/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.
Claude Code
$ npx -y skills add phaserjs/phaser --skill scale-and-responsive --agent claude-code
Codex
$ npx skills add phaserjs/phaser --skill scale-and-responsive -a codex -y
Cursor
$ npx skills add phaserjs/phaser --skill scale-and-responsive -a cursor -y
Gemini CLI
$ npx skills add phaserjs/phaser --skill scale-and-responsive -a gemini-cli -y
GitHub Copilot
$ npx skills add phaserjs/phaser --skill scale-and-responsive -a github-copilot -y
OpenCode
$ npx skills add phaserjs/phaser --skill scale-and-responsive -a opencode -y
Windsurf
$ npx skills add phaserjs/phaser --skill scale-and-responsive -a windsurf -y
SKILL.md
scale-and-responsive.SKILL.mdname: scale-and-responsive
description: "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:
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)
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)
scale: {
parent: 'game-container',
mode: PRead more
name: scale-and-responsive description: "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:
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)
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)
scale: {
parent: 'game-container',
mode: PPhaser is a fast, free, and fun open source HTML5 game framework that offers WebGL and Canvas rendering across desktop and mobile web browsers and has been actively developed for over 13 years.
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Questions about scale-and-responsive.
- Which coding agents can use scale-and-responsive?
- scale-and-responsive installs in Claude Code, Codex, Cursor, Gemini CLI, GitHub Copilot, OpenCode and Windsurf with the skills CLI, using each agent's flag shown on this page. Flowy's auto-invocation, which fires a skill when your prompt matches, runs in Claude Code only.

