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efuturetoday

[Fix] Highres Scalings

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Hello all,

ich discovered a strange issue with the scaling of the assests:

i had the feeling, that the game scaling multiplier for highres assests was one level to low.

So i checked the code and found this:

 for (var i = 2; i <= game.System.hires; i *= 2) {            if (window.innerWidth >= width * i && window.innerHeight >= height * i) {                this.hires = true;                game.scale = i;            }}

i think there is a semantic issue: when u check if the current hires that the loop checkes is to LOW then apply this hires.

I fixed this issue with this code:

        for (var i = 1; i <= game.System.hires - 2; i *= 2) {            if (window.innerWidth >= width * i && window.innerHeight >= height * i) {                this.hires = true;                game.scale = i * 2;            }        }

and now all is working as expected!

Was this a bug or do i use the engine scaling wrong? 

 

Sorry for my english. Hope this helps

 

Greetings from Germany!

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