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Found 5 results

  1. I was posting this thread at the wrong place (it was in Phaser 2). OK, I am having a very bad time with clickable objects. It works perfectly on desktop browser but when I run it on my Android mobile the hot spot is totally off. Please refer to the attached picture to have an idea what I am talking about. The blue square is the clickable object (it's a .png picture). Tapping the object won't fire the input event but if I tap around the position where I draw the marquee it will. In other words, the clickable area is off of the picture. I found this thread where the OP had a similar issue and mentioned that is could be related to the mobile devicePixelRatio when using Phaser.CANVAS but I couldn't establish a coherent relationship between the DPR and the displacement (otherwise it could be "compensated" with code). I really cannot see how to solve this. I am about to give up Phaser and try a different engine. Any idea?
  2. OK, this is weird. I spent a lot of time trying to figure out why my image objects wasn't firing when I tapped on it (it works on desktop). After several tests I noticed that it happened that on mobile screen the clickable area was off of the image (displaced). I found that someone had a similar issue and figured that it had something to do with devicepixelratio when using Phaser.CANVAS. I couldn't test with Phaser.AUTO because my mobile throws a WebGL error when I try to use it. Any idea how to fix this issue? Thanks!
  3. Hello, I am creating a game with Phaser and I guess it is quite large, at least there are a lot of sprites. Using Phaser.AUTO which went to Phaser.WebGL on my desktop (i7-4770k @ 4ghz, 16gb RAM, GTX 970 4GB) I can't even maintain a 60fps (usually around 48-55fps) and there is noticeable stutter on 720p. The same is true for my 2015 Macbook Pro 15". I doubt I'd get any better results on a less powerful computer. I heard that using text with WebGL slowed it down a bunch? but that is a question for a different thread I guess. Anyway, I was searching for a way to speed up my game and came across the idea of switching from WebGL to Canvas. I did that, and on my Mac I got a solid 60fps (haven't tested on desktop yet). The only problem is that Canvas does something weird to some of my sprites (specifically ones with thin borders). I have attached two partial screenshots of my game with box sprites. As you can see, one of the box sprites is perfectly box-like, that one is running on WebGL. Once I switch over to Canvas the box sprites look like the other screenshot - lopsided. Is there a way I can fix this?
  4. Hi, Not sure if this is the right place to post this, if not sorry and send me to the right place My issue with the Phaser.CANVAS renderer is when I lock my device in landscape then unlock it then the screen jumps about and then turns into a black screen. You can still press all of the in game buttons even though you can't see what you're doing. The game works fine when rendered in WEBGL but the framerate takes a big hit so it needs to be in CANVAS ideally. This only happens on Android devices. Thanks
  5. When using a 2048x2048 texture atlas the game runs fine. But if I switch to a 4096x4096 texture atlas, the game freezes for a short period of time (less than half a second) once every second. This doesn't happen on my iPhone 4S, only my PC. And it only happens in Chrome, and when using Phaser.CANVAS (Phaser.WEBGL works fine). I'm using Phaser version 2.4.4. I'm getting close to releasing this game, and I'm a bit worried about this... Thanks in advance!