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A Fast, Open Source JavaScript, Canvas & Audio Implementation for iOS
branch: master

README.md

Ejecta

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.

Recent Breaking Changes

  • 2013-07-10 - All events now supply a proper event object to their callbacks. The keypress event for EJBindingKeyInput provides the char to callbacks as property of the event object: input.onkeypress = function(event) { console.log(event.char); }

  • 2013-04-15 - The GameCenter's softAuthenticate now calls the callback function with an error if the auth was skipped, instead of doing nothing. Also, softAuthenticate will now always try to auth when called for the very first time after installation.

  • 2013-03-15 - canvas.scaleMode was removed in favor of the canvas.style property. To scale and position your canvas independently from its internal resolution, use the style's width, height, top and left properties. I.e. to always scale to fullscreen: canvas.style.width = window.innerWidth; canvas.style.height = window.innerHeight. Appending px suffixes is ok.

WebGL Support

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';

Three.js on iOS with Ejecta

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')} );

How to use

  1. Create a folder called App within this XCode project
  2. Copy your canvas application into the App folder
  3. Ensure you have at least 1 file named index.js
  4. 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:

http://phoboslab.org/files/Ejecta-ThreeJS-CubeMap.zip

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