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Found 8 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. Hi I'm developing an Opensource tool(Wrappit temporary name) for wrap up the HTML,HTML game to run in Window Application , by using Chromium engine. The tool will provide JS binding some command to manage some feather of Window app such as ScreenSize , Maximize , File Access and other. Additional is version management tool able to update html file in local. I wanna know your opinion any suggestion or require any feature about this project.
  3. I figure out that if we resize browser window on 1/4 of full screen size, we get better FPS. Can we make window resolution to be as 800x600 of full size screen, but the window we see is full size of screen? Is there any way to meke full screen size browser window with 800x600 resolution with babylon or js API? How to do it with babylonjs API? greetings ian
  4. So I've been making a game in Phaser and I want it to auto scale to the size of the window so it is filled but without changing the aspect ratio, I discovered that I could do this using scaleMode = SHOW_ALL and it almost works. If I make the window smaller, the game is scaled down and the aspect ratio is maintained, however, once I've done this I can no longer scale the game up again so it remains in a smaller version even when I make the window bigger again. Here is the code I'm using: this.scale.scaleMode = Phaser.ScaleManager.SHOW_ALL; this.scale.pageAlignHorizontally = true; this.game.stage.backgroundColor = "#AAAAAA"; Thanks in advance for any help!
  5. Hi, Im trying solve a problem that i think be simple to a phaser expert dev. My multiplayer game is working nice, but when i resize the browser the game be smaller or blurred with black parts. I need resize browser and camera follow player on center and everything on tiled map stay at the same state if i reload on the new size. Example: 1 - If i start my browser at 800x600 everything will work nice at this resolution. If i resize to 1024x768, the images are blurred and black parts are showed. I need that it resize to be at the same state that if i open on 1024x768 2 - If i start my browser at 1024x768 everything will work nice at this resolution. If i resize to 800x600, the images scale down. I need that everything stay as i reload on 800x600. My starting code: var game = new Phaser.Game(window.innerWidth, window.innerHeight, Phaser.AUTO); game.scale.scaleMode = Phaser.ScaleManager.SHOW_ALL; game.scale.pageAlignHorizontally = true; game.scale.pageAlignVertically = true; game.scale.setScreenSize = true; Can anyone help me?
  6. Hi, I'm developing my first web game and I have small problem. Uncaught TypeError: this.constrainBackground is not a function .... on line 50 I dont know what I'm doing wrong. Any ideas? Thx (This is about that the user can drag/drop background image only from left to right in the window (fix size window).
  7. vohogames

    Modal window

    Hi to all, I am searching for a modal window ( like in this game http://m.wellgames.com/game/qualitynew/new/r23639/10x10 ) when you click pause, it shows the modal and changing buttons inside. this one does not seem to work. http://phaser.io/news/2015/02/phaser-modal-creator Thanks in advance.
  8. Hi, I would like to create a message window, just like those we see in RPGs like Final Fantasy or Dragon Quest. I have an image of 96x96 with the window as a sprite. But I would like to create windows of different sizes with this image (for example, the inventory window would be 256x96, battle menu would be 128x96 and so on), so I was thinking in using this image as a tileset. Would it be the best approach or should I just create different images for each window size and load them all? The problem also is that if I go with the tilemap, I would have to create a json file for each window size. Can I just pass an array to the Tilemap object as a tilemap data or I have to create a json in Tiled for each window size?