panovsky Posted March 2, 2016 Share Posted March 2, 2016 Hi all! On start canvas must be 400*225, when user need more details - canvas resize to 1280*720 and go fullscreen. To enter/exit fullscreen i use this code // my default scaleManager parameters game.scale.minWidth = 400; game.scale.minHeight = 225; game.scale.maxWidth = 400; game.scale.maxHeight = 225; game.scale.scaleMode = Phaser.ScaleManager.SHOW_ALL; game.scale.pageAlignHorizontally = true; game.scale.pageAlignVertically = true; game.scale.updateLayout(true); game.scale.fullScreenScaleMode = Phaser.ScaleManager.EXACT_FIT; // ENTER function fsEnter(){ if (!game.scale.isFullScreen) { game.scale.maxWidth = 1280; game.scale.maxHeight = 720; game.scale.startFullScreen(); game.scale.refresh(); } } // EXIT function fsExit(){ if (game.scale.isFullScreen) { game.scale.maxWidth = 400; game.scale.maxHeight = 225; game.scale.stopFullScreen(); game.scale.refresh(); } } it's all ok on pc-browsers, but on mobile-devices i can only enter to full screen (on mobile - canvas stretch to fill). When i try to "exit from fullscreen mode" on mobile-devices - canvas is not resize to 400*225. Please explain - how to solve this problem? Link to comment Share on other sites More sharing options...
panovsky Posted March 2, 2016 Author Share Posted March 2, 2016 The question is solved. In mobile-browsers game.scale.isFullScreen always == false. I just used one more flag. Link to comment Share on other sites More sharing options...
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