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Shrink game size without scale


Meowts
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Hi,

 

I'd like to have my game start at 1136 x 640, and in Boot.js, say:

if (this.game.device.iPhone4){  //Make the game width 960,  //which will cut the remaining 176 pixels off  //but keep the same scale}

I've tried a few things, like:

this.game.stage.scaleMode = Phaser.StageScaleMode.NO_SCALE;this.game.stage.scale.width = 960;// && this.game.stage.scale.maxWidth = 960;this.game.stage.scale.setScreenSize(true);

however it scales the image to fit the new size, which I don't want. Suggestions?

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Yeah I briefly looked into ways of determining the device before initiating the game, didn't look too hard though. Probably the best way to handle that. I personally don't think it's a great idea, but that's the spec I was given and I haven't had a chance to discuss it yet.

 

Another thought I had was to make a "fake" game object, use Phaser's method of getting the device, and from it instantiating the "real" game object (maybe pass it back to my index page from Boot.js). I reckon I could get that going, but I wondered if there was a more concise way. I also figured just using css to resize the game container div and hide the overflow might do it, though part of the game depends on the game boundaries.

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Oh snap, so, would you do something like:

var device = new Phaser.Device();if(device.iPhone4){  var game = new Phaser.Game(960, 640, Phaser.CANVAS, 'gameContainer');}else{  var game = new Phaser.Game(1136, 640, Phaser.CANVAS, 'gameContainer');}

in index.html?

 

EDIT: I guess this could come in handy too:

this.iPhone = navigator.userAgent.toLowerCase().indexOf('iphone') != -1;this.iPhone4 = (this.pixelRatio == 2 && this.iPhone);

From Device.js... but I like the easy Phaser way  :lol:

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