oddskill Posted July 24, 2014 Share Posted July 24, 2014 Hello Phaser Community. In the following example http://oddskill.bplaced.net/coding/2dshooter1/index.html the fullscreentoggle does only work in "not fullscreen" mode. The clicking of the sprite in the lower right corner seems to not trigger its input eventin fullscreen mode, its only possible to use "esc" to leave fullscreen mode. The Other sprite (the bouncing cow) works also in fullscreen mode,i see no difference in my code regarding both sprites. Can anyone see whats going wrong here? best regards Chris PS: sourcecode belowvar game = new Phaser.Game(640, 480, Phaser.CANVAS, 'container', { preload: preload, create: create, update: update });var img;var spriteexplosion;var sound;var fullscreen;var control_bg;function preload() { game.load.image('cow', './assets/cow.png'); game.load.image('fullscreen', './assets/fullscreen.png'); game.load.image('control_bg', './assets/control_background.png'); game.load.audio('explosionsfx', 'assets/explosion.wav'); game.load.spritesheet('explosiongfx', 'assets/explosion.png', 128, 128, 16); game.load.spritesheet('background', 'assets/Parallax100.png', 500, 500, 1);}function create() { game.physics.startSystem(Phaser.Physics.ARCADE); game.bg = game.add.tileSprite(0,0,640,400,'background'); game.bg.autoScroll(0,100); img = game.add.sprite(100, 100, 'cow'); control_bg = game.add.sprite(0, 400, 'control_bg'); fullscreen = game.add.sprite(564, 409, 'fullscreen'); game.physics.enable(img, Phaser.Physics.ARCADE); img.body.collideWorldBounds = true; img.body.bounce.set(0); img.body.velocity.x=100; img.body.velocity.y=100; img.body.bounce.set(1); img.anchor.setTo(0.5, 0.5); img.inputEnabled = true; img.input.start(0, true); img.events.onInputDown.add(select); control_bg.inputEnabled = true; control_bg.input.start(0, true); fullscreen.inputEnabled = true; fullscreen.input.start(0, true); fullscreen.events.onInputDown.add(gofullscreen); game.scale.fullScreenScaleMode = Phaser.ScaleManager.SHOW_ALL; sound = game.add.audio('explosionsfx',1,true);}function update() { }function select(img, pointer) { img.destroy(); sound.play('',0,1,false); spriteexplosion = game.add.sprite(img.x, img.y, 'explosiongfx'); spriteexplosion.anchor.setTo(0.5, 0.5); spriteexplosion.animations.add('explosiongfx_anim'); spriteexplosion.animations.play('explosiongfx_anim', 20, false);}function gofullscreen() { console.log('gofullscreen()'); if (game.scale.isFullScreen) { console.log('game.scale.isFullScreen'); game.scale.stopFullScreen(); } else { console.log('else'); game.scale.startFullScreen(); }} Link to comment Share on other sites More sharing options...
lewster32 Posted July 24, 2014 Share Posted July 24, 2014 This has been fixed recently (as of 2.0.6 I believe) so try using the latest version (2.0.7) here: https://github.com/photonstorm/phaser/tree/master/build Link to comment Share on other sites More sharing options...
oddskill Posted July 24, 2014 Author Share Posted July 24, 2014 Thanks that works in Chrome. In Firefox The Scale mode EXACT_FIT and SHOW_ALL seems to do the same,and when the aspect ratio is changed by scaling the error still occurs. EDIT That seems to be only a problem with iceweasel and mozilla-build firefox on kali linux which is debian,on windows in firefox everything is fine so i guess its not a phaser problem. It could be also a graphics driver problem on my laptop, im new to linux especially kali linux.So i consider my question answered and mark the answer. best regards Chris Link to comment Share on other sites More sharing options...
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