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)

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)

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.RESIZE

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

ScaleManager.NO_SCALE

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

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#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#width

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

ScaleManager#stopFullScreen()

stopFullScreen() → {boolean} Stops / exits fullscreen mode, if active. Returns boolean - Returns true if the browser supports fullscreen mode and fullscreen mode will be exited. Source code: core/ScaleManager.js (Line 1842)

ScaleManager#startFullScreen()

startFullScreen(antialias, allowTrampoline) → {boolean} Start the browsers fullscreen mode - this must be called from a user input Pointer or Mouse event. The Fullscreen API must be supported by the browser for this to work - it is not the same as settingthe game size to fill the browser window. See compatibility.supportsFullScreen to check if the currentdevice is reported to support fullscreen mode. The fullScreenFailed signal will be dispatched if the fullscreen change request failed or the