I've got a canvas set up on my webpage with a js animation running in it that fills the entire browser window but when I resize the window I can't seem to get the canvas to resize automatically to fit the new window size. Can someone tell me what I need to add to my js to get this function properly? Thanks!
var canvas = document.getElementById('canvas');
var makecodeplay = canvas.getContext('2d');
canvas.width=window.innerWidth;
canvas.height=window.innerHeight;
makecodeplay.clearRect(0, 0, canvas.width, canvas.height);
makecodeplay.fillStyle = "rgb(75,77,81)";
makecodeplay.fillRect(0, 0, canvas.width, canvas.height);
function randomPaint(inX, inY) {
var x = Math.floor(Math.random() * canvas.width);
var y = Math.floor(Math.random() * canvas.height);
var r, g, b;
r = Math.floor(Math.random() * 255);
g = Math.floor(Math.random() * 255);
b = Math.floor(Math.random() * 255);
makecodeplay.beginPath();
makecodeplay.fillStyle = "rgba(35,37,41,0.3)";
makecodeplay.fillRect(0, 0, canvas.width, canvas.height);
makecodeplay.fill();
makecodeplay.closePath();
makecodeplay.beginPath();
makecodeplay.strokeStyle = "rgba(" + r + "," + g + "," + b + ",0.1)";
makecodeplay.lineWidth = 10;
makecodeplay.moveTo(inX, inY);
makecodeplay.lineTo(x, y);
makecodeplay.stroke();
makecodeplay.closePath();
makecodeplay.beginPath();
makecodeplay.strokeStyle = "rgba(" + r + "," + g + "," + b + ",0.1)";
makecodeplay.lineWidth = 4;
makecodeplay.moveTo(inX, inY);
makecodeplay.lineTo(x, y);
makecodeplay.stroke();
makecodeplay.closePath();
makecodeplay.beginPath();
makecodeplay.strokeStyle = "rgb(" + r + "," + g + "," + b + ")";
makecodeplay.lineWidth = 1;
makecodeplay.moveTo(inX, inY);
makecodeplay.lineTo(x, y);
makecodeplay.stroke();
makecodeplay.closePath();
setTimeout(function () {
randomPaint(x, y)
}, 100);
}
randomPaint(1, 1);
html, body {
margin: 0;
padding: 0;
width: 100%;
height: 100%;
}
html {
background-color: "#555761";
background: "#555761";
}
body {
font-family: "brandon-grotesque";
font-wieght: 100;
font-style: normal;
color: #656771;
bgcolor: "#555761";
}
p {
font-family: "brandon-grotesque";
font-wieght: 100;
font-style: normal;
color: #656771;
}
a {
color: #555761;
}
a:link {
color: #555761;
text-decoration: none;
}
a:visited {
color: #555761;
text-decoration: none;
}
a:hover {
color: #656771;
text-decoration: none;
}
a:active {
color: #555761;
text-decoration: none;
}
/* Auto center content in window */
#stage {
width:100%;
margin: 0 auto;
padding: 0;
}
#stage canvas, #overlay {
position: absolute;
margin: 0 auto;
padding: 0;
}
#overlay {
margin: 0 auto;
padding: 0;
}
#overlay p {
color: #333;
font-family: "museo-sans";
font-weight: 900;
font-style: normal;
font-size: 14px;
}
.centered {
position: fixed;
top: 50%;
left: 50%;
transform: translate(-50%, -50%);
-webkit-transform: translate(-50%, -50%);
}
.centered-bottom {
position: fixed;
bottom: 3%;
left: 50%;
transform: translate(-50%, -0%);
-webkit-transform: translate(-50%, -50%);
}
<!DOCTYPE html>
<!--[if lt IE 7]> <html class="no-js lt-ie9 lt-ie8 lt-ie7"> <![endif]-->
<!--[if IE 7]> <html class="no-js lt-ie9 lt-ie8"> <![endif]-->
<!--[if IE 8]> <html class="no-js lt-ie9"> <![endif]-->
<!--[if gt IE 8]><!--> <html class="no-js"> <!--<![endif]-->
<head>
<meta charset="utf-8">
<meta http-equiv="X-UA-Compatible" content="IE=edge">
<title>MAKECODEPLAY</title>
<meta name="description" content="">
<meta name="viewport" content="width=device-width, initial-scale=1">
<script src="//use.typekit.net/uwk8rac.js"></script>
<script>try{Typekit.load({ async: true });}catch(e){}</script>
</head>
<body>
<div id="stage">
<canvas id="canvas"></canvas>
<div class="centered">
<img src="img/makecodeplay-logo.png" alt="MAKECODEPLAY" height="70" width="771"></div>
<div class="centered" style="margin-top:50px;">
<p>SITE COMING SOON</p></div>
<div class="centered-bottom">
<footer>
<small>© Copyright 2015, MAKECODEPLAY</small>
</footer>
</div>
</div>
</body>
</html>
Resizing the canvas on the fly is quite easy. To do it, simply set the width and height properties of the Canvas object, and then redraw the canvas contents: Canvas . width = 600 ; Canvas .
Prevent Browser Resize Css CSS can be used to prevent browser resizing. By using the max-width property, you can set a maximum width for the browser window. If the browser window is resized to be smaller than the max-width, the browser will automatically adjust the size of the elements on the page.
Set the Size with CSSto set the canvas's width and height both to 100%. We also set the position to absolute and top , left , right , and bottom to 0 to make the canvas fill the screen. Also, we make the html and body elements fill the screen by setting the width and height to 100%.
This solution has a flicker effect on resize, but it looks good at any size.
By fully using JQuery in changing the width/height, it got rid of the flicker. Here's an improved version:
JS:
$(function(){
resizeCanvas();
});
$(window).on('resize', function(){
resizeCanvas();
});
function resizeCanvas()
{
var canvas = $('#canvas');
canvas.css("width", $(window).width());
canvas.css("height", $(window).height());
}
JSFiddle
The reason for using JQuery instead of using plain CSS is that the background canvas is absolutely positioned.
A JQuery hack isn't preferable if it can be helped, but it seems like the best choice for this situation.
There is a event handler for detecting window resizes: https://developer.mozilla.org/de/docs/Web/API/GlobalEventHandlers/onresize
so you could do something like
window.onresize = function()
{
var canvas = document.getElementById('canvas');
canvas.width = window.innerWidth;
canvas.style.width = window.innerWidth;
canvas.height = window.innerHeight;
canvas.style.height = window.innerHeight;
}
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