ftguy2018

Members
  • Content count

    43
  • Joined

  • Last visited

About ftguy2018

  • Rank
    Advanced Member

Recent Profile Visitors

The recent visitors block is disabled and is not being shown to other users.

  1. ftguy2018

    Mobile landscape mode

    @enpu unfortunately, still the same, I can see the window detached only, is there a special command to attach it back to the text editor ? Here is my setting , can you see something strange maybe the size 0 ? {"brightray":{"devtools":{"bounds":{"height":600,"width":800,"x":378,"y":568},"preferences":{"Inspector.drawerSplitViewState":"{\"horizontal\":{\"size\":0,\"showMode\":\"OnlyMain\"}}","inspectorVersion":"24","networkBlockedURLs":"[]","panel-selectedTab":"\"console\""}},"media":{"device_id_salt":"xxxxxxxxxxxxxxx"}}}
  2. ftguy2018

    Mobile landscape mode

    @enpu I am on windows
  3. ftguy2018

    Mobile landscape mode

    Sorry the window bug is related to the editor and not with the project, actually I was playing with the size of the window in the config file, I tried small values, which ones I do not recall today so I cannot list the steps but now when I click detach window I can see it detached but if I click again it does just disappear, is there any ini files or setting files I could reset ?
  4. ftguy2018

    Mobile landscape mode

    actually if we combine with the following code then I can get the perfect resize keeping the scale and I can work like in a virtual window: onResize: function() { var scalex = game.width/game.system.originalWidth; var scaley = game.height/game.system.originalHeight; this.stage._worldTransform.a = scalex; this.stage._worldTransform.d = scaley; }, Regarding performances, shall we have a benefit if we change the stage original Container to be FastContainer in the engine (if we do not rotate the screen) ?
  5. ftguy2018

    Mobile landscape mode

    That is what I was talking about, actually working well like this for me : _onWindowResize: function() { this._updateWindowSize(); if (this._toggleRotateScreen()) return; var width = this._windowWidth; var height = this._windowHeight; if (width / this.originalWidth < height / this.originalHeight) { height = ~~(width * (this.originalHeight / this.originalWidth)); } else { width = ~~(height * (this.originalWidth / this.originalHeight)); } var scalePercent = game.System.scalePercent / 100; // this._scale(this._windowWidth * scalePercent, this._windowHeight * scalePercent); // this._resize(this._windowWidth, this._windowHeight); console.log( this._windowWidth+' x '+this._windowHeight); console.log( this.originalWidth+' x '+this.originalHeight); this._scale(width * scalePercent, height * scalePercent); this._resize(width, height); if (game.System.center || game.System.resize) { game.renderer._position((this._windowWidth - this.canvasWidth) / 2, (this._windowHeight - this.canvasHeight) / 2); } if (game.System.scale || game.System.resize || game.System.hidpi && game.device.pixelRatio > 1) { game.renderer._size(this.canvasWidth, this.canvasHeight); } if (game.isStarted && !game.scene) game.onStart(); },
  6. ftguy2018

    Mobile landscape mode

    @enpu Oh I see...that is quite strange and could be confusing for users, I disabled the rotatescreen to false and indeed it is better like this, I suggest you have some references for mobile on your website because there is nothing at all I could find about setting up the engine for mobile and have the best out of it. Now how can I get back the window attached to the editor ? It does not want anymore to be attached, please kindly advise. I have a question about resize, currently resize is resizing to the full size of the window regardless of the ratio screen size we set, so will it be possible to have like the scale mode (scaling while keeping the ratio) doing the same in resize mode ? Like having a resize mode to full (like now) if required but also a resize to the full possible but respecting the ratio ? for example if we setup 720p 1280x720 , and the window size is changing to 2000x2000, we still want to have the benefit of the extra pixels as much as possible and so then resize to 2000x1125 and no resize to 2000x2000, this could help for having better performances in the fillrate ( I imagine) does it make sense ?
  7. ftguy2018

    Mobile landscape mode

    @enpuThere must be a bug with rotateScreen when width < height in an original setup screen set with width > height when watching a web export on a mobile device....nothing is drawn. Btw, playing with the config file also made my game window to disappear, I cannot see it attached to the editor anymore.
  8. ftguy2018

    Mobile landscape mode

    Yes, I can confirm that for some reason the first scene does not start before we do one rotation of the device in landscape and then after it will work as intended (using pixi engine), please kindly advise how to fix this. Actually, when we are checking into the editor, if we select mobile mode and try to reduce the width of window on the right then at some point the screen does not draw anymore, while in desktop mode it does reduce the whole screen properly and never stop the rendering, so what would be different in mobile mode so the engine does not longer render ?
  9. ftguy2018

    Mobile landscape mode

    Hello, We have some issue trying to see our web browser project on mobile, we have no special config for mobile at this time (mobile is empty), actually our config file is something the following : width: 1280, height: 768, scale: true, center: true, resize: false, the issue that we have is that when trying to access from a mobile, we have only a white page until we turn the device to be on landscape, then at that time we can see something, so can someone advise what type of setting we should add in the config so the screen will be also displayed when the device is oriented in portrait, ideally we would like to lock it on landscape.
  10. ftguy2018

    pauseOnHide

    Hello, On a web browser if we set the pauseOnHide: false and if we change the tab, should the engine stop to call update: ? Actually I can hear the music still playing but there is no update of the screen, is it the supposed behavior ? What is exactly pauseOnHide:false doing ? Thank you,
  11. ftguy2018

    Obfuscation and DOMAIN lock

    Some updates : It seems if we add some code annotation to disable the obfuscation on the engine and only keep it for our code then we can succeed to have the project starting and the performances are quite OK so I believe we will go this way while waiting for a better version with integrated obfuscation features.
  12. ftguy2018

    Obfuscation and DOMAIN lock

    From chrome console : game.min.js:1 Uncaught TypeError: Cannot set property 'apply' of undefined at game.min.js:1 at _0x1777d6 (game.min.js:1) at Object.body (game.min.js:1) at Object._loadModules (game.min.js:1) at Object._loadModules (game.min.js:1) at Object._loadModules (game.min.js:1) at Object._loadModules (game.min.js:1) at Object._DOMReady (game.min.js:1) at HTMLDocument.<anonymous> (game.min.js:1)
  13. ftguy2018

    Obfuscation and DOMAIN lock

    @enpu unfortunately, the obfuscator link you provided does not work with the game.min.js, I tried to upload game.min.js to https://obfuscator.io/ and just do a simple obfuscation and the code is breaking TypeError: _0x4af513.prototype is undefined[Learn More] game.min.js:1:171373 _0x552186< game.min.js:1:171373 <anonymous> game.min.js:1:171085 <anonymous> game.min.js:1:171021 _loadModules game.min.js:1:17263 _loadModules game.min.js:1:17416 _loadModules game.min.js:1:17416 _loadModules game.min.js:1:17416 _DOMReady game.min.js:1:10884 _loadNativeExtensions/Function.prototype.bind/< game.min.js:1:19806 So we are totally stuck at the moment, is there a workaround possible ? Can we eventually obfuscate the original game\main.js before the export ? Will it work ? Any suggestion would be welcome as we need to delay our release until we can securely obfuscate the code. Please kindly advise.
  14. ftguy2018

    Obfuscation and DOMAIN lock

    @enpu Actually jscrambler is doing very deep obscurity (not only obfuscation) so that does explain it, but we do not really need it on the engine itself but only on the part of our sensible licensing code, so is there a way to turn off the PANDA2 export minify process so we could add code annotation (comment) to a web export project ?
  15. ftguy2018

    Obfuscation and DOMAIN lock

    Actually I found out one could use code annotation to direct jscrambler to do (or not do) obfuscation on some part of the jscript which could be used to improve performances : https://docs.jscrambler.com/code-integrity/tutorials/code-annotations However will the web export keep the code annotation if I put some in the code / the engine itself ? I am under the impression that all comment are erased at export, so will it be way to add support for code annotation ?