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Version: Phaser v4.0.0-rc.6

ScaleManager

The Scale Manager handles the scaling, resizing and alignment of the game canvas.

The way scaling is handled is by setting the game canvas to a fixed size, which is defined in the

game configuration. You also define the parent container in the game config. If no parent is given,

it will default to using the document body. The Scale Manager will then look at the available space

within the parent and scale the canvas accordingly. Scaling is handled by setting the canvas CSS

width and height properties, leaving the width and height of the canvas element itself untouched.

Scaling is therefore achieved by keeping the core canvas the same size and 'stretching'

it via its CSS properties. This gives the same result and speed as using the transform-scale CSS

property, without the need for browser prefix handling.

The calculations for the scale are heavily influenced by the bounding parent size, which is the computed

dimensions of the canvas's parent. The CSS rules of the parent element play an important role in the

operation of the Scale Manager. For example, if the parent has no defined width or height, then actions

like auto-centering will fail to achieve the required result. The Scale Manager works in tandem with the

CSS you set-up on the page hosting your game, rather than taking control of it.

Parent and Display canvas containment guidelines:

  • Style the Parent element (of the game canvas) to control the Parent size and thus the games size and layout.

  • The Parent element's CSS styles should effectively apply maximum (and minimum) bounding behavior.

  • The Parent element should not apply a padding as this is not accounted for.

    If a padding is required apply it to the Parent's parent or apply a margin to the Parent.

    If you need to add a border, margin or any other CSS around your game container, then use a parent element and

    apply the CSS to this instead, otherwise you'll be constantly resizing the shape of the game container.

  • The Display canvas layout CSS styles (i.e. margins, size) should not be altered / specified as

    they may be updated by the Scale Manager.

Scale Modes

The way the scaling is handled is determined by the scaleMode property. The default is NONE,

which prevents Phaser from scaling or touching the canvas, or its parent, at all. In this mode, you are

responsible for all scaling. The other scaling modes afford you automatic scaling.

If you wish to scale your game so that it always fits into the available space within the parent, you

should use the scale mode FIT. Look at the documentation for other scale modes to see what options are

available. Here is a basic config showing how to set this scale mode:


scale: {

parent: 'yourgamediv',

mode: Phaser.Scale.FIT,

width: 800,

height: 600

}

Place the scale config object within your game config.

If you wish for the canvas to be resized directly, so that the canvas itself fills the available space

(i.e. it isn't scaled, it's resized) then use the RESIZE scale mode. This will give you a 1:1 mapping

of canvas pixels to game size. In this mode CSS isn't used to scale the canvas, it's literally adjusted

to fill all available space within the parent. You should be extremely careful about the size of the

canvas you're creating when doing this, as the larger the area, the more work the GPU has to do and it's

very easy to hit fill-rate limits quickly.

For complex, custom-scaling requirements, you should probably consider using the RESIZE scale mode,

with your own limitations in place re: canvas dimensions and managing the scaling with the game scenes

yourself. For the vast majority of games, however, the FIT mode is likely to be the most used.

Please appreciate that the Scale Manager cannot perform miracles. All it does is scale your game canvas

as best it can, based on what it can infer from its surrounding area. There are all kinds of environments

where it's up to you to guide and help the canvas position itself, especially when built into rendering

frameworks like React and Vue. If your page requires meta tags to prevent user scaling gestures, or such

like, then it's up to you to ensure they are present in the html.

Centering

You can also have the game canvas automatically centered. Again, this relies heavily on the parent being

properly configured and styled, as the centering offsets are based entirely on the available space

within the parent element. Centering is disabled by default, or can be applied horizontally, vertically,

or both. Here's an example:


scale: {

parent: 'yourgamediv',

autoCenter: Phaser.Scale.CENTER_BOTH,

width: 800,

height: 600

}

Fullscreen API

If the browser supports it, you can send your game into fullscreen mode. In this mode, the game will fill

the entire display, removing all browser UI and anything else present on the screen. It will remain in this

mode until your game either disables it, or until the user tabs out or presses ESCape if on desktop. It's a

great way to achieve a desktop-game like experience from the browser, but it does require a modern browser

to handle it. Some mobile browsers also support this.

Constructor

new ScaleManager(game)

Parameters

nametypeoptionaldescription
gamePhaser.GameNoA reference to the Phaser.Game instance.

Scope: static

Extends

Phaser.Events.EventEmitter

Source: src/scale/ScaleManager.js#L23
Since: 3.16.0

Public Members

_resetZoom

_resetZoom: boolean

Description:

Internal flag set when the game zoom factor is modified.

Source: src/scale/ScaleManager.js#L254
Since: 3.19.0


autoCenter

autoCenter: Phaser.Scale.CenterType

Description:

Automatically center the canvas within the parent? The different centering modes are:

  1. No centering.

  2. Center both horizontally and vertically.

  3. Center horizontally.

  4. Center vertically.

Please be aware that in order to center the game canvas, you must have specified a parent

that has a size set, or the canvas parent is the document.body.

Source: src/scale/ScaleManager.js#L284
Since: 3.16.0


autoRound

autoRound: boolean

Description:

If set, the canvas sizes will be automatically passed through Math.floor.

This results in rounded pixel display values, which is important for performance on legacy

and low powered devices, but at the cost of not achieving a 'perfect' fit in some browser windows.

Source: src/scale/ScaleManager.js#L273
Since: 3.16.0


baseSize

baseSize: Phaser.Structs.Size

Description:

The Base Size component.

The modified game size, which is the auto-rounded gameSize, used to set the canvas width and height

(but not the CSS style)

Source: src/scale/ScaleManager.js#L206
Since: 3.16.0


canvas

canvas: HTMLCanvasElement

Description:

A reference to the HTML Canvas Element that Phaser uses to render the game.

Source: src/scale/ScaleManager.js#L146
Since: 3.16.0


canvasBounds

canvasBounds: Phaser.Geom.Rectangle

Description:

The DOM bounds of the canvas element.

Source: src/scale/ScaleManager.js#L155
Since: 3.16.0


dirty

dirty: boolean

Description:

The dirty state of the Scale Manager.

Set if there is a change between the parent size and the current size.

Source: src/scale/ScaleManager.js#L340
Since: 3.16.0


displayScale

displayScale: Phaser.Math.Vector2

Description:

The scale factor between the baseSize and the canvasBounds.

Source: src/scale/ScaleManager.js#L264
Since: 3.16.0


displaySize

displaySize: Phaser.Structs.Size

Description:

The Display Size component.

The size used for the canvas style, factoring in the scale mode, parent and other values.

Source: src/scale/ScaleManager.js#L218
Since: 3.16.0


fullscreen

fullscreen: Phaser.Device.Fullscreen

Description:

A reference to the Device.Fullscreen object.

Source: src/scale/ScaleManager.js#L312
Since: 3.16.0


fullscreenTarget

fullscreenTarget: any

Description:

The DOM Element which is sent into fullscreen mode.

Source: src/scale/ScaleManager.js#L321
Since: 3.16.0


game

game: Phaser.Game

Description:

A reference to the Phaser.Game instance.

Source: src/scale/ScaleManager.js#L136
Since: 3.15.0


gameSize

gameSize: Phaser.Structs.Size

Description:

The Game Size component.

The un-modified game size, as requested in the game config (the raw width / height),

as used for world bounds, cameras, etc

Source: src/scale/ScaleManager.js#L194
Since: 3.16.0


height

height: number

Description:

The game height.

This is typically the size given in the game configuration.

Source: src/scale/ScaleManager.js#L1811
Since: 3.16.0


isFullscreen

isFullscreen: boolean

Description:

Is the browser currently in fullscreen mode or not?

Source: src/scale/ScaleManager.js#L1775
Since: 3.16.0


isGameLandscape

isGameLandscape: boolean

Description:

Are the game dimensions landscape? (i.e. wider than they are tall)

This is different to the device itself being in a landscape orientation.

Source: src/scale/ScaleManager.js#L1885
Since: 3.16.0


isGamePortrait

isGamePortrait: boolean

Description:

Are the game dimensions portrait? (i.e. taller than they are wide)

This is different to the device itself being in a portrait orientation.

Source: src/scale/ScaleManager.js#L1866
Since: 3.16.0


isLandscape

isLandscape: boolean

Description:

Is the device in a landscape orientation as reported by the Orientation API?

This value is usually only available on mobile devices.

Source: src/scale/ScaleManager.js#L1848
Since: 3.16.0


isPortrait

isPortrait: boolean

Description:

Is the device in a portrait orientation as reported by the Orientation API?

This value is usually only available on mobile devices.

Source: src/scale/ScaleManager.js#L1830
Since: 3.16.0


orientation

orientation: Phaser.Scale.OrientationType

Description:

The current device orientation.

Orientation events are dispatched via the Device Orientation API, typically only on mobile browsers.

Source: src/scale/ScaleManager.js#L301
Since: 3.16.0


parent

parent: any

Description:

The parent object of the Canvas. Often a div, or the browser window, or nothing in non-browser environments.

This is set in the Game Config as the parent property. If undefined (or just not present), it will default

to use the document body. If specifically set to null Phaser will ignore all parent operations.

Source: src/scale/ScaleManager.js#L164
Since: 3.16.0


parentIsWindow

parentIsWindow: boolean

Description:

Is the parent element the browser window?

Source: src/scale/ScaleManager.js#L176
Since: 3.16.0


parentSize

parentSize: Phaser.Structs.Size

Description:

The Parent Size component.

Source: src/scale/ScaleManager.js#L185
Since: 3.16.0


resizeInterval

resizeInterval: number

Description:

How many milliseconds should elapse before checking if the browser size has changed?

Most modern browsers dispatch a 'resize' event, which the Scale Manager will listen for.

However, older browsers fail to do this, or do it consistently, so we fall back to a

more traditional 'size check' based on a time interval. You can control how often it is

checked here.

Source: src/scale/ScaleManager.js#L350
Since: 3.16.0


scaleMode

scaleMode: Phaser.Scale.ScaleModeType

Description:

The game scale mode.

Source: src/scale/ScaleManager.js#L229
Since: 3.16.0


width

width: number

Description:

The game width.

This is typically the size given in the game configuration.

Source: src/scale/ScaleManager.js#L1792
Since: 3.16.0


zoom

zoom: number

Description:

The game zoom factor.

This value allows you to multiply your games base size by the given zoom factor.

This is then used when calculating the display size, even in NONE situations.

If you don't want Phaser to touch the canvas style at all, this value should be 1.

Can also be set to MAX_ZOOM in which case the zoom value will be derived based

on the game size and available space within the parent.

Source: src/scale/ScaleManager.js#L238
Since: 3.16.0


Inherited Methods

From Phaser.Events.EventEmitter:


Public Methods

boot

<instance> boot()

Description:

The Boot handler is called by Phaser.Game when it first starts up.

The renderer is available by now and the canvas has been added to the DOM.

Access: protected

Fires: Phaser.Scale.Events#event:RESIZE

Source: src/scale/ScaleManager.js#L418
Since: 3.16.0


destroy

<instance> destroy()

Description:

Destroys this Scale Manager, releasing all references to external resources.

Once destroyed, the Scale Manager cannot be used again.

Overrides: Phaser.Events.EventEmitter#destroy

Source: src/scale/ScaleManager.js#L1750
Since: 3.16.0


getFullscreenTarget

<instance> getFullscreenTarget()

Description:

An internal method that gets the target element that is used when entering fullscreen mode.

Returns: object - The fullscreen target element.

Source: src/scale/ScaleManager.js#L1387
Since: 3.16.0


getMaxZoom

<instance> getMaxZoom()

Description:

Calculates and returns the largest possible zoom factor, based on the current

parent and game sizes. If the parent has no dimensions (i.e. an unstyled div),

or is smaller than the un-zoomed game, then this will return a value of 1 (no zoom)

Returns: number - The maximum possible zoom factor. At a minimum this value is always at least 1.

Source: src/scale/ScaleManager.js#L1174
Since: 3.16.0


getParent

<instance> getParent(config)

Description:

Determines the parent element of the game canvas, if any, based on the game configuration.

Parameters:

nametypeoptionaldescription
configPhaser.Types.Core.GameConfigNoThe Game configuration object.

Source: src/scale/ScaleManager.js#L599
Since: 3.16.0


getParentBounds

<instance> getParentBounds()

Description:

Calculates the size of the parent bounds and updates the parentSize

properties, only if the canvas has a dom parent.

Returns: boolean - true if the parent bounds have changed size or position, otherwise false.

Source: src/scale/ScaleManager.js#L649
Since: 3.16.0


getViewPort

<instance> getViewPort([camera], [out])

Description:

Get Rectange of visible area.

Parameters:

nametypeoptionaldescription
cameraPhaser.Cameras.Scene2D.CameraYesThe camera this viewport is respond upon.
outPhaser.Geom.RectangleYesThe Rectangle of visible area.

Returns: Phaser.Geom.Rectangle - The Rectangle of visible area.

Source: src/scale/ScaleManager.js#L1618
Since: 3.60.0


leaveFullScreenSuccessHandler

<instance> leaveFullScreenSuccessHandler()

Description:

The browser has successfully left fullscreen mode.

Fires: Phaser.Scale.Events#event:LEAVE_FULLSCREEN

Source: src/scale/ScaleManager.js#L1472
Since: 3.85.0


lockOrientation

<instance> lockOrientation(orientation)

Description:

Attempts to lock the orientation of the web browser using the Screen Orientation API.

This API is only available on modern mobile browsers.

See https://developer.mozilla.org/en-US/docs/Web/API/Screen/lockOrientation for details.

Parameters:

nametypeoptionaldescription
orientationstringNoThe orientation you'd like to lock the browser in. Should be an API string such as 'landscape', 'landscape-primary', 'portrait', etc.

Returns: boolean - true if the orientation was successfully locked, otherwise false.

Source: src/scale/ScaleManager.js#L704
Since: 3.16.0


onFullScreenChange

<instance> onFullScreenChange()

Description:

Triggered when a fullscreenchange event is dispatched by the DOM.

Access: protected

Source: src/scale/ScaleManager.js#L1586
Since: 3.16.0


onFullScreenError

<instance> onFullScreenError()

Description:

Triggered when a fullscreenerror event is dispatched by the DOM.

Source: src/scale/ScaleManager.js#L1607
Since: 3.16.0


parseConfig

<instance> parseConfig(config)

Description:

Parses the game configuration to set-up the scale defaults.

Access: protected

Parameters:

nametypeoptionaldescription
configPhaser.Types.Core.GameConfigNoThe Game configuration object.

Source: src/scale/ScaleManager.js#L466
Since: 3.16.0


preBoot

<instance> preBoot()

Description:

Called before the canvas object is created and added to the DOM.

Access: protected

Source: src/scale/ScaleManager.js#L402
Since: 3.16.0


refresh

<instance> refresh([previousWidth], [previousHeight])

Description:

Refreshes the internal scale values, bounds sizes and orientation checks.

Once finished, dispatches the resize event.

This is called automatically by the Scale Manager when the browser window size changes,

as long as it is using a Scale Mode other than 'NONE'.

Parameters:

nametypeoptionaldescription
previousWidthnumberYesThe previous width of the game. Only set if the gameSize has changed.
previousHeightnumberYesThe previous height of the game. Only set if the gameSize has changed.

Returns: Phaser.Scale.ScaleManager - The Scale Manager instance.

Fires: Phaser.Scale.Events#event:RESIZE

Source: src/scale/ScaleManager.js#L950
Since: 3.16.0


removeFullscreenTarget

<instance> removeFullscreenTarget()

Description:

Removes the fullscreen target that was added to the DOM.

Source: src/scale/ScaleManager.js#L1423
Since: 3.17.0


resize

<instance> resize(width, height)

Description:

Call this to modify the size of the Phaser canvas element directly.

You should only use this if you are using the NONE scale mode,

it will update all internal components completely.

If all you want to do is change the size of the parent, see the setParentSize method.

If all you want is to change the base size of the game, but still have the Scale Manager

manage all the scaling (i.e. you're not using NONE), then see the setGameSize method.

This method will set the gameSize, baseSize and displaySize components to the given

dimensions. It will then resize the canvas width and height to the values given, by

directly setting the properties. Finally, if you have set the Scale Manager zoom value

to anything other than 1 (the default), it will set the canvas CSS width and height to

be the given size multiplied by the zoom factor (the canvas pixel size remains untouched).

If you have enabled autoCenter, it is then passed to the updateCenter method and

the margins are set, allowing the canvas to be centered based on its parent element

alone. Finally, the displayScale is adjusted and the RESIZE event dispatched.

Parameters:

nametypeoptionaldescription
widthnumberNoThe new width of the game.
heightnumberNoThe new height of the game.

Returns: Phaser.Scale.ScaleManager - The Scale Manager instance.

Fires: Phaser.Scale.Events#event:RESIZE

Source: src/scale/ScaleManager.js#L802
Since: 3.16.0


setGameSize

<instance> setGameSize(width, height)

Description:

This method will set a new size for your game.

It should only be used if you're looking to change the base size of your game and are using

one of the Scale Manager scaling modes, i.e. FIT. If you're using NONE and wish to

change the game and canvas size directly, then please use the resize method instead.

Parameters:

nametypeoptionaldescription
widthnumberNoThe new width of the game.
heightnumberNoThe new height of the game.

Returns: Phaser.Scale.ScaleManager - The Scale Manager instance.

Fires: Phaser.Scale.Events#event:RESIZE

Source: src/scale/ScaleManager.js#L751
Since: 3.16.0


setMaxZoom

<instance> setMaxZoom()

Description:

Sets the zoom to be the maximum possible based on the current parent size.

Returns: Phaser.Scale.ScaleManager - The Scale Manager instance.

Fires: Phaser.Scale.Events#event:RESIZE

Source: src/scale/ScaleManager.js#L903
Since: 3.16.0


setParentSize

<instance> setParentSize(width, height)

Description:

This method will set the size of the Parent Size component, which is used in scaling

and centering calculations. You only need to call this method if you have explicitly

disabled the use of a parent in your game config, but still wish to take advantage of

other Scale Manager features.

Parameters:

nametypeoptionaldescription
widthnumberNoThe new width of the parent.
heightnumberNoThe new height of the parent.

Returns: Phaser.Scale.ScaleManager - The Scale Manager instance.

Fires: Phaser.Scale.Events#event:RESIZE

Source: src/scale/ScaleManager.js#L729
Since: 3.16.0


setSnap

<instance> setSnap([snapWidth], [snapHeight])

Description:

By setting a Snap value, when the browser size is modified, its dimensions will automatically

be snapped to the nearest grid slice, using floor. For example, if you have snap value of 16,

and the width changes to 68, then it will snap down to 64 (the closest multiple of 16 when floored)

This mode is best used with the FIT scale mode.

Call this method with no arguments to reset the snap values.

Calling this method automatically invokes ScaleManager.refresh which emits a RESIZE event.

Parameters:

nametypeoptionaldefaultdescription
snapWidthnumberYes0The amount to snap the width to. If you don't want to snap the width, pass a value of zero.
snapHeightnumberYes"snapWidth"The amount to snap the height to. If not provided it will use the snapWidth value. If you don't want to snap the height, pass a value of zero.

Returns: Phaser.Scale.ScaleManager - The Scale Manager instance.

Fires: Phaser.Scale.Events#event:RESIZE

Source: src/scale/ScaleManager.js#L920
Since: 3.80.0


setZoom

<instance> setZoom(value)

Description:

Sets the zoom value of the Scale Manager.

Parameters:

nametypeoptionaldescription
valuenumberNoThe new zoom value of the game.

Returns: Phaser.Scale.ScaleManager - The Scale Manager instance.

Fires: Phaser.Scale.Events#event:RESIZE

Source: src/scale/ScaleManager.js#L884
Since: 3.16.0


startFullscreen

<instance> startFullscreen([fullscreenOptions])

Description:

Sends a request to the browser to ask it to go in to full screen mode, using the {@link https://developer.mozilla.org/en-US/docs/Web/API/Fullscreen_API Fullscreen API}.

If the browser does not support this, a FULLSCREEN_UNSUPPORTED event will be emitted.

This method must be called from a pointerup user-input gesture (not pointerdown). You cannot launch

games fullscreen without this, as most browsers block it. Games within an iframe will also be blocked

from fullscreen unless the iframe has the allowfullscreen attribute.

On touch devices, such as Android and iOS Safari, you should always use pointerup and NOT pointerdown,

otherwise the request will fail unless the document in which your game is embedded has already received

some form of touch input, which you cannot guarantee. Activating fullscreen via pointerup circumvents

this issue.

Performing an action that navigates to another page, or opens another tab, will automatically cancel

fullscreen mode, as will the user pressing the ESC key. To cancel fullscreen mode directly from your game,

i.e. by clicking an icon, call the stopFullscreen method.

A browser can only send one DOM element into fullscreen. You can control which element this is by

setting the fullscreenTarget property in your game config, or changing the property in the Scale Manager.

Note that the game canvas must be a child of the target. If you do not give a target, Phaser will

automatically create a blank <div> element and move the canvas into it, before going fullscreen.

When it leaves fullscreen, the div will be removed.

Parameters:

nametypeoptionaldescription
fullscreenOptionsobjectYesThe FullscreenOptions dictionary is used to provide configuration options when entering full screen.

Fires: Phaser.Scale.Events#event:ENTER_FULLSCREEN, Phaser.Scale.Events#event:FULLSCREEN_FAILED, Phaser.Scale.Events#event:FULLSCREEN_UNSUPPORTED, Phaser.Scale.Events#event:RESIZE

Source: src/scale/ScaleManager.js#L1290
Since: 3.16.0


startListeners

<instance> startListeners()

Description:

An internal method that starts the different DOM event listeners running.

Source: src/scale/ScaleManager.js#L1520
Since: 3.16.0


step

<instance> step(time, delta)

Description:

Internal method, called automatically by the game step.

Monitors the elapsed time and resize interval to see if a parent bounds check needs to take place.

Parameters:

nametypeoptionaldescription
timenumberNoThe time value from the most recent Game step. Typically a high-resolution timer value, or Date.now().
deltanumberNoThe delta value since the last frame. This is smoothed to avoid delta spikes by the TimeStep class.

Source: src/scale/ScaleManager.js#L1684
Since: 3.16.0


stopFullscreen

<instance> stopFullscreen()

Description:

Calling this method will cancel fullscreen mode, if the browser has entered it.

Fires: Phaser.Scale.Events#event:FULLSCREEN_UNSUPPORTED

Source: src/scale/ScaleManager.js#L1446
Since: 3.16.0


stopListeners

<instance> stopListeners()

Description:

Stops all DOM event listeners.

Source: src/scale/ScaleManager.js#L1716
Since: 3.16.0


toggleFullscreen

<instance> toggleFullscreen([fullscreenOptions])

Description:

Toggles the fullscreen mode. If already in fullscreen, calling this will cancel it.

If not in fullscreen, this will request the browser to enter fullscreen mode.

If the browser does not support this, a FULLSCREEN_UNSUPPORTED event will be emitted.

This method must be called from a user-input gesture, such as pointerdown. You cannot launch

games fullscreen without this, as most browsers block it. Games within an iframe will also be blocked

from fullscreen unless the iframe has the allowfullscreen attribute.

Parameters:

nametypeoptionaldescription
fullscreenOptionsobjectYesThe FullscreenOptions dictionary is used to provide configuration options when entering full screen.

Fires: Phaser.Scale.Events#event:ENTER_FULLSCREEN, Phaser.Scale.Events#event:LEAVE_FULLSCREEN, Phaser.Scale.Events#event:FULLSCREEN_UNSUPPORTED, Phaser.Scale.Events#event:RESIZE

Source: src/scale/ScaleManager.js#L1489
Since: 3.16.0


transformX

<instance> transformX(pageX)

Description:

Transforms the pageX value into the scaled coordinate space of the Scale Manager.

Parameters:

nametypeoptionaldescription
pageXnumberNoThe DOM pageX value.

Returns: number - The translated value.

Source: src/scale/ScaleManager.js#L1260
Since: 3.16.0


transformY

<instance> transformY(pageY)

Description:

Transforms the pageY value into the scaled coordinate space of the Scale Manager.

Parameters:

nametypeoptionaldescription
pageYnumberNoThe DOM pageY value.

Returns: number - The translated value.

Source: src/scale/ScaleManager.js#L1275
Since: 3.16.0


updateBounds

<instance> updateBounds()

Description:

Updates the canvasBounds rectangle to match the bounding client rectangle of the

canvas element being used to track input events.

Source: src/scale/ScaleManager.js#L1242
Since: 3.16.0


updateCenter

<instance> updateCenter()

Description:

Calculates and updates the canvas CSS style in order to center it within the

bounds of its parent. If you have explicitly set parent to be null in your

game config then this method will likely give incorrect results unless you have called the

setParentSize method first.

It works by modifying the canvas CSS marginLeft and marginTop properties.

If they have already been set by your own style sheet, or code, this will overwrite them.

To prevent the Scale Manager from centering the canvas, either do not set the

autoCenter property in your game config, or make sure it is set to NO_CENTER.

Source: src/scale/ScaleManager.js#L1192
Since: 3.16.0


updateOrientation

<instance> updateOrientation()

Description:

Internal method that checks the current screen orientation, only if the internal check flag is set.

If the orientation has changed it updates the orientation property and then dispatches the orientation change event.

Fires: Phaser.Scale.Events#event:ORIENTATION_CHANGE

Source: src/scale/ScaleManager.js#L998
Since: 3.16.0


updateScale

<instance> updateScale()

Description:

Internal method that manages updating the size components based on the scale mode.

Source: src/scale/ScaleManager.js#L1024
Since: 3.16.0