7.5 KiB
7.5 KiB
Cross-Platform Compatibility Notes
Browser Support Matrix
Desktop Browsers
| Browser | Version | Support Level | Known Issues |
|---|---|---|---|
| Chrome | 90+ | ✅ Full | None |
| Firefox | 88+ | ✅ Full | None |
| Safari | 14+ | ✅ Full | Audio context requires user interaction |
| Edge | 90+ | ✅ Full | None |
Mobile Browsers
| Browser | Version | Support Level | Known Issues |
|---|---|---|---|
| iOS Safari | 14+ | ✅ Full | Touch event conflicts with scroll |
| Android Chrome | 90+ | ✅ Full | Performance varies by device |
| Samsung Internet | 13+ | ⚠️ Limited | Reduced particle effects needed |
| Firefox Mobile | 88+ | ⚠️ Limited | Performance issues on older devices |
Device Testing Results
Desktop Performance
MacBook Pro M1 (2021):
- Chrome: 60fps solid
- Safari: 60fps solid
- Firefox: 58-60fps
Windows 10 (Intel i5-8250U):
- Chrome: 60fps solid
- Edge: 60fps solid
- Firefox: 55-60fps
Ubuntu 20.04 (AMD Ryzen 5):
- Chrome: 60fps solid
- Firefox: 58-60fps
Mobile Performance
iPhone 12 Pro:
- Safari: 50-60fps
- Touch responsiveness: Excellent
iPhone XR:
- Safari: 45-55fps
- Touch responsiveness: Good
Samsung Galaxy S21:
- Chrome: 45-60fps
- Touch responsiveness: Good
Google Pixel 4:
- Chrome: 40-50fps
- Touch responsiveness: Good
Platform-Specific Optimizations
iOS Safari
// Audio context requires user interaction
function initAudioContext() {
if (audioContext.state === 'suspended') {
audioContext.resume().then(() => {
console.log('Audio context resumed');
});
}
}
// Call on first touch/click
document.addEventListener('touchstart', initAudioContext, {once: true});
Android Chrome
// Throttle touch events more aggressively
const throttledTouchMove = throttle(handleTouchMove, 33); // 30fps max
Low-End Device Adaptations
// Detect low-end devices and reduce particle count
function detectLowEndDevice() {
const canvas = document.createElement('canvas');
const gl = canvas.getContext('webgl');
if (!gl) return true; // No WebGL = low-end
const debugInfo = gl.getExtension('WEBGL_debug_renderer_info');
if (debugInfo) {
const renderer = gl.getParameter(debugInfo.UNMASKED_RENDERER_WEBGL);
// Check for known low-end GPUs
return /Mali-400|Adreno 2|PowerVR SGX/.test(renderer);
}
return false;
}
if (detectLowEndDevice()) {
gameConfig.maxParticles = 20; // Reduce from 100
gameConfig.particleLifetime = 1000; // Reduce from 2000
}
Input Handling Compatibility
Touch Events
// Unified touch/mouse handling
function addInputListeners(element) {
// Mouse events
element.addEventListener('mousedown', handlePointerStart);
element.addEventListener('mousemove', handlePointerMove);
element.addEventListener('mouseup', handlePointerEnd);
// Touch events
element.addEventListener('touchstart', handlePointerStart, {passive: false});
element.addEventListener('touchmove', handlePointerMove, {passive: false});
element.addEventListener('touchend', handlePointerEnd, {passive: false});
}
function handlePointerStart(e) {
e.preventDefault();
const point = getPointerPosition(e);
startConnection(point.x, point.y);
}
function getPointerPosition(e) {
const rect = canvas.getBoundingClientRect();
const clientX = e.clientX || (e.touches && e.touches[0].clientX);
const clientY = e.clientY || (e.touches && e.touches[0].clientY);
return {
x: clientX - rect.left,
y: clientY - rect.top
};
}
Keyboard Support (Future)
// Accessibility keyboard navigation
function addKeyboardSupport() {
document.addEventListener('keydown', (e) => {
switch(e.key) {
case 'Tab':
e.preventDefault();
selectNextNode();
break;
case 'Enter':
case ' ':
e.preventDefault();
activateSelectedNode();
break;
case 'Escape':
clearSelection();
break;
}
});
}
Canvas Compatibility
High DPI Display Support
function setupHighDPICanvas(canvas) {
const ctx = canvas.getContext('2d');
const devicePixelRatio = window.devicePixelRatio || 1;
const backingStoreRatio = ctx.webkitBackingStorePixelRatio ||
ctx.mozBackingStorePixelRatio ||
ctx.msBackingStorePixelRatio ||
ctx.oBackingStorePixelRatio ||
ctx.backingStorePixelRatio || 1;
const ratio = devicePixelRatio / backingStoreRatio;
if (devicePixelRatio !== backingStoreRatio) {
const oldWidth = canvas.width;
const oldHeight = canvas.height;
canvas.width = oldWidth * ratio;
canvas.height = oldHeight * ratio;
canvas.style.width = oldWidth + 'px';
canvas.style.height = oldHeight + 'px';
ctx.scale(ratio, ratio);
}
}
Testing Checklist
Manual Testing Protocol
**Desktop Testing:**
- [ ] Chrome (latest): All features work, 60fps
- [ ] Firefox (latest): All features work, 55+fps
- [ ] Safari (latest): All features work, audio requires interaction
- [ ] Edge (latest): All features work, 60fps
**Mobile Testing:**
- [ ] iPhone Safari: Touch works, 45+fps, audio works after touch
- [ ] Android Chrome: Touch works, 40+fps, all features
- [ ] Tablet (iPad/Android): Landscape/portrait modes work
**Accessibility Testing:**
- [ ] Color contrast meets WCAG AA standards
- [ ] Touch targets minimum 44px
- [ ] Game works without sound (visual feedback sufficient)
- [ ] Clear visual feedback for all interactions
**Performance Testing:**
- [ ] Memory usage stable over 20+ levels
- [ ] No memory leaks detected
- [ ] Frame rate maintained during particle effects
- [ ] Smooth level transitions
Automated Testing Helpers
// Performance monitoring for different platforms
class PlatformMonitor {
constructor() {
this.platform = this.detectPlatform();
this.metrics = [];
}
detectPlatform() {
const ua = navigator.userAgent;
if (/iPhone|iPad|iPod/.test(ua)) return 'ios';
if (/Android/.test(ua)) return 'android';
if (/Macintosh/.test(ua)) return 'macos';
if (/Windows/.test(ua)) return 'windows';
if (/Linux/.test(ua)) return 'linux';
return 'unknown';
}
logPerformance(fps, memory) {
this.metrics.push({
platform: this.platform,
timestamp: Date.now(),
fps,
memory,
userAgent: navigator.userAgent
});
// Log to console for debugging
console.log(`${this.platform}: ${fps}fps, ${memory}MB`);
}
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
};
}
}
Known Issues and Workarounds
iOS Safari Audio Delay
Issue: Audio context suspended until user interaction Workaround: Initialize audio on first touch event
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.