cruseyd Posted October 22, 2018 Share Posted October 22, 2018 I'm trying to implement rules text on a CCG style card object. Creating the text is fine, but I'm noticing some really bad pixelation when scaling the text up and down (I have a zoom on mouse over effect on each card to make the rules text easier to read). Is there a clean way to get the effect of a zoom while preventing (too much of) this pixelation? On a related note, I am wondering if there is a way to define a "text region" that text can be added to (loaded from a json file) and then scale the font size up or down depending on how well it fits in said region. Is there anything like this in Phaser, or would I need to code this myself from scratch? Link to comment Share on other sites More sharing options...
s4m_ur4i Posted October 22, 2018 Share Posted October 22, 2018 For me, I choosed a higher Text size and just scaled it down (0.1) so you can use values below scale = 1 01. - 1.0 I think this is because the rendered text (scale 1.0) is threatened like a sprite. When scaling it up, it gets blurry too. By making the text just bigger by default and working with lower scale values, I did not see any pixelation. Hope that helped Link to comment Share on other sites More sharing options...
cruseyd Posted October 22, 2018 Author Share Posted October 22, 2018 11 hours ago, s4m_ur4i said: For me, I choosed a higher Text size and just scaled it down (0.1) so you can use values below scale = 1 01. - 1.0 I think this is because the rendered text (scale 1.0) is threatened like a sprite. When scaling it up, it gets blurry too. By making the text just bigger by default and working with lower scale values, I did not see any pixelation. Hope that helped Seems like a reasonable thing to try. I'll give this a shot. Thanks mate! Link to comment Share on other sites More sharing options...
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