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static canvas = {
type: Phaser.AUTO, // Which renderer to use
width: 1000, // Canvas width in pixels
height: 480, // Canvas height in pixels
mode: Phaser.Scale.FIT,
parent: "preview", // ID of the DOM element to add the canvas to
input: {
activePointers: 10, // Support up to 10 simultaneous touches
},
physics: {
default: 'arcade', // Which physics engine to use
arcade: {
gravity: { y: 1200 },
debug: false // paint debug information (hitboxes) ee
}
},
};
In my game i initalize buttons with the following code:
I have implemented my fullscreen like the following:
let canvas = level.sys.game.canvas;
let fullscreen = level.sys.game.device.fullscreen;
canvas[fullscreen.request]();
(When i use game.scale.startFullscreen(); it does not fit on mobile devices)
However my issue: When I initalize my fullscreen, the area to click the button is above the actual position of the button. I dont know how to fix that, also adding game.scale.autoCenter = Phaser.Scale.CENTER_BOTH; does not help. In my image you can see where my mouse has to be to click the button
Thanks in advance
The text was updated successfully, but these errors were encountered:
Version
Description
I have the following phaser config
In my game i initalize buttons with the following code:
I have implemented my fullscreen like the following:
(When i use game.scale.startFullscreen(); it does not fit on mobile devices)
However my issue: When I initalize my fullscreen, the area to click the button is above the actual position of the button. I dont know how to fix that, also adding game.scale.autoCenter = Phaser.Scale.CENTER_BOTH; does not help. In my image you can see where my mouse has to be to click the button
Thanks in advance
The text was updated successfully, but these errors were encountered: