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Showing results for tags 'scalemode'.
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Hi, I am using PixiJS version 5.2.0 with the compressed-textures plugin version 2.0.3: If two dds-images are placed directly next to each other in a container and the container is scaled, a thin strip appears between the two images: If the scale of the parent container is exactly 1, no stroke is visible. With PixiJS 4.8.8 and compressed-textures-plugin 1.1.8 it works correctly and no stroke is visible. When the PixiJS scale mode is set to nearest (PIXI.settings.SCALE_MODE = PIXI.SCALE_MODES.NEAREST) no stroke is visible (but the images becomes a little bit blurry). I suspect this is related to the interpolation constraint of the scale mode LINEAR, but I'm not sure if this is a PixiJS problem or a compressed-textures-plugin problem ... This is the complete code: <!DOCTYPE html> <html> <head> <meta charset="utf-8" /> <meta name="viewport" content="width=device-width, initial-scale=1" /> <title>PixiJS v5 Compressed Textures Bleeding</title> <script src="https://cdn.jsdelivr.net/npm/[email protected]/dist/pixi.js"></script> <script src="https://cdn.jsdelivr.net/npm/[email protected]/dist/pixi-compressed-textures.min.js"></script> </head> <body> <script> //PIXI.settings.SCALE_MODE = PIXI.SCALE_MODES.NEAREST const app = new PIXI.Application({ width: 1024, height: 512 }) document.body.appendChild(app.view) new PIXI.Loader() .add('photo1', './1.dds') .add('photo2', './2.dds') .load((loaderInstance, resources) => { const sprite1 = new PIXI.Sprite(resources.photo1.texture) const sprite2 = new PIXI.Sprite(resources.photo2.texture) sprite1.width = sprite1.height = sprite2.width = sprite2.height = 512 sprite2.x = 512 app.stage.addChild(sprite1, sprite2) app.stage.scale.set(.8, .8) }) </script> </body> </html> Has anyone a good idea? Siddi
- 8 replies
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- pixiv5
- compressed-textures
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Hello Everyone, I'm currently using Phaser and first of all Thanks for all developers for Phaser. I've got a problem and wanna share with you guys. I wrote a game and using ScaleManager for full screen. var playScreen = function(game){}; playScreen.prototype = { init: function(){ game.scale.pageAlignHorizontally = true; game.scale.pageAlignVertically = true; game.scale.scaleMode = Phaser.ScaleManager.SHOW_ALL; game.scale.fullScreenScaleMode = Phaser.ScaleManager.SHOW_ALL; game.state.start('TitleScreen'); }, create: function(){ game.add.image(1830, 16, 'fullScreenExit'); this.fullScreenButton = game.add.button(1830, 16, 'fullScreen', changeFullScreen, this); } } function changeFullScreen(){ if(game.scale.isFullScreen == false){ this.fullScreenButton.alpha = 0; game.scale.startFullScreen(false); } else { game.scale.stopFullScreen(); this.fullScreenButton.alpha = 1; } } This works fine on desktop and android but however on IOS it's not working. Please let me know if you have any advance. Thanks.
- 2 replies
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- ios
- fullscreen
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Hi everyone! I'm currently building a Phaser tap tap like game for mobile devices. Using Phaser for the first time, I digged into the hard topic of scaling my game for multiple screen sizes and pixel ratios. After looking at every available scale modes, I choosed to go for Phaser.ScaleManager.RESIZE which looks perfect for what I want (changes the Game size to match the display size). The game looks good on my desktop screen but seems blurry when using an iPhone or Samsung Galaxy S8. I looked at many forum topics but the answer to the question of making a game "responsive" doesn't look clear. Is there anything I can do to make my texts and pictures not blurry on devices where the pixel ratio is higher than 1? Like scaling my game according to the pixel ratio without distorting it?
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I have been searching around and it seems that to be able to support retina displays, the RESIZE scalemode cannot be used. Is this really the case? My game is dependent on the responsiveness and freedom the RESIZE scalemode provides. By setting the resolution according to window.devicePixelRatio, the resolution and the size of all game objects increases. When scaling the game objects down to their appropriate sizes, the click-listeners disappears or gets misplaced. Any nudge in the right direction is very much appreciated!
- 3 replies
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- retina
- resolution
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So I've been making a game in Phaser and I want it to auto scale to the size of the window so it is filled but without changing the aspect ratio, I discovered that I could do this using scaleMode = SHOW_ALL and it almost works. If I make the window smaller, the game is scaled down and the aspect ratio is maintained, however, once I've done this I can no longer scale the game up again so it remains in a smaller version even when I make the window bigger again. Here is the code I'm using: this.scale.scaleMode = Phaser.ScaleManager.SHOW_ALL; this.scale.pageAlignHorizontally = true; this.game.stage.backgroundColor = "#AAAAAA"; Thanks in advance for any help!
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Hi! First of all, i'd like to thank you guys for this awesome tool I am in the process of adopting to Phaser from Kinetic. I've previously used Kinetic for creating responsive micro games targeted mobile devices and so far I'm blown away by Phaser. Anyways, I'm having some trouble figuring out how to use the ScaleManager RESIZE property. I want the canvas to fill the entire screen and resize the different elements manually. I've therefore setup a resize callback where I based on the target dimension calculate a scale factor i apply to the sprites. Eg, I have a sprite that should be anchored to the top center, so I resize it using the scale property and translates it to the center. This works very well and gives me the responsive design I want. However, the sprite loses its crispyness/sharpness when rendered on a retina display. If i instead use the SHOW_ALL scalemode with no manual scaling it will look as sharp as it should. I did not have this behavior with Kinetic, so i guess i'm doing something wrong? So I guess my question is; how should I use RESIZE scale mode, together with manual scaling and still maintain sharpness of sprites? Below is an example of how I scale a header that should always be centered at the top of the screen using the resize callback: GameController.prototype.resize = function (width, height) { var scaleX = width / this.targetWidth; var scaleY = height / this.targetHeight; this.uniformScale = Math.min(scaleX, scaleY); this.headerImage.position.x = this.game.world.centerX; this.headerImage.scale.set(this.uniformScale, this.uniformScale);}Cheers, Klaus