I want my canvas and background image to scale to any browser size which I have learnt is possible through this.
<canvas id="canvas" style="width:100%; height:100%;
background-size:100% 100%; left:0px; top: 0px;">
Setting the width and height using percentages causes whatever I draw on top to come out blurred. The reason for this I read is that it comes out blurry because the width and height of canvas set using css is different.
It is absolutely imperative that I keep track of the co-ordinates since I have written a collision detection logic using the original size of the image.
Is it possible to dynamically change the canvas size to fill the screen, redraw it and ensure that the collision logic works perfectly without blurry drawing on top?
Lets take an example here. The image floor.jpg that I want as the background of the canvas is 1200X700. I want the canvas to be 100% of the page width and height. My animated player that moves on top of it requires collision detection with walls which I have coded keeping in mind the 1200x700 image.
I have gone through the various similar question on this site, but can't seem to figure it out.