samme

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If you can access the Chrome Console (Dev Tools), run something like console.monitorEvents(document, 'control'); console.monitorEvents(document, 'touch'); and do the screenshot gesture and note the console output. Also, not sure if...

I'm not sure. In it seems to me that the texture size (64 × 64 game pixels) is correct but the sprite size (128 × 128 game pixels) is not.

https://github.com/photonstorm/phaser/issues/4256

There is a similar problem with font weights in Safari. I never figured it out.

Do you know if it has ever worked that way?

There would be a small time cost to loading the image. The implementation would also be a little challenging because none of Phaser.Device's tests are asynchronous, like this one.