Jump to content

Search the Community

Showing results for tags 'multiscreen'.

  • Search By Tags

    Type tags separated by commas.
  • Search By Author

Content Type


Forums

  • HTML5 Game Coding
    • News
    • Game Showcase
    • Facebook Instant Games
    • Web Gaming Standards
    • Coding and Game Design
    • Paid Promotion (Buy Banner)
  • Frameworks
    • Pixi.js
    • Phaser 3
    • Phaser 2
    • Babylon.js
    • Panda 2
    • melonJS
    • Haxe JS
    • Kiwi.js
  • General
    • General Talk
    • GameMonetize
  • Business
    • Collaborations (un-paid)
    • Jobs (Hiring and Freelance)
    • Services Offered
    • Marketplace (Sell Apps, Websites, Games)

Find results in...

Find results that contain...


Date Created

  • Start

    End


Last Updated

  • Start

    End


Filter by number of...

Joined

  • Start

    End


Group


Website URL


Twitter


Skype


Location


Interests

Found 2 results

  1. UPDATE: Read the thread down to find posts with best solution(s); There is a lot of discussions in this forum about scaling a Phaser Game. I found most of the game devs and examples using a high quality art/assets for games. For smaller devices the canvas is scaled down accordingly. This creates a doubtful question in our minds about the performance impact of overkilling small devices with hd graphics. Well I found the first step to improve that. 1. First of all decide the width and height of your game world. Think of this dimension in an ideal world i.e., 1:1 pixel ratio. So for example if the width and height is 800x480, then adding a sprite on x=0 will be on left most edge and on x=800, it will be on right most edge. This is your logical game width and height. 2. Create the phaser game with the logical width and height. var gameWidth = 800;var gameHeight = 480;var game = new Phaser.Game(gameWidth, gameHeight, Phaser.AUTO, 'game');3. Now do a show_all scaling, so that black bars will appear on non-fitting screen sides. This is added in a method called scaleStage inside the Boot state. if (this.game.device.desktop) { this.scale.scaleMode = Phaser.ScaleManager.SHOW_ALL; this.scale.minWidth = gameWidth/2; this.scale.minHeight = gameHeight/2; this.scale.maxWidth = gameWidth; this.scale.maxHeight = gameHeight; this.scale.pageAlignHorizontally = true; this.scale.pageAlignVertically = true; this.scale.setScreenSize(true); } else { this.scale.scaleMode = Phaser.ScaleManager.SHOW_ALL; this.scale.minWidth = gameWidth/2; this.scale.minHeight = gameHeight/2; this.scale.maxWidth = 2048; //You can change this to gameWidth*2.5 if needed this.scale.maxHeight = 1228; //Make sure these values are proportional to the gameWidth and gameHeight this.scale.pageAlignHorizontally = true; this.scale.pageAlignVertically = true; this.scale.forceOrientation(true, false); this.scale.hasResized.add(this.gameResized, this); this.scale.enterIncorrectOrientation.add(this.enterIncorrectOrientation, this); this.scale.leaveIncorrectOrientation.add(this.leaveIncorrectOrientation, this); this.scale.setScreenSize(true); }4. Now what the above code will do is scale your game to SHOW_ALL. This will fit your game inside the screen. Black bars appears possibly. We are now going to fill the game into the screen by scaling the canvas up to the point where the black bars are removed. After the above code, add this. var ow = parseInt(this.game.canvas.style.width,10);var oh = parseInt(this.game.canvas.style.height,10);var r = Math.max(window.innerWidth/ow,window.innerHeight/oh);var nw = ow*r;var nh = oh*r;this.game.canvas.style.width = nw+"px";this.game.canvas.style.height= nh+"px";this.game.canvas.style.marginLeft = (window.innerWidth/2 - nw/2)+"px"; this.game.canvas.style.marginTop = (window.innerHeight/2 - nh/2)+"px";document.getElementById("game").style.width = window.innerWidth+"px";document.getElementById("game").style.height = window.innerHeight-1+"px";//The css for body includes 1px top margin, I believe this is the cause for this -1document.getElementById("game").style.overflow = "hidden";5. Now the content will be filled. You can call scaleStage on 'leaveIncorrectOrientation' method too. You can decide the values for gameWidth and gameHeight according to the device resolution(not devicePixelRatio, html5!=native), load the different assets like sd/md/hd accordingly. This time, you need to think about the logical values and the loaded asset dimensions. You may want to multiply screen co-ordinates with the loaded asset scale. I will probably write a blog post on this soon. Thanks for this super cool game library. & Thanks for reading this.
  2. Rudis

    Multiple screens

    Hi,I'm looking for some suggestion / advice supporting multiple screens . A lot of options choose from . I'm confused , which of these works better for html5 browser games considering mobile screen sizes and dpis .
×
×
  • Create New...