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5hinokaze2020-07-06 20:02:53
JavaScript
5hinokaze, 2020-07-06 20:02:53

Interface design?

In general, when developing games on phaser, I encountered the fact that this engine in version 3 does not have standard UI elements, which, on the one hand, is good - less garbage and final weight, on the other hand, you need to reinvent the wheel.
After reading articles on Google, as a rule, I stumble upon another abstract UI guide for the site, they talk about a lot, about color, about the golden ratio, about material design, that’s just about the UI implementation itself from scratch, and not a beautiful framework out of the box, almost no one He speaks. (well, it’s partly clear why, almost everywhere there is a standard set of ui elements)
It’s not difficult to assemble the logic of the elements itself, because the phaser is surprisingly simple, and it doesn’t try to put any spokes in the wheels, a simple button prototype is easily done in 20 lines of neat, painted code.

The problem comes when I start thinking about UI alignment in general. whether it is necessary to set a maximum / minimum resolution limit, an aspect ratio limit, and how the UI should react to scaling.
How one element should react to another, neighboring one, how should it take into account the dimensions of the outer container.
And what is the optimal default resolution to choose for the Canvas\WebGL canvas.

In principle, if someone knows an article about the fundamental mathematical foundations of building an interface, I will not refuse a link.)

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