];
You will need to completely remove ig.System.SCALE from the ImpactJS system.js file for the Intel XDK to function correctly.
Replace it accordingly:
ig.System.SCALE = {
CRISP: function( canvas, context ) {},
SMOOTH: function( canvas, context ) {}
};