Question 1) Should I be using Scale.Fit for scale mode for the mobile screens or Scale.NONE? some other person had Scale.None for the mobile and for desktop screens, Scale.FIT. I don’t understand why NONE would be a good choice at all. Seems like Scale.FIT is a good option for any screen.
Question 2) I need my game to run for all the screen on the full width/height of my device screen. The thing I realized is it’s all about aspect ratio if I want it to be shown on full width/height and still look good. Is that right? if so, some screens might have aspect ratio 4/3, some might have 16/9 ? so what should I do? figure out the device aspect ratio and then after that, I can generate phaser game depending on the device aspect ratio? We have scale
property on config
object. So I’d pass the specific width/height depending on the device aspect ratio? Is this a good/correct way?
Question 3) So let’s say I have a width/height for scale
as 1920/1080 (16:9). Now, what if User changes the orientation? As my understanding, this is what I found that works better than any other option. So I will wait for the orientation change and then execute this code:
this.game.game.scale.displaySize.aspectRatio = 1080/1920; this.game.game.scale.setGameSize(1080,1920);
As you see, user changed from landscape to portrait, so i change width/height and aspect ratio so that it could still be shown on full width/height. The only thing is the game still will be shown for landscape. Makes sense? is the above code correct and all I am saying?
Thank you. Hope you can just quickly look through What I explained and give me a little bit of light.