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.
- Skill ID
- phaserjs/phaser/scale-and-responsive
- Publisher
- phaserjs
- Repository
- phaser
- Installs
- 0
- Files
- 1
- Synced
- Sep 23, 2026
Open any RiverX project, open the Skills panel in the chat, and search for this identifier. The files are fetched from the source repository at install time.
phaserjs/phaser/scale-and-responsiveInstalls these files- SKILL.md
What this skill tells the agent
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: 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.
Fullscreen Toggle
// 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
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)
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
scale: {
mode: Phaser.Scale.FIT,
autoCenter: Phaser.Scale.CENTER_BOTH,
width: 320,
height: 240,
zoom: Phaser.Scale.MAX_ZOOM
},
pixelArt: trueMore from phaserjs
Use this skill in a project
Open any RiverX project, search the Skills panel for phaserjs/phaser/scale-and-responsive, and install it in one click.
