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Found 4 results

  1. I'm having a hard time trying to do something that should be quite straightforward, so I'm not sure what I'm missing. How do we scale an image (to use as a game background) to fit the window? This is my approach, which doesn't work: preload() { this.load.image('bg', 'space3.png'); } create() { const bg = this.add.image(0, 0, 'bg'); bg.width = window.innerWidth; bg.height = window.innerHeight - this.parent.canvasOffset; // I would like to use this.game.width and this.game.height but those values don't exist } If I use bg.scaleX and bg.scaleY and set the values to 2.0, it does work, but what I want is to scale it to fit the window/viewport.
  2. Rodrigo

    Frame Fit Error Override.

    Hi, I'd like to know if there could be any unwanted consequences or behavior if I comment out the error thrown when a frame doesn't fit in the base texture: https://github.com/pixijs/pixi.js/blob/dev/src/core/textures/Texture.js#L567 The thing is that I'm getting the error between the 8th or 10th decimal, something like this: 20.3333333333 + 20.6666666668 > 41 A brief description of what I'm doing is working with responsive images that are sliced by a specific amount of horizontal slices (depending on the screen height), each slice is an integer. Since the images are scaled before slicing the real size has to be corrected by that scale which leads to this numbers with all those decimal positions. Would be even noticeable if the error is commented out?. Could be possible for PIXI to throw an error after creating the slices in another situation?. The slices are moved by the user with touch events and the problem always appears in the final slice and for some specific image sizes and screen resolutions. Unfortunately I don't have any control over the image size. I don't know how many decimals PIXI actually needs in order to work properly, but this is math versus rendering. The math indicates that the number is bigger, no questions there, but with rendering in mind, will the 8th or 10th decimal of a pixel does even get rendered?. does it make a difference?, is it noticeable even in retina screens?.
  3. Hello everyone, I am new member in Phaser, I have an issue regarding scaling to fit the game screen on all mobile devices (IPhone, Android, ...). I have searched on Internet but failed to find out the best solution for that, so could you please help me or give me some comments for that? I have tried to use EXACT_FIT, SHOW_ALL as some topics figured out but my issue is: all images in game become stretched. So can we fit the game screen on mobile devices and the images is also resized moothly? Thank you for your time and sorry for my English.
  4. RetardVeverca

    Multiple screen resolutions

    Hi What is the best way to support multiple screen resolutions and different aspect ratios on Android devices? (I am developing 2d game with CocoonJS) I know you can scale it with idtkScale when working with CocoonJS, but that is not the perfect solution. Do you make highest resolution sprites and scale them down with game.scene.stage.scale.set ? And where can I find more about this function and others which might be useful like, hiresFactor, hires, retina and other properties of game.System class? Is maybe this the best solution? And how would I implement it properly in Panda.js? Regards