When I use use the following Javascript code
function init() {
var gameCanvas = document.getElementById("gameCanvas");
document.getElementById("canvasWidth").innerHTML = gameCanvas.width;
gameCanvas.addEventListener("mousemove", handleMouseEvent);
}
function handleMouseEvent(mouseEvent) {
document.getElementById("mouseX").innerHTML = mouseEvent.offsetX;;
}
with this html
<body>
<div id="mainScreen">
<div id="topScreen">
<h1 id="canvasWidth">Score:</h1>
<h1 id="mouseX">0</h1>
</div>
<div id="gameScreen">
<canvas id="gameCanvas" onclick="init()">
</canvas>
</div>
</div>
</body>
The canvas width is showing up 300 while the mouseX which remains in the canvas goes much beyond 300. I have linked a screenshot for it. It works fine in Chrome but it doesn't work in Internet Explorer and in Windows store apps.
Screenshot: http://dc365.4shared.com/download/ajE0f2XQ?tsid=20130615-014658-676a63ae
The pointer was somewhere near the right edge but it didn't came in screenshot, that's why i marked it. The first number on the top is the canvas width and the second one shows pointer offsetX.
Why is this happening, how to correct it?
Update(Added CSS code)
Css code
#mainScreen {
display: -ms-grid;
-ms-grid-columns: 30px 1fr 30px;
-ms-grid-rows: 30px 100px 20px 1fr 30px;
height:inherit;
}
#topScreen {
display: -ms-grid;
-ms-grid-column: 2;
-ms-grid-row: 2;
-ms-grid-columns: 30px 150px 30px 60px 100px 1fr 30px;
-ms-grid-rows: 20px 1fr 20px;
}
#canvasWidth {
display: -ms-grid;
-ms-grid-row: 2;
-ms-grid-column: 2;
}
#mouseX {
display: -ms-grid;
-ms-grid-column: 4;
-ms-grid-row: 2;
}
#gameScreen {
display: -ms-grid;
-ms-grid-column: 2;
-ms-grid-row: 4;
-ms-grid-rows:1fr;
-ms-grid-columns: 1fr;
height:inherit;
width:inherit;
}
#gameCanvas {
height:inherit;
width:inherit;
background-color:white;
-ms-grid-column: 1;
-ms-grid-row: 1;
}