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https://github.com/photonstorm/phaser
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The Game Config roundPixels
property is now true
by default. This means that all Game Objects will be positioned and rendered with pixel-perfect precision, which is by far the most common use-case for Phaser games. This will prevent sub-pixelation when rendering at non-integer offsets and smoother scrolling, especially at high Camera zoom scales. If you wish to disable this, you can do so via the Game Config, or by setting the roundPixels
property in the Game Config to false
.
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2 changed files with 2 additions and 2 deletions
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@ -373,7 +373,7 @@ var Config = new Class({
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/**
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* @const {boolean} Phaser.Core.Config#roundPixels - Draw texture-based Game Objects at only whole-integer positions. Game Objects without textures, like Graphics, ignore this property.
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*/
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this.roundPixels = GetValue(renderConfig, 'roundPixels', false, config);
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this.roundPixels = GetValue(renderConfig, 'roundPixels', true, config);
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/**
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* @const {boolean} Phaser.Core.Config#pixelArt - Prevent pixel art from becoming blurred when scaled. It will remain crisp (tells the WebGL renderer to automatically create textures using a linear filter mode).
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@ -6,7 +6,7 @@
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* @property {boolean} [antialiasGL=true] - Sets the `antialias` property when the WebGL context is created. Setting this value does not impact any subsequent textures that are created, or the canvas style attributes.
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* @property {boolean} [desynchronized=false] - When set to `true` it will create a desynchronized context for both 2D and WebGL. See https://developers.google.com/web/updates/2019/05/desynchronized for details.
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* @property {boolean} [pixelArt=false] - Sets `antialias` to false and `roundPixels` to true. This is the best setting for pixel-art games.
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* @property {boolean} [roundPixels=false] - Draw texture-based Game Objects at only whole-integer positions. Game Objects without textures, like Graphics, ignore this property.
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* @property {boolean} [roundPixels=true] - Draw texture-based Game Objects at only whole-integer positions. Game Objects without textures, like Graphics, ignore this property.
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* @property {boolean} [transparent=false] - Whether the game canvas will be transparent. Boolean that indicates if the canvas contains an alpha channel. If set to false, the browser now knows that the backdrop is always opaque, which can speed up drawing of transparent content and images.
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* @property {boolean} [clearBeforeRender=true] - Whether the game canvas will be cleared between each rendering frame.
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* @property {boolean} [preserveDrawingBuffer=false] - If the value is true the WebGL buffers will not be cleared and will preserve their values until cleared or overwritten by the author.
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