FlashCanvas-20100623 is released

This is the third release of the free edition of FlashCanvas.

What's new in FlashCanvas-20100623?

  • Added a code which emulates ExplorerCanvas library.
  • Added basic support for fillText() (thanks to code from fxCanvas).
  • Added JPEG support to toDataURL().
  • Supported data URI scheme in drawImage() and createPattern().
  • Implemented "Save Image As..." in the right-click context menu.
  • Implemented event bubbling for click and dblclick events.
  • Made it possible to use FlashCanvas library installed in other domain.
  • Optimized drawImage().
  • Reduced CPU time consumption.
  • Various bug fixes in drawImage().
    • draw-image-flip.html, an example from ExplorerCanvas project, is now rendered correctly.
    • Images are rendered in the right order.
  • Fixed a bug that arc() failed to calculate the central angle in some cases.
  • Fixed a bug that swf.resize() method could be called before ExternalInterface was ready for use.
  • Fixed a bug that resize event canceled createLinearGradient().
  • Switched to using onunload event instead of onbeforeunload event.
  • Included several additional Canvas demos.
  • Some minor optimizations.


FlashCanvas Pro 1.2.1 is released

What's new in FlashCanvas Pro 1.2.1?

  • Supported Flash Player 10.1.
  • Included one more Canvas game.

FlashVars does not work with Flash Player 10.1

Flash Player 10.1 ( seems to have a bug that the value of FlashVars cannot be changed. That means we cannot use the turbo mode of FlashCanvas Pro. So, as a quick fix for the problem, I disable the turbo mode when the version of Flash Player is more than 10. More specifically, I added the following code to flashcanvas.js.
 option.turbo = false;
 option.delay = 30;
I will continue to seek for a better solution.


FlashCanvas Pro 1.2 and Flash Player 10.1

Today Adobe finally released Flash Player 10.1. But I noticed that FlashCanvas Pro 1.2 does not work with Flash Player 10.1 whereas the free edition of FlashCanvas works without problems.

I'll investigate the problem later. If you encounter the same problem with me, please add the following snippet to your code as a temporal fix for the problem.

if (typeof FlashCanvas != "undefined") {
        turbo: false,
        delay: 30