Scale

Phaser.Scale

NO_CENTER

NO_CENTER: number

Description:

The game canvas is not centered within the parent by Phaser. You can still center it yourself via CSS.

Source: src/scale/const/CENTER_CONST.js#L27
Since: 3.16.0

CENTER_BOTH

CENTER_BOTH: number

Description:

The game canvas is centered both horizontally and vertically within the parent. To do this, the parent has to have a bounds that can be calculated and not be empty.

Centering is achieved by setting the margin left and top properties of the game canvas, and does not factor in any other CSS styles you may have applied.

Source: src/scale/const/CENTER_CONST.js#L38
Since: 3.16.0

CENTER_HORIZONTALLY

CENTER_HORIZONTALLY: number

Description:

The game canvas is centered horizontally within the parent. To do this, the parent has to have a bounds that can be calculated and not be empty.

Centering is achieved by setting the margin left and top properties of the game canvas, and does not factor in any other CSS styles you may have applied.

Source: src/scale/const/CENTER_CONST.js#L52
Since: 3.16.0

CENTER_VERTICALLY

CENTER_VERTICALLY: number

Description:

The game canvas is centered both vertically within the parent. To do this, the parent has to have a bounds that can be calculated and not be empty.

Centering is achieved by setting the margin left and top properties of the game canvas, and does not factor in any other CSS styles you may have applied.

Source: src/scale/const/CENTER_CONST.js#L66
Since: 3.16.0

LANDSCAPE

LANDSCAPE: string

Description:

The primary landscape orientation.

Source: src/scale/const/ORIENTATION_CONST.js#L27
Since: 3.16.0

LANDSCAPE_SECONDARY

LANDSCAPE_SECONDARY: string

Description:

The secondary landscape orientation.

Source: src/scale/const/ORIENTATION_CONST.js#L37
Since: 3.85.0

PORTRAIT

PORTRAIT: string

Description:

The primary portrait orientation.

Source: src/scale/const/ORIENTATION_CONST.js#L47
Since: 3.16.0

PORTRAIT_SECONDARY

PORTRAIT_SECONDARY: string

Description:

The secondary portrait orientation.

Source: src/scale/const/ORIENTATION_CONST.js#L57
Since: 3.16.0

NONE

NONE: number

Description:

No scaling happens at all. The canvas is set to the size given in the game config and Phaser doesn't change it again from that point on. If you change the canvas size, either via CSS, or directly via code, then you need to call the Scale Managers resize method to give the new dimensions, or input events will stop working.

Source: src/scale/const/SCALE_MODE_CONST.js#L27
Since: 3.16.0

WIDTH_CONTROLS_HEIGHT

WIDTH_CONTROLS_HEIGHT: number

Description:

The height is automatically adjusted based on the width.

Source: src/scale/const/SCALE_MODE_CONST.js#L39
Since: 3.16.0

HEIGHT_CONTROLS_WIDTH

HEIGHT_CONTROLS_WIDTH: number

Description:

The width is automatically adjusted based on the height.

Source: src/scale/const/SCALE_MODE_CONST.js#L49
Since: 3.16.0

FIT

FIT: number

Description:

The width and height are automatically adjusted to fit inside the given target area, while keeping the aspect ratio. Depending on the aspect ratio there may be some space inside the area which is not covered.

Source: src/scale/const/SCALE_MODE_CONST.js#L59
Since: 3.16.0

ENVELOP

ENVELOP: number

Description:

The width and height are automatically adjusted to make the size cover the entire target area while keeping the aspect ratio. This may extend further out than the target size.

Source: src/scale/const/SCALE_MODE_CONST.js#L71
Since: 3.16.0

RESIZE

RESIZE: number

Description:

The Canvas is resized to fit all available parent space, regardless of aspect ratio.

Source: src/scale/const/SCALE_MODE_CONST.js#L82
Since: 3.16.0

EXPAND

EXPAND: number

Description:

The Canvas's visible area is resized to fit all available parent space like RESIZE mode, and scale canvas size to fit inside the visible area like FIT mode.

Source: src/scale/const/SCALE_MODE_CONST.js#L92
Since: 3.80.0

NO_ZOOM

NO_ZOOM: number

Description:

The game canvas will not be zoomed by Phaser.

Source: src/scale/const/ZOOM_CONST.js#L27
Since: 3.16.0

ZOOM_2X

ZOOM_2X: number

Description:

The game canvas will be 2x zoomed by Phaser.

Source: src/scale/const/ZOOM_CONST.js#L37
Since: 3.16.0

ZOOM_4X

ZOOM_4X: number

Description:

The game canvas will be 4x zoomed by Phaser.

Source: src/scale/const/ZOOM_CONST.js#L47
Since: 3.16.0

MAX_ZOOM

MAX_ZOOM: number

Description:

Calculate the zoom value based on the maximum multiplied game size that will fit into the parent, or browser window if no parent is set.

Source: src/scale/const/ZOOM_CONST.js#L57
Since: 3.16.0

NO_CENTER

NO_CENTER: number

Description:

The game canvas is not centered within the parent by Phaser. You can still center it yourself via CSS.

Source: src/scale/const/CENTER_CONST.js#L27
Since: 3.16.0

CENTER_BOTH

CENTER_BOTH: number

Description:

The game canvas is centered both horizontally and vertically within the parent. To do this, the parent has to have a bounds that can be calculated and not be empty.

Centering is achieved by setting the margin left and top properties of the game canvas, and does not factor in any other CSS styles you may have applied.

Source: src/scale/const/CENTER_CONST.js#L38
Since: 3.16.0

CENTER_HORIZONTALLY

CENTER_HORIZONTALLY: number

Description:

The game canvas is centered horizontally within the parent. To do this, the parent has to have a bounds that can be calculated and not be empty.

Centering is achieved by setting the margin left and top properties of the game canvas, and does not factor in any other CSS styles you may have applied.

Source: src/scale/const/CENTER_CONST.js#L52
Since: 3.16.0

CENTER_VERTICALLY

CENTER_VERTICALLY: number

Description:

The game canvas is centered both vertically within the parent. To do this, the parent has to have a bounds that can be calculated and not be empty.

Centering is achieved by setting the margin left and top properties of the game canvas, and does not factor in any other CSS styles you may have applied.

Source: src/scale/const/CENTER_CONST.js#L66
Since: 3.16.0

LANDSCAPE

LANDSCAPE: string

Description:

The primary landscape orientation.

Source: src/scale/const/ORIENTATION_CONST.js#L27
Since: 3.16.0

PORTRAIT

PORTRAIT: string

Description:

The primary portrait orientation.

Source: src/scale/const/ORIENTATION_CONST.js#L47
Since: 3.16.0

NONE

NONE: number

Description:

No scaling happens at all. The canvas is set to the size given in the game config and Phaser doesn't change it again from that point on. If you change the canvas size, either via CSS, or directly via code, then you need to call the Scale Managers resize method to give the new dimensions, or input events will stop working.

Source: src/scale/const/SCALE_MODE_CONST.js#L27
Since: 3.16.0

WIDTH_CONTROLS_HEIGHT

WIDTH_CONTROLS_HEIGHT: number

Description:

The height is automatically adjusted based on the width.

Source: src/scale/const/SCALE_MODE_CONST.js#L39
Since: 3.16.0

HEIGHT_CONTROLS_WIDTH

HEIGHT_CONTROLS_WIDTH: number

Description:

The width is automatically adjusted based on the height.

Source: src/scale/const/SCALE_MODE_CONST.js#L49
Since: 3.16.0

FIT

FIT: number

Description:

The width and height are automatically adjusted to fit inside the given target area, while keeping the aspect ratio. Depending on the aspect ratio there may be some space inside the area which is not covered.

Source: src/scale/const/SCALE_MODE_CONST.js#L59
Since: 3.16.0

ENVELOP

ENVELOP: number

Description:

The width and height are automatically adjusted to make the size cover the entire target area while keeping the aspect ratio. This may extend further out than the target size.

Source: src/scale/const/SCALE_MODE_CONST.js#L71
Since: 3.16.0

RESIZE

RESIZE: number

Description:

The Canvas is resized to fit all available parent space, regardless of aspect ratio.

Source: src/scale/const/SCALE_MODE_CONST.js#L82
Since: 3.16.0

EXPAND

EXPAND: number

Description:

The Canvas's visible area is resized to fit all available parent space like RESIZE mode, and scale canvas size to fit inside the visible area like FIT mode.

Source: src/scale/const/SCALE_MODE_CONST.js#L92
Since: 3.80.0

NO_ZOOM

NO_ZOOM: number

Description:

The game canvas will not be zoomed by Phaser.

Source: src/scale/const/ZOOM_CONST.js#L27
Since: 3.16.0

ZOOM_2X

ZOOM_2X: number

Description:

The game canvas will be 2x zoomed by Phaser.

Source: src/scale/const/ZOOM_CONST.js#L37
Since: 3.16.0

ZOOM_4X

ZOOM_4X: number

Description:

The game canvas will be 4x zoomed by Phaser.

Source: src/scale/const/ZOOM_CONST.js#L47
Since: 3.16.0

MAX_ZOOM

MAX_ZOOM: number

Description:

Calculate the zoom value based on the maximum multiplied game size that will fit into the parent, or browser window if no parent is set.

Source: src/scale/const/ZOOM_CONST.js#L57
Since: 3.16.0

Updated on