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Found 18 results

  1. Hi! I am loading SVG images in my application. The SVGs don't have a width and height defined in the file, but the viewbox. Loading them basically works with Pixi.js. But my problem is, that those SVG images are rasterized to an image default of 150x150px - in Chrome. In Safari on MacOS they are rasterized MUCH bigger. Is there any option, to tell the Texture Loader to use a given size? This would prevent above behaviour AND give the user the option, to define the size before rasterizing the image. I wouldn't want to set width and height in the SVG files. I looked a lot in BaseText
  2. I tried out multiple methods and property from the https://labs.phaser.io/index.html?dir=&q= https://photonstorm.github.io/phaser3-docs this both link for the phaser3 but not able to set the width of the perticular text i also try to apply font using css but it also not working for me. Thanks in advance.
  3. I am currently learning Phaser by doing some examples. I am currently here: https://phaser.io/examples/v2/animation/creature-dragon-multiple. I am wondering, how can I set the height and width of `Phaser.Creature` object? The default `height` and `width` are set to undefined. Hence I need to set both height and width in order to set the `Phaser.Creature` dimension. Here are some codes. dragon_character.play(true); // `true` is used for looping forever. dragon_character.scale.set(20); dragon_character.height = 100; dragon_character.width = 100; console.log(dragon_character.height); /
  4. I've been checking this documentation, but didn't find anything I can use. Please, help.
  5. OlegShaygu

    Pixi.js

    Hi! I'm a newborn at Pixi.JS and ask your help. I'm trying to put 4 characters on the stage in one line. They are moving one by one (in ticker function). Stage width is 928px. The gap between characters is 800px. And I can't understand why first three characters are put at the stage right way, but the last one is above the third one. It seems like the the width is not enough. What should I do?
  6. I am having some basic syntax confusion... i have declared a sprite... var taxi = this.add.sprite(100, 100, 'taxi').setOrigin(0, 0); and now would like to resize it I have tried various combos (including ideas from phaser2 i found), what am I doing wrong? taxi.width = 25; taxi.setWidth = 25; taxi.setSize = (25,25); Any help for noob here?
  7. I am using this code to create my text field on screen: screenTypingTextField = gameObject.add.text(200, 520, "", si.Utility.getTextStyleScreenTypingTextGreen()); screenTypingTextField.alpha = 0.5; screenTypingTextField.anchor.setTo(0.5, 0.5); //screenTypingTextField.width = 480; //screenTypingTextField.height = 240; thisObject.menuObjects.add(screenTypingTextField); textStyleScreenTypingTextGreen = { font :'70pt Arial', align : 'center', fill: 'Green' }, As you can see I have commented the width and height rows. Its because when i run
  8. Hi All, How should I go about obtaining the size of mesh in pixels? Is this even possible ? I assume there is away to obtain measurements for the bounding box or something..? Cheers
  9. You set up an application element: g_Pixi = new PIXI.Application(width, height, { backgroundColor: 0x000000 }); document.getElementById(strCanvasDiv).appendChild(g_Pixi.view); 'width' and 'height' are the dimensions of the canvas with id strCanvasDiv.. Question 1: in the object, should I send the canvas in the 'view' element? Ie, g_Pixi = new PIXI.Application(width, height, { view: document.getElementById(strCanvasDiv), backgroundColor: 0x000000 }); But then the user decides he wants to change the dimensions of the screen (which in my code will change the dimensions of the c
  10. Is there a maximum image width or height for images imported with game.load.image on mobile? I have a sprite sheet that is 3080 pixels wide, and I think it may be the culprit of an error that is happening.
  11. It might just be me, being a bit slow tonight, but I'm having trouble updating the width of a rectangle. I was thinking it's something like someRect.width += someValue, but that doesn't seem to work. Can somebody help me out here?
  12. If I do this: function paddleUpdate() { if(isPaddleNerfed) { paddle.frameName = "paddle_small.png"; //48px width } else { paddle.frameName = "paddle_big.png"; //32px width } //Do I have to set the size manually like this paddle.body.setSize(paddle._cache.width, paddle._cache.height); } I ask because with: game.debug.renderSpriteBounds(paddle); I see the pink border and it's changing size (but only visually): collisions and also sprite.body.width still returns the old bigger size rather than the smaller/nerfed one... Also visually it's
  13. It's just a nightmare Why DisplayObject has no width and height properties?
  14. In a flash the size of the workspace is stored in Stage. And how to find them pixi.js? Does this ideology framework?
  15. I'd like to get the visual x/y/width/height of a sprite after scaling/skewing/rotating/anchoring it. Can I do that with Phaser? The case: If you flip horizontally a sprite that has {x: 100, y: 100, width: 64, height: 64}, what will your eyes see on the screen? {x: 36, y: 100, width: 64, height: 64}. That's what I'm looking for. However, Phaser tells you:{x: 100, y: 100, width: -64, height: 64}. No big deal, you just do a little math to fix it, kinda like you showed there. That is, if you only scale it. It gets more mathematical when you also change the anchor, and turns into a geometric ni
  16. I currently want to build a game for iPhone (I have a 5s) using Phaser and CocoonJS. I'm just wondering what the best/most optimized initial game size would be for this! aka for this code: var game = new Phaser.Game(800, 600, Phaser.AUTO, 'icicle-man');What would be the best options to replace 800 & 600 with? -Thanks
  17. Hi there, I'm wondering, if it is valid/possible to set game width/height after game object initialization? What I'm trying to do is set actual game size in boot state when things such device is available. Unfortunately, it takes no effect on canvas, still the same dimension as once set at game object initialization phase. Any suggestion? Thanks!
  18. Is there any difference between Game.width(height) with World.width? Also, is they related to TilemapLayer.renderWidth?
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