Jump to content

Search the Community

Showing results for tags 'scrollfactor'.

  • Search By Tags

    Type tags separated by commas.
  • Search By Author

Content Type


Forums

  • HTML5 Game Coding
    • News
    • Game Showcase
    • Facebook Instant Games
    • Web Gaming Standards
    • Coding and Game Design
    • Paid Promotion (Buy Banner)
  • Frameworks
    • Pixi.js
    • Phaser 3
    • Phaser 2
    • Babylon.js
    • Panda 2
    • melonJS
    • Haxe JS
    • Kiwi.js
  • General
    • General Talk
    • GameMonetize
  • Business
    • Collaborations (un-paid)
    • Jobs (Hiring and Freelance)
    • Services Offered
    • Marketplace (Sell Apps, Websites, Games)

Find results in...

Find results that contain...


Date Created

  • Start

    End


Last Updated

  • Start

    End


Filter by number of...

Joined

  • Start

    End


Group


Website URL


Twitter


Skype


Location


Interests

Found 2 results

  1. I am on WebGL mode, with a camera.zoom(7) and put some sprites to setScrollFactor(0) they disappear. So I had a look at the camera, in the top left corner of the game, it has a .scrollX/Y of high minus values. I already recalculated the world bounds and camera bounds, but that won't help. For me, this seems like a bug right now, but maybe I am again just missing something. I also noticed that the: this.camera.main.worldView.width // also height Is not set correctly, it is set some milliseconds after create is initiated, but if I log it directly in create it just holds the whole window width in pixels, not the zoomed calculation. Can someone else have a look at this? It's reproducible as far as I can see. Thanks in advance EDIT: as I see, this intended behavior, not a bug: setZoom( [value]) Set the zoom value of the Camera. Changing to a smaller value, such as 0.5, will cause the camera to 'zoom out'. Changing to a larger value, such as 2, will cause the camera to 'zoom in'. A value of 1 means 'no zoom' and is the default. Changing the zoom does not impact the Camera viewport in any way, it is only applied during rendering. https://photonstorm.github.io/phaser3-docs/Phaser.Cameras.Scene2D.Camera.html#setZoom__anchor But is there a way to get scrollFactor to work with a zoom? Reason: I got a camera permanently on zoom, which needs some UI displayed.
  2. I'm using a callback function on the overlap method, but it's firing at the wrong time. After a bit of calculation/trial and error I worked out that it is firing where the sprite would have been if the scrollFactor of the sprite was the default setting of 1. I assume this is a bug? See demo on jsFiddle. Update: it also ignores the objects origin and assumes its origin is the default 0.5. I've updated the demo. Update 2: I'm now fairly certain this is not expected behaviour, so I've raised an issue on GitHub. Thanks, Josh
×
×
  • Create New...