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Showing results for tags 'full screen'.
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Hi everyone~ I just started PIXI. Why is there a few pixels of white border on the left and top of the screen? How to remove it?
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Hi, I am developing a phaser game and I would like to show a frame with a background when it is executed from the browser in PC or mobile, however in the native apps I want that it will be full screen. I have been doing research and I found mobile-detect.js, a js library who gives information about the platform and if it is being executed in browser. But the problem is that in the mobile apps the game is executed in a webview with chromium. I have thought communicate Android MainActivity or iOS ViewController with the javascript to advice if we are in the native app. How could I do this? Thanks.
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Trying out a little project in the PG that requires clicking on a mesh I found that the pointer disappears when you go to full screen and so it is not possible to click on the mesh. Then I tried with some of the built in PGs. In the PG from the drop down menu select Actions and Drag and Drop and then Full Screen, no pointer with which to carry out the actions. Any suggestions?
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hi, i'm working on my first html5 game project (private) using echant.js. i'm using visual studio 2015 and cordova. at the moment i'm stuck to get it full screen on horizontal mode on my android device. any tips to get full screen? regards
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when I exit from full screen my player (with its own collision group) stops rebounding against the world edges i've tried various combinations of these with no luck this.game.scale.stopFullScreen();this.game.world.setBounds(0,0,480,32*11*10) // or ...// this.layer1.resizeWorld()this.game.physics.p2.updateBoundsCollisionGroup();this.game.physics.p2.setBoundsToWorld(true, true, true, true,true)thanks for any advice was also mentioned here by somebody else http://www.html5gamedevs.com/topic/15385-issue-with-p2-stopfullscreen-collisionmask-world-bounds/
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Hey community, I've been playing some time with phaser and i totally love it! incredible work and so much power!. Anyway, i was playing with the full screen properties and when i go to full screen, only the canvas goes full screen. Is it possible attach an element to the full screen canvas besides the canvas itself? like a fixed html with high z-index? I wanna add a chat box to my game but outside the game/canvas. Is it possible? I would appreciate a lot any help Many thanks in advance!
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I've been using this forum as a valuable tool along with all the wonderful examples provided to us. I finally have my first simple HTML5 game nearly complete but i'm having an issue with accessing the global variables in the Full Screen Mobile Template. I'll post the code I'm talking about below: Boot.js BasicGame = { // GLOBAL VARIABLES score: 0, // MUSIC THAT PLAYS BETWEEN STATES music: null, // CHECK AGAINST DEVICE ORIENTATION TO DETERMINE BEHAVIOR OF GAME orientated: false };BasicGame.Boot = function (game) {};BasicGame.Boot.prototype = { preload: function () { },Now, first I had noticed that in this template variables don't look like how I would normally declare a variable: var score = 0;In my loop timer I basically have the timer increment the score: Game.js updateCounter: function() { score++; scoreText.setText("Score: " + score); }If I use the above code without first declaring the score variable in this state then I get a variable undeclared error. My concept is that I want to add the score to the MainMenu state but when attempting to do so it states the variable is not declared. How would I access the global variable from another game state when declaring it as has been done in this template? Thanks for any help you can provide!
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Hi frnds, One little help, i started a html5 game. Im making a screen setup, in default phaser has full screen mode (which is mentioned in phaser examples). which is working only in android chrome browser. does n1 tried full screen mode which is working in all or most of the browsers...?? if so, please help me...im stuck with this... .
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- full screen
- full screen mode in phaser js
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