Problem: Adjusting the unitsPerPixel would result in a smaller playfield. ![]() The first was the ScreenViewport, provided by LibGDX. I've tried various approaches to achieve this. A player with 16:9 should see the same field size, but with more "empty" space on the sides. Therefore a player with 16:9 or even 21:9 should see more in the horizontal space. The width is calculated by the screen resolution. ![]() The player should see a constant amount Y of vertical space. ![]() That means, the scale factor must be an integer value, so that my pixels do not stretch over two physical pixels - resulting in flickering pixels which I obviously do not want. Here's the problem: It have to be pixel-perfect. My game that uses LibGDX as the graphics library, should be playable with every display.
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