Skip to content
New issue

Have a question about this project? Sign up for a free GitHub account to open an issue and contact its maintainers and the community.

By clicking “Sign up for GitHub”, you agree to our terms of service and privacy statement. We’ll occasionally send you account related emails.

Already on GitHub? Sign in to your account

[dom] error Arcade.Body size when Scale use ScaleModes.FIT #6871

Open
zbrongyaozb opened this issue Jul 23, 2024 · 1 comment
Open

[dom] error Arcade.Body size when Scale use ScaleModes.FIT #6871

zbrongyaozb opened this issue Jul 23, 2024 · 1 comment

Comments

@zbrongyaozb
Copy link

zbrongyaozb commented Jul 23, 2024

Version

  • Phaser Version: 3.80.1

  • Operating system: Windows 10

  • Browser: Edge , Chrome

Description

when use dom with physics, and Scale mode is Phaser.Scale.ScaleModes.FIT. the body size is not correct.
The problem can be solved by manually calling body.setSize.
微信截图_20240723121016

Example Test Code

sandbox

class Example extends Phaser.Scene
{
    element;
    player;
    cursors;

    preload ()
    {
        this.load.image('block', 'https://labs.phaser.io/assets/sprites/block.png');
    }

    create ()
    {
        // error size
        this.cursors = this.input.keyboard.createCursorKeys();
        this.element = this.add.dom(300, 200, 'div', 'font-size: 96px', '💩').setOrigin(0);

        this.physics.add.existing(this.element, false);

        this.element.body.setCollideWorldBounds(true);

        // Calling setSize will provide the accurate size.
        const element = this.add.dom(100, 100, 'div', 'font-size: 96px', '💩').setOrigin(0);
        this.physics.add.existing(element, false);
        element.body.setCollideWorldBounds(true).setSize(element.width, element.height);
    }

    update ()
    {
        this.element.body.setVelocity(0);

        if (this.cursors.left.isDown)
        {
            this.element.body.setVelocityX(-300);
        }
        else if (this.cursors.right.isDown)
        {
            this.element.body.setVelocityX(300);
        }

        if (this.cursors.up.isDown)
        {
            this.element.body.setVelocityY(-300);
        }
        else if (this.cursors.down.isDown)
        {
            this.element.body.setVelocityY(300);
        }
    }
}

const config = {
    type: Phaser.AUTO,
    parent: 'phaser-example',
    backgroundColor: '#0072bc',
    scale: {
      mode: Phaser.Scale.ScaleModes.FIT,
      autoCenter: Phaser.Scale.CENTER_BOTH,
      width: 600,
      height: 450,
    },
    dom: {
        createContainer: true
    },
    physics: {
        default: 'arcade',
        arcade: {
            debug: true
        }
    },
    scene: Example
};

const game = new Phaser.Game(config);
Copy link

greptile-apps bot commented Jul 23, 2024

For internal use only

To resolve the issue with Arcade.Body size when using ScaleModes.FIT, modify the create method in your scene to call body.setSize after adding the DOM element to the physics system. This ensures the body size is correctly set. Here is the updated code:

create () {
    this.cursors = this.input.keyboard.createCursorKeys();
    this.element = this.add.dom(300, 200, 'div', 'font-size: 96px', '💩').setOrigin(0);
    this.physics.add.existing(this.element, false);
    this.element.body.setCollideWorldBounds(true);
    this.element.body.setSize(this.element.width, this.element.height); // Add this line

    const element = this.add.dom(100, 100, 'div', 'font-size: 96px', '💩').setOrigin(0);
    this.physics.add.existing(element, false);
    element.body.setCollideWorldBounds(true).setSize(element.width, element.height);
}

This ensures the body size is correctly set when using ScaleModes.FIT.

References

/plugins/impact/components/BodyScale.js
/src/scale
/plugins/impact/components/SetGameObject.js
/changelog/3.1/CHANGELOG-v3.1.md
/changelog/3.15/CHANGELOG-v3.15.md
/changelog/3.80/CHANGELOG-v3.80.md
/changelog/3.60/ScaleManager.md
/types/phaser.d.ts
/changelog/3.70/CHANGELOG-v3.70.md
/changelog/3.4/CHANGELOG-v3.4.md
/changelog/3.2/CHANGELOG-v3.2.md
/changelog/3.9/CHANGELOG-v3.9.md
/changelog/3.17/CHANGELOG-v3.17.md
/changelog/3.1.1/CHANGELOG-v3.1.1.md
/changelog/3.1
/src/scale/const/CENTER_CONST.js
/src/core/typedefs/ScaleConfig.js
/changelog/3.23
/src/scale/events/RESIZE_EVENT.js
/src/physics
/changelog/3.60/ArcadePhysics.md
/src/scale/const/SCALE_MODE_CONST.js
/src/scale/events
/src/physics/index.js
/plugins/impact/components/BodyType.js

About Greptile

This response provides a starting point for your research, not a precise solution.

Help us improve! Please leave a 👍 if this is helpful and 👎 if it is irrelevant.

Ask Greptile · Edit Issue Bot Settings

Sign up for free to join this conversation on GitHub. Already have an account? Sign in to comment
Projects
None yet
Development

No branches or pull requests

2 participants