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Hide Canvas


DGW
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Another beginner Q I'm afraid.

 

I'd like to be able to show some standard HTML to get some info from the user. Then hide the HTML (using jQuery), and show a task based on the Phaser canvas/system for sometime, then hide the Phaser canvas again and show some other HTML stuff. I'm ok with all the HTML jQuery stuff.

 

But,

 

1) what's the best/easiest way of hiding/showing the phaser canvas until it's needed (I'm not placing the Phaser canvas in a div because I can't get vertical centering to work properly when I do that).

 

2) is it possible to create new.game with the canvas already hidden?

 

3) can/should the phaser updating etc be turned off whilst the canvas is hidden

 

thanks again, d.

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Thanks, yes I thought CSS would work but doesn't seem to (see minimal test code below).

 

<!doctype html>

<head>
    <meta charset="UTF-8" />
    <script src="phaser.min.js"></script>
    <style type="text/css">
    canvas {
        display: none;
    }
    </style>
</head>

<body>
    <script type="text/javascript">
    var game = new Phaser.Game(800, 600, Phaser.AUTO, '');
    </script>
</body>

</html>

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Well that got rid the canvas, but I don't seem to be able to get it to become un-hidden now (ie display block rather than none). I think the !important tag overrides everything even later changes to the style?

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