Vivern Posted May 28, 2014 Share Posted May 28, 2014 super(Global.WIDTH, Global.HEIGHT, Phaser.CANVAS, 'content', null); On some android devices, game does not start.To successfully run the game - need to force select Phaser.CANVAS. How best to verify in this case? The following code does not work, because must first create a Phaser.Game:var renderer;if (this.game.device.android && !this.game.device.webGL) { renderer = Phaser.CANVAS;} else { renderer = Phaser.AUTO;}super(Global.WIDTH, Global.HEIGHT, renderer, 'content', null);orvar game;if(!game = new Phaser.Game(800, 600, Phaser.AUTO, 'content', { preload: this.preload, create: this.create })) { //force Phaser.CANVAS for some android devices game = new Phaser.Game(800, 600, Phaser.CANVAS, 'content', { preload: this.preload, create: this.create })} Link to comment Share on other sites More sharing options...
clark Posted May 29, 2014 Share Posted May 29, 2014 I stole the Phaser.device source and put the bits I needed into MyPackage.device Link to comment Share on other sites More sharing options...
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