ShopGame = ig.Game.extend({
scaletest: new ig.Image('media/scaletest.png'),
draw: function(){
this.parent();
this.scaletest.draw(50, 50);
}
});
I've tried to put "this.scaletest.resize(2)" and other numbers besides 2 but nothing happens or I get very unexpected results. I want to change the size of a player entity when the player walks up or down so it looks like it is going farther away/getting closer to the user. I just need to know how to stretch/scale the image. Any ideas?
or stretch/scale the entity that contains multiple frames
So is there really no way to scale an entity?
1 decade ago
by dominic
There's no scaling built in, no. But you can always use the canvas API directly for stuff like that:
draw: function() {
ig.system.context.save();
ig.system.context.scale( 2, 2 );
// draw whatever you want here. E.g. you could just call
// this.parent()
// to draw the entity's animation
ig.system.context.restore();
}
1 decade ago
by Kxen
When I use dominic's code above the entity I'm resizing doesn't stay in position and starts parallaxing or what it's called (like a different distance when making layers).
What am I missing?
@ Kxen - you have to adjust the x / y position of your scaled entity to compensate for the scaling :
ig.system.context.scale( 2, 2 );
var offset = 4;
this.pos.x -= (this.pos.x /2)+offset;
this.pos.y -= (this.pos.y /2)+offset;
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