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My game is not properly stretched inside Intel XDK emulator
It is a Phaser 2.2.2 game but I haven't used Intel XDK template for Phaser games. The strange thing is, live layout mode and even when I install the apk on my Nexus 7 device, the game properly fits inside viewport.
The game size is 720 x 480.
What should I do to the emulator or to my game code to improve this?
- Tags:
- HTML5
- Intel® XDK
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does it look different in landscape vs portrait mode? You can change that in the emulator with the buttons next to the blue "back" button.
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Strangely in landscape the game its not stretched or squeezed.
Just to note, I haven't included init-dev.js neither app.js. Does this has something to do with this issue? I am including phaser.min.js like any other js script and I have my own custom made application structure.
I have init() function which creates game object and initializes all things on "DOMContentLoaded" event.
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I haven't tried Debug mode but now i did and I have two screen-shots which also show strange behavior. Event with these settings:
This code inside all android config files:
<platform name="android"> <!-- below requires the splash screen plugin --> <!-- docs: https://github.com/apache/cordova-plugin-splashscreen --> <preference name="SplashMaintainAspectRatio" value="false" /> <preference name="windowSoftInputMode" value="adjustPan" /> <preference name="configChanges" value="orientation|keyboardHidden" /> <preference name="loadUrlTimeoutValue" value="700000" /> </platform>
And this is in index.html
<meta name="viewport" content="width=device-width, height=device-height, maximum-scale=1, initial-scale=1, user-scalable=no">
Any ideas how to prevent the keyboard to stop squeezing the game viewport?
Should I use some sCordova plugin?
This is when the keyboard is down:
This is when the on-screen keyboard is up
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But it works well on my Nexus 7 tablet :)
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What happens if you try using the Ionic keyboard plugin to control the behavior of the keyboard?

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