1 decade ago by ape
I have an unscaled game that uses 960x640 as its dimensions.
I can't seem to figure out how to adjust the dimensions and scaling that it works on the iPhone using the iOSImpact Beta. I've tried dividing the dimensions by 2, 4, etc, adjusting the scaling.
Also, I may have found a bug related to my problem. If I do this...
...the top edge of the canvas is 20 pixels below the top edge of the screen. I've not looked at the iOSImpact code closely yet, but my guess is that it's because the iPhone y-axis is reverse that of Impact - y:0 is at the bottom edge of the screen.
So, what's the trick to using every pixel, unscaled?
ig.main( '#canvas', HerpDerp, 60, 960, 640, 1);
I can't seem to figure out how to adjust the dimensions and scaling that it works on the iPhone using the iOSImpact Beta. I've tried dividing the dimensions by 2, 4, etc, adjusting the scaling.
Also, I may have found a bug related to my problem. If I do this...
ig.main( '#canvas', HerpDerp, 60, 960, 300, 1);
...the top edge of the canvas is 20 pixels below the top edge of the screen. I've not looked at the iOSImpact code closely yet, but my guess is that it's because the iPhone y-axis is reverse that of Impact - y:0 is at the bottom edge of the screen.
So, what's the trick to using every pixel, unscaled?