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2014-03-14 06:36:05 +00:00
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2014-09-09 14:36:56 +00:00
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2013-11-07 06:10:15 +00:00
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2013-10-25 15:54:40 +00:00
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2014-04-10 22:13:43 +00:00
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2014-03-14 06:36:05 +00:00
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2013-10-03 00:21:08 +00:00
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2014-04-11 12:09:28 +00:00
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2014-02-05 06:29:17 +00:00
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2013-10-03 00:21:08 +00:00
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2014-02-18 03:01:51 +00:00
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2013-11-28 15:57:09 +00:00
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2013-11-28 15:57:09 +00:00
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2013-10-03 01:38:35 +00:00
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2014-02-05 06:29:17 +00:00
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2013-10-03 01:38:35 +00:00
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2014-11-25 00:23:44 +00:00
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2013-10-03 01:38:35 +00:00
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2013-10-03 01:38:35 +00:00
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2013-10-03 01:38:35 +00:00
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2014-04-10 22:13:43 +00:00
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2016-06-17 00:11:24 +00:00
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2016-07-01 15:57:13 +00:00
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< a href = "global.html#ANGLE_NORTH_WEST" > ANGLE_NORTH_WEST< / a >
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2016-06-17 00:11:24 +00:00
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< / li >
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< li class = "class-depth-0" >
< a href = "global.html#off" > off< / a >
< / li >
< li class = "class-depth-0" >
< a href = "global.html#on" > on< / a >
< / li >
< li class = "class-depth-0" >
< a href = "global.html#once" > once< / a >
< / li >
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< li class = "class-depth-0" >
< a href = "global.html#PENDING_ATLAS" > PENDING_ATLAS< / a >
< / li >
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< li class = "class-depth-2" >
< a href = "global.html#Phaser.Path#numPointsreturn%257Bnumber%257DThetotalnumberofPathPointsinthisPath." > Phaser.Path#numPoints
return {number} The total number of PathPoints in this Path.< / a >
< / li >
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< li class = "class-depth-0" >
< a href = "global.html#POINT" > POINT< / a >
< / li >
< li class = "class-depth-0" >
< a href = "global.html#POINTER" > POINTER< / a >
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< / li >
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< li class = "class-depth-0" >
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< a href = "global.html#POLYGON" > POLYGON< / a >
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< / li >
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< li class = "class-depth-0" >
< a href = "global.html#PORTRAIT" > PORTRAIT< / a >
< / li >
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< li class = "class-depth-0" >
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< a href = "global.html#RECTANGLE" > RECTANGLE< / a >
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< / li >
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< li class = "class-depth-0" >
< a href = "global.html#removeAllListeners" > removeAllListeners< / a >
< / li >
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< li class = "class-depth-0" >
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< a href = "global.html#RENDERTEXTURE" > RENDERTEXTURE< / a >
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< / li >
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< li class = "class-depth-0" >
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< a href = "global.html#RETROFONT" > RETROFONT< / a >
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< / li >
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< li class = "class-depth-0" >
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< a href = "global.html#RIGHT" > RIGHT< / a >
< / li >
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< li class = "class-depth-0" >
< a href = "global.html#RIGHT_BOTTOM" > RIGHT_BOTTOM< / a >
< / li >
< li class = "class-depth-0" >
< a href = "global.html#RIGHT_CENTER" > RIGHT_CENTER< / a >
< / li >
< li class = "class-depth-0" >
< a href = "global.html#RIGHT_TOP" > RIGHT_TOP< / a >
< / li >
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< li class = "class-depth-0" >
< a href = "global.html#ROPE" > ROPE< / a >
< / li >
< li class = "class-depth-0" >
< a href = "global.html#ROUNDEDRECTANGLE" > ROUNDEDRECTANGLE< / a >
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< / li >
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< li class = "class-depth-0" >
< a href = "global.html#scaleModes" > scaleModes< / a >
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< / li >
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< li class = "class-depth-0" >
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< a href = "global.html#SPRITE" > SPRITE< / a >
< / li >
< li class = "class-depth-0" >
< a href = "global.html#SPRITEBATCH" > SPRITEBATCH< / a >
< / li >
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< li class = "class-depth-0" >
< a href = "global.html#stopImmediatePropagation" > stopImmediatePropagation< / a >
< / li >
< li class = "class-depth-0" >
< a href = "global.html#stopPropagation" > stopPropagation< / a >
< / li >
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< li class = "class-depth-0" >
< a href = "global.html#TEXT" > TEXT< / a >
< / li >
< li class = "class-depth-0" >
< a href = "global.html#TILEMAP" > TILEMAP< / a >
< / li >
< li class = "class-depth-0" >
< a href = "global.html#TILEMAPLAYER" > TILEMAPLAYER< / a >
< / li >
< li class = "class-depth-0" >
< a href = "global.html#TILESPRITE" > TILESPRITE< / a >
< / li >
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< li class = "class-depth-0" >
< a href = "global.html#TOP_CENTER" > TOP_CENTER< / a >
< / li >
< li class = "class-depth-0" >
< a href = "global.html#TOP_LEFT" > TOP_LEFT< / a >
< / li >
< li class = "class-depth-0" >
< a href = "global.html#TOP_RIGHT" > TOP_RIGHT< / a >
< / li >
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< li class = "class-depth-0" >
< a href = "global.html#UP" > UP< / a >
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< / li >
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< li class = "class-depth-0" >
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< a href = "global.html#VERSION" > VERSION< / a >
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< / li >
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< li class = "class-depth-0" >
< a href = "global.html#VERTICAL" > VERTICAL< / a >
< / li >
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< li class = "class-depth-0" >
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< a href = "global.html#VIDEO" > VIDEO< / a >
< / li >
< li class = "class-depth-0" >
< a href = "global.html#WEBGL" > WEBGL< / a >
< / li >
< li class = "class-depth-0" >
< a href = "global.html#WEBGL_FILTER" > WEBGL_FILTER< / a >
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< / li >
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< / ul >
< / li >
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< li class = "dropdown" >
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< a href = "#" class = "dropdown-toggle" data-toggle = "dropdown" > Core< b class = "caret" > < / b > < / a >
< ul class = "dropdown-menu " >
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< li class = "class-depth-1" > < a href = "Phaser.Game.html" > Game< / a > < / li >
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< li class = "class-depth-1" > < a href = "Phaser.Group.html" > Group< / a > < / li >
< li class = "class-depth-1" > < a href = "Phaser.World.html" > World< / a > < / li >
< li class = "class-depth-1" > < a href = "Phaser.Loader.html" > Loader< / a > < / li >
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< li class = "class-depth-1" > < a href = "Phaser.Cache.html" > Cache< / a > < / li >
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< li class = "class-depth-1" > < a href = "Phaser.Time.html" > Time< / a > < / li >
< li class = "class-depth-1" > < a href = "Phaser.Camera.html" > Camera< / a > < / li >
< li class = "class-depth-1" > < a href = "Phaser.StateManager.html" > State Manager< / a > < / li >
< li class = "class-depth-1" > < a href = "Phaser.TweenManager.html" > Tween Manager< / a > < / li >
< li class = "class-depth-1" > < a href = "Phaser.SoundManager.html" > Sound Manager< / a > < / li >
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< li class = "class-depth-1" > < a href = "Phaser.Input.html" > Input Manager< / a > < / li >
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< li class = "class-depth-1" > < a href = "Phaser.ScaleManager.html" > Scale Manager< / a > < / li >
< / ul >
< / li >
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< li class = "dropdown" >
< a href = "#" class = "dropdown-toggle" data-toggle = "dropdown" > Game Objects< b class = "caret" > < / b > < / a >
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< ul class = "dropdown-menu " >
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< li class = "class-depth-1" > < a href = "Phaser.GameObjectFactory.html" > Factory (game.add)< / a > < / li >
< li class = "class-depth-1" > < a href = "Phaser.GameObjectCreator.html" > Creator (game.make)< / a > < / li >
< li class = "class-depth-1" > < a href = "Phaser.Sprite.html" > Sprite< / a > < / li >
< li class = "class-depth-1" > < a href = "Phaser.Image.html" > Image< / a > < / li >
< li class = "class-depth-1" > < a href = "Phaser.Sound.html" > Sound< / a > < / li >
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< li class = "class-depth-1" > < a href = "Phaser.Video.html" > Video< / a > < / li >
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< li class = "class-depth-1" > < a href = "Phaser.Particles.Arcade.Emitter.html" > Particle Emitter< / a > < / li >
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< li class = "class-depth-1" > < a href = "Phaser.Particle.html" > Particle< / a > < / li >
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< li class = "class-depth-1" > < a href = "Phaser.Text.html" > Text< / a > < / li >
< li class = "class-depth-1" > < a href = "Phaser.Tween.html" > Tween< / a > < / li >
< li class = "class-depth-1" > < a href = "Phaser.BitmapText.html" > BitmapText< / a > < / li >
< li class = "class-depth-1" > < a href = "Phaser.Tilemap.html" > Tilemap< / a > < / li >
< li class = "class-depth-1" > < a href = "Phaser.BitmapData.html" > BitmapData< / a > < / li >
< li class = "class-depth-1" > < a href = "Phaser.RetroFont.html" > RetroFont< / a > < / li >
< li class = "class-depth-1" > < a href = "Phaser.Button.html" > Button< / a > < / li >
< li class = "class-depth-1" > < a href = "Phaser.Animation.html" > Animation< / a > < / li >
< li class = "class-depth-1" > < a href = "Phaser.Graphics.html" > Graphics< / a > < / li >
< li class = "class-depth-1" > < a href = "Phaser.RenderTexture.html" > RenderTexture< / a > < / li >
< li class = "class-depth-1" > < a href = "Phaser.TileSprite.html" > TileSprite< / a > < / li >
< / ul >
< / li >
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< li class = "dropdown" >
< a href = "#" class = "dropdown-toggle" data-toggle = "dropdown" > Geometry< b class = "caret" > < / b > < / a >
< ul class = "dropdown-menu " >
< li class = "class-depth-1" > < a href = "Phaser.Circle.html" > Circle< / a > < / li >
< li class = "class-depth-1" > < a href = "Phaser.Ellipse.html" > Ellipse< / a > < / li >
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< li class = "class-depth-1" > < a href = "Phaser.Line.html" > Line< / a > < / li >
< li class = "class-depth-1" > < a href = "Phaser.Matrix.html" > Matrix< / a > < / li >
< li class = "class-depth-1" > < a href = "Phaser.Point.html" > Point< / a > < / li >
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< li class = "class-depth-1" > < a href = "Phaser.Polygon.html" > Polygon< / a > < / li >
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< li class = "class-depth-1" > < a href = "Phaser.Rectangle.html" > Rectangle< / a > < / li >
< li class = "class-depth-1" > < a href = "Phaser.RoundedRectangle.html" > Rounded Rectangle< / a > < / li >
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< / ul >
< / li >
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< li class = "dropdown" >
< a href = "#" class = "dropdown-toggle" data-toggle = "dropdown" > Physics< b class = "caret" > < / b > < / a >
< ul class = "dropdown-menu " >
< li class = "class-depth-1" > < a href = "Phaser.Physics.Arcade.html" > Arcade Physics< / a > < / li >
< li class = "class-depth-2" > < a href = "Phaser.Physics.Arcade.Body.html" > Body< / a > < / li >
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< li class = "class-depth-2" > < a href = "Phaser.Weapon.html" > Weapon< / a > < / li >
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< li class = "class-depth-1" > < a href = "Phaser.Physics.P2.html" > P2 Physics< / a > < / li >
< li class = "class-depth-2" > < a href = "Phaser.Physics.P2.Body.html" > Body< / a > < / li >
< li class = "class-depth-2" > < a href = "Phaser.Physics.P2.Spring.html" > Spring< / a > < / li >
< li class = "class-depth-2" > < a href = "Phaser.Physics.P2.CollisionGroup.html" > CollisionGroup< / a > < / li >
< li class = "class-depth-2" > < a href = "Phaser.Physics.P2.ContactMaterial.html" > ContactMaterial< / a > < / li >
< li class = "class-depth-1" > < a href = "Phaser.Physics.Ninja.html" > Ninja Physics< / a > < / li >
< li class = "class-depth-2" > < a href = "Phaser.Physics.Body.html" > Body< / a > < / li >
< / ul >
< / li >
< li class = "dropdown" >
< a href = "#" class = "dropdown-toggle" data-toggle = "dropdown" > Input< b class = "caret" > < / b > < / a >
< ul class = "dropdown-menu " >
< li class = "class-depth-1" > < a href = "Phaser.InputHandler.html" > Input Handler< / a > < / li >
< li class = "class-depth-1" > < a href = "Phaser.Pointer.html" > Pointer< / a > < / li >
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< li class = "class-depth-1" > < a href = "Phaser.DeviceButton.html" > Device Button< / a > < / li >
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< li class = "class-depth-1" > < a href = "Phaser.Mouse.html" > Mouse< / a > < / li >
< li class = "class-depth-1" > < a href = "Phaser.Keyboard.html" > Keyboard< / a > < / li >
< li class = "class-depth-1" > < a href = "Phaser.Key.html" > Key< / a > < / li >
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< li class = "class-depth-1" > < a href = "Phaser.KeyCode.html" > Key Codes< / a > < / li >
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< li class = "class-depth-1" > < a href = "Phaser.Gamepad.html" > Gamepad< / a > < / li >
< / ul >
< / li >
< li class = "dropdown" >
< a href = "#" class = "dropdown-toggle" data-toggle = "dropdown" > Community< b class = "caret" > < / b > < / a >
< ul class = "dropdown-menu " >
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< li class = "class-depth-1" > < a href = "http://phaser.io" > Phaser Web Site< / a > < / li >
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< li class = "class-depth-1" > < a href = "https://github.com/photonstorm/phaser" > Phaser Github< / a > < / li >
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< li class = "class-depth-1" > < a href = "http://phaser.io/examples" > Phaser Examples< / a > < / li >
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< li class = "class-depth-1" > < a href = "https://github.com/photonstorm/phaser-plugins" > Phaser Plugins< / a > < / li >
< li class = "class-depth-1" > < a href = "http://www.html5gamedevs.com/forum/14-phaser/" > Forum< / a > < / li >
< li class = "class-depth-1" > < a href = "http://stackoverflow.com/questions/tagged/phaser-framework" > Stack Overflow< / a > < / li >
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< li class = "class-depth-1" > < a href = "http://phaser.io/learn" > Tutorials< / a > < / li >
2016-05-19 11:36:51 +00:00
< li class = "class-depth-1" > < a href = "http://phaser.io/community/newsletter" > Newsletter< / a > < / li >
2015-03-26 02:55:18 +00:00
< li class = "class-depth-1" > < a href = "http://phaser.io/community/twitter" > Twitter< / a > < / li >
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< li class = "class-depth-1" > < a href = "http://phaser.io/community/slack" > Slack< / a > < / li >
< li class = "class-depth-1" > < a href = "http://phaser.io/community/donate" > Donate< / a > < / li >
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< li class = "class-depth-1" > < a href = "https://www.codeandweb.com/texturepacker/phaser" > Texture Packer< / a > < / li >
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< / ul >
< / li >
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< / ul >
< / div >
< / div >
< div class = "row-fluid" >
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< div class = "span8" >
< div id = "main" >
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<!-- <h1 class="page - title">Class: ScaleManager</h1> -->
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< section >
< header >
< h2 >
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< span class = "ancestors" > < a href = "Phaser.html" > Phaser< / a > .< / span >
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ScaleManager
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< / h2 >
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< div class = "class-description" > < p > The ScaleManager object handles the the scaling, resizing, and alignment of the< br > Game size and the game Display canvas.< / p >
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< p > The Game size is the logical size of the game; the Display canvas has size as an HTML element.< / p >
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< p > The calculations of these are heavily influenced by the bounding Parent size which is the computed< br > dimensions of the Display canvas's Parent container/element - the < em > effective CSS rules of the< br > canvas's Parent element play an important role< / em > in the operation of the ScaleManager. < / p >
< p > The Display canvas - or Game size, depending < a href = "Phaser.ScaleManager.html#scaleMode" > scaleMode< / a > - is updated to best utilize the Parent size.< br > When in Fullscreen mode or with < a href = "Phaser.ScaleManager.html#parentIsWindow" > parentIsWindow< / a > the Parent size is that of the visual viewport (see < a href = "Phaser.ScaleManager.html#getParentBounds" > getParentBounds< / a > ).< / p >
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< p > Parent and Display canvas containment guidelines:< / p >
< ul >
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< li > < p > Style the Parent element (of the game canvas) to control the Parent size and< br > thus the Display canvas's size and layout.< / p >
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< / li >
< li > < p > The Parent element's CSS styles should < em > effectively< / em > apply maximum (and minimum) bounding behavior.< / p >
< / li >
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< li > < p > The Parent element should < em > not< / em > apply a padding as this is not accounted for.< br > If a padding is required apply it to the Parent's parent or apply a margin to the Parent.< br > If you need to add a border, margin or any other CSS around your game container, then use a parent element and< br > apply the CSS to this instead, otherwise you'll be constantly resizing the shape of the game container.< / p >
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< / li >
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< li > < p > The Display canvas layout CSS styles (i.e. margins, size) should not be altered/specified as< br > they may be updated by the ScaleManager.< / p >
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< / li >
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< / ul > < / div >
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< / header >
< article >
< div class = "container-overview" >
< dt >
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< h4 class = "name "
id="ScaleManager">< span class = "type-signature" > < / span > new ScaleManager< span class = "signature" > (game, width, height)< / span > < span class = "type-signature" > < / span > < / h4 >
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< / dt >
< dd >
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< div class = "description" >
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< p > Create a new ScaleManager object - this is done automatically by < a href = "Phaser.Game.html" > Phaser.Game< / a > < / p >
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< p > The < code > width< / code > and < code > height< / code > constructor parameters can either be a number which represents pixels or a string that represents a percentage: e.g. < code > 800< / code > (for 800 pixels) or < code > " 80%" < / code > for 80%.< / p >
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< / div >
< h5 > Parameters:< / h5 >
< table class = "params table table-striped" >
< thead >
< tr >
< th > Name< / th >
< th > Type< / th >
< th class = "last" > Description< / th >
< / tr >
< / thead >
< tbody >
< tr >
< td class = "name" > < code > game< / code > < / td >
< td class = "type" >
< span class = "param-type" > < a href = "Phaser.Game.html" > Phaser.Game< / a > < / span >
< / td >
< td class = "description last" > < p > A reference to the currently running game.< / p > < / td >
< / tr >
< tr >
< td class = "name" > < code > width< / code > < / td >
< td class = "type" >
< span class = "param-type" > number< / span >
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|
< span class = "param-type" > string< / span >
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< / td >
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< td class = "description last" > < p > The width of the game. See above.< / p > < / td >
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< / tr >
< tr >
< td class = "name" > < code > height< / code > < / td >
< td class = "type" >
< span class = "param-type" > number< / span >
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|
< span class = "param-type" > string< / span >
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< / td >
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< td class = "description last" > < p > The height of the game. See above.< / p > < / td >
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< / tr >
< / tbody >
< / table >
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< dl class = "details" >
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< dt class = "tag-source" > Source -
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< / dl >
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< h3 class = "subsection-title" > Members< / h3 >
< dl >
< dt >
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< h4 class = "name "
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id=".EXACT_FIT">< span class = "type-signature" > < static, constant> < / span > EXACT_FIT< span class = "type-signature" > :integer< / span > < / h4 >
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< / dt >
< dd >
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< div class = "description" >
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< p > A scale mode that stretches content to fill all available space - see < a href = "Phaser.ScaleManager.html#scaleMode" > scaleMode< / a > .< / p >
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< / div >
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< dt >
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< h4 class = "name "
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id=".NO_SCALE">< span class = "type-signature" > < static, constant> < / span > NO_SCALE< span class = "type-signature" > :integer< / span > < / h4 >
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< / dt >
< dd >
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< div class = "description" >
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< p > A scale mode that prevents any scaling - see < a href = "Phaser.ScaleManager.html#scaleMode" > scaleMode< / a > .< / p >
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< / div >
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< dt >
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< h4 class = "name "
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id=".RESIZE">< span class = "type-signature" > < static, constant> < / span > RESIZE< span class = "type-signature" > :integer< / span > < / h4 >
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< / dt >
< dd >
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< div class = "description" >
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< p > A scale mode that causes the Game size to change - see < a href = "Phaser.ScaleManager.html#scaleMode" > scaleMode< / a > .< / p >
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< / div >
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< dt >
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< h4 class = "name "
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id=".SHOW_ALL">< span class = "type-signature" > < static, constant> < / span > SHOW_ALL< span class = "type-signature" > :integer< / span > < / h4 >
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< / dt >
< dd >
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< div class = "description" >
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< p > A scale mode that shows the entire game while maintaining proportions - see < a href = "Phaser.ScaleManager.html#scaleMode" > scaleMode< / a > .< / p >
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< / div >
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< dt >
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< h4 class = "name "
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id=".USER_SCALE">< span class = "type-signature" > < static, constant> < / span > USER_SCALE< span class = "type-signature" > :integer< / span > < / h4 >
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< / dt >
< dd >
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< div class = "description" >
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< p > A scale mode that allows a custom scale factor - see < a href = "Phaser.ScaleManager.html#scaleMode" > scaleMode< / a > .< / p >
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< / div >
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< / dl >
< / dd >
< dt >
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< h4 class = "name "
id="aspectRatio">< span class = "type-signature" > < readonly> < / span > aspectRatio< span class = "type-signature" > :number< / span > < / h4 >
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< / dt >
< dd >
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< div class = "description" >
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< p > The aspect ratio of the scaled Display canvas.< / p >
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< / div >
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< dl class = "details" >
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< / dt >
< / dl >
< / dd >
< dt >
< h4 class = "name "
id="boundingParent">< span class = "type-signature" > < readonly> < / span > boundingParent< span class = "type-signature" > :DOMElement< / span > < / h4 >
< / dt >
< dd >
< div class = "description" >
< p > The DOM element that is considered the Parent bounding element, if any.< / p >
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< p > This < code > null< / code > if < a href = "Phaser.ScaleManager.html#parentIsWindow" > parentIsWindow< / a > is true or if fullscreen mode is entered and < a href = "Phaser.ScaleManager.html#fullScreenTarget" > fullScreenTarget< / a > is specified.< br > It will also be null if there is no game canvas or if the game canvas has no parent.< / p >
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< / div >
< dl class = "details" >
< dt class = "tag-source" > Source -
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< / dt >
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< / dl >
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< / dd >
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< dt >
< h4 class = "name "
id="bounds">< span class = "type-signature" > < readonly> < / span > bounds< span class = "type-signature" > :< a href = "Phaser.Rectangle.html" > Phaser.Rectangle< / a > < / span > < / h4 >
< / dt >
< dd >
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< div class = "description" >
< p > The bounds of the scaled game. The x/y will match the offset of the canvas element and the width/height the scaled width and height.< / p >
< / div >
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< dt >
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< h4 class = "name "
id="compatibility">< span class = "type-signature" > < internal> < / span > compatibility< span class = "type-signature" > < / span > < / h4 >
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< / dt >
< dd >
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< div class = "description" >
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< p > Various compatibility settings.< br > A value of " (auto)" indicates the setting is configured based on device and runtime information.< / p >
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< p > A < a href = "Phaser.ScaleManager.html#refresh" > refresh< / a > may need to be performed after making changes.< / p >
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< / div >
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< dl class = "details" >
< h5 class = "subsection-title" > Properties:< / h5 >
< dl >
< table class = "props table table-striped" >
< thead >
< tr >
< th > Name< / th >
< th > Type< / th >
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< th > Argument< / th >
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< th > Default< / th >
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< th class = "last" > Description< / th >
< / tr >
< / thead >
< tbody >
< tr >
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< td class = "name" > < code > supportsFullScreen< / code > < / td >
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< td class = "type" >
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< span class = "param-type" > boolean< / span >
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< / td >
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< td class = "attributes" >
< optional>< br >
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< / td >
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< td class = "default" >
(auto)
< / td >
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< td class = "description last" > < p > True only if fullscreen support will be used. (Changing to fullscreen still might not work.)< / p > < / td >
< / tr >
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< tr >
< td class = "name" > < code > orientationFallback< / code > < / td >
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< td class = "type" >
< span class = "param-type" > boolean< / span >
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< / td >
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< td class = "attributes" >
< optional>< br >
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< / td >
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< td class = "default" >
(auto)
< / td >
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< td class = "description last" > < p > See < a href = "Phaser.DOM.html#.getScreenOrientation" > Phaser.DOM.getScreenOrientation< / a > .< / p > < / td >
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< / tr >
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< tr >
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< td class = "name" > < code > noMargins< / code > < / td >
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< td class = "type" >
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< span class = "param-type" > boolean< / span >
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< / td >
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< td class = "attributes" >
< optional>< br >
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< / td >
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< td class = "default" >
false
< / td >
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< td class = "description last" > < p > If true then the Display canvas's margins will not be updated anymore: existing margins must be manually cleared. Disabling margins prevents automatic canvas alignment/centering, possibly in fullscreen.< / p > < / td >
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< / tr >
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< tr >
< td class = "name" > < code > scrollTo< / code > < / td >
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< td class = "type" >
< span class = "param-type" > < a href = "Phaser.Point.html" > Phaser.Point< / a > < / span >
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< / td >
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< td class = "attributes" >
< optional>< br >
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< nullable>< br >
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< / td >
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< td class = "default" >
(auto)
< / td >
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< td class = "description last" > < p > If specified the window will be scrolled to this position on every refresh.< / p > < / td >
< / tr >
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< tr >
< td class = "name" > < code > forceMinimumDocumentHeight< / code > < / td >
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< td class = "type" >
< span class = "param-type" > boolean< / span >
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< / td >
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< td class = "attributes" >
< optional>< br >
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< / td >
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< td class = "default" >
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false
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< / td >
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< td class = "description last" > < p > If enabled the document elements minimum height is explicitly set on updates.< br > The height set varies by device and may either be the height of the window or the viewport.< / p > < / td >
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< / tr >
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< tr >
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< td class = "name" > < code > canExpandParent< / code > < / td >
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< td class = "type" >
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< span class = "param-type" > boolean< / span >
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< / td >
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< td class = "attributes" >
< optional>< br >
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< / td >
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< td class = "default" >
true
< / td >
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< td class = "description last" > < p > If enabled then SHOW_ALL and USER_SCALE modes can try and expand the parent element. It may be necessary for the parent element to impose CSS width/height restrictions.< / p > < / td >
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< / tr >
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< tr >
< td class = "name" > < code > clickTrampoline< / code > < / td >
< td class = "type" >
< span class = "param-type" > string< / span >
< / td >
< td class = "attributes" >
< optional>< br >
< / td >
< td class = "default" >
(auto)
< / td >
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< td class = "description last" > < p > On certain browsers (eg. IE) FullScreen events need to be triggered via 'click' events.< br > A value of 'when-not-mouse' uses a click trampoline when a pointer that is not the primary mouse is used.< br > Any other string value (including the empty string) prevents using click trampolines.< br > For more details on click trampolines see < a href = "Phaser.Pointer.html#addClickTrampoline" > Phaser.Pointer#addClickTrampoline< / a > .< / p > < / td >
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< / tr >
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< / tbody >
< / table >
< / dl >
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< dt class = "important tag-deprecated" > Internal:< / dt >
< dd class = "tag-deprecated" > < ul >
< li > This member is < em > internal (protected)< / em > and may be modified or removed in the future.< / li >
< / ul > < / dd >
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< dt class = "tag-source" > Source -
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< a href = "src_core_ScaleManager.js.html" > core/ScaleManager.js< / a > , < a href = "src_core_ScaleManager.js.html#sunlight-1-line-410" > line 410< / a >
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< / dt >
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< / dl >
< / dd >
< dt >
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< h4 class = "name "
id="currentScaleMode">< span class = "type-signature" > < internal, readonly> < / span > currentScaleMode< span class = "type-signature" > :number< / span > < / h4 >
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< / dt >
< dd >
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< div class = "description" >
< p > Returns the current scale mode - for normal or fullscreen operation.< / p >
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< p > See < a href = "Phaser.ScaleManager.html#scaleMode" > scaleMode< / a > for the different modes allowed.< / p >
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< / div >
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< dl class = "details" >
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< dt class = "important tag-deprecated" > Internal:< / dt >
< dd class = "tag-deprecated" > < ul >
< li > This member is < em > internal (protected)< / em > and may be modified or removed in the future.< / li >
< / ul > < / dd >
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< / dt >
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< / dl >
< / dd >
< dt >
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< h4 class = "name "
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id="dom">< span class = "type-signature" > < internal, readonly> < / span > dom< span class = "type-signature" > :< a href = "Phaser.DOM.html" > Phaser.DOM< / a > < / span > < / h4 >
< / dt >
< dd >
< div class = "description" >
< p > Provides access to some cross-device DOM functions.< / p >
< / div >
< dl class = "details" >
< dt class = "important tag-deprecated" > Internal:< / dt >
< dd class = "tag-deprecated" > < ul >
< li > This member is < em > internal (protected)< / em > and may be modified or removed in the future.< / li >
< / ul > < / dd >
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< p > This signal is dispatched when the browser enters an incorrect orientation, as defined by < a href = "Phaser.ScaleManager.html#forceOrientation" > forceOrientation< / a > .< / p >
< p > This is signaled from < code > preUpdate< / code > (or < code > pauseUpdate< / code > ) < em > even when< / em > the game is paused.< / p >
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id="forceLandscape">< span class = "type-signature" > < internal, readonly> < / span > forceLandscape< span class = "type-signature" > :boolean< / span > < / h4 >
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< p > If true, the game should only run in a landscape orientation.< br > Change with < a href = "Phaser.ScaleManager.html#forceOrientation" > forceOrientation< / a > .< / p >
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< dt class = "important tag-deprecated" > Internal:< / dt >
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< li > This member is < em > internal (protected)< / em > and may be modified or removed in the future.< / li >
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id="forcePortrait">< span class = "type-signature" > < internal, readonly> < / span > forcePortrait< span class = "type-signature" > :boolean< / span > < / h4 >
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< p > If true, the game should only run in a portrait< br > Change with < a href = "Phaser.ScaleManager.html#forceOrientation" > forceOrientation< / a > .< / p >
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< li > This member is < em > internal (protected)< / em > and may be modified or removed in the future.< / li >
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id="fullScreenScaleMode">< span class = "type-signature" > < / span > fullScreenScaleMode< span class = "type-signature" > :integer< / span > < / h4 >
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< p > The scaling method used by the ScaleManager when in fullscreen.< / p >
< p > See < a href = "Phaser.ScaleManager.html#scaleMode" > scaleMode< / a > for the different modes allowed.< / p >
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id="fullScreenTarget">< span class = "type-signature" > < / span > fullScreenTarget< span class = "type-signature" > :DOMElement< / span > < / h4 >
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< p > If specified, this is the DOM element on which the Fullscreen API enter request will be invoked.< br > The target element must have the correct CSS styling and contain the Display canvas.< / p >
< p > The elements style will be modified (ie. the width and height might be set to 100%)< br > but it will not be added to, removed from, or repositioned within the DOM.< br > An attempt is made to restore relevant style changes when fullscreen mode is left.< / p >
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< p > For pre-2.2.0 behavior set < code > game.scale.fullScreenTarget = game.canvas< / code > .< / p >
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id="game">< span class = "type-signature" > < internal, readonly> < / span > game< span class = "type-signature" > :< a href = "Phaser.Game.html" > Phaser.Game< / a > < / span > < / h4 >
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< p > A reference to the currently running game.< / p >
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< dt class = "important tag-deprecated" > Internal:< / dt >
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id="grid">< span class = "type-signature" > < / span > grid< span class = "type-signature" > :< a href = "Phaser.FlexGrid.html" > Phaser.FlexGrid< / a > < / span > < / h4 >
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< p > < em > EXPERIMENTAL:< / em > A responsive grid on which you can align game objects.< / p >
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id="hasPhaserSetFullScreen">< span class = "type-signature" > < / span > hasPhaserSetFullScreen< span class = "type-signature" > :boolean< / span > < / h4 >
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< p > This boolean provides you with a way to determine if the browser is in Full Screen< br > mode (via the Full Screen API), and Phaser was the one responsible for activating it.< / p >
< p > It's possible that ScaleManager.isFullScreen returns < code > true< / code > even if Phaser wasn't the< br > one that made the browser go full-screen, so this flag lets you determine that.< / p >
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id="height">< span class = "type-signature" > < readonly> < / span > height< span class = "type-signature" > :number< / span > < / h4 >
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< p > Target height (in pixels) of the Display canvas.< / p >
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id="incorrectOrientation">< span class = "type-signature" > < internal, readonly> < / span > incorrectOrientation< span class = "type-signature" > :boolean< / span > < / h4 >
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< p > True if < a href = "Phaser.ScaleManager.html#forceLandscape" > forceLandscape< / a > or < a href = "Phaser.ScaleManager.html#forcePortrait" > forcePortrait< / a > are set and do not agree with the browser orientation.< / p >
< p > This value is not updated immediately.< / p >
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id="isFullScreen">< span class = "type-signature" > < readonly> < / span > isFullScreen< span class = "type-signature" > :boolean< / span > < / h4 >
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< p > Returns true if the browser is in fullscreen mode, otherwise false.< / p >
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id="isGameLandscape">< span class = "type-signature" > < readonly> < / span > isGameLandscape< span class = "type-signature" > :boolean< / span > < / h4 >
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< p > Returns true if the game dimensions are landscape (width > height).< br > This is especially useful to check when using the RESIZE scale mode< br > but wanting to maintain game orientation on desktop browsers,< br > where typically the screen orientation will always be landscape regardless of the browser viewport.< / p >
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id="isGamePortrait">< span class = "type-signature" > < readonly> < / span > isGamePortrait< span class = "type-signature" > :boolean< / span > < / h4 >
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< p > Returns true if the game dimensions are portrait (height > width).< br > This is especially useful to check when using the RESIZE scale mode< br > but wanting to maintain game orientation on desktop browsers,< br > where typically the screen orientation will always be landscape regardless of the browser viewport.< / p >
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id="isLandscape">< span class = "type-signature" > < readonly> < / span > isLandscape< span class = "type-signature" > :boolean< / span > < / h4 >
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< p > Returns true if the screen orientation is in landscape mode.< / p >
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< p > Returns true if the screen orientation is in portrait mode.< / p >
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id="leaveIncorrectOrientation">< span class = "type-signature" > < / span > leaveIncorrectOrientation< span class = "type-signature" > :< a href = "Phaser.Signal.html" > Phaser.Signal< / a > < / span > < / h4 >
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< p > This signal is dispatched when the browser leaves an incorrect orientation, as defined by < a href = "Phaser.ScaleManager.html#forceOrientation" > forceOrientation< / a > .< / p >
< p > This is signaled from < code > preUpdate< / code > (or < code > pauseUpdate< / code > ) < em > even when< / em > the game is paused.< / p >
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id="margin">< span class = "type-signature" > < internal, readonly> < / span > margin< span class = "type-signature" > :Bounds-like< / span > < / h4 >
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< p > The Display canvas is aligned by adjusting the margins; the last margins are stored here.< / p >
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< / div >
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< h5 > Type:< / h5 >
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< p > Maximum height the canvas should be scaled to (in pixels).< br > If null it will scale to whatever height the browser can handle.< br > Change with < a href = "Phaser.ScaleManager.html#setMinMax" > setMinMax< / a > .< / p >
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< p > Maximum width the canvas should be scaled to (in pixels).< br > If null it will scale to whatever width the browser can handle.< br > Change with < a href = "Phaser.ScaleManager.html#setMinMax" > setMinMax< / a > .< / p >
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< p > Minimum height the canvas should be scaled to (in pixels).< br > Change with < a href = "Phaser.ScaleManager.html#setMinMax" > setMinMax< / a > .< / p >
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< p > Minimum width the canvas should be scaled to (in pixels).< br > Change with < a href = "Phaser.ScaleManager.html#setMinMax" > setMinMax< / a > .< / p >
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id="offset">< span class = "type-signature" > < internal, readonly> < / span > offset< span class = "type-signature" > :< a href = "Phaser.Point.html" > Phaser.Point< / a > < / span > < / h4 >
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< p > The offset coordinates of the Display canvas from the top-left of the browser window.< br > The is used internally by Phaser.Pointer (for Input) and possibly other types.< / p >
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< / div >
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id="onFullScreenChange">< span class = "type-signature" > < / span > onFullScreenChange< span class = "type-signature" > :< a href = "Phaser.Signal.html" > Phaser.Signal< / a > < / span > < / h4 >
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< p > This signal is dispatched when the browser enters or leaves fullscreen mode, if supported.< / p >
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< p > The signal is supplied with a single argument: < code > scale< / code > (the ScaleManager). Use < code > scale.isFullScreen< / code > to determine< br > if currently running in Fullscreen mode.< / p >
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id="onFullScreenError">< span class = "type-signature" > < / span > onFullScreenError< span class = "type-signature" > :< a href = "Phaser.Signal.html" > Phaser.Signal< / a > < / span > < / h4 >
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< p > This signal is dispatched when the browser fails to enter fullscreen mode;< br > or if the device does not support fullscreen mode and < code > startFullScreen< / code > is invoked.< / p >
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< p > The signal is supplied with a single argument: < code > scale< / code > (the ScaleManager).< / p >
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id="onFullScreenInit">< span class = "type-signature" > < / span > onFullScreenInit< span class = "type-signature" > :< a href = "Phaser.Signal.html" > Phaser.Signal< / a > < / span > < / h4 >
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< p > This signal is dispatched when fullscreen mode is ready to be initialized but< br > before the fullscreen request.< / p >
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< p > The signal is passed two arguments: < code > scale< / code > (the ScaleManager), and an object in the form < code > {targetElement: DOMElement}< / code > .< / p >
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< p > The < code > targetElement< / code > is the < a href = "Phaser.ScaleManager.html#fullScreenTarget" > fullScreenTarget< / a > element,< br > if such is assigned, or a new element created by < a href = "Phaser.ScaleManager.html#createFullScreenTarget" > createFullScreenTarget< / a > .< / p >
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< p > Custom CSS styling or resets can be applied to < code > targetElement< / code > as required.< / p >
< p > If < code > targetElement< / code > is < em > not< / em > the same element as < a href = "Phaser.ScaleManager.html#fullScreenTarget" > fullScreenTarget< / a > :< / p >
< ul >
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< li > After initialization the Display canvas is moved onto the < code > targetElement< / code > for< br > the duration of the fullscreen mode, and restored to it's original DOM location when fullscreen is exited.< / li >
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< li > The < code > targetElement< / code > is moved/re-parented within the DOM and may have its CSS styles updated.< / li >
< / ul >
< p > The behavior of a pre-assigned target element is covered in < a href = "Phaser.ScaleManager.html#fullScreenTarget" > fullScreenTarget< / a > .< / p >
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id="onOrientationChange">< span class = "type-signature" > < / span > onOrientationChange< span class = "type-signature" > :< a href = "Phaser.Signal.html" > Phaser.Signal< / a > < / span > < / h4 >
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< p > This signal is dispatched when the orientation changes < em > or< / em > the validity of the current orientation changes.< / p >
< p > The signal is supplied with the following arguments:< / p >
< ul >
< li > < code > scale< / code > - the ScaleManager object< / li >
< li > < code > prevOrientation< / code > , a string - The previous orientation as per < a href = "Phaser.ScaleManager.html#screenOrientation" > screenOrientation< / a > .< / li >
< li > < code > wasIncorrect< / code > , a boolean - True if the previous orientation was last determined to be incorrect.< / li >
< / ul >
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< p > Access the current orientation and validity with < code > scale.screenOrientation< / code > and < code > scale.incorrectOrientation< / code > .< br > Thus the following tests can be done:< / p >
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< pre class = "prettyprint source" > < code > // The orientation itself changed:
scale.screenOrientation !== prevOrientation
// The orientation just became incorrect:
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scale.incorrectOrientation & & !wasIncorrect< / code > < / pre > < p > It is possible that this signal is triggered after < a href = "Phaser.ScaleManager.html#forceOrientation" > forceOrientation< / a > so the orientation< br > correctness changes even if the orientation itself does not change.< / p >
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< p > This is signaled from < code > preUpdate< / code > (or < code > pauseUpdate< / code > ) < em > even when< / em > the game is paused.< / p >
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< / div >
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< dl class = "details" >
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< dt >
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id="onSizeChange">< span class = "type-signature" > < / span > onSizeChange< span class = "type-signature" > :< a href = "Phaser.Signal.html" > Phaser.Signal< / a > < / span > < / h4 >
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< / dt >
< dd >
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< div class = "description" >
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< p > This signal is dispatched when the size of the Display canvas changes < em > or< / em > the size of the Game changes.< br > When invoked this is done < em > after< / em > the Canvas size/position have been updated.< / p >
< p > This signal is < em > only< / em > called when a change occurs and a reflow may be required.< br > For example, if the canvas does not change sizes because of CSS settings (such as min-width)< br > then this signal will < em > not< / em > be triggered.< / p >
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< p > Use this to handle responsive game layout options.< / p >
< p > This is signaled from < code > preUpdate< / code > (or < code > pauseUpdate< / code > ) < em > even when< / em > the game is paused.< / p >
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< / div >
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< / dt >
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< dt class = "tag-todo" > To Do:< / dt >
< dd class = "tag-todo" >
< ul >
< li > Formalize the arguments, if any, supplied to this signal.< / li >
< / ul >
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< / dl >
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< dt >
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< h4 class = "name "
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id="pageAlignHorizontally">< span class = "type-signature" > < / span > pageAlignHorizontally< span class = "type-signature" > :boolean< / span > < / h4 >
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< / dt >
< dd >
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< p > When enabled the Display canvas will be horizontally-aligned < em > in the Parent container< / em > (or < a href = "Phaser.ScaleManager.html#parentIsWindow" > window< / a > ).< / p >
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< p > To align horizontally across the page the Display canvas should be added directly to page;< br > or the parent container should itself be horizontally aligned.< / p >
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< p > Horizontal alignment is not applicable with the < a href = "Phaser.ScaleManager.html#.RESIZE" > RESIZE< / a > scaling mode.< / p >
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< / div >
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< dt class = "tag-default" > Default Value:< / dt >
< dd class = "tag-default" > < ul class = "dummy" > < li > false< / li > < / ul > < / dd >
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id="pageAlignVertically">< span class = "type-signature" > < / span > pageAlignVertically< span class = "type-signature" > :boolean< / span > < / h4 >
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< p > When enabled the Display canvas will be vertically-aligned < em > in the Parent container< / em > (or < a href = "Phaser.ScaleManager.html#parentIsWindow" > window< / a > ).< / p >
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< p > To align vertically the Parent element should have a < em > non-collapsible< / em > height, such that it will maintain< br > a height < em > larger< / em > than the height of the contained Game canvas - the game canvas will then be scaled vertically< br > < em > within< / em > the remaining available height dictated by the Parent element.< / p >
< p > One way to prevent the parent from collapsing is to add an absolute " min-height" CSS property to the parent element.< br > If specifying a relative " min-height/height" or adjusting margins, the Parent height must still be non-collapsible (see note).< / p >
< p > < em > Note< / em > : In version 2.2 the minimum document height is < em > not< / em > automatically set to the viewport/window height.< br > To automatically update the minimum document height set < a href = "Phaser.ScaleManager.html#compatibility" > compatibility.forceMinimumDocumentHeight< / a > to true.< / p >
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< p > Vertical alignment is not applicable with the < a href = "Phaser.ScaleManager.html#.RESIZE" > RESIZE< / a > scaling mode.< / p >
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< / div >
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< dt class = "tag-default" > Default Value:< / dt >
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id="parentIsWindow">< span class = "type-signature" > < / span > parentIsWindow< span class = "type-signature" > :boolean< / span > < / h4 >
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< p > If the parent container of the Game canvas is the browser window itself (i.e. document.body),< br > rather than another div, this should set to < code > true< / code > .< / p >
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< p > The < a href = "Phaser.ScaleManager.html#parentNode" > parentNode< / a > property is generally ignored while this is in effect.< / p >
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< / div >
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< dt >
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id="parentNode">< span class = "type-signature" > < / span > parentNode< span class = "type-signature" > :DOMElement< / span > < / h4 >
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< dd >
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< p > The < em > original< / em > DOM element for the parent of the Display canvas.< br > This may be different in fullscreen - see < a href = "Phaser.ScaleManager.html#createFullScreenTarget" > createFullScreenTarget< / a > .< / p >
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< p > This should only be changed after moving the Game canvas to a different DOM parent.< / p >
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< / div >
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< dt >
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id="parentScaleFactor">< span class = "type-signature" > < readonly> < / span > parentScaleFactor< span class = "type-signature" > :< a href = "Phaser.Point.html" > Phaser.Point< / a > < / span > < / h4 >
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< dd >
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< p > The scale of the game in relation to its parent container.< / p >
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< / div >
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< dt >
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id="scaleFactor">< span class = "type-signature" > < readonly> < / span > scaleFactor< span class = "type-signature" > :< a href = "Phaser.Point.html" > Phaser.Point< / a > < / span > < / h4 >
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< dd >
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< p > The < em > current< / em > scale factor based on the game dimensions vs. the scaled dimensions.< / p >
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< / div >
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id="scaleFactorInversed">< span class = "type-signature" > < internal, readonly> < / span > scaleFactorInversed< span class = "type-signature" > :< a href = "Phaser.Point.html" > Phaser.Point< / a > < / span > < / h4 >
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< dd >
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< p > The < em > current< / em > inversed scale factor. The displayed dimensions divided by the game dimensions.< / p >
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< / div >
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< dt class = "important tag-deprecated" > Internal:< / dt >
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< dd class = "tag-deprecated" > < ul >
< li > This member is < em > internal (protected)< / em > and may be modified or removed in the future.< / li >
< / ul > < / dd >
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< dt >
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id="scaleMode">< span class = "type-signature" > < / span > scaleMode< span class = "type-signature" > :integer< / span > < / h4 >
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< p > The scaling method used by the ScaleManager when not in fullscreen.< / p >
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< dl > < br > < dt > < a href = "Phaser.ScaleManager.html#.NO_SCALE" > Phaser.ScaleManager.NO_SCALE< / a > < / dt > < br > < dd > < br > The Game display area will not be scaled - even if it is too large for the canvas/screen.< br > This mode < em > ignores< / em > any applied scaling factor and displays the canvas at the Game size.< br > < / dd > < br > < dt > < a href = "Phaser.ScaleManager.html#.EXACT_FIT" > Phaser.ScaleManager.EXACT_FIT< / a > < / dt > < br > < dd > < br > The Game display area will be < em > stretched< / em > to fill the entire size of the canvas's parent element and/or screen.< br > Proportions are not maintained.< br > < / dd > < br > < dt > < a href = "Phaser.ScaleManager.html#.SHOW_ALL" > Phaser.ScaleManager.SHOW_ALL< / a > < / dt > < br > < dd > < br > Show the entire game display area while < em > maintaining< / em > the original aspect ratio.< br > < / dd > < br > < dt > < a href = "Phaser.ScaleManager.html#.RESIZE" > Phaser.ScaleManager.RESIZE< / a > < / dt > < br > < dd > < br > The dimensions of the game display area are changed to match the size of the parent container.< br > That is, this mode < em > changes the Game size< / em > to match the display size.< br > < p > < br > Any manually set Game size (see < a href = "Phaser.ScaleManager.html#setGameSize" > setGameSize< / a > ) is ignored while in effect.< br > < / dd > < br > < dt > < a href = "Phaser.ScaleManager.html#.USER_SCALE" > Phaser.ScaleManager.USER_SCALE< / a > < / dt > < br > < dd > < br > The game Display is scaled according to the user-specified scale set by < a href = "Phaser.ScaleManager.html#setUserScale" > setUserScale< / a > .< br > < p > < br > This scale can be adjusted in the < a href = "Phaser.ScaleManager.html#setResizeCallback" > resize callback< / a > < br > for flexible custom-sizing needs.< br > < / dd > < br > < / dl >
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< h4 class = "name "
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id="screenOrientation">< span class = "type-signature" > < readonly> < / span > screenOrientation< span class = "type-signature" > :string< / span > < / h4 >
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< / dt >
< dd >
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< div class = "description" >
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< p > The < em > last known< / em > orientation of the screen, as defined in the Window Screen Web API.< br > See < a href = "Phaser.DOM.html#.getScreenOrientation" > Phaser.DOM.getScreenOrientation< / a > for possible values.< / p >
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< / div >
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< dl class = "details" >
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< / dt >
< / dl >
< / dd >
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< dt >
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< h4 class = "name "
id="sourceAspectRatio">< span class = "type-signature" > < readonly> < / span > sourceAspectRatio< span class = "type-signature" > :number< / span > < / h4 >
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< dd >
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< p > The aspect ratio of the original game dimensions.< / p >
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< / div >
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< dt >
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< h4 class = "name "
id="trackParentInterval">< span class = "type-signature" > < internal> < / span > trackParentInterval< span class = "type-signature" > :integer< / span > < / h4 >
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< dd >
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< p > The maximum time (in ms) between dimension update checks for the Canvas's parent element (or window).< br > Update checks normally happen quicker in response to other events.< / p >
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< / div >
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< dt class = "important tag-deprecated" > Internal:< / dt >
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< dd class = "tag-deprecated" > < ul >
< li > This member is < em > internal (protected)< / em > and may be modified or removed in the future.< / li >
< / ul > < / dd >
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< dt class = "tag-default" > Default Value:< / dt >
< dd class = "tag-default" > < ul class = "dummy" > < li > 2000< / li > < / ul > < / dd >
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< / dt >
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< dt class = "tag-see" > See:< / dt >
< dd class = "tag-see" >
< ul >
< li > < a href = "Phaser.ScaleManager.html#refresh" > refresh< / a > < / li >
< / ul >
< / dd >
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< / dl >
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< / dd >
< dt >
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< h4 class = "name "
id="width">< span class = "type-signature" > < readonly> < / span > width< span class = "type-signature" > :number< / span > < / h4 >
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< / dt >
< dd >
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< div class = "description" >
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< p > Target width (in pixels) of the Display canvas.< / p >
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< / div >
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< / dt >
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< / dl >
< / dd >
< dt >
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< h4 class = "name "
id="windowConstraints">< span class = "type-signature" > < / span > windowConstraints< span class = "type-signature" > < / span > < / h4 >
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< / dt >
< dd >
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< div class = "description" >
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< p > The edges on which to constrain the game Display/canvas in < em > addition< / em > to the restrictions of the parent container.< / p >
< p > The properties are strings and can be '', 'visual', 'layout', or 'layout-soft'.< / p >
< ul >
< li > If 'visual', the edge will be constrained to the Window / displayed screen area< / li >
< li > If 'layout', the edge will be constrained to the CSS Layout bounds< / li >
< li > An invalid value is treated as 'visual'< / li >
< / ul >
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< / div >
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< dl class = "details" >
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< h5 class = "subsection-title" > Properties:< / h5 >
< dl >
< table class = "props table table-striped" >
< thead >
< tr >
< th > Name< / th >
< th > Type< / th >
< th class = "last" > Description< / th >
< / tr >
< / thead >
< tbody >
< tr >
< td class = "name" > < code > bottom< / code > < / td >
< td class = "type" >
< span class = "param-type" > string< / span >
< / td >
< td class = "description last" > < / td >
< / tr >
< tr >
< td class = "name" > < code > right< / code > < / td >
< td class = "type" >
< span class = "param-type" > string< / span >
< / td >
< td class = "description last" > < / td >
< / tr >
< / tbody >
< / table >
< / dl >
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< dt class = "tag-default" > Default Value:< / dt >
< dd class = "tag-default" > < ul class = "dummy" > < li > {"right":"layout","bottom":""}< / li > < / ul > < / dd >
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< dt class = "tag-source" > Source -
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< a href = "src_core_ScaleManager.js.html" > core/ScaleManager.js< / a > , < a href = "src_core_ScaleManager.js.html#sunlight-1-line-379" > line 379< / a >
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< / dt >
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< / dl >
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< / dd >
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< / dl >
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< h3 class = "subsection-title" > Methods< / h3 >
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< dl >
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< dt >
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< h4 class = "name "
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id="boot">< span class = "type-signature" > < internal> < / span > boot< span class = "signature" > ()< / span > < span class = "type-signature" > < / span > < / h4 >
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< / dt >
< dd >
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< div class = "description" >
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< p > Start the ScaleManager.< / p >
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< / div >
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< dl class = "details" >
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< dt class = "important tag-deprecated" > Internal:< / dt >
< dd class = "tag-deprecated" > < ul >
< li > This member is < em > internal (protected)< / em > and may be modified or removed in the future.< / li >
< / ul > < / dd >
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< dt class = "tag-source" > Source -
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< / dt >
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< / dl >
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< / dd >
< dt >
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< h4 class = "name "
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id="createFullScreenTarget">< span class = "type-signature" > < internal> < / span > createFullScreenTarget< span class = "signature" > ()< / span > < span class = "type-signature" > < / span > < / h4 >
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< / dt >
< dd >
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< div class = "description" >
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< p > Creates a fullscreen target. This is called automatically as as needed when entering< br > fullscreen mode and the resulting element is supplied to < a href = "Phaser.ScaleManager.html#onFullScreenInit" > onFullScreenInit< / a > .< / p >
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< p > Use < a href = "Phaser.ScaleManager.html#onFullScreenInit" > onFullScreenInit< / a > to customize the created object.< / p >
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< / div >
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< dl class = "details" >
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< dt class = "important tag-deprecated" > Internal:< / dt >
< dd class = "tag-deprecated" > < ul >
< li > This member is < em > internal (protected)< / em > and may be modified or removed in the future.< / li >
< / ul > < / dd >
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< dt class = "tag-source" > Source -
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< a href = "src_core_ScaleManager.js.html" > core/ScaleManager.js< / a > , < a href = "src_core_ScaleManager.js.html#sunlight-1-line-1728" > line 1728< / a >
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< / dt >
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< / dl >
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< / dd >
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< dt >
< h4 class = "name "
id="destroy">< span class = "type-signature" > < internal> < / span > destroy< span class = "signature" > ()< / span > < span class = "type-signature" > < / span > < / h4 >
< / dt >
< dd >
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< div class = "description" >
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< p > Destroys the ScaleManager and removes any event listeners.< br > This should probably only be called when the game is destroyed.< / p >
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< / div >
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< dl class = "details" >
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< dt class = "important tag-deprecated" > Internal:< / dt >
< dd class = "tag-deprecated" > < ul >
< li > This member is < em > internal (protected)< / em > and may be modified or removed in the future.< / li >
< / ul > < / dd >
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< dt class = "tag-source" > Source -
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< a href = "src_core_ScaleManager.js.html" > core/ScaleManager.js< / a > , < a href = "src_core_ScaleManager.js.html#sunlight-1-line-2058" > line 2058< / a >
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< / dt >
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< / dl >
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< / dd >
< dt >
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< h4 class = "name "
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id="forceOrientation">< span class = "type-signature" > < / span > forceOrientation< span class = "signature" > (forceLandscape, < span class = "optional" > forcePortrait< / span > )< / span > < span class = "type-signature" > < / span > < / h4 >
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< / dt >
< dd >
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< div class = "description" >
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< p > Force the game to run in only one orientation.< / p >
< p > This enables generation of incorrect orientation signals and affects resizing but does not otherwise rotate or lock the orientation.< / p >
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< p > Orientation checks are performed via the Screen Orientation API, if available in browser. This means it will check your monitor< br > orientation on desktop, or your device orientation on mobile, rather than comparing actual game dimensions. If you need to check the< br > viewport dimensions instead and bypass the Screen Orientation API then set: < code > ScaleManager.compatibility.orientationFallback = 'viewport'< / code > < / p >
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< / div >
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< h5 > Parameters:< / h5 >
< table class = "params table table-striped" >
< thead >
< tr >
< th > Name< / th >
< th > Type< / th >
< th > Argument< / th >
< th > Default< / th >
< th class = "last" > Description< / th >
< / tr >
< / thead >
< tbody >
< tr >
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< td class = "name" > < code > forceLandscape< / code > < / td >
< td class = "type" >
< span class = "param-type" > boolean< / span >
< / td >
< td class = "attributes" >
< / td >
< td class = "default" >
< / td >
< td class = "description last" > < p > true if the game should run in landscape mode only.< / p > < / td >
< / tr >
< tr >
< td class = "name" > < code > forcePortrait< / code > < / td >
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< td class = "type" >
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< span class = "param-type" > boolean< / span >
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< / td >
< td class = "attributes" >
< optional>< br >
< / td >
< td class = "default" >
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false
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< / td >
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< td class = "description last" > < p > true if the game should run in portrait mode only.< / p > < / td >
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< / tr >
< / tbody >
< / table >
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< dl class = "details" >
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< dt class = "tag-source" > Source -
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< a href = "src_core_ScaleManager.js.html" > core/ScaleManager.js< / a > , < a href = "src_core_ScaleManager.js.html#sunlight-1-line-1163" > line 1163< / a >
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< / dt >
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< / dl >
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< / dd >
< dt >
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< h4 class = "name "
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id="getParentBounds">< span class = "type-signature" > < internal> < / span > getParentBounds< span class = "signature" > (< span class = "optional" > target< / span > )< / span > < span class = "type-signature" > → {< a href = "Phaser.Rectangle.html" > Phaser.Rectangle< / a > }< / span > < / h4 >
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< / dt >
< dd >
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< div class = "description" >
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< p > Returns the computed Parent size/bounds that the Display canvas is allowed/expected to fill.< / p >
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< p > If in fullscreen mode or without parent (see < a href = "Phaser.ScaleManager.html#parentIsWindow" > parentIsWindow< / a > ),< br > this will be the bounds of the visual viewport itself.< / p >
< p > This function takes the < a href = "Phaser.ScaleManager.html#windowConstraints" > windowConstraints< / a > into consideration - if the parent is partially outside< br > the viewport then this function may return a smaller than expected size.< / p >
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< p > Values are rounded to the nearest pixel.< / p >
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< / div >
< h5 > Parameters:< / h5 >
< table class = "params table table-striped" >
< thead >
< tr >
< th > Name< / th >
< th > Type< / th >
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< th > Argument< / th >
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< th > Default< / th >
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< th class = "last" > Description< / th >
< / tr >
< / thead >
< tbody >
< tr >
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< td class = "name" > < code > target< / code > < / td >
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< td class = "type" >
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< span class = "param-type" > < a href = "Phaser.Rectangle.html" > Phaser.Rectangle< / a > < / span >
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< / td >
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< td class = "attributes" >
< optional>< br >
< / td >
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< td class = "default" >
(new Rectangle)
< / td >
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< td class = "description last" > < p > The rectangle to update; a new one is created as needed.< / p > < / td >
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< / tr >
< / tbody >
< / table >
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< h5 > Returns:< / h5 >
< div class = "returns" >
< div class = "returns-type" >
< span class = "param-type" > < a href = "Phaser.Rectangle.html" > Phaser.Rectangle< / a > < / span >
-
< / div >
< div class = "returns-desc param-desc" >
< p > The established parent bounds.< / p >
< / div >
< / div >
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< dl class = "details" >
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< dt class = "important tag-deprecated" > Internal:< / dt >
< dd class = "tag-deprecated" > < ul >
< li > This member is < em > internal (protected)< / em > and may be modified or removed in the future.< / li >
< / ul > < / dd >
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< dt class = "tag-source" > Source -
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< a href = "src_core_ScaleManager.js.html" > core/ScaleManager.js< / a > , < a href = "src_core_ScaleManager.js.html#sunlight-1-line-1408" > line 1408< / a >
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< / dt >
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< / dl >
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< / dd >
< dt >
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< h4 class = "name "
id="parseConfig">< span class = "type-signature" > < internal> < / span > parseConfig< span class = "signature" > (config)< / span > < span class = "type-signature" > < / span > < / h4 >
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< / dt >
< dd >
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< div class = "description" >
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< p > Load configuration settings.< / p >
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< / div >
< h5 > Parameters:< / h5 >
< table class = "params table table-striped" >
< thead >
< tr >
< th > Name< / th >
< th > Type< / th >
< th class = "last" > Description< / th >
< / tr >
< / thead >
< tbody >
< tr >
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< td class = "name" > < code > config< / code > < / td >
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< td class = "type" >
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< span class = "param-type" > object< / span >
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< / td >
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< td class = "description last" > < p > The game configuration object.< / p > < / td >
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< / tr >
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< / tbody >
< / table >
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< dl class = "details" >
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< dt class = "important tag-deprecated" > Internal:< / dt >
< dd class = "tag-deprecated" > < ul >
< li > This member is < em > internal (protected)< / em > and may be modified or removed in the future.< / li >
< / ul > < / dd >
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< a href = "src_core_ScaleManager.js.html" > core/ScaleManager.js< / a > , < a href = "src_core_ScaleManager.js.html#sunlight-1-line-748" > line 748< / a >
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< / dt >
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< / dl >
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< / dd >
< dt >
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< h4 class = "name "
id="preUpdate">< span class = "type-signature" > < internal> < / span > preUpdate< span class = "signature" > ()< / span > < span class = "type-signature" > < / span > < / h4 >
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< / dt >
< dd >
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< div class = "description" >
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< p > The ScaleManager.preUpdate is called automatically by the core Game loop.< / p >
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< / div >
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< dl class = "details" >
< dt class = "important tag-deprecated" > Internal:< / dt >
< dd class = "tag-deprecated" > < ul >
< li > This member is < em > internal (protected)< / em > and may be modified or removed in the future.< / li >
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< / ul > < / dd >
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< a href = "src_core_ScaleManager.js.html" > core/ScaleManager.js< / a > , < a href = "src_core_ScaleManager.js.html#sunlight-1-line-1028" > line 1028< / a >
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< / dt >
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< / dl >
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< / dd >
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< dt >
< h4 class = "name "
id="refresh">< span class = "type-signature" > < / span > refresh< span class = "signature" > ()< / span > < span class = "type-signature" > < / span > < / h4 >
< / dt >
< dd >
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< div class = "description" >
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< p > The " refresh" methods informs the ScaleManager that a layout refresh is required.< / p >
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< p > The ScaleManager automatically queues a layout refresh (eg. updates the Game size or Display canvas layout)< br > when the browser is resized, the orientation changes, or when there is a detected change< br > of the Parent size. Refreshing is also done automatically when public properties,< br > such as < a href = "Phaser.ScaleManager.html#scaleMode" > scaleMode< / a > , are updated or state-changing methods are invoked.< / p >
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< p > The " refresh" method < em > may< / em > need to be used in a few (rare) situtations when< / p >
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< ul >
< li > a device change event is not correctly detected; or< / li >
< li > the Parent size changes (and an immediate reflow is desired); or< / li >
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< li > the ScaleManager state is updated by non-standard means; or< / li >
< li > certain < a href = "Phaser.ScaleManager.html#compatibility" > compatibility< / a > properties are manually changed.< / li >
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< / ul >
< p > The queued layout refresh is not immediate but will run promptly in an upcoming < code > preRender< / code > .< / p >
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< / div >
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< dt class = "tag-source" > Source -
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< a href = "src_core_ScaleManager.js.html" > core/ScaleManager.js< / a > , < a href = "src_core_ScaleManager.js.html#sunlight-1-line-1301" > line 1301< / a >
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< / dt >
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< / dl >
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< / dd >
< dt >
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< h4 class = "name "
id="scaleSprite">< span class = "type-signature" > < internal> < / span > scaleSprite< span class = "signature" > (sprite, < span class = "optional" > width< / span > , < span class = "optional" > height< / span > , < span class = "optional" > letterBox< / span > )< / span > < span class = "type-signature" > → {< a href = "Phaser.Sprite.html" > Phaser.Sprite< / a > |< a href = "Phaser.Image.html" > Phaser.Image< / a > }< / span > < / h4 >
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< / dt >
< dd >
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< div class = "description" >
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< p > Takes a Sprite or Image object and scales it to fit the given dimensions.< br > Scaling happens proportionally without distortion to the sprites texture.< br > The letterBox parameter controls if scaling will produce a letter-box effect or zoom the< br > sprite until it fills the given values. Note that with letterBox set to false the scaled sprite may spill out over either< br > the horizontal or vertical sides of the target dimensions. If you wish to stop this you can crop the Sprite.< / p >
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< / div >
< h5 > Parameters:< / h5 >
< table class = "params table table-striped" >
< thead >
< tr >
< th > Name< / th >
< th > Type< / th >
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< th > Argument< / th >
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< th > Default< / th >
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< th class = "last" > Description< / th >
< / tr >
< / thead >
< tbody >
< tr >
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< td class = "name" > < code > sprite< / code > < / td >
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< td class = "type" >
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< span class = "param-type" > < a href = "Phaser.Sprite.html" > Phaser.Sprite< / a > < / span >
|
< span class = "param-type" > < a href = "Phaser.Image.html" > Phaser.Image< / a > < / span >
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< / td >
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< td class = "attributes" >
< / td >
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< td class = "default" >
< / td >
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< td class = "description last" > < p > The sprite we want to scale.< / p > < / td >
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< / tr >
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< tr >
< td class = "name" > < code > width< / code > < / td >
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< td class = "type" >
< span class = "param-type" > integer< / span >
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< / td >
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< td class = "attributes" >
< optional>< br >
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< / td >
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< td class = "default" >
< / td >
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< td class = "description last" > < p > The target width that we want to fit the sprite in to. If not given it defaults to ScaleManager.width.< / p > < / td >
< / tr >
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< tr >
< td class = "name" > < code > height< / code > < / td >
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< td class = "type" >
< span class = "param-type" > integer< / span >
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< / td >
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< td class = "attributes" >
< optional>< br >
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< / td >
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< td class = "default" >
< / td >
< td class = "description last" > < p > The target height that we want to fit the sprite in to. If not given it defaults to ScaleManager.height.< / p > < / td >
< / tr >
< tr >
< td class = "name" > < code > letterBox< / code > < / td >
< td class = "type" >
< span class = "param-type" > boolean< / span >
< / td >
< td class = "attributes" >
< optional>< br >
< / td >
< td class = "default" >
false
< / td >
< td class = "description last" > < p > True if we want the < code > fitted< / code > mode. Otherwise, the function uses the < code > zoom< / code > mode.< / p > < / td >
< / tr >
< / tbody >
< / table >
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< h5 > Returns:< / h5 >
< div class = "returns" >
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< div class = "returns-type" >
< span class = "param-type" > < a href = "Phaser.Sprite.html" > Phaser.Sprite< / a > < / span >
|
< span class = "param-type" > < a href = "Phaser.Image.html" > Phaser.Image< / a > < / span >
-
< / div >
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< div class = "returns-desc param-desc" >
< p > The scaled sprite.< / p >
< / div >
< / div >
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< dl class = "details" >
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< dt class = "important tag-deprecated" > Internal:< / dt >
< dd class = "tag-deprecated" > < ul >
< li > This member is < em > internal (protected)< / em > and may be modified or removed in the future.< / li >
< / ul > < / dd >
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< dt class = "tag-source" > Source -
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< a href = "src_core_ScaleManager.js.html" > core/ScaleManager.js< / a > , < a href = "src_core_ScaleManager.js.html#sunlight-1-line-1988" > line 1988< / a >
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< / dt >
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< / dl >
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< / dd >
< dt >
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< h4 class = "name "
id="setGameSize">< span class = "type-signature" > < / span > setGameSize< span class = "signature" > (width, height)< / span > < span class = "type-signature" > < / span > < / h4 >
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< dd >
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< div class = "description" >
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< p > Set the actual Game size.< br > Use this instead of directly changing < code > game.width< / code > or < code > game.height< / code > .< / p >
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< p > The actual physical display (Canvas element size) depends on various settings including< / p >
< ul >
< li > Scale mode< / li >
< li > Scaling factor< / li >
< li > Size of Canvas's parent element or CSS rules such as min-height/max-height;< / li >
< li > The size of the Window< / li >
< / ul >
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< / div >
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< h5 > Parameters:< / h5 >
< table class = "params table table-striped" >
< thead >
< tr >
< th > Name< / th >
< th > Type< / th >
< th class = "last" > Description< / th >
< / tr >
< / thead >
< tbody >
< tr >
< td class = "name" > < code > width< / code > < / td >
< td class = "type" >
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< span class = "param-type" > integer< / span >
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< / td >
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< td class = "description last" > < p > < em > Game width< / em > , in pixels.< / p > < / td >
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< / tr >
< tr >
< td class = "name" > < code > height< / code > < / td >
< td class = "type" >
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< span class = "param-type" > integer< / span >
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< / td >
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< td class = "description last" > < p > < em > Game height< / em > , in pixels.< / p > < / td >
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< / tr >
< / tbody >
< / table >
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< dt class = "tag-source" > Source -
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< a href = "src_core_ScaleManager.js.html" > core/ScaleManager.js< / a > , < a href = "src_core_ScaleManager.js.html#sunlight-1-line-881" > line 881< / a >
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< / dt >
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< / dl >
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< / dd >
< dt >
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< h4 class = "name "
id="setMinMax">< span class = "type-signature" > < / span > setMinMax< span class = "signature" > (minWidth, minHeight, < span class = "optional" > maxWidth< / span > , < span class = "optional" > maxHeight< / span > )< / span > < span class = "type-signature" > < / span > < / h4 >
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< / dt >
< dd >
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< div class = "description" >
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< p > Set the min and max dimensions for the Display canvas.< / p >
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< p > < em > Note:< / em > The min/max dimensions are only applied in some cases< / p >
< ul >
< li > When the device is not in an incorrect orientation; or< / li >
< li > The scale mode is EXACT_FIT when not in fullscreen< / li >
< / ul >
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< / div >
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< h5 > Parameters:< / h5 >
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< table class = "params table table-striped" >
< thead >
< tr >
< th > Name< / th >
< th > Type< / th >
< th > Argument< / th >
< th class = "last" > Description< / th >
< / tr >
< / thead >
< tbody >
< tr >
< td class = "name" > < code > minWidth< / code > < / td >
< td class = "type" >
< span class = "param-type" > number< / span >
< / td >
< td class = "attributes" >
< / td >
< td class = "description last" > < p > The minimum width the game is allowed to scale down to.< / p > < / td >
< / tr >
< tr >
< td class = "name" > < code > minHeight< / code > < / td >
< td class = "type" >
< span class = "param-type" > number< / span >
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< / td >
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< td class = "attributes" >
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< / td >
< td class = "description last" > < p > The minimum height the game is allowed to scale down to.< / p > < / td >
< / tr >
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< tr >
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< td class = "name" > < code > maxWidth< / code > < / td >
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< td class = "type" >
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< span class = "param-type" > number< / span >
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< / td >
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< td class = "attributes" >
< optional>< br >
< / td >
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< td class = "description last" > < p > The maximum width the game is allowed to scale up to; only changed if specified.< / p > < / td >
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< / tr >
< tr >
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< td class = "name" > < code > maxHeight< / code > < / td >
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< td class = "type" >
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< span class = "param-type" > number< / span >
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< / td >
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< td class = "attributes" >
< optional>< br >
< / td >
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< td class = "description last" > < p > The maximum height the game is allowed to scale up to; only changed if specified.< / p > < / td >
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< / tr >
< / tbody >
< / table >
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< dt class = "tag-source" > Source -
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< / dt >
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< dt class = "tag-todo" > To Do:< / dt >
< dd class = "tag-todo" >
< ul >
< li > These values are only sometimes honored.< / li >
< / ul >
< / dd >
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< / dl >
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< / dd >
< dt >
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< h4 class = "name "
id="setResizeCallback">< span class = "type-signature" > < / span > setResizeCallback< span class = "signature" > (callback, context)< / span > < span class = "type-signature" > < / span > < / h4 >
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< / dt >
< dd >
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< div class = "description" >
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< p > Sets the callback that will be invoked before sizing calculations.< / p >
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< p > This is the appropriate place to call < a href = "Phaser.ScaleManager.html#setUserScale" > setUserScale< / a > if needing custom dynamic scaling.< / p >
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< p > The callback is supplied with two arguments < code > scale< / code > and < code > parentBounds< / code > where < code > scale< / code > is the ScaleManager< br > and < code > parentBounds< / code > , a Phaser.Rectangle, is the size of the Parent element.< / p >
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< p > This callback< / p >
< ul >
< li > May be invoked even though the parent container or canvas sizes have not changed< / li >
< li > Unlike < a href = "Phaser.ScaleManager.html#onSizeChange" > onSizeChange< / a > , it runs < em > before< / em > the canvas is guaranteed to be updated< / li >
< li > Will be invoked from < code > preUpdate< / code > , < em > even when< / em > the game is paused < / li >
< / ul >
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< p > See < a href = "Phaser.ScaleManager.html#onSizeChange" > onSizeChange< / a > for a better way of reacting to layout updates.< / p >
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< / div >
< h5 > Parameters:< / h5 >
< table class = "params table table-striped" >
< thead >
< tr >
< th > Name< / th >
< th > Type< / th >
< th class = "last" > Description< / th >
< / tr >
< / thead >
< tbody >
< tr >
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< td class = "name" > < code > callback< / code > < / td >
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< td class = "type" >
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< span class = "param-type" > function< / span >
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< / td >
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< td class = "description last" > < p > The callback that will be called each time a window.resize event happens or if set, the parent container resizes.< / p > < / td >
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< / tr >
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< tr >
< td class = "name" > < code > context< / code > < / td >
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< td class = "type" >
< span class = "param-type" > object< / span >
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< / td >
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< td class = "description last" > < p > The context in which the callback will be called.< / p > < / td >
< / tr >
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< / tbody >
< / table >
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< dl class = "details" >
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< dt class = "tag-source" > Source -
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< a href = "src_core_ScaleManager.js.html" > core/ScaleManager.js< / a > , < a href = "src_core_ScaleManager.js.html#sunlight-1-line-933" > line 933< / a >
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< / dt >
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< / dl >
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< / dd >
< dt >
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< h4 class = "name "
id="setupScale">< span class = "type-signature" > < internal> < / span > setupScale< span class = "signature" > (width, height)< / span > < span class = "type-signature" > < / span > < / h4 >
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< / dt >
< dd >
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< div class = "description" >
< p > Calculates and sets the game dimensions based on the given width and height.< / p >
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< p > This should < em > not< / em > be called when in fullscreen mode.< / p >
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< / div >
< h5 > Parameters:< / h5 >
< table class = "params table table-striped" >
< thead >
< tr >
< th > Name< / th >
< th > Type< / th >
< th class = "last" > Description< / th >
< / tr >
< / thead >
< tbody >
< tr >
< td class = "name" > < code > width< / code > < / td >
< td class = "type" >
< span class = "param-type" > number< / span >
|
< span class = "param-type" > string< / span >
< / td >
< td class = "description last" > < p > The width of the game.< / p > < / td >
< / tr >
< tr >
< td class = "name" > < code > height< / code > < / td >
< td class = "type" >
< span class = "param-type" > number< / span >
|
< span class = "param-type" > string< / span >
< / td >
< td class = "description last" > < p > The height of the game.< / p > < / td >
< / tr >
< / tbody >
< / table >
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< dl class = "details" >
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< dt class = "important tag-deprecated" > Internal:< / dt >
< dd class = "tag-deprecated" > < ul >
< li > This member is < em > internal (protected)< / em > and may be modified or removed in the future.< / li >
< / ul > < / dd >
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< dt class = "tag-source" > Source -
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< a href = "src_core_ScaleManager.js.html" > core/ScaleManager.js< / a > , < a href = "src_core_ScaleManager.js.html#sunlight-1-line-781" > line 781< / a >
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< / dt >
< / dl >
< / dd >
< dt >
< h4 class = "name "
id="setUserScale">< span class = "type-signature" > < / span > setUserScale< span class = "signature" > (hScale, vScale, < span class = "optional" > hTrim< / span > , < span class = "optional" > vTrim< / span > )< / span > < span class = "type-signature" > < / span > < / h4 >
< / dt >
< dd >
< div class = "description" >
< p > Set a User scaling factor used in the USER_SCALE scaling mode.< / p >
< p > The target canvas size is computed by:< / p >
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< pre class = "prettyprint source" > < code > canvas.width = (game.width * hScale) - hTrim
canvas.height = (game.height * vScale) - vTrim< / code > < / pre > < p > This method can be used in the < a href = "Phaser.ScaleManager.html#setResizeCallback" > resize callback< / a > .< / p >
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< / div >
< h5 > Parameters:< / h5 >
< table class = "params table table-striped" >
< thead >
< tr >
< th > Name< / th >
< th > Type< / th >
< th > Argument< / th >
< th > Default< / th >
< th class = "last" > Description< / th >
< / tr >
< / thead >
< tbody >
< tr >
< td class = "name" > < code > hScale< / code > < / td >
< td class = "type" >
< span class = "param-type" > number< / span >
< / td >
< td class = "attributes" >
< / td >
< td class = "default" >
< / td >
< td class = "description last" > < p > Horizontal scaling factor.< / p > < / td >
< / tr >
< tr >
< td class = "name" > < code > vScale< / code > < / td >
< td class = "type" >
< span class = "param-type" > numer< / span >
< / td >
< td class = "attributes" >
< / td >
< td class = "default" >
< / td >
< td class = "description last" > < p > Vertical scaling factor.< / p > < / td >
< / tr >
< tr >
< td class = "name" > < code > hTrim< / code > < / td >
< td class = "type" >
< span class = "param-type" > integer< / span >
< / td >
< td class = "attributes" >
< optional>< br >
< / td >
< td class = "default" >
0
< / td >
< td class = "description last" > < p > Horizontal trim, applied after scaling.< / p > < / td >
< / tr >
< tr >
< td class = "name" > < code > vTrim< / code > < / td >
< td class = "type" >
< span class = "param-type" > integer< / span >
< / td >
< td class = "attributes" >
< optional>< br >
< / td >
< td class = "default" >
0
< / td >
< td class = "description last" > < p > Vertical trim, applied after scaling.< / p > < / td >
< / tr >
< / tbody >
< / table >
< dl class = "details" >
< dt class = "tag-source" > Source -
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< a href = "src_core_ScaleManager.js.html" > core/ScaleManager.js< / a > , < a href = "src_core_ScaleManager.js.html#sunlight-1-line-909" > line 909< / a >
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< / dt >
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< / dl >
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< / dd >
< dt >
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< h4 class = "name "
id="startFullScreen">< span class = "type-signature" > < / span > startFullScreen< span class = "signature" > (< span class = "optional" > antialias< / span > , < span class = "optional" > allowTrampoline< / span > )< / span > < span class = "type-signature" > → {boolean}< / span > < / h4 >
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< / dt >
< dd >
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< div class = "description" >
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< p > Start the browsers fullscreen mode - this < em > must< / em > be called from a user input Pointer or Mouse event.< / p >
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< p > The Fullscreen API must be supported by the browser for this to work - it is not the same as setting< br > the game size to fill the browser window. See < a href = "Phaser.ScaleManager.html#compatibility" > compatibility.supportsFullScreen< / a > to check if the current< br > device is reported to support fullscreen mode.< / p >
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< p > The fullScreenFailed signal will be dispatched if the fullscreen change request failed or the game does not support the Fullscreen API.< / p >
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< / div >
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< h5 > Parameters:< / h5 >
< table class = "params table table-striped" >
< thead >
< tr >
< th > Name< / th >
< th > Type< / th >
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< th > Argument< / th >
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< th class = "last" > Description< / th >
< / tr >
< / thead >
< tbody >
< tr >
< td class = "name" > < code > antialias< / code > < / td >
< td class = "type" >
< span class = "param-type" > boolean< / span >
< / td >
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< td class = "attributes" >
< optional>< br >
< / td >
< td class = "description last" > < p > Changes the anti-alias feature of the canvas before jumping in to fullscreen (false = retain pixel art, true = smooth art). If not specified then no change is made. Only works in CANVAS mode.< / p > < / td >
< / tr >
< tr >
< td class = "name" > < code > allowTrampoline< / code > < / td >
< td class = "type" >
< span class = "param-type" > boolean< / span >
< / td >
< td class = "attributes" >
< optional>< br >
< / td >
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< td class = "description last" > < p > Internal argument. If < code > false< / code > click trampolining is suppressed.< / p > < / td >
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< / tr >
< / tbody >
< / table >
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< h5 > Returns:< / h5 >
< div class = "returns" >
< div class = "returns-type" >
< span class = "param-type" > boolean< / span >
-
< / div >
< div class = "returns-desc param-desc" >
< p > Returns true if the device supports fullscreen mode and fullscreen mode was attempted to be started. (It might not actually start, wait for the signals.)< / p >
< / div >
< / div >
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< dl class = "details" >
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< dt class = "tag-source" > Source -
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< a href = "src_core_ScaleManager.js.html" > core/ScaleManager.js< / a > , < a href = "src_core_ScaleManager.js.html#sunlight-1-line-1749" > line 1749< / a >
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< / dt >
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< / dl >
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< / dd >
< dt >
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< h4 class = "name "
id="stopFullScreen">< span class = "type-signature" > < / span > stopFullScreen< span class = "signature" > ()< / span > < span class = "type-signature" > → {boolean}< / span > < / h4 >
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< / dt >
< dd >
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< div class = "description" >
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< p > Stops / exits fullscreen mode, if active.< / p >
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< / div >
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< h5 > Returns:< / h5 >
< div class = "returns" >
< div class = "returns-type" >
< span class = "param-type" > boolean< / span >
-
< / div >
< div class = "returns-desc param-desc" >
< p > Returns true if the browser supports fullscreen mode and fullscreen mode will be exited.< / p >
< / div >
< / div >
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< dl class = "details" >
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< dt class = "tag-source" > Source -
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< a href = "src_core_ScaleManager.js.html" > core/ScaleManager.js< / a > , < a href = "src_core_ScaleManager.js.html#sunlight-1-line-1842" > line 1842< / a >
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< / dt >
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< / dl >
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< / dd >
< / dl >
< / article >
< / section >
< / div >
< div class = "clearfix" > < / div >
< footer >
< span class = "copyright" >
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Phaser Copyright © 2012-2016 Photon Storm Ltd.
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< / span >
< br / >
< span class = "jsdoc-message" >
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Documentation generated by < a href = "https://github.com/jsdoc3/jsdoc" > JSDoc 3.4.0< / a >
on Fri Aug 26 2016 01:16:17 GMT+0100 (BST) using the < a href = "https://github.com/terryweiss/docstrap" > DocStrap template< / a > .
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< / span >
< / footer >
< / div >
< div class = "span3" >
< div id = "toc" > < / div >
< / div >
< br clear = "both" >
< / div >
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< script src = "scripts/sunlight.js" > < / script >
< script src = "scripts/sunlight.javascript.js" > < / script >
< script src = "scripts/sunlight-plugin.doclinks.js" > < / script >
< script src = "scripts/sunlight-plugin.linenumbers.js" > < / script >
< script src = "scripts/sunlight-plugin.menu.js" > < / script >
< script src = "scripts/jquery.min.js" > < / script >
< script src = "scripts/jquery.scrollTo.js" > < / script >
< script src = "scripts/jquery.localScroll.js" > < / script >
< script src = "scripts/bootstrap-dropdown.js" > < / script >
< script src = "scripts/toc.js" > < / script >
< script > Sunlight . highlightAll ( { lineNumbers : true , showMenu : true , enableDoclinks : true } ) ; < / script >
< script >
$( function () {
$( "#toc" ).toc( {
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$( "#main span[id^='toc']" ).addClass( "toc-shim" );
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