Look in the "Colors" tab of the options dialog (under 'Tools' menu). You can change the color of the background, that should help.
Scaling an image does not change the width and height in pixels of the image, it just changes the 'scale' property of that image so that your application knows that it should be drawn larger or smaller. RUBE has no idea about how the output file will be used in your game, and what hardware or screen etc you will run it on, so there is no way to determine what "final" size would mean.
However, I guess you are using a 'pixel to meter' ratio, in which case you could use a script like this:
Code: Select all
float PTM = 50;
image i = si()[0];
float w = i.getPixelWidth();
float h = i.getPixelHeight();
float scale = i.getScale();
float pixelHeight = scale * PTM;
float pixelWidth = (w / h) * pixelHeight;
print( "Pixel dimensions: " + pixelWidth + " x " + pixelHeight );
The thing is though, since the "final" PTM will depend on what screen size the app finds at runtime, you would need to change the PTM in this script to get say, the result for iPad, result for iPhone4, result for 800x480 Android etc. I'm afraid I don't see how it helps much to know this information anyway
