# 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 ``` #### 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.