toggthedog Posted November 9, 2016 Share Posted November 9, 2016 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! Link to comment Share on other sites More sharing options...
toggthedog Posted November 10, 2016 Author Share Posted November 10, 2016 For some context, this is the game: https://gribbgames.com/flood. You can see the responsive nature of the game by resizing the browser window. By simply changing scalemode to SHOW_ALL, the graphics get crisp, but the responsiveness is lost. Any tips? Link to comment Share on other sites More sharing options...
s4m_ur4i Posted November 10, 2016 Share Posted November 10, 2016 hey toggthedog, this is known. To support retina you can check the DPI and then use @2x graphics and rescale your graphics. But you need to rescale anything else to- that means for input listeners and stuff the "hitArea" etc. There is no native implementation for retina screens. I see that it's kind of hard to implement something that supports retina displays since the behavior is really related to the type of game you make. So it's up to you to configure it. But I also see a lot of developers struggling with it: A topic that pops up again and again. regards Link to comment Share on other sites More sharing options...
toggthedog Posted November 10, 2016 Author Share Posted November 10, 2016 Alright, that makes sense. Thanks for replying! Link to comment Share on other sites More sharing options...
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