WitheringTreant Posted September 20, 2014 Share Posted September 20, 2014 Hey, i've recently tried to add fullscreen to my game.. I've noticed when using either of these scaling modes i have problems with my pointer position: game.scale.fullScreenScaleMode = Phaser.ScaleManager.EXACT_FIT; game.scale.fullScreenScaleMode = Phaser.ScaleManager.NO_SCALE; After changing to fullscreen, my weapons no longer shoot bullets at the point where I see my pointer in, but to slightly distorted x/y coordinates, which is weird because I use the moveToPointercommand to fire bullets. It's like the actual pointer that i see is in a slightly different location and not where the game thinks the pointer is. Exact_fit causes most distortion.No_scale causes a little less.Show_all gets rid of the distortion problems but leaves some black spaces around the game window. Everything else, including coordinates, seems to work well while in fullscreen. :/ So basically, does anyone have any idea how to fix this?The cursor I see and the place where the game thinks the cursor is are not the same while in fullscreen. It seems specifically that the X-axis is distorted, not Y. If I click buttons in fullscreen I need to aim the pointer left from the actual visible button to hit it. Link to comment Share on other sites More sharing options...
PierrePaul Posted February 9, 2016 Share Posted February 9, 2016 Have you found any solution to this? I'm having the same exact issue. I am guessing the mouse offset is somewhat related to the scale value (I'm using USER_SCALE), so I could calculate a custom hit box for the enableDrag event, but I'm looking into a cleaner solution. Link to comment Share on other sites More sharing options...
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