Jump to content

Search the Community

Showing results for tags 'scalemanager'.

  • Search By Tags

    Type tags separated by commas.
  • Search By Author

Content Type


  • HTML5 Game Coding
    • News
    • Game Showcase
    • Facebook Instant Games
    • Web Gaming Standards
    • Coding and Game Design
  • Frameworks
    • Phaser 3
    • Phaser 2
    • Pixi.js
    • Babylon.js
    • Panda 2
    • melonJS
  • General
    • General Talk
  • Business
    • Collaborations (un-paid)
    • Jobs (Hiring and Freelance)
    • Services Offered

Find results in...

Find results that contain...

Date Created

  • Start


Last Updated

  • Start


Filter by number of...


  • Start



Website URL





Found 18 results

  1. Hey, I'm kind of stuck trying to work out what's happening with my game. I've been having issues getting my game responsive, so I tried... well, everything I can think of, really. I've brought my game all the way down to four near-empty files; boot.js, preload.js, menu.js and app.js, and I'm getting nothing on resize events. I'm using Phaser 2.6.2, I've got "this.scale.setMode = Phaser.ScaleManager.RESIZE" in my boot.js's init function, I've got a resize handler in my menu just titled 'resize' with nothing but "console.log('resize')" inside of it, and nothing happens on resize. I don't
  2. 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'); }
  3. Hi everyone! I am diving into the brand new Phaser 3 and everything is awesome so far. In previous games I developed using Phaser 2, I heavily relied on the USER_SCALE at the ScaleManager in order to make responsive games. I know that the new ScaleManager is still in the works, but how can I achieve the similar results now by hand? Thanks in advance, Vinicius
  4. Hi everyone! I'm currently building a Phaser tap tap like game for mobile devices. Using Phaser for the first time, I digged into the hard topic of scaling my game for multiple screen sizes and pixel ratios. After looking at every available scale modes, I choosed to go for Phaser.ScaleManager.RESIZE which looks perfect for what I want (changes the Game size to match the display size). The game looks good on my desktop screen but seems blurry when using an iPhone or Samsung Galaxy S8. I looked at many forum topics but the answer to the question of making a game "responsive" doesn't look cl
  5. Hello friends, I want to know how are you making your games responsive to landscape and portrait orientations like a website. I want all the buttons and background elements to stay the same ratio in both orientations. My buttons and background are stretching in both orientations. I have made my canvas 100% in css.I was using Phaser.ScaleManager.showall and i also tried .RESIZE. Resize causes the game background and buttons to float in space.
  6. Let me preface this by saying that I have read every single post about this topic, and I simply cannot understand what I'm doing wrong. I am using the latest phaser ce build, phaser 2.7.3. My target browser is desktop Chrome (I don't care much for any other browser, mobile platform, etc) Explanation of my issue: I have a text, at position (0,0) [Therefore, no possibility of it no being a whole number, etc]. It is not scaling properly. => Minimal fiddle testcase showing my problem: http://jsfiddle.net/1g3cj8md/ => Expected outcome if game is not scaled:
  7. I'm trying to make a dynamically sized game. It seems that setting game.scale.scaleMode = Phaser.ScaleManager.USER_SCALE; would be the way to go. and then using in the create function of each state I add this: game.scale.onResize = this.onResize; then add in the function onResize: function () { console.log('menu RESIZE'); game.scale.setGameSize(200, 250); } which correctly resizes the game. BUT, it also seems to keep recalling itself each time. I've set the style of the parent div to have no paddings/margin, but I can't work out why it doesn't o
  8. I'm working on a game and I'm trying to implement dynamic resizing, but I have some unexplained issues. My game is optimized for a phone portrait layout. Depending on the phone screen size (or browser window size) it should adjust the layout, the width is fixed size but the height is adjusted. So make it taller if necessary and center some sprites or texts. I've created a code example which works, but the resize function gets called many times. So to isolate and test the resize function see this github example: https://github.com/BdR76/phaserresize/ The code example has 4 states: Boo
  9. Hi all! On start canvas must be 400*225, when user need more details - canvas resize to 1280*720 and go fullscreen. To enter/exit fullscreen i use this code // my default scaleManager parameters game.scale.minWidth = 400; game.scale.minHeight = 225; game.scale.maxWidth = 400; game.scale.maxHeight = 225; game.scale.scaleMode = Phaser.ScaleManager.SHOW_ALL; game.scale.pageAlignHorizontally = true; game.scale.pageAlignVertically = true; game.scale.updateLayout(true); game.scale.fullScreenScaleMode = Phaser.ScaleManager.EXACT_FIT; // ENTER fu
  10. Hi guys, I'm having a slight problem getting my head round using the Phaser.RESIZE scale mode with devices which have a higher pixel ratio than 1. The game resizes fine, but on modern iOS and android devices, the game loses its 'crispness', and objects become blurry, particularly smaller text. I know this is down to higher pixel densities of these devices, but I've not managed to find a solution for the canvas to utilise these extra pixels, as resize mode seems to be bound to the physical document dimension (I'm creating a responsive game which will fill the device/webpage window on either
  11. Pre v2.2 I always used scale mode SHOW_ALL like this: this.scale.scaleMode = Phaser.ScaleManager.SHOW_ALL; this.scale.pageAlignHorizontally = true; this.scale.pageAlignVertically = false; this.scale.setScreenSize(true); On a desktop browser, this always kept my entire game in view, regardless of how small I made the browser - either height or width. Now my code looks like this: this.scale.scaleMode = Phaser.ScaleManager.SHOW_ALL; this.scale.setMinMax(1024/2, 672/2, 1024*2, 672*2); this.scale.pageAlignHorizontally = true; this.scale.pageAlignVertically
  12. Hello all! I'm having a problem developing a Phaser game for mobile devices, the aspect ratio is fixed as 4:3, so I adjust the canvas size to keep that aspect ratio. When the user is changing the orientation, the canvas is keeping the same aspect ratio but is getting bigger. My problem is when I set the new size to Phaser game object, it is upscaling the content inside and is pixelated. My code looks like this: var taskAspect = 4/3, screenHeight = window.innerHeight, screenWidth = window.innerWidth, screenAspect = screenWidth / screenHeight; if
  13. Hi everyone, I'm making a doodle jump remake. My base game is 52 by 100 for easy scaling for devices with 16:9. However when on the scaled size all my sprites are antialiased How can I make my sprites back to pixelart ? Thanks in advance doodle jump remake.zip
  14. Hey! After upgrading from a previous version (2.0.something) to 2.2.2 I noticed that my orientation handling code (lifted directly from the Full Screen Mobile template) no longer works. This is my Boot.js: BasicGame = { /* Your game can check BasicGame.orientated in internal loops to know if it should pause or not */ orientated: false};BasicGame.Boot = function (game) {};BasicGame.Boot.prototype = { create: function () { this.input.maxPointers = 1; this.stage.disableVisibilityChange = true; this.scale.scaleMode = Phaser.ScaleManager.SHOW_ALL; // this.scal
  15. Hi there, I´m having a problem scaling a game for mobile purposes... everything works fine in desktop, the only problem is scaling in mobile, I want to scale using EXACT_FIT for this case but it´s not working at all and I don´t know why. Firs of all, I´m using Phaser v2.0.7 with Pixi.js v1.6, and I can´t use a most recent version of Phaser because it´s not working with my game and cocoonjs, so not new Scale Manager at all In my html, I create the game this way var game = new Phaser.Game(1280, 720, Phaser.AUTO);and the game appears on my cocoonjs launcher but really small, probably is usin
  16. Hi there guys, so I finished my game and the only problem I have is that iOS is ignoring the ScaleManager, and it´s working perfectly on desktop and Android. On iOS it´s working like ScaleManager.EXACT_FIT, I´m trying the game with cocoonJS Launcher and with Webview (I can´t user Canvas+ as I use some DOM stuff but I don´t need it anyway). This is the code I have, I just updated to Phaser 2.2 but it´s still buggy, any recomendations? if (this.game.device.desktop){ //desktop code}else{ this.game.scale.scaleMode = Phaser.ScaleManager.SHOW_ALL; this.game.scale.setMinMax(260, 480,
  17. I am new to Phaser development and I am currently having trouble figuring out the correct code needed to have a game resize to the full viewport of a browser on window resize without stretching any of the graphics. I am working on a vertical scroller with a tilemap (1024x4608) for the base background/map. On window resize (or orientation change) I would like to be able to adjust the game dimensions to fill up the entire viewport while keeping the same ratio to allow the tilemap not to be distorted. From my tests, it seems that I would want to keep the width the same and adjust the height t
  18. i need some help understanding as to what ScaleManager and setScreenSize(true); do. this.game.scaleMode = Phaser.ScaleManager.SHOW_ALL;this.game.scale.setScreenSize(true);
  • Create New...