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scale-and-responsive

Use this skill when making a Phaser 4 game responsive or handling display scaling. Covers ScaleManager, scale modes (FIT, RESIZE, EXPAND, ENVELOP), auto-center, fullscreen, and browser resize handling. Triggers on: ScaleManager, responsive, resize, fullscreen, FIT, scale mode.

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scale-and-responsive
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Use this skill when making a Phaser 4 game responsive or handling display scaling. Covers ScaleManager, scale modes (FIT, RESIZE, EXPAND, ENVELOP), auto-center, fullscreen, and browser resize handling. Triggers on: ScaleManager, responsive, resize, fullscreen, FIT, scale mode.
# Scale and Responsive Design > How to use the ScaleManager for scaling, centering, fullscreen, orientation handling, and responsive resize in Phaser 4. **Key source paths:** `src/scale/ScaleManager.js`, `src/scale/const/`, `src/scale/events/`, `src/core/typedefs/ScaleConfig.js` **Related skills:** ../game-setup-and-config/SKILL.md ## Quick Start Scale-to-fit with centering -- the most common setup for responsive games: ```js const config = { type: Phaser.AUTO, scale: { parent: 'game-container', mode: Phaser.Scale.FIT, autoCenter: Phaser.Scale.CENTER_BOTH, width: 800, height: 600 }, scene: MyScene }; const game = new Phaser.Game(config); ``` The `scale` config object is parsed into a `Phaser.Core.Config` instance which the `ScaleManager` reads during boot. The ScaleManager sets the canvas element size and applies CSS scaling to fit it within its parent. ## Core Concepts ### ScaleManager (src/scale/ScaleManager.js) The ScaleManager is created during the Game boot sequence and is accessible at `game.scale` or `this.scale` from within a Scene. It extends `EventEmitter`. **Three internal Size components drive all calculations:** | Component | Property | Purpose | |-----------|----------|---------| | `gameSize` | `game.scale.gameSize` | The unmodified game dimensions from config. Used for world bounds, cameras. Read via `game.scale.width` / `game.scale.height`. | | `baseSize` | `game.scale.baseSize` | The auto-rounded gameSize. Sets the actual `canvas.width` and `canvas.height` attributes. | | `displaySize` | `game.scale.displaySize` | The CSS-scaled canvas size after applying scale mode, parent bounds, and zoom. Sets `canvas.style.width` / `canvas.style.height`. | Scaling works by keeping the canvas element dimensions fixed (baseSize) and stretching it via CSS properties (displaySize). This is equivalent to CSS `transform-scale` but without browser prefix issues. The `displayScale` property (`Phaser.Math.Vector2`) holds the ratio `baseSize / canvasBounds` and is used internally for input coordinate transformation. ### Scale Modes (src/scale/const/SCALE_MODE_CONST.js) All modes are on `Phaser.Scale.ScaleModes` and are set via `scale.mode` in config: | Constant | Value | Behavior | |----------|-------|----------| | `NONE` | 0 | No automatic scaling. Canvas uses config width/height. You manage sizing yourself. If you resize the canvas externally, call `game.scale.resize(w, h)` to update internals. | | `WIDTH_CONTROLS_HEIGHT` | 1 | Height adjusts automatically to maintain aspect ratio based on width. | | `HEIGHT_CONTROLS_WIDTH` | 2 | Width adjusts automatically to maintain aspect ratio based on height. | | `FIT` | 3 | Scales to fit inside parent while preserving aspect ratio. May leave empty space (letterbox/pillarbox). Most commonly used mode. | | `ENVELOP` | 4 | Scales to cover the entire parent while preserving aspect ratio. May extend beyond parent bounds (content gets cropped). | | `RESIZE` | 5 | Canvas element itself is resized to fill parent. No CSS scaling -- 1:1 pixel mapping. The `gameSize`, `baseSize`, and `displaySize` all change to match parent. Beware of GPU fill-rate on large displays. | | `EXPAND` | 6 | Hybrid of RESIZE and FIT. The visible area resizes to fill the parent, and the canvas scales to fit inside that area. Added in v3.80. | **Shorthand constants** are also available directly on `Phaser.Scale`: `Phaser.Scale.FIT`, `Phaser.Scale.RESIZE`, etc. ### Center Modes (src/scale/const/CENTER_CONST.js) Set via `scale.autoCenter` in config. Centering is achieved by setting CSS `marginLeft` and `marginTop` on the canvas: | Constant | Value | Behavior | |----------|-------|----------| | `NO_CENTER` | 0 | No auto-centering (default). | | `CENTER_BOTH` | 1 | Center horizontally and vertically within parent. | | `CENTER_HORIZONTALLY` | 2 | Center horizontally only. | | `CENTER_VERTICALLY` | 3 | Center vertically only. | The parent element must have calculable bounds. If the parent has no defined width/height, centering will not work correctly. ### Zoom (src/scale/const/ZOOM_CONST.js) Set via `scale.zoom` in config. Multiplies the display size: | Constant | Value | Behavior | |----------|-------|----------| | `NO_ZOOM` | 1 | No zoom (default). | | `ZOOM_2X` | 2 | 2x zoom -- good for pixel art at low base resolution. | | `ZOOM_4X` | 4 | 4x zoom. | | `MAX_ZOOM` | -1 | Automatically calculates the largest integer zoom that fits in the parent. | You can also pass any numeric value. The zoom affects CSS display size but not the canvas resolution. ### Orientation (src/scale/const/ORIENTATION_CONST.js) Read via `game.scale.orientation`. Values are strings: - `Phaser.Scale.Orientation.LANDSCAPE` = `'landscape-primary'` - `Phaser.Scale.Orientation.LANDSCAPE_SECONDARY` = `'landscape-secondary'` - `Phaser.Scale.Orientation.PORTRAIT` = `'portrait-primary'` - `Phaser.Scale.Orientation.PORTRAIT_SECONDARY` = `'portrait-secondary'` Convenience booleans: `game.scale.isPortrait`, `game.scale.isLandscape` (device orientation), `game.scale.isGamePortrait`, `game.scale.isGameLandscape` (game dimensions). ## Common Patterns ### FIT Mode with Centering (Most Common) ```js scale: { parent: 'game-container', mode: Phaser.Scale.FIT, autoCenter: Phaser.Scale.CENTER_BOTH, width: 1280, height: 720 } ``` The game maintains its 16:9 aspect ratio and centers within the parent. Empty space appears as letterbox/pillarbox bars. Style the parent's background color to control bar appearance. ### Responsive Resize (Dynamic Canvas Size) ```js scale: { parent: 'game-container', mode: Phaser.Scale.RESIZE, width: '100%', height: '100%' } ``` ```js // In your scene -- respond to size changes: create() { this.scale.on('resize', this.handleResize, this); } handleResize(gameSize, baseSize, displaySize) { this.cameras.resize(gameSize.width, gameSize.height); // Reposition UI elements based on new dimensions } ``` Width/height accept percentage strings (e.g., `'100%'`) which resolve against the parent size. If the parent has no size, they fall back to `window.innerWidth` / `window.innerHeight`. ### Fullscreen Toggle ```js // Must be called from a pointerup gesture (not pointerdown) this.input.on('pointerup', () => { if (this.scale.isFullscreen) { this.scale.stopFullscreen(); } else { this.scale.startFullscreen(); } }); // Or use the convenience method: this.input.on('pointerup', () => { this.scale.toggleFullscreen(); }); ``` - `startFullscreen(fullscreenOptions)` -- requests browser fullscreen. Default options: `{ navigationUI: 'hide' }`. - `stopFullscreen()` -- exits fullscreen mode. - `toggleFullscreen(fullscreenOptions)` -- toggles between the two. - `isFullscreen` -- read-only boolean for current state. If no `fullscreenTarget` is configured, Phaser creates a temporary `<div>`, moves the canvas into it, and sends that div fullscreen. The div is removed when leaving fullscreen. For iframes, the `allowfullscreen` attribute is required. ### Mobile Orientation Handling ```js create() { this.scale.on('orientationchange', (orientation) => { if (orientation === Phaser.Scale.LANDSCAPE) { // Show game UI } else { // Show "rotate device" message } }); // Lock orientation (mobile browsers only, limited support): this.scale.lockOrientation('landscape'); } ``` ### Fixed Size (No Scaling) ```js scale: { mode: Phaser.Scale.NONE, width: 800, height: 600 } ``` In NONE mode, if you change the canvas size externally you must call `game.scale.resize(newWidth, newHeight)` to update all internal components including input coordinates. ### Pixel Art with Max Zoom ```js scale: { mode: Phaser.Scale.FIT, autoCenter: Phaser.Scale.CENTER_BOTH, width: 320, height: 240, zoom: Phaser.Scale.MAX_ZOOM }, pixelArt: true ``` `MAX_ZOOM` calculates the largest integer multiplier that fits in the parent. Combined with `pixelArt: true` (which disables anti-aliasing), this gives crisp pixel rendering. ### Snap Values for Grid Alignment ```js scale: { mode: Phaser.Scale.FIT, width: 800, height: 600, snap: { width: 16, height: 16 } } ``` When the browser resizes, dimensions snap down to the nearest grid multiple (using floor). Best used with FIT mode. Can also be set at runtime: `game.scale.setSnap(16, 16)` or reset with `game.scale.setSnap()`. ### Min/Max Size Constraints ```js scale: { mode: Phaser.Scale.FIT, width: 800, height: 600, min: { width: 400, height: 300 }, max: { width: 1600, height: 1200 } } ``` The display size is clamped to these bounds during scaling calculations. ## Configuration Reference ### ScaleConfig (src/core/typedefs/ScaleConfig.js) All properties go inside the `scale` object in your game config: | Property | Type | Default | Description | |----------|------|---------|-------------| | `width` | `number\|string` | `1024` | Base game width. Strings like `'100%'` resolve against parent size. | | `height` | `number\|string` | `768` | Base game height. Strings like `'100%'` resolve against parent size. | | `zoom` | `number\|ZoomType` | `1` | Canvas zoom factor. Use `Phaser.Scale.MAX_ZOOM` for auto. | | `parent` | `HTMLElement\|string\|null` | `undefined` | Parent DOM element or its ID. `undefined` = `document.body`. `null` = no parent (you manage canvas placement). | | `expandParent` | `boolean` | `true` | Allow ScaleManager to set parent/body CSS height to 100%. | | `mode` | `ScaleModeType` | `NONE` | Scale mode constant (see table above). | | `min` | `{width, height}` | - | Minimum canvas dimensions. | | `max` | `{width, height}` | - | Maximum canvas dimensions. | | `snap` | `{width, height}` | - | Snap values for resize rounding. | | `autoRound` | `boolean` | `false` | Floor display/style sizes for low-powered device performance. | | `autoCenter` | `CenterType` | `NO_CENTER` | Auto-centering mode (see table above). | | `resizeInterval` | `number` | `500` | Milliseconds between parent size checks (fallback polling). | | `fullscreenTarget` | `HTMLElement\|string` | `undefined` | Element to send fullscreen. If not set, Phaser creates a wrapper div. | ## Events (src/scale/events/) All events are on `Phaser.Scale.Events` and are emitted by the ScaleManager instance (`game.scale`): | Event | String Value | Callback Signature | When | |-------|-------------|-------------------|------| | `RESIZE` | `'resize'` | `(gameSize, baseSize, displaySize, previousWidth, previousHeight)` | Any resize, refresh, or scale change. The three Size parameters have `.width`, `.height`, `.aspectRatio`. | | `ORIENTATION_CHANGE` | `'orientationchange'` | `(orientation)` | Device orientation changes. `orientation` is a string constant from `Phaser.Scale.Orientation`. | | `ENTER_FULLSCREEN` | `'enterfullscreen'` | `()` | Browser successfully enters fullscreen. | | `LEAVE_FULLSCREEN` | `'leavefullscreen'` | `()` | Browser leaves fullscreen (via code or user ESC). | | `FULLSCREEN_FAILED` | `'fullscreenfailed'` | `(error)` | Fullscreen request was denied by the browser. | | `FULLSCREEN_UNSUPPORTED` | `'fullscreenunsupported'` | `()` | Browser does not support the Fullscreen API. | ## API Quick Reference ### Key Properties (read-only unless noted) | Property | Type | Description | |----------|------|-------------| | `width` | `number` | Game width (from `gameSize.width`). | | `height` | `number` | Game height (from `gameSize.height`). |
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