Take inventory into account when auto-scaling the game
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parent
063d9f9ef9
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14
js/main.js
14
js/main.js
@ -801,9 +801,10 @@ class Player extends PrimaryView {
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// Auto-size the game canvas to fit the screen, if possible
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adjust_scale() {
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// TODO make this optional
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// The base size is the size of the canvas, i.e. the viewport size
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// times the tile size
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let base_x = this.conductor.tileset.size_x * this.renderer.viewport_size_x;
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// The base size is the size of the canvas, i.e. the viewport size times the tile size --
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// but note that horizontally we have 4 extra tiles for the inventory
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// TODO if there's ever a portrait view for phones, this will need adjusting
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let base_x = this.conductor.tileset.size_x * (this.renderer.viewport_size_x + 4);
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let base_y = this.conductor.tileset.size_y * this.renderer.viewport_size_y;
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// The main UI is centered in a flex item with auto margins, so the
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// extra space available is the size of those margins
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@ -814,9 +815,9 @@ class Player extends PrimaryView {
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}
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let extra_x = parseFloat(style['margin-left']) + parseFloat(style['margin-right']);
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let extra_y = parseFloat(style['margin-top']) + parseFloat(style['margin-bottom']);
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// The total available space, then, is the current size of the
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// canvas plus the size of the margins
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let total_x = extra_x + this.renderer.canvas.offsetWidth;
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// The total available space, then, is the current size of the canvas (and inventory, when
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// appropriate) plus the size of the margins
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let total_x = extra_x + this.renderer.canvas.offsetWidth + this.inventory_el.offsetWidth;
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let total_y = extra_y + this.renderer.canvas.offsetHeight;
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let dpr = window.devicePixelRatio || 1.0;
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// Divide to find the biggest scale that still fits. But don't
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@ -830,7 +831,6 @@ class Player extends PrimaryView {
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// resolution and giving us nice, clean pixels.
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scale /= dpr;
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// FIXME the above logic doesn't take into account the inventory, which is also affected by scale
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this.scale = scale;
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this.root.style.setProperty('--scale', scale);
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}
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