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< a href = "Phaser.Text.html" > Text< / a >
< / li >
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< li class = "class-depth-1" >
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< a href = "Phaser.Tile.html" > Tile< / a >
< / li >
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< li class = "class-depth-1" >
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< a href = "Phaser.Tilemap.html" > Tilemap< / a >
< / li >
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< li class = "class-depth-1" >
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< a href = "Phaser.TilemapLayer.html" > TilemapLayer< / a >
< / li >
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< li class = "class-depth-1" >
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< a href = "Phaser.TilemapParser.html" > TilemapParser< / a >
< / li >
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< li class = "class-depth-1" >
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< a href = "Phaser.Tileset.html" > Tileset< / a >
< / li >
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< li class = "class-depth-1" >
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< a href = "Phaser.TileSprite.html" > TileSprite< / a >
< / li >
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< li class = "class-depth-1" >
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< a href = "Phaser.Time.html" > Time< / a >
< / li >
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< li class = "class-depth-1" >
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< a href = "Phaser.Timer.html" > Timer< / a >
< / li >
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< li class = "class-depth-1" >
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< a href = "Phaser.TimerEvent.html" > TimerEvent< / a >
< / li >
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< li class = "class-depth-1" >
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< a href = "Phaser.Touch.html" > Touch< / a >
< / li >
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< li class = "class-depth-1" >
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< a href = "Phaser.Tween.html" > Tween< / a >
< / li >
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< li class = "class-depth-1" >
< a href = "Phaser.TweenData.html" > TweenData< / a >
< / li >
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< li class = "class-depth-1" >
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< a href = "Phaser.TweenManager.html" > TweenManager< / a >
< / li >
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< li class = "class-depth-1" >
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< a href = "Phaser.Utils.html" > Utils< / a >
< / li >
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< li class = "class-depth-2" >
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< a href = "Phaser.Utils.Debug.html" > Debug< / a >
< / li >
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< li class = "class-depth-1" >
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< a href = "Phaser.World.html" > World< / a >
< / li >
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< li class = "class-depth-1" >
< a href = "PIXI.AbstractFilter.html" > AbstractFilter< / a >
< / li >
< li class = "class-depth-1" >
< a href = "PIXI.AjaxRequest.html" > AjaxRequest< / a >
< / li >
< li class = "class-depth-1" >
< a href = "PIXI.AlphaMaskFilter.html" > AlphaMaskFilter< / a >
< / li >
< li class = "class-depth-1" >
< a href = "PIXI.AsciiFilter.html" > AsciiFilter< / a >
< / li >
< li class = "class-depth-1" >
< a href = "PIXI.AssetLoader.html" > AssetLoader< / a >
< / li >
< li class = "class-depth-1" >
< a href = "PIXI.AtlasLoader.html" > AtlasLoader< / a >
< / li >
< li class = "class-depth-1" >
< a href = "PIXI.BaseTexture.html" > BaseTexture< / a >
< / li >
< li class = "class-depth-1" >
< a href = "PIXI.BitmapFontLoader.html" > BitmapFontLoader< / a >
< / li >
< li class = "class-depth-1" >
< a href = "PIXI.BitmapText.html" > BitmapText< / a >
< / li >
< li class = "class-depth-1" >
< a href = "PIXI.BlurFilter.html" > BlurFilter< / a >
< / li >
< li class = "class-depth-1" >
< a href = "PIXI.BlurXFilter.html" > BlurXFilter< / a >
< / li >
< li class = "class-depth-1" >
< a href = "PIXI.BlurYFilter.html" > BlurYFilter< / a >
< / li >
< li class = "class-depth-1" >
< a href = "PIXI.CanvasBuffer.html" > CanvasBuffer< / a >
< / li >
< li class = "class-depth-1" >
< a href = "PIXI.CanvasGraphics.html" > CanvasGraphics< / a >
< / li >
< li class = "class-depth-1" >
< a href = "PIXI.CanvasMaskManager.html" > CanvasMaskManager< / a >
< / li >
< li class = "class-depth-1" >
< a href = "PIXI.CanvasRenderer.html" > CanvasRenderer< / a >
< / li >
< li class = "class-depth-1" >
< a href = "PIXI.CanvasTinter.html" > CanvasTinter< / a >
< / li >
< li class = "class-depth-1" >
< a href = "PIXI.Circle.html" > Circle< / a >
< / li >
< li class = "class-depth-1" >
< a href = "PIXI.ColorMatrixFilter.html" > ColorMatrixFilter< / a >
< / li >
< li class = "class-depth-1" >
< a href = "PIXI.ColorStepFilter.html" > ColorStepFilter< / a >
< / li >
< li class = "class-depth-1" >
< a href = "PIXI.ComplexPrimitiveShader.html" > ComplexPrimitiveShader< / a >
< / li >
< li class = "class-depth-1" >
< a href = "PIXI.ConvolutionFilter.html" > ConvolutionFilter< / a >
< / li >
< li class = "class-depth-1" >
< a href = "PIXI.CrossHatchFilter.html" > CrossHatchFilter< / a >
< / li >
< li class = "class-depth-1" >
< a href = "PIXI.DisplacementFilter.html" > DisplacementFilter< / a >
< / li >
< li class = "class-depth-1" >
< a href = "PIXI.DisplayObject.html" > DisplayObject< / a >
< / li >
< li class = "class-depth-1" >
< a href = "PIXI.DisplayObjectContainer.html" > DisplayObjectContainer< / a >
< / li >
< li class = "class-depth-1" >
< a href = "PIXI.DotScreenFilter.html" > DotScreenFilter< / a >
< / li >
< li class = "class-depth-1" >
< a href = "PIXI.Ellipse.html" > Ellipse< / a >
< / li >
< li class = "class-depth-1" >
< a href = "PIXI.Event.html" > Event< / a >
< / li >
< li class = "class-depth-1" >
< a href = "PIXI.EventTarget.html" > EventTarget< / a >
< / li >
< li class = "class-depth-1" >
< a href = "PIXI.FilterBlock.html" > FilterBlock< / a >
< / li >
< li class = "class-depth-1" >
< a href = "PIXI.FilterTexture.html" > FilterTexture< / a >
< / li >
< li class = "class-depth-1" >
< a href = "PIXI.Graphics.html" > Graphics< / a >
< / li >
< li class = "class-depth-1" >
< a href = "PIXI.GraphicsData.html" > GraphicsData< / a >
< / li >
< li class = "class-depth-1" >
< a href = "PIXI.GrayFilter.html" > GrayFilter< / a >
< / li >
< li class = "class-depth-1" >
< a href = "PIXI.ImageLoader.html" > ImageLoader< / a >
< / li >
< li class = "class-depth-1" >
< a href = "PIXI.InteractionData.html" > InteractionData< / a >
< / li >
< li class = "class-depth-1" >
< a href = "PIXI.InteractionManager.html" > InteractionManager< / a >
< / li >
< li class = "class-depth-1" >
< a href = "PIXI.InvertFilter.html" > InvertFilter< / a >
< / li >
< li class = "class-depth-1" >
< a href = "PIXI.JsonLoader.html" > JsonLoader< / a >
< / li >
< li class = "class-depth-1" >
< a href = "PIXI.Matrix.html" > Matrix< / a >
< / li >
< li class = "class-depth-1" >
< a href = "PIXI.MovieClip.html" > MovieClip< / a >
< / li >
< li class = "class-depth-1" >
< a href = "PIXI.NoiseFilter.html" > NoiseFilter< / a >
< / li >
< li class = "class-depth-1" >
< a href = "PIXI.NormalMapFilter.html" > NormalMapFilter< / a >
< / li >
< li class = "class-depth-1" >
< a href = "PIXI.PixelateFilter.html" > PixelateFilter< / a >
< / li >
< li class = "class-depth-1" >
< a href = "PIXI.PIXI.html" > PIXI< / a >
< / li >
< li class = "class-depth-1" >
< a href = "PIXI.PixiFastShader.html" > PixiFastShader< / a >
< / li >
< li class = "class-depth-1" >
< a href = "PIXI.PixiShader.html" > PixiShader< / a >
< / li >
< li class = "class-depth-1" >
< a href = "PIXI.Point.html" > Point< / a >
< / li >
< li class = "class-depth-1" >
< a href = "PIXI.Polygon.html" > Polygon< / a >
< / li >
< li class = "class-depth-1" >
< a href = "PIXI.PolyK.html" > PolyK< / a >
< / li >
< li class = "class-depth-1" >
< a href = "PIXI.PrimitiveShader.html" > PrimitiveShader< / a >
< / li >
< li class = "class-depth-1" >
< a href = "PIXI.Rectangle.html" > Rectangle< / a >
< / li >
< li class = "class-depth-1" >
< a href = "PIXI.RenderTexture.html" > RenderTexture< / a >
< / li >
< li class = "class-depth-1" >
< a href = "PIXI.RGBSplitFilter.html" > RGBSplitFilter< / a >
< / li >
< li class = "class-depth-1" >
< a href = "PIXI.Rope.html" > Rope< / a >
< / li >
< li class = "class-depth-1" >
< a href = "PIXI.RoundedRectangle.html" > RoundedRectangle< / a >
< / li >
< li class = "class-depth-1" >
< a href = "PIXI.SepiaFilter.html" > SepiaFilter< / a >
< / li >
< li class = "class-depth-1" >
< a href = "PIXI.SmartBlurFilter.html" > SmartBlurFilter< / a >
< / li >
< li class = "class-depth-1" >
< a href = "PIXI.Spine.html" > Spine< / a >
< / li >
< li class = "class-depth-1" >
< a href = "PIXI.SpineLoader.html" > SpineLoader< / a >
< / li >
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< li class = "class-depth-1" >
< a href = "PIXI.SpineTextureLoader.html" > SpineTextureLoader< / a >
< / li >
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< li class = "class-depth-1" >
< a href = "PIXI.Sprite.html" > Sprite< / a >
< / li >
< li class = "class-depth-1" >
< a href = "PIXI.SpriteBatch.html" > SpriteBatch< / a >
< / li >
< li class = "class-depth-1" >
< a href = "PIXI.SpriteSheetLoader.html" > SpriteSheetLoader< / a >
< / li >
< li class = "class-depth-1" >
< a href = "PIXI.Stage.html" > Stage< / a >
< / li >
< li class = "class-depth-1" >
< a href = "PIXI.Strip.html" > Strip< / a >
< / li >
< li class = "class-depth-1" >
< a href = "PIXI.StripShader.html" > StripShader< / a >
< / li >
< li class = "class-depth-1" >
< a href = "PIXI.Text.html" > Text< / a >
< / li >
< li class = "class-depth-1" >
< a href = "PIXI.Texture.html" > Texture< / a >
< / li >
< li class = "class-depth-1" >
< a href = "PIXI.TilingSprite.html" > TilingSprite< / a >
< / li >
< li class = "class-depth-1" >
< a href = "PIXI.TiltShiftFilter.html" > TiltShiftFilter< / a >
< / li >
< li class = "class-depth-1" >
< a href = "PIXI.TiltShiftXFilter.html" > TiltShiftXFilter< / a >
< / li >
< li class = "class-depth-1" >
< a href = "PIXI.TiltShiftYFilter.html" > TiltShiftYFilter< / a >
< / li >
< li class = "class-depth-1" >
< a href = "PIXI.TwistFilter.html" > TwistFilter< / a >
< / li >
< li class = "class-depth-1" >
< a href = "PIXI.VideoTexture.html" > VideoTexture< / a >
< / li >
< li class = "class-depth-1" >
< a href = "PIXI.WebGLBlendModeManager.html" > WebGLBlendModeManager< / a >
< / li >
< li class = "class-depth-1" >
< a href = "PIXI.WebGLFastSpriteBatch.html" > WebGLFastSpriteBatch< / a >
< / li >
< li class = "class-depth-1" >
< a href = "PIXI.WebGLFilterManager.html" > WebGLFilterManager< / a >
< / li >
< li class = "class-depth-1" >
< a href = "PIXI.WebGLRenderer.html" > WebGLRenderer< / a >
< / 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 >
< 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 >
< li class = "class-depth-1" > < a href = "Phaser.InputManager.html" > Input Manager< / a > < / li >
< 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 >
< li class = "class-depth-1" > < a href = "Phaser.Emitter.html" > 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.Rectangle.html" > Rectangle< / a > < / li >
< li class = "class-depth-1" > < a href = "Phaser.Point.html" > Point< / a > < / li >
< li class = "class-depth-1" > < a href = "Phaser.Line.html" > Line< / a > < / li >
< li class = "class-depth-1" > < a href = "Phaser.Ellipse.html" > Ellipse< / a > < / li >
< li class = "class-depth-1" > < a href = "Phaser.Polygon.html" > Polygon< / 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 >
< 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 >
< 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 >
< 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 " >
< li class = "class-depth-1" > < a href = "https://github.com/photonstorm/phaser" > Phaser Github< / a > < / li >
< li class = "class-depth-1" > < a href = "http://examples.phaser.io" > Phaser Examples< / a > < / li >
< 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 >
< li class = "class-depth-1" > < a href = "https://confirmsubscription.com/h/r/369DE48E3E86AF1E" > Newsletter< / a > < / li >
< li class = "class-depth-1" > < a href = "https://twitter.com/photonstorm" > Twitter< / a > < / li >
< li class = "class-depth-1" > < a href = "http://www.html5gamedevs.com/topic/4470-official-phaserio-irc-channel-phaserio-on-freenode/" > IRC< / a > < / li >
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< li class = "class-depth-1" > < a href = "https://leanpub.com/u/photonstorm" > Phaser Books< / a > < / li >
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< li class = "class-depth-1" > < a href = "https://www.gittip.com/photonstorm/" > GitTip< / a > < / li >
< / 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
Game size and the game Display canvas.< / p >
< p > The Game size is the logical size of the game; the Display canvas has size as an HTML element.< / p >
< p > The calculations of these are heavily influenced by the bounding Parent size which is the computed
dimenstions of the Display canvas's Parent container/element - the < em > effective CSS rules of the
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.
When in Fullscreen mode or with < code > parentIsWindow< / code > the Parent size is that of the visual viewport (see < a href = "Phaser.ScaleManager.html#getParentBounds" > getParentBounds< / a > ).< / p >
< p > Parent and Display canvas containment guidelines:< / p >
< ul >
< li > < p > Style the Parent element (of the game canvas) to control the Parent size and
thus the Display canvas's size and layout.< / p >
< / li >
< li > < p > The Parent element's CSS styles should < em > effectively< / em > apply maximum (and minimum) bounding behavior.< / p >
< / li >
< li > < p > The Parent element should < em > not< / em > apply a padding as this is not accounted for.
If a padding is required apply it to the Parent's parent or apply a margin to the Parent.< / p >
< / li >
< li > < p > The Display canvas layout CSS styles (ie. margins, size) should not be altered/specified as
they may be updated by the ScaleManager.< / p >
< / 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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< / dt >
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< / dl >
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< / dd >
< / div >
< h3 class = "subsection-title" > Members< / h3 >
< dl >
< dt >
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< h4 class = "name "
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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< dl class = "details" >
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< / dt >
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< / dl >
< / dd >
< dt >
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< h4 class = "name "
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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< dl class = "details" >
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< / dt >
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< / dl >
< / dd >
< dt >
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< h4 class = "name "
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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< dl class = "details" >
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< / dt >
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< / dl >
< / dd >
< dt >
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< h4 class = "name "
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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< dl class = "details" >
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< / dt >
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< / dl >
< / dd >
< 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 class = "details" >
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< dt class = "tag-source" > Source -
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< a href = "ScaleManager.js.html" > core/ScaleManager.js< / a > , < a href = "ScaleManager.js.html#sunlight-1-line-660" > line 660< / a >
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< / dt >
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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 class = "tag-source" > Source -
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< a href = "ScaleManager.js.html" > core/ScaleManager.js< / a > , < a href = "ScaleManager.js.html#sunlight-1-line-394" > line 394< / a >
< / 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 >
< p > This < code > null< / code > if < code > parentIsWindow< / code > is true or if fullscreen mode is entered and < code > fullScreenTarget< / code > is specified.
It will also be null if there is no game canvas or if the game canvas has no parent.< / p >
< / div >
< dl class = "details" >
< dt class = "tag-source" > Source -
< a href = "ScaleManager.js.html" > core/ScaleManager.js< / a > , < a href = "ScaleManager.js.html#sunlight-1-line-2145" > line 2145< / 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="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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< dl class = "details" >
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< dt class = "tag-source" > Source -
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< a href = "ScaleManager.js.html" > core/ScaleManager.js< / a > , < a href = "ScaleManager.js.html#sunlight-1-line-387" > line 387< / a >
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< / dt >
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< / dl >
< / dd >
< 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.
The < code > (auto)< / code > value indicates the setting is configured based on device and runtime information.< / 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 >
< / 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 explicity set on updates.< / 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 >
< / 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 = "ScaleManager.js.html" > core/ScaleManager.js< / a > , < a href = "ScaleManager.js.html#sunlight-1-line-446" > line 446< / a >
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< / dt >
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< dt >
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id="currentScaleMode">< span class = "type-signature" > < internal, readonly> < / span > currentScaleMode< span class = "type-signature" > :number< / span > < / h4 >
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< dd >
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< 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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< li > This member is < em > internal (protected)< / em > and may be modified or removed in the future.< / li >
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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 >
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< p > Provides access to some cross-device DOM functions.< / p >
< / div >
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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 >
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id="enterFullScreen">< span class = "type-signature" > < / span > enterFullScreen< span class = "type-signature" > :< a href = "Phaser.Signal.html" > Phaser.Signal< / a > < / span > < / h4 >
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< / dt >
< dd >
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< dt class = "important deprecated-notice" >
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< / dt >
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< div class = "description" >
< p > This signal is dispatched when the browser enters fullscreen mode, if supported.< / p >
< / div >
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< dt class = "important tag-deprecated" > Deprecated:< / dt >
< dd class = "tag-deprecated" > < ul >
< li > 2.2.0 - Use < a href = "Phaser.ScaleManager.html#onFullScreenChange" > onFullScreenChange< / a > < / li >
< / ul > < / dd >
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< dt >
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id="enterIncorrectOrientation">< span class = "type-signature" > < / span > enterIncorrectOrientation< span class = "type-signature" > :< a href = "Phaser.Signal.html" > Phaser.Signal< / a > < / span > < / h4 >
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< / dt >
< dd >
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< p > This signal is dispatched when the browser enters an incorrect orientation, as defined by < code > forceOrientation< / code > .< / p >
< p > This is signaled from < code > preUpdate< / code > (or < code > pauseUpdate< / code > ) < em > even when< / em > the game is paused.< / p >
< / div >
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< dt >
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id="enterLandscape">< span class = "type-signature" > < / span > enterLandscape< span class = "type-signature" > :< a href = "Phaser.Signal.html" > Phaser.Signal< / a > < / span > < / h4 >
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< dd >
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< dt class = "important deprecated-notice" >
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< / dt >
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< div class = "description" >
< p > This signal is dispatched when the browser enters landscape orientation, having been in portrait.< / p >
< p > This is signaled from < code > preUpdate< / code > (or < code > pauseUpdate< / code > ) < em > even when< / em > the game is paused.< / p >
< / div >
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< dt class = "important tag-deprecated" > Deprecated:< / dt >
< dd class = "tag-deprecated" > < ul >
< li > 2.2.0 - Use < a href = "Phaser.ScaleManager.html#onOrientationChange" > onOrientationChange< / a > < / li >
< / ul > < / dd >
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id="enterPortrait">< span class = "type-signature" > < / span > enterPortrait< span class = "type-signature" > :< a href = "Phaser.Signal.html" > Phaser.Signal< / a > < / span > < / h4 >
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< / dt >
< dd >
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This method is < em > deprecated< / em > and should not be used. It may be removed in the future.
< / dt >
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< div class = "description" >
< p > This signal is dispatched when the browser enters portrait orientation, having been in landscape.< / p >
< p > This is signaled from < code > preUpdate< / code > (or < code > pauseUpdate< / code > ) < em > even when< / em > the game is paused.< / p >
< / div >
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< dt class = "important tag-deprecated" > Deprecated:< / dt >
< dd class = "tag-deprecated" > < ul >
< li > 2.2.0 - Use < a href = "Phaser.ScaleManager.html#onOrientationChange" > onOrientationChange< / a > < / li >
< / ul > < / dd >
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< dt >
< h4 class = "name "
id="forceLandscape">< span class = "type-signature" > < internal, readonly> < / span > forceLandscape< span class = "type-signature" > :boolean< / span > < / h4 >
< / dt >
< dd >
< div class = "description" >
< p > If true, the game should only run in a landscape orientation.
Change with < code > forceOrientation< / code > .< / p >
< / div >
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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-default" > Default Value:< / dt >
< dd class = "tag-default" > < ul class = "dummy" > < li > false< / li > < / ul > < / dd >
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< dt >
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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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< dd >
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< div class = "description" >
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< p > If true, the game should only run in a portrait
Change with < code > forceOrientation< / code > .< / p >
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< / div >
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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 >
< / ul > < / dd >
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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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< / dt >
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< dt >
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< h4 class = "name toc-deprecated"
id="fullScreenFailed">< span class = "type-signature" > < / span > fullScreenFailed< span class = "type-signature" > :< a href = "Phaser.Signal.html" > Phaser.Signal< / a > < / span > < / h4 >
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< / dt >
< dd >
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< dt class = "important deprecated-notice" >
This method is < em > deprecated< / em > and should not be used. It may be removed in the future.
< / dt >
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< div class = "description" >
< p > This signal is dispatched when the browser fails to enter fullscreen mode;
or if the device does not support fullscreen mode and < code > startFullScreen< / code > is invoked.< / p >
< / div >
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< dl class = "details" >
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< dt class = "important tag-deprecated" > Deprecated:< / dt >
< dd class = "tag-deprecated" > < ul >
< li > 2.2.0 - Use < a href = "Phaser.ScaleManager.html#onFullScreenError" > onFullScreenError< / a > < / li >
< / ul > < / dd >
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< dt >
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< h4 class = "name "
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id="fullScreenScaleMode">< span class = "type-signature" > < / span > fullScreenScaleMode< span class = "type-signature" > :integer< / span > < / h4 >
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< dd >
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< div class = "description" >
< p > The scaling method used by the ScaleManager when in fullscreen.< / 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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< dt class = "tag-source" > Source -
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< dt >
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id="fullScreenTarget">< span class = "type-signature" > < / span > fullScreenTarget< span class = "type-signature" > :DOMElement< / span > < / h4 >
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< dd >
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< p > If specified, this is the DOM element on which the Fullscreen API enter request will be invoked.
The target element must have the correct CSS styling and contain the Display canvas.< / p >
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< p > The elements style will be modified (ie. the width and height might be set to 100%)
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but it will not be added to, removed from, or repositioned within the DOM.
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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< / div >
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< dt >
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< h4 class = "name "
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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< dd >
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< div class = "description" >
< p > A reference to the currently running game.< / p >
< / div >
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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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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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< / dt >
< dd >
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< div class = "description" >
< p > < em > EXPERIMENTAL:< / em > A responsive grid on which you can align game objects.< / p >
< / div >
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< / dl >
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< dt >
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id="height">< span class = "type-signature" > < readonly> < / span > height< span class = "type-signature" > :number< / span > < / h4 >
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< dd >
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< div class = "description" >
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< p > Target height (in pixels) of the Display canvas.< / p >
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< / div >
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< h4 class = "name "
id="incorrectOrientation">< span class = "type-signature" > < internal, readonly> < / span > incorrectOrientation< span class = "type-signature" > :boolean< / span > < / h4 >
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< dd >
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< p > True if the < code > forceLandscape< / code > or < code > forcePortrait< / code > are set and do not agree with the browser orientation.< / p >
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< p > This value is not updated immediately.< / p >
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< / div >
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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 >
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< h4 class = "name "
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 >
< / div >
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< h4 class = "name "
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 browser is in landscape mode.< / p >
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< / div >
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< dt >
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id="isPortrait">< span class = "type-signature" > < readonly> < / span > isPortrait< span class = "type-signature" > :boolean< / span > < / h4 >
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< p > Returns true if the browser is in portrait mode.< / p >
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< / div >
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id="leaveFullScreen">< span class = "type-signature" > < / span > leaveFullScreen< span class = "type-signature" > :< a href = "Phaser.Signal.html" > Phaser.Signal< / a > < / span > < / h4 >
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< / dt >
< dd >
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< dt class = "important deprecated-notice" >
This method is < em > deprecated< / em > and should not be used. It may be removed in the future.
< / dt >
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< div class = "description" >
< p > This signal is dispatched when the browser leaves fullscreen mode.< / p >
< / div >
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< dt class = "important tag-deprecated" > Deprecated:< / dt >
< dd class = "tag-deprecated" > < ul >
< li > 2.2.0 - Use < a href = "Phaser.ScaleManager.html#onFullScreenChange" > onFullScreenChange< / a > < / li >
< / ul > < / dd >
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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 < code > forceOrientation< / code > .< / p >
< p > This is signaled from < code > preUpdate< / code > (or < code > pauseUpdate< / code > ) < em > even when< / em > the game is paused.< / p >
< / div >
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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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< li >
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< span class = "param-type" > Bounds-like< / span >
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< / li >
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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="maxHeight">< span class = "type-signature" > < internal, readonly> < / span > maxHeight< span class = "type-signature" > :number< / span > < / h4 >
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< dd >
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< p > Maximum height the canvas should be scaled to (in pixels).
If null it will scale to whatever height the browser can handle.
Change with < code > setMinMax< / code > .< / p >
< / div >
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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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< h4 class = "name toc-deprecated"
id="maxIterations">< span class = "type-signature" > < internal> < / span > maxIterations< span class = "type-signature" > :number< / span > < / h4 >
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< dd >
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< dt class = "important deprecated-notice" >
This method is < em > deprecated< / em > and should not be used. It may be removed in the future.
< / dt >
< div class = "description" >
< p > The maximum number of times a canvas will be resized (in a row) in order to fill the browser.< / p >
< / div >
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< dt class = "important tag-deprecated" > 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 >
< li > < em > Deprecated:< / em > 2.2.0 - This is not used anymore as reflow iterations are "automatic".< / li >
< / ul > < / dd >
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< dt class = "tag-see" > See:< / dt >
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< li > refresh< / li >
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id="maxWidth">< span class = "type-signature" > < internal, readonly> < / span > maxWidth< span class = "type-signature" > :number< / span > < / h4 >
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< p > Maximum width the canvas should be scaled to (in pixels).
If null it will scale to whatever width the browser can handle.
Change with < code > setMinMax< / code > .< / p >
< / div >
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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="minHeight">< span class = "type-signature" > < internal, readonly> < / span > minHeight< span class = "type-signature" > :number< / span > < / h4 >
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< p > Minimum height the canvas should be scaled to (in pixels).
Change with < code > setMinMax< / code > .< / p >
< / div >
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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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< dt >
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id="minWidth">< span class = "type-signature" > < internal, readonly> < / span > minWidth< span class = "type-signature" > :number< / span > < / h4 >
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< div class = "description" >
< p > Minimum width the canvas should be scaled to (in pixels).
Change with < code > setMinMax< / code > .< / p >
< / div >
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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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< / dd >
< dt >
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< h4 class = "name "
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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< / dt >
< dd >
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< div class = "description" >
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< p > The offset coordinates of the Display canvas from the top-left of the browser window.
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The is used internally by Phaser.Pointer (for Input) and possibly other types.< / p >
< / 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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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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< / dt >
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< div class = "description" >
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< p > This signal is dispatched when the browser enters or leaves fullscreen mode, if supported.< / p >
< p > The signal is supplied with a single argument: < code > scale< / code > (the ScaleManager). Use < code > scale.isFullScreen< / code > to determine
if currently running in Fullscreen mode.< / p >
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< / div >
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< dt >
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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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< / dt >
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< div class = "description" >
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< p > This signal is dispatched when the browser fails to enter fullscreen mode;
or if the device does not support fullscreen mode and < code > startFullScreen< / code > is invoked.< / p >
< p > The signal is supplied with a single argument: < code > scale< / code > (the ScaleManager).< / p >
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< / div >
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< dt >
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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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< div class = "description" >
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< p > This signal is dispatched when fullscreen mode is ready to be initialized but
before the fullscreen request.< / p >
< p > The signal is passed two arguments: < code > scale< / code > (the ScaleManager), and an object in the form < code > {targetElement: DOMElement}< / code > .< / p >
< p > The < code > targetElement< / code > is the < a href = "Phaser.ScaleManager.html#fullScreenTarget" > fullScreenTarget< / a > element,
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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 Phaser.ScaleManager.fullScreenTarget:
- After initialization the Display canvas is moved onto the < code > targetElement< / code > for
the duration of the fullscreen mode, and restored to it's original DOM location when fullscreen is exited.
- The < code > targetElement< / code > is moved/reparanted within the DOM and may have its CSS styles updated.< / p >
< 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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< / div >
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< dt class = "tag-source" > Source -
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< dt >
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< h4 class = "name "
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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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< div class = "description" >
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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:
- < code > scale< / code > - the ScaleManager object
- < code > prevOrientation< / code > , a string - The previous orientation as per < a href = "Phaser.ScaleManager.html#screenOrientation" > screenOrientation< / a > .
- < code > wasIncorrect< / code > , a boolean - True if the previous orientation was last determined to be incorrect.< / p >
< p > Access the current orientation and validity with < code > scale.screenOrientation< / code > and < code > scale.incorrectOrientation< / code > .
Thus the following tests can be done:< / p >
< pre > < code > // The orientation itself changed:
scale.screenOrientation !== prevOrientation
// The orientation just became incorrect:
scale.incorrectOrientation & & !wasIncorrect< / code > < / pre >
< p > It is possible that this signal is triggered after < code > forceOrientation< / code > so the orientation
correctness changes even if the orientation itself does not change.< / 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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< dl class = "details" >
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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 >
< / dt >
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< div class = "description" >
< p > This signal is dispatched when the size of the Display canvas changes < em > or< / em > the size of the Game changes.
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.
For example, if the canvas does not change sizes because of CSS settings (such as min-width)
then this signal will < em > not< / em > be triggered.< / p >
< 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 >
< / div >
< dl class = "details" >
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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 >
< / dd >
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< dt >
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< h4 class = "name toc-deprecated"
id="orientation">< span class = "type-signature" > < readonly> < / span > orientation< span class = "type-signature" > :integer< / span > < / h4 >
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< / dt >
< dd >
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< dt class = "important deprecated-notice" >
This method is < em > deprecated< / em > and should not be used. It may be removed in the future.
< / dt >
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< div class = "description" >
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< p > The < em > last known< / em > orientation value of the game. A value of 90 is landscape and 0 is portrait.< / p >
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< / div >
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< dt class = "important tag-deprecated" > Deprecated:< / dt >
< dd class = "tag-deprecated" > < ul >
< li > 2.2.0 - Use `ScaleManager.screenOrientation` instead.< / li >
< / ul > < / dd >
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< dt >
< 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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< div class = "description" >
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< p > If true then the Display canvas will be horizontally-aligned < em > in the parent container< / em > .< / p >
< p > To align across the page the Display canvas should be added directly to page;
or the parent container should itself be aligned.< / p >
< p > This is not applicable for the < code > RESIZE< / code > scaling mode.< / p >
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< / div >
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< dl class = "details" >
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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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< dt >
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< h4 class = "name "
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id="pageAlignVertically">< span class = "type-signature" > < / span > pageAlignVertically< span class = "type-signature" > :boolean< / span > < / h4 >
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< dd >
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< p > If true then the Display canvas will be vertically-aligned < em > in the parent container< / em > .< / p >
< p > To align across the page the Display canvas should be added directly to page;
or the parent container should itself be aligned.< / p >
< p > This is not applicable for the < code > RESIZE< / code > scaling mode.< / p >
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< / div >
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< dl class = "details" >
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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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< dt class = "tag-source" > Source -
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< dt >
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< h4 class = "name "
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id="parentIsWindow">< span class = "type-signature" > < readonly> < / span > parentIsWindow< 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 > If the parent container of the game is the browser window (ie. document.body), rather than a div, this should set to < code > true< / code > .< / p >
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< / div >
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< dl class = "details" >
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< dt class = "tag-source" > Source -
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< / dt >
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< dt >
< h4 class = "name "
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id="parentNode">< span class = "type-signature" > < readonly> < / span > parentNode< span class = "type-signature" > :DOMElement< / span > < / h4 >
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< / dt >
< dd >
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< div class = "description" >
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< p > The < em > original< / em > DOM element for the parent of the Display canvas.
This may be different in fullscreen - see < code > createFullScreenTarget< / code > .< / p >
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< / div >
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< dl class = "details" >
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< dt class = "tag-source" > Source -
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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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< / dt >
< dd >
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< div class = "description" >
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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 >
< h4 class = "name "
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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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< div class = "description" >
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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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< dt >
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< h4 class = "name "
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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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< / dt >
< dd >
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< div class = "description" >
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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 >
< 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 >
< h4 class = "name "
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id="scaleMode">< span class = "type-signature" > < / span > scaleMode< span class = "type-signature" > :integer< / span > < / h4 >
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< dd >
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< div class = "description" >
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< p > The scaling method used by the ScaleManager when not in fullscreen.< / p >
< p > < dl>
< dt> < a href = "Phaser.ScaleManager.html#NO_SCALE" > Phaser.ScaleManager.NO_SCALE< / a > < /dt>
< dd>
The Game display area will not be scaled - even if it is too large for the canvas/screen.
This mode < em > ignores< / em > any applied scaling factor and displays the canvas at the Game size.
< /dd>
< dt> < a href = "Phaser.ScaleManager.html#EXACT_FIT" > Phaser.ScaleManager.EXACT_FIT< / a > < /dt>
< dd>
The Game display area will be < em > stretched< / em > to fill the entire size of the canvas's parent element and/or screen.
Proportions are not mainted.
< /dd>
< dt> < a href = "Phaser.ScaleManager.html#SHOW_ALL" > Phaser.ScaleManager.SHOW_ALL< / a > < /dt>
< dd>
Show the entire game display area while < em > maintaining< / em > the original aspect ratio.
< /dd>
< dt> < a href = "Phaser.ScaleManager.html#RESIZE" > Phaser.ScaleManager.RESIZE< / a > < /dt>
< dd>
The dimensions of the game display area are changed to match the size of the parent container.
That is, this mode < em > changes the Game size< / em > to match the display size.
< p>
Any manually set Game size (see < code > setGameSize< / code > ) is ignored while in effect.
< /dd>
< dt> < a href = "Phaser.ScaleManager.html#USER_SCALE" > Phaser.ScaleManager.USER_SCALE< / a > < /dt>
< dd>
The game Display is scaled according to the user-specified scale set by < a href = "Phaser.ScaleManager.html#setUserScale" > setUserScale< / a > .
< p>
This scale can be adjusted in the < a href = "Phaser.ScaleManager.html#setResizeCallback" > resize callback< / a >
for flexible custom-sizing needs.
< /dd>
< /dl> < / p >
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< / div >
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< dt >
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< h4 class = "name "
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.
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 >
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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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< div class = "description" >
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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).
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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< 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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< 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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< h4 class = "name "
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id="windowConstraints">< span class = "type-signature" > < / span > windowConstraints< span class = "type-signature" > < / span > < / h4 >
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< 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'.
- If 'visual', the edge will be constrained to the Window / displayed screen area
- If 'layout', the edge will be constrained to the CSS Layout bounds
- An invalid value is treated as 'visual'< / p >
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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" >
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< 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 > bottom< / code > < / td >
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< td class = "type" >
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< span class = "param-type" > string< / span >
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< / td >
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< td class = "description last" > < / td >
< / tr >
< tr >
< td class = "name" > < code > right< / code > < / td >
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< td class = "type" >
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< span class = "param-type" > string< / span >
< / td >
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< td class = "description last" > < / td >
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< / tr >
< / tbody >
< / table >
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< / 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 >
< dt class = "tag-source" > Source -
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< / dt >
< / dl >
< / dd >
< / dl >
< h3 class = "subsection-title" > Methods< / h3 >
< dl >
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< dt >
< h4 class = "name toc-deprecated"
id="checkOrientation">< span class = "type-signature" > < internal, static> < / span > checkOrientation< span class = "signature" > ()< / span > < span class = "type-signature" > < / span > < / h4 >
< / dt >
< dd >
< dt class = "important deprecated-notice" >
This method is < em > deprecated< / em > and should not be used. It may be removed in the future.
< / dt >
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< div class = "description" >
< p > window.orientationchange event handler.< / p >
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< / div >
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< dl class = "details" >
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< dt class = "important tag-deprecated" > 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 >
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< li > < em > Deprecated:< / em > 2.2.0 - This method is INTERNAL: avoid using it directly.< / li >
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< / ul > < / dd >
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< dt class = "tag-source" > Source -
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< / dt >
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< dt >
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< h4 class = "name toc-deprecated"
id="checkOrientationState">< span class = "type-signature" > < internal, static> < / span > checkOrientationState< span class = "signature" > ()< / span > < span class = "type-signature" > → {boolean}< / span > < / h4 >
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< / dt >
< dd >
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< dt class = "important deprecated-notice" >
This method is < em > deprecated< / em > and should not be used. It may be removed in the future.
< / dt >
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< div class = "description" >
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< p > Checks if the browser is in the correct orientation for the game, dependent upon < code > forceLandscape< / code > and < code > forcePortrait< / code > , and updates the state.< / p >
< p > The appropriate event is dispatched if the orientation became valid or invalid.< / 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 > True if the orientation state changed (consider a refresh)< / p >
< / div >
< / div >
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< dt class = "important tag-deprecated" > 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 >
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< li > < em > Deprecated:< / em > 2.2.0 - This is only for backward compatibility of user code.< / li >
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< / ul > < / dd >
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< dt class = "tag-source" > Source -
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< a href = "ScaleManager.js.html" > core/ScaleManager.js< / a > , < a href = "ScaleManager.js.html#sunlight-1-line-2123" > line 2123< / a >
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< / dt >
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< / dl >
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< / dd >
< dt >
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< h4 class = "name toc-deprecated"
id="checkResize">< span class = "type-signature" > < internal, static> < / span > checkResize< span class = "signature" > ()< / span > < span class = "type-signature" > < / span > < / h4 >
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< / dt >
< dd >
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< dt class = "important deprecated-notice" >
This method is < em > deprecated< / em > and should not be used. It may be removed in the future.
< / dt >
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< div class = "description" >
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< p > window.resize event handler.< / p >
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< / div >
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< dt class = "important tag-deprecated" > 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 >
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< li > < em > Deprecated:< / em > 2.2.0 - This method is INTERNAL: avoid using it directly.< / li >
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< / ul > < / dd >
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< dt class = "tag-source" > Source -
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< a href = "ScaleManager.js.html" > core/ScaleManager.js< / a > , < a href = "ScaleManager.js.html#sunlight-1-line-2078" > line 2078< / a >
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< / dt >
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< / dl >
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< dt >
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< h4 class = "name toc-deprecated"
id="setSize">< span class = "type-signature" > < internal, static> < / span > setSize< span class = "signature" > ()< / span > < span class = "type-signature" > < / span > < / h4 >
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< / dt >
< dd >
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< dt class = "important deprecated-notice" >
This method is < em > deprecated< / em > and should not be used. It may be removed in the future.
< / dt >
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< div class = "description" >
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< p > Updates the size/position of the Display canvas based on internal state.< / p >
< p > Do not call this directly. To " refresh" the layout use < a href = "Phaser.ScaleManager.html#refresh" > refresh< / a > .
To precisely control the scaling/size, apply appropriate rules to the bounding Parent container or
use the < a href = "Phaser.ScaleManager.html#scaleMode" > USER_SCALE scale mode< / a > .< / p >
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< / div >
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< dt class = "important tag-deprecated" > 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 >
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< li > < em > Deprecated:< / em > 2.2.0 - This method is INTERNAL: avoid using it directly.< / li >
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< / ul > < / dd >
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< dt class = "tag-source" > Source -
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< a href = "ScaleManager.js.html" > core/ScaleManager.js< / a > , < a href = "ScaleManager.js.html#sunlight-1-line-2109" > line 2109< / a >
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< / dt >
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< / dd >
< 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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< 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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< / 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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< p > Creates a fullscreen target. This is called automatically as as needed when entering
fullscreen mode and the resulting element is supplied to < code > onFullScreenInit< / code > .< / p >
< 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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< 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 >
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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" >
< p > Destroys the ScaleManager and removes any event listeners.
This should probably only be called when the game is destroyed.< / p >
< / div >
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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 = "ScaleManager.js.html" > core/ScaleManager.js< / a > , < a href = "ScaleManager.js.html#sunlight-1-line-2045" > line 2045< / a >
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< / dt >
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< 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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< / 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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< 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="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 >
< p > If in fullscreen mode or without parent (see < a href = "Phaser.ScaleManager.html#parentIsWindow" > parentIsWindow< / a > ),
this will be the bounds of the visual viewport itself.< / p >
< p > This function takes the < code > windowConstraints< / code > into consideration - if the parent is partially outside
the viewport then this function may return a smaller than expected size.< / p >
< 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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< 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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< 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 = "ScaleManager.js.html" > core/ScaleManager.js< / a > , < a href = "ScaleManager.js.html#sunlight-1-line-753" > line 753< / a >
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< / dt >
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< 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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< 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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< / dl >
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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 < code > refresh< / code > methods informs the ScaleManager that a layout refresh is required.< / p >
< p > The ScaleManager automatically queues a layout refresh (eg. updates the Game size or Display canvas layout)
when the browser is resized, the orientation changes, or when there is a detected change
of the Parent size. Refreshing is also done automatically when public properties,
such as < code > scaleMode< / code > , are updated or state-changing methods are invoked.< / p >
< p > The < code > refresh< / code > method < em > may< / em > need to be used in a few (rare) situtations when< / p >
< 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 >
< li > the ScaleManager state is updated by non-standard means.< / li >
< / 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 = "ScaleManager.js.html" > core/ScaleManager.js< / a > , < a href = "ScaleManager.js.html#sunlight-1-line-1302" > line 1302< / a >
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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.
Scaling happens proportionally without distortion to the sprites texture.
The letterBox parameter controls if scaling will produce a letter-box effect or zoom the
sprite until it fills the given values. Note that with letterBox set to false the scaled sprite may spill out over either
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 = "ScaleManager.js.html" > core/ScaleManager.js< / a > , < a href = "ScaleManager.js.html#sunlight-1-line-1981" > line 1981< / a >
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< / dt >
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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.
Use this instead of directly changing < code > game.width< / code > or < code > game.height< / code > .< / p >
< p > The actual physical display (Canvas element size) depends on various settings including
- Scale mode
- Scaling factor
- Size of Canvas's parent element or CSS rules such as min-height/max-height;
- The size of the Window< / 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 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 = "ScaleManager.js.html" > core/ScaleManager.js< / a > , < a href = "ScaleManager.js.html#sunlight-1-line-878" > line 878< / a >
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< 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 >
< p > < em > Note:< / em > The min/max dimensions are only applied in some cases
- When the device is not in an incorrect orientation; or
- The scale mode is EXACT_FIT when not in fullscreen< / p >
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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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< dl class = "details" >
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< dt class = "tag-source" > Source -
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< a href = "ScaleManager.js.html" > core/ScaleManager.js< / a > , < a href = "ScaleManager.js.html#sunlight-1-line-990" > line 990< / a >
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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 < code > setUserScale< / code > if needing custom dynamic scaling.< / p >
< p > The callback is supplied with two arguments < code > scale< / code > and < code > parentBounds< / code > where < code > scale< / code > is the ScaleManager
and < code > parentBounds< / code > , a Phaser.Rectangle, is the size of the Parent element.< / p >
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< p > This callback
- May be invoked even though the parent container or canvas sizes have not changed
- Unlike < code > onSizeChange< / code > , it runs < em > before< / em > the canvas is guaranteed to be updated
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- Will be invoked from < code > preUpdate< / code > , < em > even when< / em > the game is paused < / p >
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< p > See < code > onSizeChange< / code > 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 = "ScaleManager.js.html" > core/ScaleManager.js< / a > , < a href = "ScaleManager.js.html#sunlight-1-line-930" > line 930< / a >
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< / dt >
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< / dl >
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< dt >
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< h4 class = "name toc-deprecated"
id="setScreenSize">< span class = "type-signature" > < internal> < / span > setScreenSize< span class = "signature" > ()< / span > < span class = "type-signature" > < / span > < / h4 >
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< / dt >
< dd >
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< dt class = "important deprecated-notice" >
This method is < em > deprecated< / em > and should not be used. It may be removed in the future.
< / dt >
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< div class = "description" >
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< p > Updates the size of the Game or the size/position of the Display canvas based on internal state.< / p >
< p > Do not call this directly. To " refresh" the layout use < a href = "Phaser.ScaleManager.html#refresh" > refresh< / a > .
To precisely control the scaling/size, apply appropriate rules to the bounding Parent container or
use the < a href = "Phaser.ScaleManager.html#scaleMode" > USER_SCALE scale mode< / a > .< / p >
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< / div >
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< dl class = "details" >
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< dt class = "important tag-deprecated" > 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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< li > < em > Deprecated:< / em > 2.2.0 - This method is INTERNAL: avoid using it directly.< / li >
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< / ul > < / dd >
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< dt class = "tag-source" > Source -
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< a href = "ScaleManager.js.html" > core/ScaleManager.js< / a > , < a href = "ScaleManager.js.html#sunlight-1-line-2096" > line 2096< / 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 = "ScaleManager.js.html" > core/ScaleManager.js< / a > , < a href = "ScaleManager.js.html#sunlight-1-line-779" > line 779< / 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 >
< pre > < 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 >
< / 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 = "ScaleManager.js.html" > core/ScaleManager.js< / a > , < a href = "ScaleManager.js.html#sunlight-1-line-906" > line 906< / 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
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the game size to fill the browser window. See < code > compatibility.supportsFullScreen< / code > to check if the current
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device is reported to support fullscreen mode.< / p >
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< p > The < code > fullScreenFailed< / code > 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 > Default< / 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 = "default" >
< / 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 = "default" >
undefined
< / 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 = "ScaleManager.js.html" > core/ScaleManager.js< / a > , < a href = "ScaleManager.js.html#sunlight-1-line-1748" > line 1748< / 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 = "ScaleManager.js.html" > core/ScaleManager.js< / a > , < a href = "ScaleManager.js.html#sunlight-1-line-1833" > line 1833< / 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 © 2012-2014 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 3.3.0-dev< / a >
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on Wed Dec 03 2014 10:31:00 GMT-0000 (GMT) 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 >
< / div >
< 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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anchorName : function(i, heading, prefix) {
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return $(heading).attr("id") || ( prefix + i );
},
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selectors : "h1,h2,h3,h4",
showAndHide : false,
scrollTo : 60
} );
$( "#toc>ul" ).addClass( "nav nav-pills nav-stacked" );
$( "#main span[id^='toc']" ).addClass( "toc-shim" );
} );
< / script >
< / body >
< / html >