I'm having trouble with my web-based game. I try to draw an SVG that I've encoded into a data URL into a canvas that's supposed to have the same dimensions as the document window, even while rescaling the actual window.
(function() {
 var canvas = document.getElementById('canvas'),
  context = canvas.getContext('2d');
 // resize the canvas to fill browser window dynamically
 window.addEventListener('resize', resizeCanvas, false);
 function resizeCanvas() {
  canvas.width = window.innerWidth;
  canvas.height = window.innerHeight;
  /**
   * Your drawings need to be inside this function otherwise they will be reset when 
   * you resize the browser window and the canvas goes will be cleared.
   */
  drawSVGBackground();
 }
 resizeCanvas();
 function drawSVGBackground() {
  var img = new Image();
  img.onload = function() {
   ctx.drawImage(img, 0, 0);
  };
  img.src = "data:image/svg+xml;base64,(A really long encryption that took up a lot of space)";
 }
})();* {
 margin: 0;
 padding: 0;
}
/* to remove the top and left whitespace */
html,
body {
 width: 100%;
 height: 100%;
}
/* just to be sure these are full screen*/
canvas {
 display: block;
}
/* To remove the scrollbars */<canvas id="canvas"></canvas>I'm not sure if using Base64 encoding was a very good idea for this purpose, and I'm also not sure what's wrong.
 
     
     
     
    