Author Topic: Another problem with the AIR wrapper.  (Read 937 times)

test84

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Another problem with the AIR wrapper.
« on: Wed, Feb 1, 2012 »
Hi,

I'm having problems with AIR + Flixel and would really appreciate if anyone would help, even random guesses help.

I'm remotely testing a simple game wrapped with AIR and I found totally different results there. I have video results of their experience, on one device it opens up full screen but shows 1/4 of the game so basically game is running 4 times of iPad's screen and iPad is able to show a fraction of it.

The other guy is totally different. The game runs in iPhone mode AND shows just top left of the game so eve when he re sizes the screen, the full screen game is still 1/4 of the screen but this guy is watching down left section of the game.

I'm using latest Flex and AIR SDK's.
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CrapulaX

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Re: Another problem with the AIR wrapper.
« Reply #1 on: Sat, Feb 11, 2012 »
I am running in the same kind of problems, especially to support the different screen sizes for Andro´d.

My first thought was trying to get the screen size using capabilities but this lead to some problems when running in the simulator as for instance this code :

Code: [Select]
trace("# manufacturer: " + Capabilities.manufacturer);
trace("# os: " + Capabilities.os);
trace("# screenDPI: " + Capabilities.screenDPI);
trace("# screenResolutionX: " + Capabilities.screenResolutionX);
trace("# screenResolutionY: " + Capabilities.screenResolutionY);

gives me information about my mac even if I select for instance a HTC Hero as the target...

So, I ended up using this :

Code: [Select]
stage.scaleMode = StageScaleMode.NO_SCALE;
stage.align = StageAlign.TOP_LEFT;

and using stage.stageWidth & stage.stageHeight to set the size of the FlxGame.