SWF Knowledgebase: Detecting mobile devices and sending the user to the app store if no Flash support1) Include WURLF.js in your page header<script type="text/javascript" src="//wurfl.io/wurfl.js"></script> You can read more about WURLF on it's homepage, http://wurfl.io/ 2) In the HTML page<script type="text/javascript"> var element_device = document.getElementById('device'); var element_message = document.getElementById('message'); var element_flash = document.getElementById('flash_content'); is_iOS = false; if (navigator.userAgent.match(/like Mac OS X/i)) { is_iOS = true; } if(WURFL.is_mobile){ if(is_iOS){ element_device.innerHTML = "You're using an Apple mobile device"; element_device.innerHTML = "<a href='https://itunes.apple.com/us/app /fat-santa-pie-eater/id707367884?mt=8'>You can get the app version of this Flash game on the Apple App store here</a>"; element_flash.style.display = 'none'; } else { // Lets assume that Windows Mobile does not exist, which it practically doesn't. element_device.innerHTML = "You're using an Android mobile device"; element_device.innerHTML = "<a href='https://play.google.com/store/apps/details? id=air.fatsanta1.A06android&hl=en_GB'>You can get the app version of this Flash game on the Google Play store here</a>"; element_flash.style.display = 'none'; } } else { element_device.innerHTML = "Congratulations, you're using a proper computer"; // Do nothing. User has full computer, and we're assuming that also means Flash } </script> 3) End resultThe HTML elements below are hidden and/or rewritten depending on what device you're using Here's what device you're usingIf you're on a tablet/phone/mobile device, Javascript will write this paragraph into a link to the app store DIV ID = flash_content. This message will be hidden if you are using mobile device. Wrap your Flash in this div so it won't show a large space or anything to your mobile users |
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