tmshu1

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  1. Yep, same here. On a device, not only are some of the sprites off screen (even when game dimensions are set to the device window width and height), but the collisions do not work properly (e.g. sometimes not happening at all, sometimes happening when sprites are already overlapping). Does anyone have any ideas? Is what was recommended above not a good way to scale phaser games? game.world._container.scale.x = ratio.x;game.world._container.scale.y = ratio.y;game.world._container.updateTransform();I am trying to scale my phaser game to fit the screen of an android device (using cocoonjs).