roydbt

joined 2 years ago
[–] roydbt@lemmy.world 1 points 3 hours ago

Thanks, setting get_window().content_scale_size = DisplayServer.window_get_size() / 3 works! Now I only have to figure out what 3 stands for

[–] roydbt@lemmy.world 1 points 1 day ago (2 children)

And where should I put that? In a _reaay or a _process?

[–] roydbt@lemmy.world 2 points 1 day ago

I did set the aspect to expand, but when I set the scaling mode to integer instead of fractional it adds the black bars

 

I am experimenting with creating a pixel-art mobile game in Godot. I am having trouble with the viewport size regarding the pixel art assets. I've learned that I should set the scaling mode to integer, which adds black bars to the screen. My plan to get rid of the black bars is as follows:

  1. Find a way to resize the main viewport dynamically in runtime
  2. Calculate, based on the device's size, what size the viewport should be
  3. Apply that calculation when appropriate

Before I even try to get a calculation like that going, I want to make sure I can change the viewport's size in the code, which I couldn't figure out myself. I have tried the following:

  • Changing the project settings in a _ready function: Does nothing
  • Changing the project settings in a _process function: Does nothing
  • Setting get_viewport().size in a _ready function: Does nothing
  • Setting get_viewport().size in a _process function: Changes the size of the viewport, but without expanding it
  • Setting get_window().size in a _ready function: Does nothing

What else can I try?