Phaser.Scale.ScaleModes

Scope: static

Source: src/scale/const/SCALE_MODE_CONST.js#L7
Since: 3.16.0

Static functions

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


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


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


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


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


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


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


Updated on