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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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phaser
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$ npx -y skills add phaserjs/phaser --skill scale-and-responsive --agent claude-code

How it fires

How this skill gets triggered: by you, by Claude, or both.

  • Fires itselfAuto-invocation. Claude auto-loads it when your prompt matches the work.Auto-invocation is when the right skill fires by itself at the right moment, driven by a FLOW.md router and a hook, instead of you invoking it by name. It is the difference between a skill being installed and a skill actually getting used.Read the full definition →
  • You can call itInvoke it directly when you want it.
  • Slash command/scale-and-responsive

Context 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.

SKILL.md

scale-and-responsive.SKILL.md
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: P
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Phaser 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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