ScaleManager#parentScaleFactor

[readonly] parentScaleFactor : Phaser.Point The scale of the game in relation to its parent container. Source code: core/ScaleManager.js (Line 459)

ScaleManager#parentNode

parentNode :DOMElement The original DOM element for the parent of the Display canvas.This may be different in fullscreen - see createFullScreenTarget. This should only be changed after moving the Game canvas to a different DOM parent. Source code: core/ScaleManager.js (Line 452)

ScaleManager#parentIsWindow

parentIsWindow : boolean If the parent container of the Game canvas is the browser window itself (i.e. document.body),rather than another div, this should set to true. The parentNode property is generally ignored while this is in effect. Source code: core/ScaleManager.js (Line 442)

ScaleManager#pageAlignVertically

pageAlignVertically : boolean When enabled the Display canvas will be vertically-aligned in the Parent container (or window). To align vertically the Parent element should have a non-collapsible height, such that it will maintaina height larger than the height of the contained Game canvas - the game canvas will then be scaled verticallywithin the remaining available height dictated by the Parent element. One way to prevent the parent from collapsing is to add an absolute "min-height" CSS prop

ScaleManager#pageAlignHorizontally

pageAlignHorizontally : boolean When enabled the Display canvas will be horizontally-aligned in the Parent container (or window). To align horizontally across the page the Display canvas should be added directly to page;or the parent container should itself be horizontally aligned. Horizontal alignment is not applicable with the RESIZE scaling mode. Default Value false Source code: core/ScaleManager.js (Line 2244)

ScaleManager#onSizeChange

onSizeChange : Phaser.Signal This signal is dispatched when the size of the Display canvas changes or the size of the Game changes.When invoked this is done after the Canvas size/position have been updated. This signal is only called when a change occurs and a reflow may be required.For example, if the canvas does not change sizes because of CSS settings (such as min-width)then this signal will not be triggered. Use this to handle responsive game layout options. This is signaled from preUpdat

ScaleManager#onOrientationChange

onOrientationChange : Phaser.Signal This signal is dispatched when the orientation changes or the validity of the current orientation changes. The signal is supplied with the following arguments: scale - the ScaleManager object prevOrientation, a string - The previous orientation as per screenOrientation. wasIncorrect, a boolean - True if the previous orientation was last determined to be incorrect. Access the current orientation and validity with scale.screenOrientation and scale.incorrec

ScaleManager#onFullScreenInit

onFullScreenInit : Phaser.Signal This signal is dispatched when fullscreen mode is ready to be initialized butbefore the fullscreen request. The signal is passed two arguments: scale (the ScaleManager), and an object in the form {targetElement: DOMElement}. The targetElement is the fullScreenTarget element,if such is assigned, or a new element created by createFullScreenTarget. Custom CSS styling or resets can be applied to targetElement as required. If targetElement is not the same element a

ScaleManager#onFullScreenError

onFullScreenError : Phaser.Signal This signal is dispatched when the browser fails to enter fullscreen mode;or if the device does not support fullscreen mode and startFullScreen is invoked. The signal is supplied with a single argument: scale (the ScaleManager). Source code: core/ScaleManager.js (Line 301)

ScaleManager#onFullScreenChange

onFullScreenChange : Phaser.Signal This signal is dispatched when the browser enters or leaves fullscreen mode, if supported. The signal is supplied with a single argument: scale (the ScaleManager). Use scale.isFullScreen to determineif currently running in Fullscreen mode. Source code: core/ScaleManager.js (Line 290)