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  1. hi. i can draw my game with chrome or explore but safari can't use fullscreen function like requestFullscreen( how can i draw fullscreen with safari
  2. I Work on a project where we have show video on canvas. I somehow figure out how to do video fullscreen but another problem came. When we exit the fullscreen canvas all pointerdown event stop working on ios devices. my phaser v - 3.19
  3. I embedded Phaser3s' canvas parent in a bootstrap table (FlexGrid) and am trying to get fullscreen and window resize to work as expected. <main role="main" class="container"> <div class="container"> <div class="row"> <div class="col"> <!-- the problem doesn't occur without the bootstrap flexbox (i.e. when there's just this div) --> <div id="phaser3MainView"></div> </div></div></div> </main> There are three distinct approaches i've worked on. First, i've tried to disable the ScaleManagers auto features an
  4. Hi, I don't know if this is a stupid question, but I want my game to go fullscreen when on mobile/touch screen devices only. I also need it to stay fullscreen across multiple states. Any ideas?
  5. Hello Everyone, I'm currently using Phaser and first of all Thanks for all developers for Phaser. I've got a problem and wanna share with you guys. I wrote a game and using ScaleManager for full screen. var playScreen = function(game){}; playScreen.prototype = { init: function(){ game.scale.pageAlignHorizontally = true; game.scale.pageAlignVertically = true; game.scale.scaleMode = Phaser.ScaleManager.SHOW_ALL; game.scale.fullScreenScaleMode = Phaser.ScaleManager.SHOW_ALL; game.state.start('TitleScreen'); }
  6. Hello guys. I am struggling with having my game to run on minimal-ui on iOS safari. That is where the address bar becomes smaller when you scroll. I have found a game that does that, but how the hell they do it? CLICK Does anyone know how to achieve this?
  7. Hi in my game i have got it so that when i click on the screen it will toggle full screen and it works perfectly without any problems but when i go and debug my code i get these errors .Any help would be much appreciated Uncaught TypeError: Cannot read property 'dispatch' of undefined at Phaser.ScaleManager.fullScreenChange (phaser.js:37411) at HTMLDocument._fullScreenChange (phaser.js:36175) WebSocket connection to 'ws://localhost:8125/' failed: Error in connection establishment: net::ERR_CONNECTION_REFUSED game.scale.fullScreenScaleMode = Phaser.ScaleManager.SHOW_ALL;
  8. I added to my game a button to activate fullscreen mode (by calling game.scale.startFullScreen(true);). Works great on the desktop. On android's built-in browser, the game just freezes up when I press the fullscreen mode button. Is there a safe way to call startFullScreen so it won't freeze up? Is there a way to reliably detect ahead of time that fullscreen isn't supported so I can simply not show the button.
  9. Hi all! I've tried to mix and match between two very basic phaser tutorials about playing a video and putting game fullscreen. My results are not what I expected: http://www.davidenastri.it/savatop/phaser.html Can you please suggest me a tutorial that can let me understand how to make my video fill its container? Thanks for your time and kind help
  10. Hi, I have a full-screen mode in my game and it works fine before Chrome update. This code still works fine on Firefox on the same device. I found also that http://phaser.io/examples/v2/display/fullscreen is not working in Chrome v56 too. Have you met this issue and how you fix it? I also will be glad if Rich give some answer/comments about this issue. If it will help you, I also found, that fullscreen works JUST if you click a border between the game and background (not the game and not a background, just a place where they connects together). Best wishes, NellyK
  11. Hey everyone, GoogleAds banner is hiding when using: game.scale.startFullScreen(); but when just click F11 on keyboard - all look okay. browser Chrome/Firefox. does anyone know how to fix this problem?
  12. I am running my game as "transparent", directly in the body element, and setting a repeated tile background in the body through CSS. If I enter fullscreen mode through a button click that triggers this.game.scale.startFullScreen(), the background tiling disappears and there's just a black background. If I enter fullscreen mode "manually" (by physically pressing F11), the background remains. What am I missing about how to start fullscreen mode? How can I preserve the background?
  13. Hi, I have a very simple playform game Mario style with arcade physics and two small sprites (platform terrein and player, no background). When I set the game to be 100% width and 100% height (my monitor res is 1920x1080) the framerate is 30 in Firefox and 15/20 in Chrome. I use the following code: new Phaser.Game('100%', '100%', Phaser.AUTO); Does anybody know why would it go so slow if it is only using two sprites? I am big fan of fullscreen games as they are more immersive. The reason I am asking is because I was having a look at Construct2 demos and they are very smooth on fullsc
  14. Hi everyone, I have a game for the mobile version of chrome, and the startFullScreen stop working since Chrome was updated to the 56 version. Is there a work around for that issue?
  15. I am making a phaser game for my website, so it's going to run off the URL not google play or what-have-you. When my game loads, you can still see the web browser bits which get in the way on a smartphone. Is there a way that when it loads you just double-tap the screen and it stretches to the entire display of the device?? Any pointers would be great, thanks. **this is my very first post, Richard Davey you've done a great job! and 'hi' to everyone else involved
  16. For far I did project on pixi.js which scales (canvas just scales with css rules) from min-size 1126x634 to max-size 1920x1080. App centered on screen also with css rules. All graphical assets was resized for resolution 1126x634 (to improve speed of loading). Also there is fullscreen button, which switch on app to fit all screen with max possible size (but no more than 1920x1080). So far so good, but my boss don't like that graphics gets blurry (and specially text suffers) when scaled (and specially in fullscreen mode). And he desided to make two versions of app (1126x634 and 1920x1080) and tw
  17. Hello people, I’m here to ask for assistance on PixiJs (more like a canvas related stuff) and IOS. I want to make an app than take all the available space of the webpage, kinda “Fullscreen” but not necessarily without the actions bar of the browser, What I was doing work pretty well on any browsers except in Safaris IOS browser, in landscape mode (sometime loading the page the first time in landscape work, then when changing orientation and coming back to landscape make the bugs appear). I can’t get to handle the IOS browser correctly, the canvas ignores one or both of the browse
  18. How can I resize DisplayObjects on my screen when I resize the window? This is a very common requirement but I can't find tutorial bout this. For example, when I press F11 to make the window fullscreen, the stage and all displayObjects in the stage should adjust its size to fit the screen. When I drag the browser edge to resize the window the objects should also resize to fit the screen. How to achieve this? I have this code now, but it doesn't work very well because the ratio doesn't seem quite right. window.addEventListener('resize', resize); function resize(event) { con
  19. Hi everyone~ I have been working on a scene which uses different camera in different device, FreeCamera will be attached to the scene if the scene is displayed on a standalone pc browser, as for mobile browser, VRDeviceOrientationFreeCamera is attached when mobile browser is in landscape; DeviceOrientationCamera when portrait orientation. The ideal results are as shown below: (mobile landscape orientation) (mobile portrait orientation) above results are the ideal results, which are the results on chrome, opera and firefox mobile browser. However,
  20. When i do a engine.fullscreen, all the html i have for gun disappears... Is that by design or a bug... If by design ... how am i supposed to show my game hud in full screen on a browser... not targeting mobile so soft wanna use canvas2d.. just pure html.
  21. it is a question that has already been often asked but no real answer. Can a kind soul could adapt the concepts of this tutorial about fulscreen on this empty phaser https://www.sitepoint.com/use-html5-full-screen-api/ here the virgin jsfiddle https://jsfiddle.net/espace3d/y8u4o5cw/ var game = new Phaser.Game(800, 600, Phaser.CANVAS, 'phaser-example', { preload: preload,create: create, update: update, render: render }); function preload() { game.load.image('circle', 'https://s13.postimg.org/xjhlzmiev/disc_png.png'); }; function create() { }; function update() { };
  22. I have been building a game, using the Phaser full screen mobile template as my starting block. My intention was to create a game that could have a web version but that could also be packaged as an app by using Cordova. So far it's been going well and I'm reasonably close to an alpha release and it works fine on desktop but I've been having trouble getting the scaling right on mobile. I've package the game in Cordova as a full screen app but the game seems to initally be getting fed incorrect information about the dimension of the screen, leading to the bottom the height being too large c
  23. I am trying to achieve a similar design as this site using pixi- http://www.spaceneedle.com/home/ However I am having trouble even finding out how to make a full page texture. Any image I use won't stretch to match the viewport. I have tried setting- this.sprite.texture.width = viewPort.width; or this.sprite.width = viewPort.width; However there is always blank space on the right hand side? Any guidance would be greatly appreciated.
  24. Hi guys, I'm making a pixel-art game so I don't want anti-aliasing on. Here's my code for toggling fullscreen when F11 is pressed: private toggleFS(): boolean { if (this.game_.scale.isFullScreen) { this.game_.scale.stopFullScreen(); this.game_.stage.smoothed = false; } else { this.game_.scale.fullScreenScaleMode = Phaser.ScaleManager.EXACT_FIT; this.game_.scale.startFullScreen(false); this.game_.stage.smoothed = false; } return true; } The fullscreen functionality works
  25. Hello everyone, I've been following a tutorial for making a flappy bird clone in Phaser. However, I don't know how to stretch the game to fullscreen on any device. I've read that Phaser can do it for you. The tutorial I followed can be found here: http://www.lessmilk.com/tutorial/flappy-bird-phaser-1 Can anyone help me with the stretching part? is it easy? Thanks in advance
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