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

[readonly] parentScaleFactor : Phaser.Point

2025-01-10 15:47:30
ScaleManager.NO_SCALE
  • References/Game Development/Phaser/Game Scaling/ScaleManager

[static] NO_SCALE : integer A scale mode that prevents any scaling - see

2025-01-10 15:47:30
ScaleManager#windowConstraints
  • References/Game Development/Phaser/Game Scaling/ScaleManager

windowConstraints The edges on which to constrain the game Display/canvas in addition to the restrictions of the parent container. The properties are

2025-01-10 15:47:30
ScaleManager#height
  • References/Game Development/Phaser/Game Scaling/ScaleManager

[readonly] height : number Target height (in pixels) of the Display canvas.

2025-01-10 15:47:30
ScaleManager#scaleMode
  • References/Game Development/Phaser/Game Scaling/ScaleManager

scaleMode : integer The scaling method used by the ScaleManager when not in fullscreen.

2025-01-10 15:47:30
ScaleManager#onFullScreenInit
  • References/Game Development/Phaser/Game Scaling/ScaleManager

onFullScreenInit : Phaser.Signal This signal is dispatched

2025-01-10 15:47:30
ScaleManager#grid
  • References/Game Development/Phaser/Game Scaling/ScaleManager

grid : Phaser.FlexGrid EXPERIMENTAL:

2025-01-10 15:47:30
ScaleManager#isLandscape
  • References/Game Development/Phaser/Game Scaling/ScaleManager

[readonly] isLandscape : boolean Returns true if the screen orientation is in landscape mode

2025-01-10 15:47:30
ScaleManager#startFullScreen()
  • References/Game Development/Phaser/Game Scaling/ScaleManager

startFullScreen(antialias, allowTrampoline) → {boolean}

2025-01-10 15:47:30
ScaleManager.USER_SCALE
  • References/Game Development/Phaser/Game Scaling/ScaleManager

[static] USER_SCALE : integer A scale mode that allows a custom scale factor - see

2025-01-10 15:47:30