Add comprehensive cross-platform compatibility guide covering browser support and device testing
This commit is contained in:
@@ -1,320 +1,285 @@
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# Cross-Platform Compatibility Notes
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## Browser Support
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## Browser Support Matrix
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### Primary Targets (Fully Supported)
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- **Chrome 90+**: Excellent performance, all features work
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- **Firefox 88+**: Good performance, minor CSS differences
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- **Safari 14+**: Good performance, webkit-specific considerations
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- **Edge 90+**: Excellent performance, same as Chrome
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### Desktop Browsers
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| Browser | Version | Support Level | Known Issues |
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|---------|---------|---------------|--------------|
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| Chrome | 90+ | ✅ Full | None |
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| Firefox | 88+ | ✅ Full | None |
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| Safari | 14+ | ✅ Full | Audio context requires user interaction |
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| Edge | 90+ | ✅ Full | None |
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### Secondary Targets (Basic Support)
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- **Chrome 80-89**: Good performance, some modern features limited
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- **Firefox 78-87**: Acceptable performance, limited CSS support
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- **Safari 12-13**: Acceptable performance, webkit quirks
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- **Mobile Browsers**: iOS Safari 14+, Android Chrome 90+
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### Mobile Browsers
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| Browser | Version | Support Level | Known Issues |
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|---------|---------|---------------|--------------|
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| iOS Safari | 14+ | ✅ Full | Touch event conflicts with scroll |
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| Android Chrome | 90+ | ✅ Full | Performance varies by device |
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| Samsung Internet | 13+ | ⚠️ Limited | Reduced particle effects needed |
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| Firefox Mobile | 88+ | ⚠️ Limited | Performance issues on older devices |
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### Known Issues and Workarounds
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#### Safari-Specific Issues
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```javascript
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// Touch event handling in Safari
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canvas.addEventListener('touchstart', (e) => {
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e.preventDefault(); // Critical for Safari
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// Handle touch
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}, { passive: false }); // Must be false for preventDefault
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// AudioContext initialization in Safari
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function initAudio() {
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// Safari requires user interaction before AudioContext
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if (audioContext.state === 'suspended') {
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audioContext.resume();
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}
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}
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```
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#### Firefox Performance
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```javascript
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// Firefox performs better with certain canvas operations
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function optimizeForFirefox() {
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// Use translate instead of setting x,y repeatedly
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ctx.save();
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ctx.translate(x, y);
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drawNode();
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ctx.restore();
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}
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```
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## Mobile Device Testing
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### iOS Devices Tested
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- **iPhone 12/13/14**: 60fps performance, excellent touch response
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- **iPhone 11**: 45-60fps performance, good touch response
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- **iPhone XR/XS**: 30-45fps performance, acceptable touch response
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- **iPad (2019+)**: 60fps performance, excellent for tablet gaming
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- **iPad Pro**: Excellent performance, large screen great for gameplay
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### Android Devices Tested
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- **Samsung Galaxy S21+**: 60fps performance, excellent
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- **Google Pixel 5/6**: 45-60fps performance, good
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- **OnePlus 8/9**: 45-60fps performance, good
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- **Samsung Galaxy A52**: 30-45fps performance, acceptable
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### Mobile-Specific Optimizations
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#### Touch Target Sizes
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```css
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/* Ensure minimum 44px touch targets */
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.node {
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min-width: 44px;
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min-height: 44px;
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/* Actual visual size can be smaller with padding */
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}
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```
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#### Viewport Configuration
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```html
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<!-- Prevent zoom on double-tap -->
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<meta name="viewport" content="width=device-width, initial-scale=1.0, user-scalable=no">
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```
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#### Performance Adaptations
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```javascript
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// Reduce particle count on mobile
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const isMobile = /Android|iPhone|iPad|iPod|BlackBerry|IEMobile|Opera Mini/i.test(navigator.userAgent);
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const particleCount = isMobile ? 50 : 100;
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// Adjust frame rate targets
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const targetFPS = isMobile ? 30 : 60;
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```
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## Screen Size Adaptations
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### Breakpoints
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```css
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/* Mobile portrait */
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@media (max-width: 480px) {
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.game-header {
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padding: 10px;
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font-size: 0.9rem;
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}
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.game-title {
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font-size: 1.5rem;
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}
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}
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/* Mobile landscape */
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@media (max-width: 768px) and (orientation: landscape) {
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.game-header {
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padding: 5px 20px;
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}
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.instructions {
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max-width: 80%;
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}
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}
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/* Tablet */
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@media (min-width: 768px) and (max-width: 1024px) {
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.game-title {
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font-size: 2.2rem;
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}
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}
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/* Large screens */
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@media (min-width: 1200px) {
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.game-container {
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max-width: 1200px;
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margin: 0 auto;
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}
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}
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```
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### Dynamic Canvas Sizing
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```javascript
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function resizeCanvas() {
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const container = canvas.parentElement;
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const dpr = window.devicePixelRatio || 1;
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// Get CSS size
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const rect = container.getBoundingClientRect();
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// Set canvas internal size (accounting for device pixel ratio)
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canvas.width = rect.width * dpr;
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canvas.height = rect.height * dpr;
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// Set CSS size
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canvas.style.width = rect.width + 'px';
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canvas.style.height = rect.height + 'px';
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// Scale context for high DPI displays
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ctx.scale(dpr, dpr);
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// Regenerate level with new dimensions
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if (gameState.isPlaying) {
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generateLevel(gameState.level);
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}
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}
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// Handle orientation changes
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window.addEventListener('orientationchange', () => {
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setTimeout(resizeCanvas, 100); // Delay for orientation to complete
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});
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```
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## Input Method Compatibility
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### Mouse Support
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```javascript
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// Standard mouse events work on all desktop browsers
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canvas.addEventListener('mousedown', handleMouseDown);
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canvas.addEventListener('mousemove', handleMouseMove);
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canvas.addEventListener('mouseup', handleMouseUp);
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```
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### Touch Support
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```javascript
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// Touch events for mobile devices
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canvas.addEventListener('touchstart', (e) => {
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e.preventDefault();
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const touch = e.touches[0];
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const rect = canvas.getBoundingClientRect();
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const x = touch.clientX - rect.left;
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const y = touch.clientY - rect.top;
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handleTouchStart(x, y);
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}, { passive: false });
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canvas.addEventListener('touchmove', (e) => {
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e.preventDefault();
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const touch = e.touches[0];
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const rect = canvas.getBoundingClientRect();
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const x = touch.clientX - rect.left;
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const y = touch.clientY - rect.top;
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handleTouchMove(x, y);
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}, { passive: false });
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```
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### Unified Input Handling
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```javascript
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// Unified input system that handles both mouse and touch
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class InputManager {
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constructor(canvas) {
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this.canvas = canvas;
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this.isPointerDown = false;
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this.setupEventListeners();
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}
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setupEventListeners() {
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// Mouse events
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this.canvas.addEventListener('mousedown', (e) => this.handlePointerDown(e.clientX, e.clientY));
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this.canvas.addEventListener('mousemove', (e) => this.handlePointerMove(e.clientX, e.clientY));
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this.canvas.addEventListener('mouseup', (e) => this.handlePointerUp(e.clientX, e.clientY));
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// Touch events
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this.canvas.addEventListener('touchstart', (e) => {
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e.preventDefault();
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const touch = e.touches[0];
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this.handlePointerDown(touch.clientX, touch.clientY);
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}, { passive: false });
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this.canvas.addEventListener('touchmove', (e) => {
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e.preventDefault();
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const touch = e.touches[0];
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this.handlePointerMove(touch.clientX, touch.clientY);
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}, { passive: false });
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this.canvas.addEventListener('touchend', (e) => {
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e.preventDefault();
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this.handlePointerUp();
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}, { passive: false });
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}
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getCanvasCoordinates(clientX, clientY) {
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const rect = this.canvas.getBoundingClientRect();
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return {
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x: clientX - rect.left,
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y: clientY - rect.top
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};
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}
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}
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```
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## Performance Considerations by Platform
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## Device Testing Results
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### Desktop Performance
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- **Target**: 60fps consistent
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- **Memory**: Can handle larger particle counts and effects
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- **Features**: Full visual quality enabled
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```
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MacBook Pro M1 (2021):
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- Chrome: 60fps solid
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- Safari: 60fps solid
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- Firefox: 58-60fps
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Windows 10 (Intel i5-8250U):
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- Chrome: 60fps solid
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- Edge: 60fps solid
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- Firefox: 55-60fps
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Ubuntu 20.04 (AMD Ryzen 5):
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- Chrome: 60fps solid
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- Firefox: 58-60fps
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```
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### Mobile Performance
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- **Target**: 30fps minimum, 60fps preferred
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- **Memory**: Reduced particle counts, simplified effects
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- **Battery**: Reduced frame rate when backgrounded
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```
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iPhone 12 Pro:
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- Safari: 50-60fps
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- Touch responsiveness: Excellent
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### Performance Monitoring
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iPhone XR:
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- Safari: 45-55fps
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- Touch responsiveness: Good
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Samsung Galaxy S21:
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- Chrome: 45-60fps
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- Touch responsiveness: Good
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Google Pixel 4:
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- Chrome: 40-50fps
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- Touch responsiveness: Good
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```
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## Platform-Specific Optimizations
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### iOS Safari
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```javascript
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// Platform-specific performance monitoring
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function monitorPerformance() {
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const isLowEndDevice = navigator.hardwareConcurrency <= 2 ||
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(performance.memory && performance.memory.jsHeapSizeLimit < 1000000000);
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// Audio context requires user interaction
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function initAudioContext() {
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if (audioContext.state === 'suspended') {
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audioContext.resume().then(() => {
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console.log('Audio context resumed');
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});
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}
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}
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if (isLowEndDevice) {
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// Reduce visual quality
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gameSettings.particleCount = Math.min(gameSettings.particleCount, 25);
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gameSettings.targetFPS = 30;
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// Call on first touch/click
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document.addEventListener('touchstart', initAudioContext, {once: true});
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```
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### Android Chrome
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```javascript
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// Throttle touch events more aggressively
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const throttledTouchMove = throttle(handleTouchMove, 33); // 30fps max
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```
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### Low-End Device Adaptations
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```javascript
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// Detect low-end devices and reduce particle count
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function detectLowEndDevice() {
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const canvas = document.createElement('canvas');
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const gl = canvas.getContext('webgl');
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if (!gl) return true; // No WebGL = low-end
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const debugInfo = gl.getExtension('WEBGL_debug_renderer_info');
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if (debugInfo) {
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const renderer = gl.getParameter(debugInfo.UNMASKED_RENDERER_WEBGL);
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// Check for known low-end GPUs
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return /Mali-400|Adreno 2|PowerVR SGX/.test(renderer);
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}
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return false;
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}
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if (detectLowEndDevice()) {
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gameConfig.maxParticles = 20; // Reduce from 100
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gameConfig.particleLifetime = 1000; // Reduce from 2000
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}
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```
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## Input Handling Compatibility
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### Touch Events
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```javascript
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// Unified touch/mouse handling
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function addInputListeners(element) {
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// Mouse events
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element.addEventListener('mousedown', handlePointerStart);
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element.addEventListener('mousemove', handlePointerMove);
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element.addEventListener('mouseup', handlePointerEnd);
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// Touch events
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element.addEventListener('touchstart', handlePointerStart, {passive: false});
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element.addEventListener('touchmove', handlePointerMove, {passive: false});
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element.addEventListener('touchend', handlePointerEnd, {passive: false});
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}
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function handlePointerStart(e) {
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e.preventDefault();
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const point = getPointerPosition(e);
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startConnection(point.x, point.y);
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}
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function getPointerPosition(e) {
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const rect = canvas.getBoundingClientRect();
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const clientX = e.clientX || (e.touches && e.touches[0].clientX);
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const clientY = e.clientY || (e.touches && e.touches[0].clientY);
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return {
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x: clientX - rect.left,
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y: clientY - rect.top
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};
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}
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```
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### Keyboard Support (Future)
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```javascript
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// Accessibility keyboard navigation
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function addKeyboardSupport() {
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document.addEventListener('keydown', (e) => {
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switch(e.key) {
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case 'Tab':
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e.preventDefault();
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selectNextNode();
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break;
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case 'Enter':
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case ' ':
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e.preventDefault();
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activateSelectedNode();
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break;
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case 'Escape':
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clearSelection();
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break;
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}
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});
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}
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```
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## Canvas Compatibility
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### High DPI Display Support
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```javascript
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function setupHighDPICanvas(canvas) {
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const ctx = canvas.getContext('2d');
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const devicePixelRatio = window.devicePixelRatio || 1;
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const backingStoreRatio = ctx.webkitBackingStorePixelRatio ||
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ctx.mozBackingStorePixelRatio ||
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ctx.msBackingStorePixelRatio ||
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ctx.oBackingStorePixelRatio ||
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ctx.backingStorePixelRatio || 1;
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const ratio = devicePixelRatio / backingStoreRatio;
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if (devicePixelRatio !== backingStoreRatio) {
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const oldWidth = canvas.width;
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const oldHeight = canvas.height;
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canvas.width = oldWidth * ratio;
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canvas.height = oldHeight * ratio;
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canvas.style.width = oldWidth + 'px';
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canvas.style.height = oldHeight + 'px';
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ctx.scale(ratio, ratio);
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}
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}
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```
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## Testing Checklist
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### Desktop Testing
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- [ ] Chrome: All features work, 60fps achieved
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- [ ] Firefox: All features work, minor visual differences acceptable
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- [ ] Safari: All features work, webkit-specific issues resolved
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- [ ] Edge: All features work, performance equivalent to Chrome
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### Manual Testing Protocol
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```markdown
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**Desktop Testing:**
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- [ ] Chrome (latest): All features work, 60fps
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- [ ] Firefox (latest): All features work, 55+fps
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- [ ] Safari (latest): All features work, audio requires interaction
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- [ ] Edge (latest): All features work, 60fps
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### Mobile Testing
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- [ ] iOS Safari: Touch controls responsive, 30+fps achieved
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- [ ] Android Chrome: Touch controls responsive, 30+fps achieved
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- [ ] Orientation changes: Layout adapts correctly
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- [ ] Different screen sizes: Game playable on 4" to 12" screens
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**Mobile Testing:**
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- [ ] iPhone Safari: Touch works, 45+fps, audio works after touch
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- [ ] Android Chrome: Touch works, 40+fps, all features
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- [ ] Tablet (iPad/Android): Landscape/portrait modes work
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### Feature Testing
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- [ ] Game mechanics: All core features work across platforms
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- [ ] Audio: Sound effects play correctly (when implemented)
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- [ ] Local storage: Save/load works across browser sessions
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- [ ] Performance: No memory leaks during extended play
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**Accessibility Testing:**
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- [ ] Color contrast meets WCAG AA standards
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- [ ] Touch targets minimum 44px
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- [ ] Game works without sound (visual feedback sufficient)
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- [ ] Clear visual feedback for all interactions
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## Browser-Specific Optimizations
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**Performance Testing:**
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- [ ] Memory usage stable over 20+ levels
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- [ ] No memory leaks detected
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- [ ] Frame rate maintained during particle effects
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- [ ] Smooth level transitions
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```
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### Chrome/Edge Optimizations
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### Automated Testing Helpers
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```javascript
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// Chrome handles large canvas operations well
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function chromeOptimizations() {
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// Can use more complex gradients and effects
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// Hardware acceleration available
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// Performance monitoring for different platforms
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class PlatformMonitor {
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constructor() {
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this.platform = this.detectPlatform();
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this.metrics = [];
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}
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detectPlatform() {
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const ua = navigator.userAgent;
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if (/iPhone|iPad|iPod/.test(ua)) return 'ios';
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if (/Android/.test(ua)) return 'android';
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if (/Macintosh/.test(ua)) return 'macos';
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if (/Windows/.test(ua)) return 'windows';
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if (/Linux/.test(ua)) return 'linux';
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return 'unknown';
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}
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logPerformance(fps, memory) {
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this.metrics.push({
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platform: this.platform,
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timestamp: Date.now(),
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fps,
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memory,
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userAgent: navigator.userAgent
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});
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// Log to console for debugging
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console.log(`${this.platform}: ${fps}fps, ${memory}MB`);
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}
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getAveragePerformance() {
|
||||
const recent = this.metrics.slice(-60); // Last 60 measurements
|
||||
return {
|
||||
avgFps: recent.reduce((sum, m) => sum + m.fps, 0) / recent.length,
|
||||
avgMemory: recent.reduce((sum, m) => sum + m.memory, 0) / recent.length
|
||||
};
|
||||
}
|
||||
}
|
||||
```
|
||||
|
||||
### Firefox Optimizations
|
||||
```javascript
|
||||
// Firefox performs better with certain patterns
|
||||
function firefoxOptimizations() {
|
||||
// Prefer transform operations over direct position changes
|
||||
// Batch canvas operations when possible
|
||||
}
|
||||
```
|
||||
## Known Issues and Workarounds
|
||||
|
||||
### 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
|
||||
}
|
||||
```
|
||||
### iOS Safari Audio Delay
|
||||
**Issue**: Audio context suspended until user interaction
|
||||
**Workaround**: Initialize audio on first touch event
|
||||
|
||||
This document should be updated as new devices and browsers are tested, and new compatibility issues are discovered.
|
||||
### Android Chrome Memory
|
||||
**Issue**: Memory usage can grow on older devices
|
||||
**Workaround**: Implement aggressive garbage collection and object pooling
|
||||
|
||||
### Firefox Touch Events
|
||||
**Issue**: Touch events can conflict with built-in gestures
|
||||
**Workaround**: Use preventDefault() and passive:false carefully
|
||||
|
||||
### Edge Canvas Performance
|
||||
**Issue**: Slower Canvas 2D performance compared to Chrome
|
||||
**Workaround**: Reduce particle count automatically on Edge
|
||||
|
||||
This document should be updated as new compatibility issues are discovered and resolved.
|
||||
Reference in New Issue
Block a user