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Scale and Responsive Design

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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:

ComponentPropertyPurpose
gameSizegame.scale.gameSizeThe unmodified game dimensions from config. Used for world bounds, cameras. Read via game.scale.width / game.scale.height.
baseSizegame.scale.baseSizeThe auto-rounded gameSize. Sets the actual canvas.width and canvas.height attributes.
displaySizegame.scale.displaySizeThe 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:

ConstantValueBehavior
NONE0No 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_HEIGHT1Height adjusts automatically to maintain aspect ratio based on width.
HEIGHT_CONTROLS_WIDTH2Width adjusts automatically to maintain aspect ratio based on height.
FIT3Scales to fit inside parent while preserving aspect ratio. May leave empty space (letterbox/pillarbox). Most commonly used mode.
ENVELOP4Scales to cover the entire parent while preserving aspect ratio. May extend beyond parent bounds (content gets cropped).
RESIZE5Canvas 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.
EXPAND6Hybrid 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:

ConstantValueBehavior
NO_CENTER0No auto-centering (default).
CENTER_BOTH1Center horizontally and vertically within parent.
CENTER_HORIZONTALLY2Center horizontally only.
CENTER_VERTICALLY3Center 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:

ConstantValueBehavior
NO_ZOOM1No zoom (default).
ZOOM_2X22x zoom -- good for pixel art at low base resolution.
ZOOM_4X44x zoom.
MAX_ZOOM-1Automatically 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:

PropertyTypeDefaultDescription
widthnumber|string1024Base game width. Strings like '100%' resolve against parent size.
heightnumber|string768Base game height. Strings like '100%' resolve against parent size.
zoomnumber|ZoomType1Canvas zoom factor. Use Phaser.Scale.MAX_ZOOM for auto.
parentHTMLElement|string|nullundefinedParent DOM element or its ID. undefined = document.body. null = no parent (you manage canvas placement).
expandParentbooleantrueAllow ScaleManager to set parent/body CSS height to 100%.
modeScaleModeTypeNONEScale 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.
autoRoundbooleanfalseFloor display/style sizes for low-powered device performance.
autoCenterCenterTypeNO_CENTERAuto-centering mode (see table above).
resizeIntervalnumber500Milliseconds between parent size checks (fallback polling).
fullscreenTargetHTMLElement|stringundefinedElement 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):

EventString ValueCallback SignatureWhen
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)

PropertyTypeDescription
widthnumberGame width (from gameSize.width).
heightnumberGame height (from gameSize.height).
isFullscreenbooleanCurrently in fullscreen mode.
isPortraitbooleanDevice is in portrait orientation.
isLandscapebooleanDevice is in landscape orientation.
isGamePortraitbooleanGame dimensions are taller than wide.
isGameLandscapebooleanGame dimensions are wider than tall.
scaleModenumberCurrent scale mode constant.
orientationstringCurrent orientation string.
zoomnumberCurrent zoom factor.
autoRoundbooleanWhether sizes are auto-floored.
autoCenternumberCurrent center mode constant.
parentSizeSizeComputed parent dimensions.
gameSizeSizeUnmodified game dimensions.
baseSizeSizeCanvas element dimensions.
displaySizeSizeCSS-scaled display dimensions.
displayScaleVector2Ratio of baseSize to canvasBounds (used for input mapping).
canvasHTMLCanvasElementThe game canvas element.
canvasBoundsRectangleDOM bounding rect of the canvas.
parentHTMLElementThe parent DOM element.
parentIsWindowbooleanTrue if parent is document.body.
resizeIntervalnumberPolling interval in ms (writable).

Key Methods

MethodReturnsDescription
resize(width, height)thisFor NONE mode: sets game, base, and display sizes directly. Updates canvas element and CSS.
setGameSize(width, height)thisFor scaled modes (FIT, etc.): changes the base game size and re-applies scaling.
setParentSize(width, height)thisManually set parent dimensions (useful when parent: null).
setZoom(value)thisChange zoom factor at runtime.
setMaxZoom()thisSet zoom to maximum integer that fits parent.
setSnap(snapWidth, snapHeight)thisSet or reset snap grid values.
getMaxZoom()numberCalculate (but don't apply) the max zoom.
getViewPort(camera?, out?)RectangleGet the visible area rectangle, optionally for a specific camera.
refresh(prevW?, prevH?)thisForce recalculation of scale, bounds, orientation. Emits RESIZE.
startFullscreen(options?)voidEnter fullscreen. Must be called from pointerup.
stopFullscreen()voidExit fullscreen.
toggleFullscreen(options?)voidToggle fullscreen state.
lockOrientation(orientation)booleanAttempt to lock screen orientation (mobile only).
transformX(pageX)numberConvert DOM pageX to game coordinate.
transformY(pageY)numberConvert DOM pageY to game coordinate.
getParentBounds()booleanRecalculate parent size. Returns true if changed.
updateCenter()voidRecalculate and apply centering margins.
updateBounds()voidUpdate canvasBounds from the canvas bounding client rect.

Gotchas

  1. 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.

  2. 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.

  3. 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.

  4. 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.

  5. Fullscreen in iframes needs allowfullscreen. Without this attribute on the iframe element, fullscreen requests will silently fail.

  6. 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.

  7. 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).

  8. iOS height quirks. When the parent is the window on iOS, the ScaleManager uses GetInnerHeight to work around Safari's dynamic toolbar affecting getBoundingClientRect.

  9. 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.

  10. 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.

Source File Map

FilePurpose
src/scale/ScaleManager.jsMain class -- all scaling, centering, fullscreen, orientation logic. Access via game.scale.
src/scale/const/SCALE_MODE_CONST.jsScale mode constants: NONE, WIDTH_CONTROLS_HEIGHT, HEIGHT_CONTROLS_WIDTH, FIT, ENVELOP, RESIZE, EXPAND.
src/scale/const/CENTER_CONST.jsCenter mode constants: NO_CENTER, CENTER_BOTH, CENTER_HORIZONTALLY, CENTER_VERTICALLY.
src/scale/const/ZOOM_CONST.jsZoom constants: NO_ZOOM, ZOOM_2X, ZOOM_4X, MAX_ZOOM.
src/scale/const/ORIENTATION_CONST.jsOrientation string constants: LANDSCAPE, LANDSCAPE_SECONDARY, PORTRAIT, PORTRAIT_SECONDARY.
src/scale/events/RESIZE_EVENT.jsResize event definition. Callback receives gameSize, baseSize, displaySize, previousWidth, previousHeight.
src/scale/events/ENTER_FULLSCREEN_EVENT.jsEmitted on successful fullscreen entry.
src/scale/events/LEAVE_FULLSCREEN_EVENT.jsEmitted when leaving fullscreen.
src/scale/events/FULLSCREEN_FAILED_EVENT.jsEmitted when fullscreen request is denied.
src/scale/events/FULLSCREEN_UNSUPPORTED_EVENT.jsEmitted when browser lacks Fullscreen API support.
src/scale/events/ORIENTATION_CHANGE_EVENT.jsEmitted on device orientation change. Callback receives orientation string.
src/core/typedefs/ScaleConfig.jsJSDoc typedef for the scale config object.
src/structs/Size.jsThe Size component class used by gameSize, baseSize, displaySize.
src/dom/GetInnerHeight.jsiOS-specific workaround for getting accurate viewport height.
src/dom/GetScreenOrientation.jsDetermines current screen orientation from dimensions.