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Alex Rivera
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I'm playing with the following application using the HTML Canvas: http://driz.co.uk/particles/ At the moment it is set to 640x480 pixels, but I would like to make it full screen as it will be shown a projector. However as far as I can tell I cannot set the canvas size to be 100% as the variables only except numbers and not the %. Using CSS just stretches it rather than making it actual full screen. Any ideas? EDIT: Tried finding the height and width using jQuery but it breaks the canvas any ideas why? var $j = jQuery.noConflict(); var canvas; var ctx; var canvasDiv; var outerDiv; var canvasW = $j('body').width(); var canvasH = $j('body').height(); //var canvasW = 640; //var canvasH = 480; var numMovers = 550; var movers = []; var friction = .96; var radCirc = Math.PI * 2; var mouseX, mouseY, mouseVX, mouseVY, prevMouseX = 0, prevMouseY = 0; var isMouseDown = true; function init() { canvas = document.getElementById("mainCanvas"); if( canvas.getContext ) { setup(); setInterval( run , 33 ); } } function setup() { outerDiv = document.getElementById("outer"); canvasDiv = document.getElementById("canvasContainer"); ctx = canvas.getContext("2d"); var i = numMovers; while( i-- ) { var m = new Mover(); m.x = canvasW * .5; m.y = canvasH * .5; m.vX = Math.cos(i) * Math.random() * 25; m.vY = Math.sin(i) * Math.random() * 25; m.size = 2; movers[i] = m; } document.onmousedown = onDocMouseDown; document.onmouseup = onDocMouseUp; document.onmousemove = onDocMouseMove; } function run() { ctx.globalCompositeOperation = "source-over"; ctx.fillStyle = "rgba(8,8,12,.65)"; ctx.fillRect( 0 , 0 , canvasW , canvasH ); ctx.globalCompositeOperation = "lighter"; mouseVX = mouseX - prevMouseX; mous
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