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update docs
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greggman committed Jun 6, 2014
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it had no limit. Let's say you have 20 ships each with 3
bullets. That's 80 things on the screen. Basically the
game would be unplayable. Powpow's solution is after
6 players they're a queue of players waiting to get
launched. They collectively controll a ghost ship
6 players there's a queue of players waiting to get
launched. They collectively control a ghost ship

* Preventing text selection in the browser

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You probably need to test both landscape and portrait
and 3.5 inch (iPhone4-) and 4.0 inch (iPhone5+) sizes
as well as iPad.
iOS6, 7, and 8, as well as iPad.

I'd recommend the Android sim but it's so damn slow.
I know it can be configured to run faster but even then
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Both iOS Safari and Chrome Android support remote debugging. Google for it.
It's awesome!

* Make options that don't need contollers.
* Make options that don't need contollers to test your game.

Powpow, Shootshoot, Jumpjump will all use the local
keyboard to run a player if you put `?settings={haveServer:false}`
at the end of the URL.
at the end of the URL. Boomboom you have to put
`?settings={haveServer:false,numLocalPlayers:2}`

* Use URL settings for testing.

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avatar on their screen.

Some games let the controller pick the color. (jamjam, ...)
Other games pick the color/style and send it to the controller
(powpow, jumpjump, ...)
Other games the game pics the color/style and sends it to the controller
(powpow, jumpjump, boomboom, ...)

* Use media queries to adjust the controller by device and/or orientation

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}
}

Note: powpow and jumpjump already do this with standard HappyFunTimes support. Copy them.

* Use HandJS

Touch events suck balls. Microsoft proposed a much better system
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I'm embarrassed to say this but I can't for the life of me figure out CSS. I set something
to 100% height expecting it to become the same size as its container but for reasons I haven't
been able to internalize this often doesn't work. My current solution is to mark a the element
been able to internalize this often doesn't work. My current solution is to mark the element
in question with `class="fixheight"` and then in JavaScript, search for all elements with
class `fixheight` and set their height to their parent's clientHeight. So far that's fixed
all the issues.
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