ScaleManager#isGamePortrait
  • References/Game Development/Phaser/Game Scaling/ScaleManager

[readonly] isGamePortrait : boolean Returns true if the game dimensions are portrait (height

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ScaleManager#onFullScreenChange
  • References/Game Development/Phaser/Game Scaling/ScaleManager

onFullScreenChange : Phaser.Signal This signal is

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FlexLayer#physicsType
  • References/Game Development/Phaser/Game Scaling/FlexLayer

[readonly] physicsType : number The const physics body type of this object.

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FlexLayer#hash
  • References/Game Development/Phaser/Game Scaling/FlexLayer

hash :array The hash array is an array belonging to this Group into which you can add any of its children via Group.addToHash and

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ScaleManager#setMinMax()
  • References/Game Development/Phaser/Game Scaling/ScaleManager

setMinMax(minWidth, minHeight, maxWidth, maxHeight) Set the min and max

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ScaleManager#boundingParent
  • References/Game Development/Phaser/Game Scaling/ScaleManager

[readonly] boundingParent :DOMElement The DOM element that is considered the Parent bounding

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FlexLayer#onChildInputOut
  • References/Game Development/Phaser/Game Scaling/FlexLayer

onChildInputOut : Phaser.Signal This Signal is dispatched

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ScaleManager#aspectRatio
  • References/Game Development/Phaser/Game Scaling/ScaleManager

[readonly] aspectRatio : number The aspect ratio of the scaled Display canvas.

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ScaleManager#fullScreenTarget
  • References/Game Development/Phaser/Game Scaling/ScaleManager

fullScreenTarget :DOMElement If specified, this is the DOM element on which the Fullscreen API enter request will be invoked.

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ScaleManager#setUserScale()
  • References/Game Development/Phaser/Game Scaling/ScaleManager

setUserScale(hScale, vScale, hTrim, vTrim) Set a User scaling factor used

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