Open gm-bug-reporter[bot] opened 11 months ago
forgot to add that this happens with keep aspect ratio turned on
Here is my amateurish solution, On runner.html I edit these codes:
function onGameSetWindowSize(width,height)
{
startingHeight = height;
startingWidth = width;
startingAspect = startingWidth / startingHeight;
//calls the function to resize the game Canvas.
ensureAspectRatio(); //<---- - -
}
function ensureAspectRatio() {
(...)
if (heightQuotient > widthQuotient) {
// Max out on height, respecting the Height defined by the player.
newHeight = Math.min(maxHeight, startingHeight); // <---- - -
newWidth = newHeight * startingAspect;
} else {
// Max out on width, respecting the Width defined by the player.
newWidth = Math.min(maxWidth, startingWidth); // <---- - -
newHeight = newWidth / startingAspect;
}
(...)
}
Agreed, window_set_size isn't working in gx.games which makes this export unusable. The real question is why bugs like this are not resolved 9 months later?
Description
HTML5 and Windows will respect Game/Window size, and calling window_set_size will update it. GX.Games ignores this completely, and will always display the game occupying the whole window.
This is not desirable for testing Pixel Art Games, as non-integer scaling produces not ideal results.
This seems like a bug because the functionality is present on the runner.html onGameSetWindowSize(width,height) exists, but ensureAspectRatio() ignores the width and height, and instead uses: window.innerWidth;
Steps To Reproduce
1) Create a new project 2) Ensure Game Options is set to "Keep aspect ratio" for GX.games 3) Use window_set_size() 4) Notice: HTML5 and Windows respect this, but GX.Games will always fill the whole browser screen.
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