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responsive-canvas-game

paean-ai/deeptide/skills/responsive-canvas-game/SKILL.md

Use this skill when building a dependency-free HTML Canvas game that must work on desktop and mobile with stable layout, crisp rendering, and reliable input. Create a game shell that makes rendering, input, UI, and verification predictable before complex gameplay is added. Use fewer files for tiny samples, but keep data, art helpers, and main loop separable when the game has more than one mechanic. The canvas should be the primary surface. HUD and panels should be positioned around it,…

Skill1.1k starsChanged 5 months ago

What's in it

  1. Responsive Canvas Game Shell
  2. Goal
  3. Recommended Structure
  4. HTML Shell
  5. Canvas Resize
  6. Layout CSS
  7. Input Rules
  8. Main Loop
  9. UI State
  10. Verification Checklist
  11. Common Problems
# Responsive Canvas Game Shell

Use this skill when building a dependency-free HTML Canvas game that must work
on desktop and mobile with stable layout, crisp rendering, and reliable input.

## Goal

Create a game shell that makes rendering, input, UI, and verification predictable
before complex gameplay is added.

## Recommended Structure

```text
sample-game/
  index.html
  css/style.css
  js/data.js
  js/assets.js
  js/game.js
  README.md
```

Use fewer files for tiny samples, but keep data, art helpers, and main loop
separable when the game has more than one mechanic.

## HTML Shell

```html
<div id="game-wrapper">
  <canvas id="gameCanvas"></canvas>
  <div id="hud">...</div>
  <div id="modal" class="hidden">...</div>
  <div id="touch-controls">...</div>
</div>
```

The canvas should be the primary surface. HUD and panels should be positioned
around it, not randomly layered over critical gameplay.

## Canvas Resize

Use CSS for visual size and device-independent canvas pixels for drawing:

```js
function resizeCanvas() {
  const rect = canvas.getBoundingClientRect();
  canvas.width = Math.max(320, Math.floor(rect.width));
  canvas.height = Math.max(320, Math.floor(rect.height));
  ctx.imageSmoothingEnabled = false;
}

window.addEventListener('resize', resizeCanvas);
window.addEventListener('orientationchange', resizeCanvas);
resizeCanvas();
```

For pixel art, avoid device-pixel-ratio scaling unless the whole renderer is
designed for it. Consistency is more important than theoretical sharpness.

## Layout CSS

```css
body {
  margin: 0;
  min-height: 100dvh;
  display: grid;
  place-items: center;
  overflow: hidden;
  user-select: none;
}

#game-wrapper {
  position: relative;
  width: 900px;
  aspect-ratio: 900 / 700;
  max-width: 100vw;
  max-height: 100dvh;
  overflow: hidden;
}

canvas {
  display: block;
  width: 100%;
  height: 100%;
  image-rendering: pixelated;
  touch-action: none;
}
```

On mobile, allow scrolling only when the game is not full-screen or when the
sample intentionally becomes a document-like layout.

## Input Rules

- Normalize pointer coordinates from `getBoundingClientRect`.
- Use pointer events for shared mouse/touch behavior.
- Add `touch-action: none` to active canvas/board regions.
- Add drag thresholds to prevent tap/drag conflicts.
- Handle `pointercancel`.
- Keep mobile buttons large and fixed-size.

Example:

```js
function pointerPos(ev) {
  const rect = canvas.getBoundingClientRect();
  return {
    x: (ev.clientX - rect.left) * canvas.width / rect.width,
    y: (ev.clientY - rect.top) * canvas.height / rect.height,
  };
}
```

## Main Loop

```js
let last = 0;

function loop(time) {
  const dt = Math.min(2.4, (time - last) / 16.67 || 1);
  last = time;
  update(dt);
  render();
  requestAnimationFrame(loop);
}

requestAnimationFrame(loop);
```

Clamp `dt` so tab switching or mobile throttling does not explode physics.

## UI State

Use explicit states:

```js
const state = {
  mode: 'build', // title | playing | build | combat | reward | gameover
  wave: 1,
  score: 0,
  selected: null,
  messages: [],
};
```

Keep rendering functions pure where possible:

- `renderWorld()`
- `renderActors()`
- `renderEffects()`
- `renderHUD()`
- `renderPanels()`

## Verification Checklist

- Open directly in a browser if no module imports are used.
- Serve locally if relative module paths or fetches are involved.
- Run syntax checks for all JS files.
- Capture desktop and mobile screenshots.
- Confirm the canvas is nonblank.
- Confirm touch controls or pointer interactions work on mobile width.
- Confirm no text overlaps or horizontal overflow.
- Confirm game-over/restart and modal states do not trap input.

## Common Problems

- Canvas CSS size and drawing size diverge after resize.
- HUD overlays hide important enemies or controls.
- Mobile Safari scrolls while dragging.
- Text in buttons overflows at 390px width.
- `setInterval` game loops drift and continue after hidden tabs.
- Particles and arrays grow forever.
- Dead entities are not filtered, causing performance decay.

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