ScaleManager#width

[readonly] width : number Target width (in pixels) of the Display canvas. Source code: core/ScaleManager.js (Line 76)

ScaleManager#windowConstraints

windowConstraints The edges on which to constrain the game Display/canvas in addition to the restrictions of the parent container. The properties are strings and can be '', 'visual', 'layout', or 'layout-soft'. If 'visual', the edge will be constrained to the Window / displayed screen area If 'layout', the edge will be constrained to the CSS Layout bounds An invalid value is treated as 'visual' Properties: Name Type Description bottom string right string Default Value {"right":

ScaleManager.EXACT_FIT

[static] EXACT_FIT : integer A scale mode that stretches content to fill all available space - see scaleMode. Source code: core/ScaleManager.js (Line 609)

ScaleManager.NO_SCALE

[static] NO_SCALE : integer A scale mode that prevents any scaling - see scaleMode. Source code: core/ScaleManager.js (Line 617)

ScaleManager.RESIZE

[static] RESIZE : integer A scale mode that causes the Game size to change - see scaleMode. Source code: core/ScaleManager.js (Line 633)

ScaleManager.SHOW_ALL

[static] SHOW_ALL : integer A scale mode that shows the entire game while maintaining proportions - see scaleMode. Source code: core/ScaleManager.js (Line 625)

ScaleManager.USER_SCALE

[static] USER_SCALE : integer A scale mode that allows a custom scale factor - see scaleMode. Source code: core/ScaleManager.js (Line 641)

Signal#active

active : boolean Is the Signal active? Only active signals will broadcast dispatched events. Setting this property during a dispatch will only affect the next dispatch. To stop the propagation of a signal from a listener use halt. Default Value true Source code: core/Signal.js (Line 100)

Signal#add()

add(listener, listenerContext, priority, args) → {Phaser.SignalBinding} Add an event listener for this signal. An event listener is a callback with a related context and priority. You can optionally provide extra arguments which will be passed to the callback after any internal parameters. For example: Phaser.Key.onDown when dispatched will send the Phaser.Key object that caused the signal as the first parameter.Any arguments you've specified after priority will be sent as well: fireButton.on

Signal#addOnce()

addOnce(listener, listenerContext, priority, args) → {Phaser.SignalBinding} Add a one-time listener - the listener is automatically removed after the first execution. If there is as memorized event then it will be dispatched andthe listener will be removed immediately. Parameters Name Type Argument Default Description listener function The function to call when this Signal is dispatched. listenerContext object <optional> The context under which the listener will be executed