Reputation: 1051
I finished a rudimentary engine for javascript + html5's canvas. Very rudimentary. It works on the browser, but it doesn't work on iOS.
Have I used a function that hasn't been implemented yet on Safari Mobile, or else? :(
http://bluecodestudio.com/kipos/gametest.html
Upvotes: 0
Views: 1772
Reputation:
In keyboardJS.init(), you are using the bind() method on your event callbacks.
document.addEventListener("keydown", this.keyIsDown.bind(this));
document.addEventListener("keyup", this.keyIsUp.bind(this));
Safari (including mobile Safari) does not support the bind() method. You need to supply a polyfill:
/**
* Bind.js
* Copyright 2010, WebReflection
* License: http://www.opensource.org/licenses/mit-license.php
*/
if (Function.prototype.bind === null || Function.prototype.bind === undefined) {
Function.prototype.bind = (function (slice) {
// (C) WebReflection - Mit Style License
function bind(context) {
var self = this; // "trapped" function reference
// only if there is more than an argument
// we are interested into more complex operations
// this will speed up common bind creation
// avoiding useless slices over arguments
if (1 < arguments.length) {
// extra arguments to send by default
var $arguments = slice.call(arguments, 1);
return function () {
return self.apply(
context,
// thanks @kangax for this suggestion
arguments.length ?
// concat arguments with those received
$arguments.concat(slice.call(arguments)) :
// send just arguments, no concat, no slice
$arguments
);
};
}
// optimized callback
return function () {
// speed up when function is called without arguments
return arguments.length ? self.apply(context, arguments) : self.call(context);
};
}
// the named function
return bind;
} (Array.prototype.slice));
}
Upvotes: 3