Jump to content

Better way to scale sprites and docs question


blackgames
 Share

Recommended Posts

Hi at all,

 

I can't figure out how to scale correctly.

I have a sprite with a size of 2300 x 600 pixel. I want to dynamically scale the logo-sprite in proportion to the screen-size.

now I'm doing this so that I change the width and height:

 

from the memory:

 

logo = game.add.sprite(0, 0, 'logo')

logo.width = game.world.width - logo.width / 4

 

it works well.

 

In the examples it's shown that it is worked with scaleTo...

that works too, but not when changing the size

 

expample:

Screen width = 600

It works with logo.scaleTo(0.25, 0.25)

but with a screen-width off 200 isnt it dynamically.

 

how is it in phaser provided?

 

 
Unfortunately, my other question is really stupid, and I'm sorry for that:
How I read the documentation correctly?
 
in the upper example i create a sprite and I can use the method scaleTo.
But there ist no entry in the docs for sprites. http://docs.phaser.io/Phaser.Sprite.html
where can I find the method? this is also true for the other things
 
I apologize once again for the newbie question
 

Thanks for your time reading this.

 

Link to comment
Share on other sites

I can answer your first question. You need to find the factor to scale by. When you call logo.scaleTo(0.25, 0.25), you are telling phaser to scale the sprite by 1/4th by x and y. It doesn't automatically scale by screen size. So what you could do is this:

var scalex = (game.camera.width - logo.width/4)/2300;var scaley = (game.camera.height - logo.height/4)/600;logo.scale.setTo(scalex, scaley);

and that should make it so that the logo is always within the bounds of the camera, even if your world size is larger than normal.

Link to comment
Share on other sites

 Share

  • Recently Browsing   0 members

    • No registered users viewing this page.
×
×
  • Create New...