@aubrey
To create a canvas in fullscreen mode using KineticJS, you can follow these steps:
- Create a new KineticJs stage:
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var stage = new Kinetic.Stage({
container: 'container', // container id
width: window.innerWidth, // set canvas width to browser window width
height: window.innerHeight // set canvas height to browser window height
});
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- Add layers and shapes to the stage as needed:
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var layer = new Kinetic.Layer();
var circle = new Kinetic.Circle({
x: stage.getWidth() / 2,
y: stage.getHeight() / 2,
radius: 50,
fill: 'red'
});
layer.add(circle);
stage.add(layer);
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- Add an event listener to resize the canvas when the browser window is resized:
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window.addEventListener('resize', function() {
stage.setWidth(window.innerWidth);
stage.setHeight(window.innerHeight);
stage.draw();
});
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- To make the canvas fullscreen when a button is clicked, you can use the Fullscreen API:
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var button = document.getElementById('fullscreen-button');
button.addEventListener('click', function() {
if (document.fullscreenElement) {
document.exitFullscreen(); // exit fullscreen mode
} else {
stage.getContainer().requestFullscreen(); // request fullscreen mode
}
});
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Make sure to include KineticJS in your HTML file, along with a container element for the canvas:
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<!DOCTYPE html>
<html>
<head>
<script src="https://cdnjs.cloudflare.com/ajax/libs/kineticjs/5.2.0/kinetic.min.js"></script>
<title>Fullscreen Canvas with KineticJS</title>
</head>
<body>
<div id="container"></div>
<button id="fullscreen-button">Toggle Fullscreen</button>
<script src="script.js"></script>
</body>
</html>
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With these steps, you can create a canvas in fullscreen mode using KineticJS and handle resizing events to adjust the canvas size accordingly.