Abandoned Refrigerator Posted February 22, 2018 Share Posted February 22, 2018 I'm using PhaserCE 2.10.0 and I've setup my game in (256) x (256*aspectRatio) in portrait mode using the SHOW_ALL scale method to size up to the screen. Everything's been going pretty well, but now I've run into a weird issue. I'm just not sure if it's a bug I should report or if I should just be doing something different. On android(in chrome and the cocoon dev app) pointer coordinates(read via input.pointer#.x|y) max out at 104. On desktop, it works just fine, with x coordinates maxing at 255 and y maxing dependent on the screen aspect ratio. Here's a debug shot of my input dev view where I touched 2 fingers down near the center of the screen and moved them to opposite corners of the view. I've tried a few different versions of Phaser 2.10.1, 2.7.10, and 2.4.9 and found that the issue goes away with 2.4.9. Obviously, I could just use an old version for now but... I don't wanna. Anyone with more Phaser experience know what might have changed to cause this? If it helps, here's my init call: App.game = new Phaser.Game({ width: scale.width, height: scale.height, renderer: Phaser.AUTO, antialias: false, resolution: 1 }) Boot state setup: Boot.prototype.create = function _Boot_create() { this.game.time.advancedTiming = App.debug this.game.renderer.renderSession.roundPixels = true this.game.scale.scaleMode = Phaser.ScaleManager.SHOW_ALL this.game.scale.pageAlignHorizontally = true this.game.scale.pageAlignVertically = true this.game.scale.refresh() this.game.state.start("load") } Play state create: Play.prototype.create = function _Play_create() { var scale = Util.scale() this.world.resize(scale.width, 5*scale.height) this.physics.arcade.gravity.y = 750 this.stage.backgroundColor = "#aaddff" this.player = new Player(this) new Floor(this, this.game.world.height) new Platform(this, 64, this.game.world.height - 64, 64, 1) this.camera.follow(this.player.sprite) this.controls = new Input(this) } Input setup for Play state: var Input = function _Input ( scene ) { this.scene = scene this.cursors = this.scene.input.keyboard.createCursorKeys() this.scene.input.gamepad.start() this.pad1 = this.scene.input.gamepad.pad1 this.p1 = this.scene.input.pointer1 this.p2 = this.scene.input.pointer2 this.butt = 0 this.scene.input.gamepad.onDownCallback = function (e) { this.butt = e } } Link to comment Share on other sites More sharing options...
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