actions-and-utilities
Use this skill when working with Phaser 4 utility functions, actions, alignment, grid layout, or batch operations on game objects. Triggers on: align, grid…
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.
$ npx -y skills add phaserjs/phaser --skill scale-and-responsive --agent claude-codeHow it fires
How this skill gets triggered: by you, by Claude, or both.
/scale-and-responsiveContext preview
The summary Claude sees to decide when to auto-load this skill.
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.
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."
> 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:
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: 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.
Repo: phaserjs/phaser
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