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  1. I think I'm missing something very basic about how Phaser Tweens operate but I just can't get this simple thing to work. Imagine a very simple scene: canvas of 800x640 red circle in the center two blue lines in a 9:00 position private create(): void { const circ = this.add.circle( 400, 320, 200, 0xff0000 ); const l1 = this.add.line( 0, 0, 400, 320, 400, 100, 0x0000ff ).setOrigin(0); const l2 = this.add.line( 0, 0, 400, 320, 200, 320, 0x0000ff ).setOrigin(0); } So far so go
  2. Hi, I have a beginner's question about melonjs. If I run '<any sprite object>.scale(2);', then the sprite will move a little to the upper left on the screen, and the sprite's appearance will be about four times as large. The anchorPoint of the sprite is (0.5,0.5)(=default), so I think the sprite can't move, it just doubles the size of the sprite, but what's wrong with my code? My environment is melonjs 8.0.1, browser is chrome, OS is macOS High sierra. Thank you.
  3. Is there a way to scale a Graphics without getting the linewidth scaled as well? For instance: var stage = new PIXI.Container(); var graphics = new PIXI.Graphics(); // Set a fill and line style. var linewidth = 10; graphics.beginFill(0xFF3300); graphics.lineStyle(linewidth, 0xffd900, 1); // Draw a shape. graphics.moveTo(50, 50); graphics.lineTo(250, 50); graphics.lineTo(100, 100); graphics.endFill(); // Now, scale this Graphics. var scale = 5; graphics.scale.set(scale, scale); // all lines now have width linewidth * scale In the example above, the vector "shape" gets properly
  4. Hi, I don't like to bother, but I don't sure what I'm doing and I need some guidance if it's possible... I have two containers, one for map sprites (320x180px) and the other for UI graphics (who it's resized to native resolution, in my case 1920x1080) My intention is to rescale map_sprites_containter and all its sprites to 1920x1080 in the most efficient way, every frame. So I came up with the idea of render a texture of map_sprites_container, convert it to a sprite and scale it. Is this the best way? Some pseudo code: var bitmap = new Bitmap(320, 180); var renderTextu
  5. My game does not scale correctly when the browser loads the game while the window size is made smaller. Another scenario is while in game state, the game will resize correctly, If I try to make the window bigger once again the game will be made out of scale and not usable really. this.scale.scaleMode = Phaser.ScaleManager.SHOW_ALL;
  6. Hi guys. I'm trying to do a "zoom in" effect on a GUI_Object. But when scaling the image leaves the original collision field. How to keep the image centered with the collision field of the button? Before click: After click: Code: game.UI.ButtonInit = me.GUI_Object.extend({ init: function (x, y, image) { this._super(me.GUI_Object, "init", [x, y, { image: image, }]); this.anchorPoint.set(0, 0); this.floating = false; }, onClick: function () { this._super(me.Sprite, "scale", [.8, .8]); }, update: func
  7. Hello, I'm trying to scale the layers of my map, but when I try it shows part of the following tiles, some idea of how to solve this ?, the map is created in tiled, the spritesheet is 16 x 16: CODE create function: map = this.make.tilemap({'key':'01'}); const TilesPacked = map.addTilesetImage('tiles_packed', 'tiles_packed'); const SnowExpansion = map.addTilesetImage('snow-expansion', 'snow-expansion'); groundLayer = map.createDynamicLayer('Wall', [TilesPacked,SnowExpansion], 0, 0).setScale(2); const Ground = map.createStaticLayer('Ground', [TilesPa
  8. In Phaser 2 we could tween scale like in the topic linked below. How is this done in Phaser 3? It looks like the sprite Scale property has changed to scaleX and scaleY, which I thought maybe I could tween like this, but this didn't seem to work: this.scene.tweens.add({ targets : [ this.scaleX, this.scaleY ], x: 10, y: 10, ease : 'Linear', duration : duration, yoyo : false, repeat : 0, callbackScope : this });
  9. Hello all. I have a problem with Chrome on Android. When I switch to a fullscreen I can get different results: First one (all is ok): The Second one (a white band at the bottom): The third one when I leave fullscreen mode (white band at the top): I use the following code: this.scale.scaleMode = Phaser.ScaleManager.SHOW_ALL; this.scale.fullScreenScaleMode = Phaser.ScaleManager.SHOW_ALL; this.scale.pageAlignHorizontally = true; this.scale.pageAlignVertically = true; this.scale.forceOrientation(true, false); this.scale.enter
  10. dev1-cpc

    Zoom by swipe

    Hello. How to make game zoom like a PIXI Viewport?
  11. matterjs always set 1 for body scale parametr after setScale. And it's ploblem for reScale game object. Any solve for it?
  12. Hi guys, How do I make it that the black square moves with the red square but NOT scale? Example: jsfiddle When you click on the small blue square the big white square gets smaller. The big red square scales with the white square. This is what I want but... the little black square should not scale but change position, is that possible? The black square should be in the red square BUT with the same height and width.
  13. Hello, community! I've just started using Phaser 3, and it's a pleasant experience. Special thanks to team for TypeScript definitions. I'm currently trying to implement scale logic for my game. I've read in this blog post that developers considered to change `ScaleManager` in Phaser 3, but I didn't find one in sources. I've also tried to take a look at how resize is handler in Mario platformer from pinned topic. Author used this: scaleMode: 0, //Phaser.ScaleManager.EXACT_FIT, ... but I didn't find `scaleMode` in Config.js object, and also didn't find any reference in Game.js
  14. Hi, I'm totally new in HTML 5 Games. If I resize my canvas (by calling resize function in preload), those text will become blurry, ugly. Any idea to handle this? Here's the example: https://codepen.io/anon/pen/wxdXKp .
  15. Hello everyone! Ive been tinkering around happily with phaser CE now for my latest browser app. I'm feature complete since yesterday and stumbled upon one last problem i cannot figure out how to address... i tried a couple of things but do not understand why things behave like they do. Basically i have a group of sprites, which i add as a child to another sprite. Now the problem i have is, i calculate a scalefactor for my app to scale it accordingly to the browser/device size and the group seems to scale in a very weird way (the scaling is very inconsistent, on a
  16. Hello! I have a trouble when scaling down big assets. I just have a stage contains some sprite and i'm doing: stage.scale.x = stage.scale.y = 0.2; https://jsfiddle.net/n67xwb5w/ As a result I have an ugly ragged image. I found a solutions for a simple canvas drawing without pixi http://jsfiddle.net/qwDDP/ from here http://stackoverflow.com/questions/18761404/how-to-scale-images-on-a-html5-canvas-with-better-interpolation Can I achive the same smooth effect after rescaling in PIXI?
  17. 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
  18. Hi everyone, I'm trying to figure out how to 'reset/readjust' a sprites collider after adjusting the sprites scale. The initial collider setup ( size/offset) is working perfectly at scale 1, with the following : sprite.setSize(44,64,true); sprite.body.offset.y = 44; scaling works great for both sprite and collider with : sprite.setScale(2); the issue is when i set the scale ( to 2 in this example ), the collider now has an offset. is there a built in way to 'reset' this collider so it aligns with the sprite? thanks for your help.
  19. Hello everybody, Long time I haven't post anything here as my life with babylonjs is going smooth and well. But unfortunetly I am now stuck! I am looking for a way to adapt an advanced texture size depending on the mesh size so that the text on it will keep the same font and shape. I have made a playground to make my request more clear : https://playground.babylonjs.com/#RICIF8 Thanks a lot! Pichou
  20. I have sprites which are all anchored at 0.5 for x and y, and they are often "flipped" via (e.g.) someSprite.scale.x *= -1. Because their anchors are centered, they don't move immediately because of this. However, changing to a negative scale mucks with their size and coordinates, because now a 20px-wide sprite will report a width of -20px, and it also interprets changes to its position inverse to what they were before (sprite.x++ will cause it to move up on the screen). This makes sense and everything, but the sprites' movement and activity is not always related to their scale. I kno
  21. Hi In Phaser2, it was possible to scale a TileSprite so the sprite inside was scaled while being tiled. It doesn't seem to be there anymore in Phase3. Is there a way to achieve this? Thanks!
  22. In my game I have a form that I built with Orange Games' input plugin (https://github.com/orange-games/phaser-input). The input form working great on computer, but on mobile when you tap into an input field, it zooms in, and becomes impossible to see what you're doing, or go to the next field. I tried using scale prevention with meta tags: <meta name="viewport" content="width=device-width, initial-scale=1.0, minimum-scale=1.0, maximum-scale=1.0, user-scalable=no, minimal-ui"> and: <meta name="viewport" content="user-scalable=no, initial-scale=1, maximum-scale=2, minimu
  23. hi, after get the examples from : https://phaser.io/examples/v2/tilemaps/tile-properties i'm searching to modify the object of the tiles, but i can't modify the alpha and the scale (=> see //HERE THE PROBLEM). how do you do to reach that ? var game = new Phaser.Game(800, 600, Phaser.CANVAS, 'phaser-example', { preload: preload, create: create, update: update ,render: render}); function preload() { // tiles are 16x16 each game.load.image('tiles', 'tiles.png'); } var cursors; var currentDataString; function create() { // Create some map data dynamically
  24. I started working on game, which I would like to publish on Android and ios market. How I can set resolution or scale game to most popular devices? I found on google that the most popular resolution is (480, 320) var game = new Phaser.Game(480, 320, Phaser.CANVAS); I test my game (sample asstes) on Asus Zenphone GO (resolution: 720 x 1280 pixels) and this is how it looks (white space on top and sides). How developers scale their games to fit all phones?
  25. Noob here using Phaser. But here's my issue: I'm struggling to get to a perfect scale on the game I'm building. The best option for me so far is Phaser.ScaleManager.RESIZE; But this method doesn't have a limit to the canvas size. If an user has a huge screen, say 30 inches, he'd have a lot of advantage over an user with a medium size screen, say 17 inches. The 30 inches user would have much more view of the world. I've tried to set the canvas to a fixed size, like 1280x720, then dynamically resize the canvas style. And using Phaser.ScaleManager.SHOW_ALL; But it doesn't do the trick be
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