I would like to make it so that the HTML Canvas element has a width = to the browser window width, and height = the browser window height. Below is the code I use.
HTML:
<body>
<canvas id="gameCanvas"></canvas>
<body />
JS:
function Main() {
this.canvas;
this.context;
this.canvasWidth;
this.canvasheight;
this.screenWidth;
this.screenHeight;
this.boxWidth;
this.boxHeight;
//This function is used to gather all required startup data
this.initalize = function (canvas) {
this.canvas = canvas;
this.context = this.canvas[0].getContext('2d');
}
//This function is used to size the canvas to the screen size
this.sizeCanvas = function () {
this.canvas.css("width", this.screenWidth + "px");
this.canvas.css("height", this.screenHeight + "px");
this.canvas[0].width = this.screenWidth;
this.canvas[0].height = this.screenHeight;
}
//This function is used to draw a stickman
this.drawStickMan = function (x, y) {
var headRadius = 0;
if (this.boxWidth < this.boxHeight) {
headRadius = this.boxWidth;
} else {
headRadius = this.boxHeight;
}
this.context.beginPath();
this.context.arc(x + this.boxWidth, y + this.boxHeight, headRadius, 0, 2 * Math.PI);
this.context.stroke();
console.log("run" + this.boxHeight);
}
//This function is run on page load, and when the screen resizes
this.resize = function () {
this.screenWidth = screen.width;
this.screenHeight = screen.height;
this.sizeCanvas();
this.canvasWidth = this.canvas[0].width;
this.canvasheight = this.canvas[0].height;
this.boxWidth = this.canvasWidth / 16;
this.boxHeight = this.canvasheight / 32;
this.drawStickMan(100, 100);
}
}
JS that runs the above class:
//This function is used to run the game
$(document).ready(function () {
var main = new Main();
main.initalize($("#gameCanvas"));
main.resize();
//run whenever screen size changes
$(window).resize(function () {
main.resize();
});
});
No matter what I do I cannot seem to get the canvas to fit the entire screen. I am unsure of the reason the canvas will not fit. I believe that the problem is in the sizeCanvas
function.