HTML `<canvas>` Scaling Issues on Different Resolutions - Seeking Solutions
I'm not sure how to approach I've looked through the documentation and I'm still confused about I'm working on a personal project and I'm facing an issue with scaling my HTML `<canvas>` element across different screen resolutions. My canvas is set up to display some graphics for a web game, but when I test it on devices with varying pixel densities (like a MacBook with Retina display versus a standard HD monitor), the graphics appear either pixelated or stretched. Here’s the setup I’m currently using: ```html <canvas id="gameCanvas" width="800" height="600"></canvas> ``` And my JavaScript code for rendering looks like this: ```javascript const canvas = document.getElementById('gameCanvas'); const ctx = canvas.getContext('2d'); function draw() { ctx.fillStyle = 'blue'; ctx.fillRect(100, 100, 200, 150); } draw(); ``` I'm not using any CSS to style the canvas, just letting it be as is. I’ve read about using the `devicePixelRatio` to adjust the canvas size for high-resolution screens, but I’m unsure how to properly implement that. Here’s what I’ve tried so far: 1. Setting the canvas size in CSS: ```css #gameCanvas { width: 100%; height: auto; } ``` This didn’t work as expected since the internal resolution of the canvas remained the same. 2. Attempting to scale the canvas with the following code, but it still didn’t resolve the pixelation: ```javascript const scale = window.devicePixelRatio; canvas.width = 800 * scale; canvas.height = 600 * scale; ctx.scale(scale, scale); ``` The result is that the canvas takes up more space, but the graphics appear blurry even at higher resolutions. I need advice on properly scaling the `<canvas>` so that it looks sharp on all devices without manually adjusting dimensions for each resolution. Is there a best practice for handling this situation? Would using a library like `fabric.js` help, or is there a simpler approach? Any insights would be greatly appreciated! This is part of a larger CLI tool I'm building. Any ideas what could be causing this? I've been using Javascript for about a year now. Is there a simpler solution I'm overlooking? I'm working on a service that needs to handle this.