MishaShapo Posted November 26, 2015 Share Posted November 26, 2015 I've been trying to achieve the effect that this.scale.scaleMode = Phaser.ScaleManager.SHOW_ALL is supposed to achieve, but it seems that changing the scale mode has no effect. Here is my Boot.js this.game.input.maxPointers = 1; this.game.stage.disableVisibilityChange = true; this.scale.scaleMode = Phaser.ScaleManager.SHOW_ALL; this.scale.setMinMax(360,480,560,960); this.scale.setGameSize(560,960); this.scale.windowContraints = {"right":"layout","bottom":"layout"}; this.stage.forcePortrait = true; this.game.scale.pageAlignHorizontally = true; this.game.scale.pageAlignVertically = true; this.game.scale.forceOrientation(false, true); this.game.scale.updateLayout(true); this.game.input.addPointer(); this.game.stage.backgroundColor = '#171642'; this.game.stage.width = 560; this.game.stage.height = 960; this.game.scale.refresh();But my images are still stretched. As you can see, there is an inline styled with dimensions that exceed the ones set in Boot.js Ideally, I would want it to look like the second image, centered with background padding on the sides in case the window exceeds the min/max dimensions. I have no idea what to do. And any and all help is very appreciated. Link to comment Share on other sites More sharing options...
frenetikm Posted November 26, 2015 Share Posted November 26, 2015 are you in fullscreen mode ?if yes, you have to set scale mode for fullscreen too :this.scale.fullScreenScaleMode = Phaser.ScaleManager.SHOW_ALL; Link to comment Share on other sites More sharing options...
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