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game.stage.scale.startFullScreen(); doesn't work


oddskill
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Hello Phaser Community.

 

In the following example

http://oddskill.bplaced.net/coding/2dshooter1/index.html

 

going fullscreen does not work.

In Firebug console i get the error message "Phaser.StageScaleMode is undefined" .

 

what am i doing wrong ?

 

Any help would be appreciated.

 

best regards

 

Chris

 

PS:sourcecode below

var game = new Phaser.Game(640, 480, Phaser.CANVAS, 'container', { preload: preload, create: create, update: update });var img;var spriteexplosion;var sound;var fullscreen;function preload() {    game.load.image('cow', './assets/cow.png');  game.load.image('fullscreen', './assets/fullscreen.png');  game.load.audio('explosionsfx', 'assets/explosion.wav');  game.load.spritesheet('explosiongfx', 'assets/explosion.png', 128, 128, 16);  game.load.spritesheet('background', 'assets/parallax100.png', 640, 480, 1);}function create() {  game.stage.backgroundColor = '#00ff00';    game.physics.startSystem(Phaser.Physics.ARCADE);  game.bg = game.add.tileSprite(0,0,640,400,'background');  game.bg.autoScroll(0,100);  img = game.add.sprite(100, 100, 'cow');  fullscreen = game.add.sprite(560, 400, 'fullscreen');  game.physics.enable(img, Phaser.Physics.ARCADE);  img.body.collideWorldBounds = true;  img.body.bounce.set(0);    img.body.velocity.x=100;  img.body.velocity.y=100;  img.body.collideWorldBounds = true;  img.body.bounce.set(0);  img.anchor.setTo(0.5, 0.5);  img.inputEnabled = true;  img.input.start(0, true);    img.events.onInputDown.add(select);  fullscreen.inputEnabled = true;  fullscreen.input.start(0, true);    fullscreen.events.onInputDown.add(gofullscreen);  //game.world.setBounds(0,0,640,400);    game.world.bounds.setTo(0,0,640,400);    if (game.camera.bounds)    {        //  The Camera can never be smaller than the game size        game.camera.bounds.setTo(0, 0, 640, 480);    }   game.physics.setBoundsToWorld();    sound = game.add.audio('explosionsfx',1,true);}function update() {  }function select(img, pointer) {  img.destroy();  sound.play('',0,1,false);  spriteexplosion = game.add.sprite(img.x, img.y, 'explosiongfx');  spriteexplosion.anchor.setTo(0.5, 0.5);  spriteexplosion.animations.add('explosiongfx_anim');  spriteexplosion.animations.play('explosiongfx_anim', 20, false);}function gofullscreen(spriteexplosion, pointer) {   console.log("FULLSCREEN")  game.stage.scaleMode = Phaser.StageScaleMode.SHOW_ALL; //resize your window to see the stage resize too  game.stage.scale.setShowAll();  game.stage.scale.refresh();  game.stage.scale.startFullScreen();}
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Sry and thank you all i found it out myself looking at the phaser examples more closely.

The " game.scale.fullScreenScaleMode = Phaser.ScaleManager.SHOW_ALL;  "

had to be done in the create function.

 

Now it works.

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