It took a very long time (more than 5mins) to create game. FF 3.6.14 WinXP ancient machine.
Does creating game have something to do with connection’s speed? I thought all resources like images had been loaded at start.
Nope, creating a game is just reading some XML files that are already in memory. Might have just been old machine with FF 3
Kev
hey, by the way registering does not owrk, my best guess is becasue ur using jboxes (if I remember that name correctly) whihc don’t work in jscript I imagine
So, what’s actually going on under the hood? Java source/bytecode cross-compiled to run on javascript, and java.applet.* emulated via JS canvas? Just how much of the standard java apis work and how much aren’t available?
Registering will work now.
I don’t emulate java.applet - I use a custom API which is implement in java.applet for the applet version. I just reimplemented that API in GWT terms (same as for Android and iOS)
The standard SDK is hardly supported at all it’s a bit of mess actually. I’m lucky(ish) that because I’ve been using XMLVM all along I use a very limited set of java anyway.
However, for me the JS route is mostly to get me to WebOS
Kev
Sorry, I mean “does GWT emulate applet” not whether you do.
So it sounds like GWT is an entirely different API then? And you ‘just’ reimplement the core Slick api on top of either Java2D or GWT? Does it give you access to WebGL at all?
I’m not using Slick for this fwiw.
I haven’t seen it exposive WebGL, that’s not to say it doesn’t. The 2D stuff I’m using gets acceleration anyway where possible.
Kev
I get that INDEX_SIZE_ERR stuff when I try to draw images that have a zero width or height in IE.
Might be something to check for maybe…
I was surprised to get my canvas project working in IE9 at all :). You can check out my project here if you want to compare something. It doesn’t use GWT, it is pure javascript.
Got music and sounds working now.
Cheers,
Kev
Hi,
Works great in Chrome, I got a little hooked…
I take it that being mobile-friendly is one of your goals with this, so I tried it out on my phone (Moto Defy), and while it works (which is cool) there are a couple of problems. All of these only apply to the phone.
One is that every tap causes the whole canvas element to be momentarily selected, so you see a translucent orange rectangle over the whole game…
The first time I ran it it seemed to be stuck on loading, although I looked at the phone again a little later and it was done. I tried it on a different browser and the loading showed steady progress and happened fairly quickly, I seem to remember it not handling going down to dungeon well at some point, but I just gave it another go and it seems ok.
Actually, it seems to just become unresponsive fairly randomly… so that’s not good.
I tried to enable music and it didn’t work.
FWIW, the first browser I tried was Miren & the next Boat; AFAIK they are both just different GUIs on the same Android Webkit engine, not sure.
The selection problem happens in the browser too. Or did when I tried it anyway.
Cas 
If you’re playing on the mobile - I expect you to be using the mobile version 
But yeah, I found loads of issues with the canvas impl on mobiles.
Kev
You could give
-moz-user-select: none;
a try. Oh there are more like this: http://stackoverflow.com/questions/2212542/how-can-i-prevent-selecting-text-in-google-chrome 