selfsx

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  1. Thank you samme, already figured out this myself at night
  2. Hey, Everyone I'm dying making attempts to scale canvas for high dpi mobiles and get everything work correctly. Problem: When I start Phaser with 100% width/height for canvas it will be created according to css pixel size of device (window.innerWidth/innerHeight). So iPhone 6S for example, gets, 375x667 canvas, but in fact, of course it should be 2x bigger because devicePixelRatio is 2. Result, everything is blurry and not as expected. Ok, I decided to set width and height with devicePixelRatio included and then set CSS size of canvas to 100% of view port. let w = window.innerWidth * window.devicePixelRatio; let h = window.innerHeight * window.devicePixelRatio; let game = new Game(w, h) // And then in style sheet: canvas { width: 100vw !important; height: 100vh !important; } Now, it seems like everything looks perfect and as expected (is it correct way to do it?). But, another problem rises. Seems like after this events.onInputDown do not work correctly. When I click on sprite nothing happens, but in different location click handled. Seems like coordinates of input arena is messed up. Can someone help me this this?