Ejecta is a fast, open source JavaScript, Canvas & Audio implementation for iOS. Think of it as a Browser that can only display a Canvas element.
More info & Documentation: http://impactjs.com/ejecta
Ejecta is published under the MIT Open Source License.
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2013-07-10 - All events now supply a proper
eventobject to their callbacks. Thekeypressevent forEJBindingKeyInputprovides the char to callbacks as property of the event object:input.onkeypress = function(event) { console.log(event.char); } -
2013-04-15 - The GameCenter's
softAuthenticatenow calls the callback function with an error if the auth was skipped, instead of doing nothing. Also,softAuthenticatewill now always try to auth when called for the very first time after installation. -
2013-03-15 -
canvas.scaleModewas removed in favor of thecanvas.styleproperty. To scale and position your canvas independently from its internal resolution, use the style'swidth,height,topandleftproperties. I.e. to always scale to fullscreen:canvas.style.width = window.innerWidth; canvas.style.height = window.innerHeight. Appendingpxsuffixes is ok.
Recently WebGL support has been merged into the main branch. A huge thanks goes to @vikerman - he did most of the grunt work of the WebGL implementation. To have the WebGL alongside Canvas2D, I modified the old 2D implementation to use OpenGL ES2 instead of ES1, just like WebGL itself.
Unlike with the Canvas2D, if you want to have a WebGL Canvas in retina resolution, you have to manually double the internal resiolution and shrink down the displayed size again through the style. I.e.
canvas.width = window.innerWidth * window.devicePixelRatio;
canvas.height = window.innerHeight * window.devicePixelRatio;
canvas.style.width = window.innerWidth + 'px';
canvas.style.height = window.innerHeight + 'px';Ejecta always creates the screen Canvas element for you. You have to hand this Canvas element over to Three.js instead of letting it create its own.
renderer = new THREE.WebGLRenderer( {canvas: document.getElementById('canvas')} );- Create a folder called
Appwithin this XCode project - Copy your canvas application into the
Appfolder - Ensure you have at least 1 file named
index.js - Build the XCode project
For an example application, copy ./index.js into the App folder. An example App folder with the Three.js Walt CubeMap demo can be found here: