skills/scale-and-responsive/SKILL.md
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
Scale-to-fit with centering -- the most common setup for responsive games:
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.
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.
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.
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.
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.
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).
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.
scale: {
parent: 'game-container',
mode: Phaser.Scale.RESIZE,
width: '100%',
height: '100%'
}
// 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.
// 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.
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');
}
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.
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.
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().
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.
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. |
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. |
| Property | Type | Description |
|---|---|---|
width | number | Game width (from gameSize.width). |
height | number | Game height (from gameSize.height). |
isFullscreen | boolean | Currently in fullscreen mode. |
isPortrait | boolean | Device is in portrait orientation. |
isLandscape | boolean | Device is in landscape orientation. |
isGamePortrait | boolean | Game dimensions are taller than wide. |
isGameLandscape | boolean | Game dimensions are wider than tall. |
scaleMode | number | Current scale mode constant. |
orientation | string | Current orientation string. |
zoom | number | Current zoom factor. |
autoRound | boolean | Whether sizes are auto-floored. |
autoCenter | number | Current center mode constant. |
parentSize | Size | Computed parent dimensions. |
gameSize | Size | Unmodified game dimensions. |
baseSize | Size | Canvas element dimensions. |
displaySize | Size | CSS-scaled display dimensions. |
displayScale | Vector2 | Ratio of baseSize to canvasBounds (used for input mapping). |
canvas | HTMLCanvasElement | The game canvas element. |
canvasBounds | Rectangle | DOM bounding rect of the canvas. |
parent | HTMLElement | The parent DOM element. |
parentIsWindow | boolean | True if parent is document.body. |
resizeInterval | number | Polling interval in ms (writable). |
| Method | Returns | Description |
|---|---|---|
resize(width, height) | this | For NONE mode: sets game, base, and display sizes directly. Updates canvas element and CSS. |
setGameSize(width, height) | this | For scaled modes (FIT, etc.): changes the base game size and re-applies scaling. |
setParentSize(width, height) | this | Manually set parent dimensions (useful when parent: null). |
setZoom(value) | this | Change zoom factor at runtime. |
setMaxZoom() | this | Set zoom to maximum integer that fits parent. |
setSnap(snapWidth, snapHeight) | this | Set or reset snap grid values. |
getMaxZoom() | number | Calculate (but don't apply) the max zoom. |
getViewPort(camera?, out?) | Rectangle | Get the visible area rectangle, optionally for a specific camera. |
refresh(prevW?, prevH?) | this | Force recalculation of scale, bounds, orientation. Emits RESIZE. |
startFullscreen(options?) | void | Enter fullscreen. Must be called from pointerup. |
stopFullscreen() | void | Exit fullscreen. |
toggleFullscreen(options?) | void | Toggle fullscreen state. |
lockOrientation(orientation) | boolean | Attempt to lock screen orientation (mobile only). |
transformX(pageX) | number | Convert DOM pageX to game coordinate. |
transformY(pageY) | number | Convert DOM pageY to game coordinate. |
getParentBounds() | boolean | Recalculate parent size. Returns true if changed. |
updateCenter() | void | Recalculate and apply centering margins. |
updateBounds() | void | Update canvasBounds from the canvas bounding client rect. |
Parent element must have dimensions. The ScaleManager relies on the parent's computed CSS size. An unstyled <div> has zero height, which breaks centering and scaling. Either give it explicit CSS dimensions or let expandParent: true (the default) set body/parent to 100% height.
No padding on the parent. The ScaleManager does not account for parent padding. Apply padding to a wrapper element instead, or use margins on the parent's parent.
Do not style the canvas directly. The ScaleManager controls canvas.style.width, canvas.style.height, marginLeft, and marginTop. External CSS on the canvas will conflict.
Fullscreen requires pointerup, not pointerdown. On touch devices, pointerdown fullscreen requests are blocked unless the document already received touch input. Always use pointerup for reliable behavior.
Fullscreen in iframes needs allowfullscreen. Without this attribute on the iframe element, fullscreen requests will silently fail.
RESIZE mode and GPU fill-rate. RESIZE creates a 1:1 pixel canvas matching the parent. On high-resolution displays this can be very large. Monitor performance on low-end devices.
resize() vs setGameSize(). Use resize() only in NONE mode (it sets everything directly). Use setGameSize() when using FIT/ENVELOP/etc. (it preserves the scale mode calculations).
iOS height quirks. When the parent is the window on iOS, the ScaleManager uses GetInnerHeight to work around Safari's dynamic toolbar affecting getBoundingClientRect.
Percentage strings require a sized parent. Setting width: '100%' or height: '100%' resolves against parentSize. If the parent has no size, it falls back to window.innerWidth/innerHeight.
resizeInterval is a fallback poll. Modern browsers dispatch resize events, but the ScaleManager also polls every resizeInterval ms (default 500) to catch edge cases on older browsers.
| File | Purpose |
|---|---|
src/scale/ScaleManager.js | Main class -- all scaling, centering, fullscreen, orientation logic. Access via game.scale. |
src/scale/const/SCALE_MODE_CONST.js | Scale mode constants: NONE, WIDTH_CONTROLS_HEIGHT, HEIGHT_CONTROLS_WIDTH, FIT, ENVELOP, RESIZE, EXPAND. |
src/scale/const/CENTER_CONST.js | Center mode constants: NO_CENTER, CENTER_BOTH, CENTER_HORIZONTALLY, CENTER_VERTICALLY. |
src/scale/const/ZOOM_CONST.js | Zoom constants: NO_ZOOM, ZOOM_2X, ZOOM_4X, MAX_ZOOM. |
src/scale/const/ORIENTATION_CONST.js | Orientation string constants: LANDSCAPE, LANDSCAPE_SECONDARY, PORTRAIT, PORTRAIT_SECONDARY. |
src/scale/events/RESIZE_EVENT.js | Resize event definition. Callback receives gameSize, baseSize, displaySize, previousWidth, previousHeight. |
src/scale/events/ENTER_FULLSCREEN_EVENT.js | Emitted on successful fullscreen entry. |
src/scale/events/LEAVE_FULLSCREEN_EVENT.js | Emitted when leaving fullscreen. |
src/scale/events/FULLSCREEN_FAILED_EVENT.js | Emitted when fullscreen request is denied. |
src/scale/events/FULLSCREEN_UNSUPPORTED_EVENT.js | Emitted when browser lacks Fullscreen API support. |
src/scale/events/ORIENTATION_CHANGE_EVENT.js | Emitted on device orientation change. Callback receives orientation string. |
src/core/typedefs/ScaleConfig.js | JSDoc typedef for the scale config object. |
src/structs/Size.js | The Size component class used by gameSize, baseSize, displaySize. |
src/dom/GetInnerHeight.js | iOS-specific workaround for getting accurate viewport height. |
src/dom/GetScreenOrientation.js | Determines current screen orientation from dimensions. |