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For PC platforms, try getElementById('GameCanvas').webkitRequestFullscreen() in a plugin.
Graphics._requestFullScreen() // Go to fullscreen
Graphics._cancelFullScreen() // Go to window
Graphics._switchFullScreen() // switch between window and fullscreen
Graphics._isFullScreen() // returns false if in fullscreen and true in window (I thought it would be the reverse, but there it is).
This can be implemented in ConfigManager to allow this in the options screen that will save the fullscreen state after exit. I'm currently working on a plugin for this.
FSInitStart = SceneManager.initialize;
SceneManager.initialize = function(){
FSInitStart.call(this);
Graphics._requestFullScreen();
};
Place the file in your plugin folder and enable it. This will have the game run in fullscreen mode at the start.
1. In the deployed version (exported to Windows or Mac), you can find package.json. Just add "kiosk": true to the "window" object:
2. In a plugin or script or whatever, use the following:
To make it compatible with web, you can wrap it in an if-statement that checks if NW.JS is running:
YOURS WORKED AMAZINGLY OMG
This worked perfectly. Now I just need to give an option to Exit the game as there are no window controls.