Nulligma Posted June 24, 2016 Share Posted June 24, 2016 Hello, I am using Intel XDK with phaser to create a mobile game. To scale the game to every resolution I use this code ratio = window.devicePixelRatio || 1; w = window.screen.availWidth * ratio; h = window.screen.availHeight * ratio; var config = { "width": w, "height": h, "renderer": Phaser.AUTO, "parent": 'game', "resolution": ratio }; game = new Phaser.Game(config); This works properly when ratio < 3 but above that game gets stretched vertically so for devices like iphone 6+ and devices with FHD resolution. If i dont provide the resolution parameter all the images becomes blurred. Can someone help me with this problem. Thanks Link to comment Share on other sites More sharing options...
Nulligma Posted July 13, 2016 Author Share Posted July 13, 2016 I found out that this was due to rendering in WEBGL mode. When I render into CANVAS mode this problem vanishes. But a new problem arises, in CANVAS mode framerate drops below 5. I am making 1010! clone and there is no more than 1 sprite moving at a time and there is no timer even and nothing. The game is very basic. Does canvas mode performs very poorly on mobile devices? I am stuck between a choice, if I take WEBGL performance is 60 FPS but without "resolution" parameter everything is blurry or if I take CANVAS I can choose "resolution" parameter but get 5 FPS. Link to comment Share on other sites More sharing options...
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