I'm creating an HTML5 canvas game for iPhone. I would like to support both retina and non-retina displays.
My question is, how do I support both retina and non-retina displays?
I.E., what is the general implementation for doing this? Do I write the game using the iPhone dimension and then add retina support? Or do I create the game retina size and add non-retina support? Is it best to have two images, one retina one non-retina? or just scale the retina image down? Do I have separate canvas sizes for retina and non-retina? Do I need to scale the mouse input?
Basically, I have no idea on the general idea/logic to implementing both.
Cheers, J
A new article has just been published on the topic over at html5rocks.com:
You use devicePixelRatio to separate retina displays from normal displays
Your game logic coordinates (sprite positions, etc.) must operate independently from the screen coordinates which will be always 2x multiplied on the retina display.
Your graphics assets must have two versions. High resolution version and 50% scaled down normal version. When you operate on retina display, you draw 2x size canvas, resized with CSS and on this canvas use high resolution assets.
I know this is now an old post but thought I'd update it with the solution I implemented.
1: I used two sets of images:
depending on what device is being used depends on what set is loaded.
2: I then resize the canvas (this is the key to it)
NON RETINA
RETINA
Notice that
canvas.style.width
&height
are the same regardless whether you're using retina or not.And that's really all there is to it!