Matthias Elephant Posted May 15, 2016 Share Posted May 15, 2016 Hello, i invested some hours of testing to get the scaling that i need for my phaser game. After it works on pc i make some tests on different devices. Attached are two screenshots: The "working" one is with Phaser 2.3.0. The other one with current version 2.4.7. I use the following Code: var game = new Phaser.Game(320, 480, Phaser.AUTO, 'game'); Test.Boot.prototype = { preload: function() { }, create: function() { this.game.scale.scaleMode = Phaser.ScaleManager.EXACT_FIT; this.game.scale.pageAlignHorizontally = true; this.game.scale.pageAlignVertically = true; this.game.state.start('Preloader'); } }; I make this test within the cocoon - developer app with a samsung s4 (window.innerWidth = 1080; window.innerHeight = 1920). I know, that i could do the following: new Phaser.Game(window.innerWidth * window.devicePixelRatio, window.innerHeight * window.devicePixelRatio, Phaser.AUTO, 'game'); But if i test on a device with the resolution of 1920x1080 and DPR of 2 its a very large resolution and the frames will go down. So thats isn't a valid solution to me. I already play around with the viewport, but it seems to change nothing. Alwasy the same behaviour. Someone can help me? Thank you Link to comment Share on other sites More sharing options...
Matthias Elephant Posted May 16, 2016 Author Share Posted May 16, 2016 Push. Someone can help? You didn't have that problem? Maybe its an cocoon issue? @rich: Can you help me? Edit: I tested the 2.4.5 dev with pixi v3. That version also seems to work right. Link to comment Share on other sites More sharing options...
Matthias Elephant Posted May 19, 2016 Author Share Posted May 19, 2016 How you handle the scaling? Someone else working with cocoon and have this problem? Link to comment Share on other sites More sharing options...
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