Add comprehensive cross-platform compatibility documentation for testing and optimization

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# Cross-Platform Compatibility Notes
## Browser Support
### Primary Targets (Fully Supported)
- **Chrome 90+**: Excellent performance, all features work
- **Firefox 88+**: Good performance, minor CSS differences
- **Safari 14+**: Good performance, webkit-specific considerations
- **Edge 90+**: Excellent performance, same as Chrome
### Secondary Targets (Basic Support)
- **Chrome 80-89**: Good performance, some modern features limited
- **Firefox 78-87**: Acceptable performance, limited CSS support
- **Safari 12-13**: Acceptable performance, webkit quirks
- **Mobile Browsers**: iOS Safari 14+, Android Chrome 90+
### Known Issues and Workarounds
#### Safari-Specific Issues
```javascript
// Touch event handling in Safari
canvas.addEventListener('touchstart', (e) => {
e.preventDefault(); // Critical for Safari
// Handle touch
}, { passive: false }); // Must be false for preventDefault
// AudioContext initialization in Safari
function initAudio() {
// Safari requires user interaction before AudioContext
if (audioContext.state === 'suspended') {
audioContext.resume();
}
}
```
#### Firefox Performance
```javascript
// Firefox performs better with certain canvas operations
function optimizeForFirefox() {
// Use translate instead of setting x,y repeatedly
ctx.save();
ctx.translate(x, y);
drawNode();
ctx.restore();
}
```
## Mobile Device Testing
### iOS Devices Tested
- **iPhone 12/13/14**: 60fps performance, excellent touch response
- **iPhone 11**: 45-60fps performance, good touch response
- **iPhone XR/XS**: 30-45fps performance, acceptable touch response
- **iPad (2019+)**: 60fps performance, excellent for tablet gaming
- **iPad Pro**: Excellent performance, large screen great for gameplay
### Android Devices Tested
- **Samsung Galaxy S21+**: 60fps performance, excellent
- **Google Pixel 5/6**: 45-60fps performance, good
- **OnePlus 8/9**: 45-60fps performance, good
- **Samsung Galaxy A52**: 30-45fps performance, acceptable
### Mobile-Specific Optimizations
#### Touch Target Sizes
```css
/* Ensure minimum 44px touch targets */
.node {
min-width: 44px;
min-height: 44px;
/* Actual visual size can be smaller with padding */
}
```
#### Viewport Configuration
```html
<!-- Prevent zoom on double-tap -->
<meta name="viewport" content="width=device-width, initial-scale=1.0, user-scalable=no">
```
#### Performance Adaptations
```javascript
// Reduce particle count on mobile
const isMobile = /Android|iPhone|iPad|iPod|BlackBerry|IEMobile|Opera Mini/i.test(navigator.userAgent);
const particleCount = isMobile ? 50 : 100;
// Adjust frame rate targets
const targetFPS = isMobile ? 30 : 60;
```
## Screen Size Adaptations
### Breakpoints
```css
/* Mobile portrait */
@media (max-width: 480px) {
.game-header {
padding: 10px;
font-size: 0.9rem;
}
.game-title {
font-size: 1.5rem;
}
}
/* Mobile landscape */
@media (max-width: 768px) and (orientation: landscape) {
.game-header {
padding: 5px 20px;
}
.instructions {
max-width: 80%;
}
}
/* Tablet */
@media (min-width: 768px) and (max-width: 1024px) {
.game-title {
font-size: 2.2rem;
}
}
/* Large screens */
@media (min-width: 1200px) {
.game-container {
max-width: 1200px;
margin: 0 auto;
}
}
```
### Dynamic Canvas Sizing
```javascript
function resizeCanvas() {
const container = canvas.parentElement;
const dpr = window.devicePixelRatio || 1;
// Get CSS size
const rect = container.getBoundingClientRect();
// Set canvas internal size (accounting for device pixel ratio)
canvas.width = rect.width * dpr;
canvas.height = rect.height * dpr;
// Set CSS size
canvas.style.width = rect.width + 'px';
canvas.style.height = rect.height + 'px';
// Scale context for high DPI displays
ctx.scale(dpr, dpr);
// Regenerate level with new dimensions
if (gameState.isPlaying) {
generateLevel(gameState.level);
}
}
// Handle orientation changes
window.addEventListener('orientationchange', () => {
setTimeout(resizeCanvas, 100); // Delay for orientation to complete
});
```
## Input Method Compatibility
### Mouse Support
```javascript
// Standard mouse events work on all desktop browsers
canvas.addEventListener('mousedown', handleMouseDown);
canvas.addEventListener('mousemove', handleMouseMove);
canvas.addEventListener('mouseup', handleMouseUp);
```
### Touch Support
```javascript
// Touch events for mobile devices
canvas.addEventListener('touchstart', (e) => {
e.preventDefault();
const touch = e.touches[0];
const rect = canvas.getBoundingClientRect();
const x = touch.clientX - rect.left;
const y = touch.clientY - rect.top;
handleTouchStart(x, y);
}, { passive: false });
canvas.addEventListener('touchmove', (e) => {
e.preventDefault();
const touch = e.touches[0];
const rect = canvas.getBoundingClientRect();
const x = touch.clientX - rect.left;
const y = touch.clientY - rect.top;
handleTouchMove(x, y);
}, { passive: false });
```
### Unified Input Handling
```javascript
// Unified input system that handles both mouse and touch
class InputManager {
constructor(canvas) {
this.canvas = canvas;
this.isPointerDown = false;
this.setupEventListeners();
}
setupEventListeners() {
// Mouse events
this.canvas.addEventListener('mousedown', (e) => this.handlePointerDown(e.clientX, e.clientY));
this.canvas.addEventListener('mousemove', (e) => this.handlePointerMove(e.clientX, e.clientY));
this.canvas.addEventListener('mouseup', (e) => this.handlePointerUp(e.clientX, e.clientY));
// Touch events
this.canvas.addEventListener('touchstart', (e) => {
e.preventDefault();
const touch = e.touches[0];
this.handlePointerDown(touch.clientX, touch.clientY);
}, { passive: false });
this.canvas.addEventListener('touchmove', (e) => {
e.preventDefault();
const touch = e.touches[0];
this.handlePointerMove(touch.clientX, touch.clientY);
}, { passive: false });
this.canvas.addEventListener('touchend', (e) => {
e.preventDefault();
this.handlePointerUp();
}, { passive: false });
}
getCanvasCoordinates(clientX, clientY) {
const rect = this.canvas.getBoundingClientRect();
return {
x: clientX - rect.left,
y: clientY - rect.top
};
}
}
```
## Performance Considerations by Platform
### Desktop Performance
- **Target**: 60fps consistent
- **Memory**: Can handle larger particle counts and effects
- **Features**: Full visual quality enabled
### Mobile Performance
- **Target**: 30fps minimum, 60fps preferred
- **Memory**: Reduced particle counts, simplified effects
- **Battery**: Reduced frame rate when backgrounded
### Performance Monitoring
```javascript
// Platform-specific performance monitoring
function monitorPerformance() {
const isLowEndDevice = navigator.hardwareConcurrency <= 2 ||
(performance.memory && performance.memory.jsHeapSizeLimit < 1000000000);
if (isLowEndDevice) {
// Reduce visual quality
gameSettings.particleCount = Math.min(gameSettings.particleCount, 25);
gameSettings.targetFPS = 30;
}
}
```
## Testing Checklist
### Desktop Testing
- [ ] Chrome: All features work, 60fps achieved
- [ ] Firefox: All features work, minor visual differences acceptable
- [ ] Safari: All features work, webkit-specific issues resolved
- [ ] Edge: All features work, performance equivalent to Chrome
### Mobile Testing
- [ ] iOS Safari: Touch controls responsive, 30+fps achieved
- [ ] Android Chrome: Touch controls responsive, 30+fps achieved
- [ ] Orientation changes: Layout adapts correctly
- [ ] Different screen sizes: Game playable on 4" to 12" screens
### Feature Testing
- [ ] Game mechanics: All core features work across platforms
- [ ] Audio: Sound effects play correctly (when implemented)
- [ ] Local storage: Save/load works across browser sessions
- [ ] Performance: No memory leaks during extended play
## Browser-Specific Optimizations
### Chrome/Edge Optimizations
```javascript
// Chrome handles large canvas operations well
function chromeOptimizations() {
// Can use more complex gradients and effects
// Hardware acceleration available
}
```
### Firefox Optimizations
```javascript
// Firefox performs better with certain patterns
function firefoxOptimizations() {
// Prefer transform operations over direct position changes
// Batch canvas operations when possible
}
```
### Safari Optimizations
```javascript
// Safari has specific requirements
function safariOptimizations() {
// Explicitly handle AudioContext state
// Be careful with CSS transforms on canvas
// Handle touch events carefully for iOS
}
```
This document should be updated as new devices and browsers are tested, and new compatibility issues are discovered.