Namespace: ScaleModes

Phaser.Scale. ScaleModes

Phaser Scale Manager constants for the different scale modes available.

Since: 3.16.0
Source: src/scale/const/SCALE_MODE_CONST.js (Line 7)

Members


<static, constant> ENVELOP :number

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.

Type:
  • number
Since: 3.16.0
Source: src/scale/const/SCALE_MODE_CONST.js (Line 71)

<static, constant> FIT :number

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.

Type:
  • number
Since: 3.16.0
Source: src/scale/const/SCALE_MODE_CONST.js (Line 59)

<static, constant> HEIGHT_CONTROLS_WIDTH :number

The width is automatically adjusted based on the height.

Type:
  • number
Since: 3.16.0
Source: src/scale/const/SCALE_MODE_CONST.js (Line 49)

<static, constant> NONE :number

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.

Type:
  • number
Since: 3.16.0
Source: src/scale/const/SCALE_MODE_CONST.js (Line 27)

<static, constant> RESIZE :number

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

Type:
  • number
Since: 3.16.0
Source: src/scale/const/SCALE_MODE_CONST.js (Line 82)

<static, constant> WIDTH_CONTROLS_HEIGHT :number

The height is automatically adjusted based on the width.

Type:
  • number
Since: 3.16.0
Source: src/scale/const/SCALE_MODE_CONST.js (Line 39)