Thank you for visiting the BlackBerry Support Community Forums.
BlackBerry will be closing the BlackBerry Support Community Forums Device Forums on April 1st (Developers, see below)
BlackBerry remains committed to providing excellent customer support to our customers. We are delighted to direct you to the CrackBerry Forums, a well-established and thorough support channel, for continued BlackBerry support. Please visit http://forums.crackberry.com or http://crackberry.com/ask. You can also continue to visit BlackBerry Support or the BlackBerry Knowledge Base for official support options available for your BlackBerry Smartphone.
"When we launched CrackBerry.com 10 years ago, we set out to make it a fun and useful destination where BlackBerry Smartphone owners could share their excitement and learn to unleash the full potential of their BlackBerry. A decade later, the CrackBerry community is as active and passionate as ever and I know our knowledgeable members and volunteers will be excited to welcome and assist more BlackBerry owners with their questions."
- Kevin Michaluk, Founder, CrackBerry.com
Developers, for more information about the BlackBerry Developer Community please review Join the Conversation on the BlackBerry Developer Community Forums found on Inside BlackBerry.
12-06-2012 01:43 PM
Got my keys (had to get rid of Windows 8) so installed the test on Dev Alpha
Does exactly as expected under 1103
The entire screen goes red
If you look at script/test.js and the HTML in it does nothing other than size the canvas then paint the thing red
Sometimes you need to tweak the nimbers for ww and wh
Also be aware that orientation changes are horrid to handle
12-06-2012 02:09 PM
Right, as far as I know the way canvas behaves is that he number of pixels it containes is defined by the width and the height of the <canvas> element ie it cannot be changed using css. Your example works, because the canvas is so small (150x150). If you change the width and height later using css all canvas does is that it stretches. If you tried putting and image (even a simple circle) instead of the red background you'd see it stretch when you set the css with and height.
12-06-2012 02:16 PM
Not tried that
The framework is there to allow a createElement in the div after the load
I'll have to expand my test a bit
Gimme a while
12-06-2012 03:14 PM
Got it working scaled with some messing about
Same URLs as above but new signed and source
You were right - it was scaling
If you start it up as-is you'll need to chrome into web inspector or you'll end up with a white screen
Just inspect the doc then let it run and you're fine after that (I feel a new topic coming up)
The source is very rough and ready but defo works
I've now got the intended background with an 86x86 sprite at (0, 0)
I dunno if it's cos my Dev Alpha is in developement mode or not but it absolutely works
12-06-2012 03:24 PM
Not working on the simulator. But the way you do it is exaclty the same as the way I did it in my games that were all denied ( create a canvas element in js and the append it to body).
12-06-2012 03:43 PM
I use ImpactJS which I know deploys perfectly
I've got versions of an in-development game on iOS, Droid plus (of course) PlayBook and Dev Alpha
I assure you that my dumb little test works fine on a real device as does our little multi-layered game
I think I need to remove the -d switch from my build to stop the white screen
I get exactly what is expected with the latest test - red background with a correcly sized sprite as I now create the canvas in the startup JQuery and place everything
I'll do a non-debug version in an hour (wanna watch a TV program) and see how that goes
Slick the damned like now (spent loads of time getting this far for you)
Still gotta do the Audio thing - I'm 2 days overdue on solving that one...
12-06-2012 05:48 PM
I complied and signed yr app. It run fine in th ripple but just as I expected, it was a empty white screen on the dev alpha. Your example confirm that indeed that there was something amiss about the webworks sdk or the dev alpha about rendering a big canvas. I wonder is there any other way for the guys @ BB to help us on this as most of my app is using canvas as they are spppose to be faster.
12-06-2012 05:56 PM
12-06-2012 06:01 PM
Do you mean that it works on the hardware? cos it is the same white screen on the dev alpha regardless of the different examples i had tried. Can you let me know when this issue is resolved? Thanks