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Found 6 results

  1. 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.enterIncorrectOrientation.add(this.enterIncorrectOrientation, this); this.scale.leaveIncorrectOrientation.add(this.leaveIncorrectOrientation, this); I get such results only in Chrome on Android. Does anybody know why this occurs and how to solve the problem? Any tips would be appreciated!
  2. Hi everyone!, I've just started to use Phaser's framework, so I don't have enought knowledge about it. I did a game (test it here), it works well on pc's browser. The problem were when I tried to do it mobile friendly. I tried to do that (on boot's state): if (!game.device.desktop) { game.scale.scaleMode = Phaser.ScaleManager.SHOW_ALL; game.scale.pageAlignHorizontally = true; game.scale.pageAlignVertically = true; game.scale.refresh(); } When I test it in my phone (portrait mode) it works good . The problem is when I rotate the screen (landscape mode), it doesn't scale well(I can't see the bottom). Portrait view: Landscape view: (I can't see the bottom) What is the problem ?? Thanks!!
  3. So I've been making a game in Phaser and I want it to auto scale to the size of the window so it is filled but without changing the aspect ratio, I discovered that I could do this using scaleMode = SHOW_ALL and it almost works. If I make the window smaller, the game is scaled down and the aspect ratio is maintained, however, once I've done this I can no longer scale the game up again so it remains in a smaller version even when I make the window bigger again. Here is the code I'm using: this.scale.scaleMode = Phaser.ScaleManager.SHOW_ALL; this.scale.pageAlignHorizontally = true; this.game.stage.backgroundColor = "#AAAAAA"; Thanks in advance for any help!
  4. 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 = false; (The game parent is a div with no css attached to it) Now the game fills the browser width - scaling it up usually, and in order to maintain aspect ratio the height is also scaled up, meaning I have to scroll down to see the bottom part of the game. Pre 2.2, it used the 'minimum scale' in order to scale the game - ie. the height was smaller so it used that to determine a scale to be applied to both width and height. It appears that now it uses the maximum scale... When I resize the browser window width, the game rescales, but if I change the height it doesn't. Hoping there is a property or something easy to set to make it use the minimum scale again! Thanks a lot
  5. Updated Phaser from 2.0 to 2.2.2. Phaser.ScaleManager.SHOW_ALL behavior has changed. Red frame - game area, black frame - browser window. What wrong?
  6. 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);