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< a href = "Phaser.SinglePad.html" > SinglePad< / a >
< / li >
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< li class = "class-depth-1" >
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< a href = "Phaser.Sound.html" > Sound< / a >
< / li >
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< li class = "class-depth-1" >
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< a href = "Phaser.SoundManager.html" > SoundManager< / a >
< / li >
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< li class = "class-depth-1" >
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< a href = "Phaser.Sprite.html" > Sprite< / a >
< / li >
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< li class = "class-depth-1" >
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< a href = "Phaser.SpriteBatch.html" > SpriteBatch< / a >
< / li >
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< li class = "class-depth-1" >
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< a href = "Phaser.Stage.html" > Stage< / a >
< / li >
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< li class = "class-depth-1" >
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< a href = "Phaser.State.html" > State< / a >
< / li >
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< li class = "class-depth-1" >
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< a href = "Phaser.StateManager.html" > StateManager< / a >
< / li >
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< li class = "class-depth-1" >
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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" >
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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 >
< 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" >
< a href = "global.html" class = "dropdown-toggle" data-toggle = "dropdown" > Global< b
class="caret">< / b > < / a >
< ul class = "dropdown-menu " >
< li class = "class-depth-0" >
< a href = "global.html#clone" > clone< / a >
< / li >
< li class = "class-depth-0" >
< a href = "global.html#createCustomLayer" > createCustomLayer< / a >
< / li >
< li class = "class-depth-0" >
< a href = "global.html#createFixedLayer" > createFixedLayer< / a >
< / li >
< li class = "class-depth-0" >
< a href = "global.html#createFluidLayer" > createFluidLayer< / a >
< / li >
< li class = "class-depth-0" >
< a href = "global.html#createFullLayer" > createFullLayer< / a >
< / li >
< li class = "class-depth-0" >
< a href = "global.html#debug" > debug< / a >
< / li >
< li class = "class-depth-0" >
< a href = "global.html#destroy" > destroy< / a >
< / li >
< li class = "class-depth-0" >
< a href = "global.html#onResize" > onResize< / a >
< / li >
< li class = "class-depth-0" >
< a href = "global.html#originalEvent" > originalEvent< / a >
< / li >
< li class = "class-depth-0" >
< a href = "global.html#refresh" > refresh< / a >
< / li >
< li class = "class-depth-0" >
< a href = "global.html#reset" > reset< / a >
< / li >
< li class = "class-depth-0" >
< a href = "global.html#setSize" > setSize< / a >
< / li >
< / ul >
< / li >
< / 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 > Phaser.ScaleManager< / p > < / 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 > The ScaleManager object is responsible managing the scaling, resizing and alignment of the game and display canvas.< / p >
< 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 >
< p > Some parts of ScaleManager were inspired by the research of Ryan Van Etten, released under MIT License 2013.< / 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 -
< a href = "ScaleManager.js.html" > core/ScaleManager.js< / a > , < a href = "ScaleManager.js.html#sunlight-1-line-20" > line 20< / a >
< / 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" >
< p > 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.< / p >
< / div >
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< dl class = "details" >
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< dt class = "tag-source" > Source -
< a href = "ScaleManager.js.html" > core/ScaleManager.js< / a > , < a href = "ScaleManager.js.html#sunlight-1-line-510" > line 510< / a >
< / 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" >
< p > The Game display area will not be scaled - even if it is too large for the canvas/screen.< / p >
< p > This mode < em > ignores< / em > any applied scaling factor and displays the canvas at the Game size.< / p >
< / div >
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< dl class = "details" >
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< dt class = "tag-source" > Source -
< a href = "ScaleManager.js.html" > core/ScaleManager.js< / a > , < a href = "ScaleManager.js.html#sunlight-1-line-520" > line 520< / a >
< / 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" >
< p > 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 >
< p > Any manually set Game size (see < code > setGameSize< / code > ) is ignored while in effect.< / p >
< / div >
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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" >
< p > Show the entire game display area while < em > maintaining< / em > the original aspect ratio.< / p >
< / div >
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< h4 class = "name "
id="USER_SCALE">< span class = "type-signature" > < internal, static, constant> < / span > USER_SCALE< span class = "type-signature" > :integer< / span > < / h4 >
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< dd >
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< div class = "description" >
< p > < em > Experimental< / em > : The Game display area is scaled according to a user-speficied scale.
Use < code > setUserScale< / code > to change the scale factor.< / 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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< / 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" >
< p > The aspect ratio of the scaled game canvas.< / p >
< / div >
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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 >
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< dt >
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id="compatibility">< span class = "type-signature" > < internal> < / span > compatibility< span class = "type-signature" > < / span > < / h4 >
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< dd >
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< div class = "description" >
< p > Various compatibility settings. The < code > (auto)< / code > settings are automatically configured on boot based on device and other runtime information.< / p >
< / 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 >
< td class = "description last" > < p > If true then the Game 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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< span class = "param-type" > null< / 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 > 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" >
true
< / td >
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< td class = "description last" > < p > If enabled the document element's minimum height is explicity set on updates.< / p > < / td >
< / tr >
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< tr >
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< td class = "name" > < code > showAllCanExpand< / 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 >
< td class = "description last" > < p > If enabled then SHOW_ALL is allowed to try and expand it's non-window parent. 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 >
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< h4 class = "name "
id="currentScaleMode">< span class = "type-signature" > < internal, readonly> < / span > currentScaleMode< span class = "type-signature" > :number< / span > < / h4 >
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< / dt >
< dd >
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< div class = "description" >
< p > Returns the current scale mode - for normal or fullscreen operation.< / p >
< / 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 >
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< dt >
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< h4 class = "name "
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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< dd >
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< p > This signal is dispatched when the browser enters fullscreen mode, if supported.< / p >
< / div >
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< h4 class = "name "
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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< div class = "description" >
< 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 >
< h4 class = "name "
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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< 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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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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< dd >
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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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< 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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< / dl >
< / dd >
< dt >
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< h4 class = "name "
id="forcePortrait">< span class = "type-signature" > < internal, readonly> < / span > forcePortrait< 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 true, the game should only run in a portrait
Change with < code > forceOrientation< / code > .< / p >
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< / div >
< 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-default" > Default Value:< / dt >
< dd class = "tag-default" > < ul class = "dummy" > < li > false< / li > < / ul > < / dd >
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< / dl >
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< dt >
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< h4 class = "name "
id="fullScreenFailed">< span class = "type-signature" > < / span > fullScreenFailed< span class = "type-signature" > < / span > < / h4 >
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< / dt >
< dd >
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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" >
< h5 class = "subsection-title" > Properties:< / h5 >
< dl >
< table class = "props table table-striped" >
< thead >
< tr >
< th > Name< / th >
< th > Type< / th >
< th class = "last" > Description< / th >
< / tr >
< / thead >
< tbody >
< tr >
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< td class = "name" > < code > leaveFullScreen< / code > < / td >
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< td class = "type" >
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< span class = "param-type" > < a href = "Phaser.Signal.html" > Phaser.Signal< / a > < / span >
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< / td >
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< td class = "description last" > < / td >
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< / tr >
< / tbody >
< / table >
< / dl >
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< / dl >
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< dt >
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< h4 class = "name "
id="fullScreenScaleMode">< span class = "type-signature" > < / span > fullScreenScaleMode< span class = "type-signature" > :number< / span > < / h4 >
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< / dt >
< dd >
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< div class = "description" >
< p > The scaling method used by the ScaleManager when in fullscreen.< / p >
< / div >
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< / dl >
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< dt >
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< h4 class = "name toc-deprecated"
id="fullScreenTarget">< span class = "type-signature" > < / span > fullScreenTarget< span class = "type-signature" > :DOMElement|null< / 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 is the DOM element on which the Full Screen API will be invoked.
It can be any valid DOM element - the target element must have the correct CSS styling and should contain the game canvas.< / p >
< p > This element's style will be modified (ie. the width and height might be set to 100%)
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 >
< p > For pre 2.2.0 behavior set < code > game.scale.fullScreenTarget = game.canvas< / code > .< / p >
< / div >
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< h5 > Type:< / h5 >
< ul >
< li >
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< span class = "param-type" > DOMElement< / span >
|
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< span class = "param-type" > null< / span >
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< / li >
< / ul >
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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 - See `createFullScreenTarget` as an alternative.< / li >
< / ul > < / dd >
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< dt class = "tag-default" > Default Value:< / dt >
< dd class = "tag-default" > < ul class = "dummy" > < li > null< / li > < / ul > < / dd >
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< / dl >
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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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< / dt >
< 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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< / dl >
< / dd >
< dt >
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< h4 class = "name "
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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< / dt >
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< / dl >
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< / dd >
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< dt >
< h4 class = "name "
id="height">< span class = "type-signature" > < readonly> < / span > height< span class = "type-signature" > :number< / span > < / h4 >
< / dt >
< dd >
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< div class = "description" >
< p > Target height (in pixels) of the Game canvas.< / p >
< / div >
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< dt >
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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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< / dt >
< dd >
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< div class = "description" >
< p > True if the < code > forceLandscape< / code > or < code > forcePortrait< / code > are set and do not agree with the browser orientation.< / 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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< dt >
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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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< / dt >
< dd >
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< div class = "description" >
< p > Returns true if the browser is in fullscreen mode, otherwise false.< / p >
< / div >
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< / dl >
< / dd >
< dt >
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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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< / dt >
< dd >
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< div class = "description" >
< p > Returns true if the browser dimensions match a landscape display.< / p >
< / div >
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< dl class = "details" >
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< / dl >
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< / dd >
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< dt >
< h4 class = "name "
id="isPortrait">< span class = "type-signature" > < readonly> < / span > isPortrait< span class = "type-signature" > :boolean< / span > < / h4 >
< / dt >
< dd >
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< div class = "description" >
< p > Returns true if the browser dimensions match a portrait display.< / p >
< / div >
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< / dd >
< dt >
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< h4 class = "name "
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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< div class = "description" >
< p > This signal is dispatched when the browser leaves fullscreen mode.< / p >
< / div >
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< dt >
< h4 class = "name "
id="leaveIncorrectOrientation">< span class = "type-signature" > < / span > leaveIncorrectOrientation< span class = "type-signature" > :< a href = "Phaser.Signal.html" > Phaser.Signal< / a > < / span > < / h4 >
< / dt >
< dd >
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< div class = "description" >
< 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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< / dl >
< / dd >
< dt >
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< h4 class = "name "
id="margin">< span class = "type-signature" > < readonly> < / span > margin< span class = "type-signature" > :Bounds-like< / span > < / h4 >
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< / dt >
< dd >
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< p > The game canvas is aligned by adjusting the margins; the last margins are stored here.< / p >
< / div >
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< h5 > Type:< / h5 >
< ul >
< li >
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< span class = "param-type" > Bounds-like< / span >
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< / li >
< / ul >
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< dt >
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< h4 class = "name "
id="maxHeight">< span class = "type-signature" > < 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 >
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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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< / 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 >
< 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-default" > Default Value:< / dt >
< dd class = "tag-default" > < ul class = "dummy" > < li > 5< / li > < / ul > < / dd >
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< dt class = "tag-source" > Source -
< a href = "ScaleManager.js.html" > core/ScaleManager.js< / a > , < a href = "ScaleManager.js.html#sunlight-1-line-143" > line 143< / a >
< / dt >
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< / dl >
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< / dd >
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< dt >
< h4 class = "name "
id="maxWidth">< span class = "type-signature" > < readonly> < / span > maxWidth< span class = "type-signature" > :number< / span > < / h4 >
< / dt >
< dd >
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< div class = "description" >
< 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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< a href = "ScaleManager.js.html" > core/ScaleManager.js< / a > , < a href = "ScaleManager.js.html#sunlight-1-line-66" > line 66< / a >
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< / dd >
< dt >
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< h4 class = "name "
id="minHeight">< span class = "type-signature" > < readonly> < / span > minHeight< span class = "type-signature" > :number< / span > < / h4 >
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< / dt >
< dd >
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< div class = "description" >
< p > Minimum height the canvas should be scaled to (in pixels).
Change with < code > setMinMax< / code > .< / p >
< / div >
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< dl class = "details" >
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< / dt >
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< / dl >
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< / dd >
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< dt >
< h4 class = "name "
id="minWidth">< span class = "type-signature" > < readonly> < / span > minWidth< span class = "type-signature" > :number< / span > < / h4 >
< / dt >
< dd >
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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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< dt class = "tag-source" > Source -
< a href = "ScaleManager.js.html" > core/ScaleManager.js< / a > , < a href = "ScaleManager.js.html#sunlight-1-line-57" > line 57< / a >
< / dt >
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< / dl >
< / 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" >
< p > The offset coordinates of the Game canvas from the top-left of the browser window.
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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< dt class = "tag-source" > Source -
< a href = "ScaleManager.js.html" > core/ScaleManager.js< / a > , < a href = "ScaleManager.js.html#sunlight-1-line-92" > line 92< / a >
< / dt >
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< / dl >
< / dd >
< dt >
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< h4 class = "name "
id="pageAlignHorizontally">< span class = "type-signature" > < / span > pageAlignHorizontally< span class = "type-signature" > :boolean< / span > < / h4 >
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< / dt >
< dd >
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< div class = "description" >
< p > If true then the game canvas will be horizontally-aligned < em > in the parent container< / em > .< / p >
< p > To align across the page the game 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 >
< / 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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< a href = "ScaleManager.js.html" > core/ScaleManager.js< / a > , < a href = "ScaleManager.js.html#sunlight-1-line-2048" > line 2048< / a >
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< dt >
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< h4 class = "name "
id="pageAlignVertically">< span class = "type-signature" > < / span > pageAlignVertically< span class = "type-signature" > :boolean< / span > < / h4 >
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< / dt >
< dd >
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< div class = "description" >
< p > If true then the game canvas will be vertically-aligned < em > in the parent container< / em > .< / p >
< p > To align across the page the game 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 >
< / div >
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< dt class = "tag-default" > Default Value:< / dt >
< dd class = "tag-default" > < ul class = "dummy" > < li > false< / li > < / ul > < / dd >
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< dt class = "tag-source" > Source -
< a href = "ScaleManager.js.html" > core/ScaleManager.js< / a > , < a href = "ScaleManager.js.html#sunlight-1-line-2080" > line 2080< / a >
< / dt >
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< / dl >
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< / dd >
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< dt >
< h4 class = "name "
id="parentIsWindow">< span class = "type-signature" > < readonly> < / span > parentIsWindow< span class = "type-signature" > :boolean< / span > < / h4 >
< / dt >
< dd >
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< div class = "description" >
< 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 >
< / div >
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< dt class = "tag-source" > Source -
< a href = "ScaleManager.js.html" > core/ScaleManager.js< / a > , < a href = "ScaleManager.js.html#sunlight-1-line-369" > line 369< / a >
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< dt >
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< h4 class = "name "
id="parentNode">< span class = "type-signature" > < readonly> < / span > parentNode< span class = "type-signature" > :DOMElement|null< / span > < / h4 >
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< dd >
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< div class = "description" >
< p > The < em > original< / em > DOM element for the parent of the game canvas.
This may be different in fullscreen - see < code > createFullScreenTarget< / code > .< / p >
< p > If the < code > parentIsWindow< / code > is true then this should likely be < code > null< / code > .< / p >
< / div >
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< h5 > Type:< / h5 >
< ul >
< li >
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< span class = "param-type" > DOMElement< / span >
|
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< span class = "param-type" > null< / span >
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< / li >
< / ul >
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< dt class = "tag-source" > Source -
< a href = "ScaleManager.js.html" > core/ScaleManager.js< / a > , < a href = "ScaleManager.js.html#sunlight-1-line-380" > line 380< / a >
< / dt >
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< / dl >
< / dd >
< dt >
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< h4 class = "name "
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" >
< p > The scale of the game in relation to its parent container.< / p >
< / div >
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< dt class = "tag-source" > Source -
< a href = "ScaleManager.js.html" > core/ScaleManager.js< / a > , < a href = "ScaleManager.js.html#sunlight-1-line-387" > line 387< / a >
< / dt >
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< / dl >
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< dt >
< h4 class = "name "
id="scaleFactor">< span class = "type-signature" > < readonly> < / span > scaleFactor< span class = "type-signature" > :< a href = "Phaser.Point.html" > Phaser.Point< / a > < / span > < / h4 >
< / dt >
< dd >
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< div class = "description" >
< p > The < em > current< / em > scale factor based on the game dimensions vs. the scaled dimensions.< / p >
< / div >
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< a href = "ScaleManager.js.html" > core/ScaleManager.js< / a > , < a href = "ScaleManager.js.html#sunlight-1-line-269" > line 269< / a >
< / dt >
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< / dl >
< / dd >
< dt >
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< h4 class = "name "
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" >
< p > The < em > current< / em > inversed scale factor. The displayed dimensions divided by the game dimensions.< / 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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< a href = "ScaleManager.js.html" > core/ScaleManager.js< / a > , < a href = "ScaleManager.js.html#sunlight-1-line-277" > line 277< / a >
< / dt >
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< / dl >
< / dd >
< dt >
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< h4 class = "name "
id="scaleMode">< span class = "type-signature" > < / span > scaleMode< span class = "type-signature" > :number< / span > < / h4 >
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< / dt >
< dd >
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< div class = "description" >
< p > The scaling method used by the ScaleManager.< / p >
< p > See < a href = "Phaser.ScaleManager.html#NO_SCALE" > Phaser.ScaleManager.NO_SCALE< / a > , < a href = "Phaser.ScaleManager.html#EXACT_FIT" > Phaser.ScaleManager.EXACT_FIT< / a > , < a href = "Phaser.ScaleManager.html#SHOW_ALL" > Phaser.ScaleManager.SHOW_ALL< / a > , < a href = "Phaser.ScaleManager.html#RESIZE" > Phaser.ScaleManager.RESIZE< / a > , < a href = "Phaser.ScaleManager.html#USER_SCALE" > Phaser.ScaleManager.USER_SCALE< / a > < / p >
< / div >
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< a href = "ScaleManager.js.html" > core/ScaleManager.js< / a > , < a href = "ScaleManager.js.html#sunlight-1-line-1956" > line 1956< / a >
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< dt >
< h4 class = "name "
id="screenOrientation">< span class = "type-signature" > < readonly> < / span > screenOrientation< span class = "type-signature" > :string< / span > < / h4 >
< / dt >
< dd >
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< div class = "description" >
< 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 >
< / div >
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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" >
< p > The aspect ratio of the original game dimensions.< / p >
< / div >
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< dt >
< h4 class = "name "
id="trackParentInterval">< span class = "type-signature" > < internal> < / span > trackParentInterval< span class = "type-signature" > :integer< / span > < / h4 >
< / dt >
< dd >
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< div class = "description" >
< 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 >
< / 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 >
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< dd class = "tag-default" > < ul class = "dummy" > < li > 2000< / li > < / ul > < / dd >
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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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< p > Target width (in pixels) of the Game canvas.< / p >
< / div >
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< dt >
< h4 class = "name "
id="windowConstraints">< span class = "type-signature" > < / span > windowConstraints< span class = "type-signature" > :boolean< / span > < / h4 >
< / dt >
< dd >
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< div class = "description" >
< p > The edges on which to constrain the Canvas < em > to< / em > the Window viewport in < em > addition< / em > to any restrictions of the parent container.< / p >
< / div >
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< dt class = "tag-default" > Default Value:< / dt >
< dd class = "tag-default" > < ul class = "dummy" > < li > {bottom: true, right: true}< / li > < / ul > < / dd >
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< / dl >
< h3 class = "subsection-title" > Methods< / h3 >
< dl >
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< dt >
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< 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 >
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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 >
< div class = "description" >
< p > window.orientationchange event handler.< / 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 - Internal. _Do not use_< / li >
< / ul > < / dd >
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< dt >
< 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 >
< / 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 > 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 >
< / div >
< h5 > Returns:< / h5 >
< div class = "returns" >
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< div class = "returns-type" >
< span class = "param-type" > boolean< / span >
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-
< / div >
< div class = "returns-desc param-desc" >
< p > True if the orientation state changed (consider a refresh)< / p >
< / div >
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< / div >
< 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 >
< li > < em > Deprecated:< / em > 2.2.0 - This is only for backward compatibility of user code.< / li >
< / ul > < / dd >
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< 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 >
< div class = "description" >
< p > window.resize event handler.< / 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 - Internal. _Do not use_< / li >
< / ul > < / dd >
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< / dl >
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< dt >
< 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 >
< / 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 > Updates the size/position of the canvas based on internal state.< / 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 - Internal. Use `refresh` if needed.< / li >
< / ul > < / dd >
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< dt class = "tag-source" > Source -
< a href = "ScaleManager.js.html" > core/ScaleManager.js< / a > , < a href = "ScaleManager.js.html#sunlight-1-line-1925" > line 1925< / a >
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< dt >
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< h4 class = "name "
id="aspect">< span class = "type-signature" > < internal> < / span > aspect< span class = "signature" > (< span class = "optional" > object< / span > )< / span > < span class = "type-signature" > → {number}< / span > < / h4 >
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< dd >
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< div class = "description" >
< p > Get the viewport aspect ratio (or the aspect ratio of an object or element)< / p >
< / div >
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< h5 > Parameters:< / h5 >
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< table class = "params table table-striped" >
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< 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 > object< / code > < / td >
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< td class = "type" >
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< span class = "param-type" > DOMElement< / span >
|
< span class = "param-type" > Object< / span >
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< / td >
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< td class = "attributes" >
< optional>< br >
< / td >
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< td class = "default" >
(viewport)
< / td >
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< td class = "description last" > < p > Optional object. Must have public < code > width< / code > and < code > height< / code > properties or methods.< / 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" > number< / span >
-
< / div >
< div class = "returns-desc param-desc" >
< p > The aspect ratio.< / p >
< / div >
< / div >
< 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-1794" > line 1794< / a >
< / dt >
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< dt class = "tag-see" > See:< / dt >
< dd class = "tag-see" >
< ul >
< li > < a href = "Phaser.DOM.html#getAspectRatio" > Phaser.DOM.getAspectRatio< / a > < / li >
< / ul >
< / dd >
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< / dl >
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< / dd >
< dt >
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< h4 class = "name "
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" >
< p > Start the ScaleManager.< / 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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< dt >
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< h4 class = "name "
id="createFullScreenTarget">< span class = "type-signature" > < internal> < / span > createFullScreenTarget< span class = "signature" > ()< / span > < span class = "type-signature" > < / span > < / h4 >
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< / dt >
< dd >
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< div class = "description" >
< p > The < code > createFullScreenTarget< / code > function creates a fullscreen target when < code > fullScreenTarget< / code > is not set.< / p >
< p > The Game canvas is moved onto the created element for the duration of the fullscreen mode
and restored to it's original DOM location when fullscreen is exited.< / p >
< p > The returned element (which should probably be newly created) is moved/reparanted within
the DOM and may have its CSS styles updated. Assign an element to < code > fullScreenTarget< / code > to avoid
this DOM manipulation and revert to earlier behavior.< / p >
< p > The default implementation is to create a new element with a black background.< / p >
< / 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 >
< th class = "last" > Description< / th >
< / tr >
< / thead >
< tbody >
< tr >
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< td class = "name" > < code > createFullScreenTarget< / 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" > < / 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 -
< a href = "ScaleManager.js.html" > core/ScaleManager.js< / a > , < a href = "ScaleManager.js.html#sunlight-1-line-216" > line 216< / a >
< / dt >
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< / dl >
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< / dd >
< dt >
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< h4 class = "name "
id="elementBounds">< span class = "type-signature" > < internal> < / span > elementBounds< span class = "signature" > (< span class = "optional" > element< / span > , < span class = "optional" > cushion< / span > )< / span > < span class = "type-signature" > → {Object|boolean}< / span > < / h4 >
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< / dt >
< dd >
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< div class = "description" >
< p > A cross-browser element.getBoundingClientRect method with optional cushion.< / p >
< p > Returns a plain object containing the properties < code > top/bottom/left/right/width/height< / code > with respect to the top-left corner of the current viewport.
Its properties match the native rectangle.
The cushion parameter is an amount of pixels (+/-) to cushion the element.
It adjusts the measurements such that it is possible to detect when an element is near the viewport.< / p >
< / div >
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< h5 > Parameters:< / h5 >
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< table class = "params table table-striped" >
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< 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 > element< / code > < / td >
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< td class = "type" >
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< span class = "param-type" > DOMElement< / span >
|
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< span class = "param-type" > Object< / 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" >
(game canvas)
< / td >
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< td class = "description last" > < p > The element or stack (uses first item) to get the bounds for. If none given it defaults to the Phaser game canvas.< / p > < / td >
< / tr >
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< tr >
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< td class = "name" > < code > cushion< / code > < / td >
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< td class = "type" >
< span class = "param-type" > number< / span >
< / td >
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< td class = "attributes" >
< optional>< br >
< / td >
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< td class = "default" >
< / td >
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< td class = "description last" > < p > A +/- pixel adjustment amount.< / 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" > Object< / span >
|
< span class = "param-type" > boolean< / span >
-
< / div >
< div class = "returns-desc param-desc" >
< p > A plain object containing the properties < code > top/bottom/left/right/width/height< / code > or < code > false< / code > if a non-valid element is given.< / p >
< / div >
< / div >
< 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 -
< a href = "ScaleManager.js.html" > core/ScaleManager.js< / a > , < a href = "ScaleManager.js.html#sunlight-1-line-1772" > line 1772< / a >
< / dt >
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< dt class = "tag-see" > See:< / dt >
< dd class = "tag-see" >
< ul >
< li > < a href = "Phaser.DOM.html#getBounds" > Phaser.DOM.getBounds< / a > < / li >
< / ul >
< / dd >
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< / dl >
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< / dd >
< dt >
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< h4 class = "name "
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" >
< 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 >
< / div >
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< h5 > Parameters:< / h5 >
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< table class = "params table table-striped" >
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< 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 > forceLandscape< / 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" >
< / td >
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< td class = "default" >
< / td >
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< td class = "description last" > < p > true if the game should run in landscape mode only.< / p > < / td >
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< / tr >
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< tr >
< td class = "name" > < code > forcePortrait< / 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" >
false
< / td >
< td class = "description last" > < p > true if the game should run in portrait mode only.< / p > < / td >
< / tr >
< / tbody >
< / table >
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< dl class = "details" >
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< dt class = "tag-source" > Source -
< a href = "ScaleManager.js.html" > core/ScaleManager.js< / a > , < a href = "ScaleManager.js.html#sunlight-1-line-1019" > line 1019< / a >
< / dt >
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< / dl >
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< / dd >
< dt >
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< h4 class = "name "
id="fullScreenChange">< span class = "type-signature" > < internal> < / span > fullScreenChange< span class = "signature" > (< span class = "optional" > event< / 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 > Called automatically when the browser enters of leaves 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 >
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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 > event< / code > < / td >
< td class = "type" >
< span class = "param-type" > Event< / span >
< / td >
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< td class = "attributes" >
< optional>< br >
< / td >
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< td class = "default" >
undefined
< / td >
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< td class = "description last" > < p > The fullscreenchange event< / p > < / td >
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< / 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 -
< a href = "ScaleManager.js.html" > core/ScaleManager.js< / a > , < a href = "ScaleManager.js.html#sunlight-1-line-1718" > line 1718< / a >
< / dt >
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< / dl >
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< / dd >
< dt >
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< h4 class = "name "
id="fullScreenError">< span class = "type-signature" > < internal> < / span > fullScreenError< span class = "signature" > (< span class = "optional" > event< / 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 > Called automatically when the browser fullscreen request fails;
or called when a fullscreen request is made on a device for which it is not supported.< / 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 >
< td class = "name" > < code > event< / code > < / td >
< td class = "type" >
< span class = "param-type" > Event< / span >
< / td >
< td class = "attributes" >
< optional>< br >
< / td >
< td class = "default" >
undefined
< / td >
< td class = "description last" > < p > The fullscreenerror event; undefined if invoked on a device that does not support the Fullscreen API.< / 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 -
< a href = "ScaleManager.js.html" > core/ScaleManager.js< / a > , < a href = "ScaleManager.js.html#sunlight-1-line-1752" > line 1752< / a >
< / dt >
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< / dl >
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< / dd >
< dt >
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< h4 class = "name "
id="getParentBounds">< span class = "type-signature" > < internal> < / span > getParentBounds< span class = "signature" > (< span class = "optional" > target< / 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 > Returns the bounds of the parent.< / p >
< p > If fullscreen or without parent, this is the bounds of the screen itself.< / p >
< p > The 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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< 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 -
< a href = "ScaleManager.js.html" > core/ScaleManager.js< / a > , < a href = "ScaleManager.js.html#sunlight-1-line-1250" > line 1250< / a >
< / dt >
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< / dl >
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< / dd >
< dt >
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< h4 class = "name "
id="parseConfig">< span class = "type-signature" > < internal> < / span > parseConfig< span class = "signature" > (config)< / span > < span class = "type-signature" > < / span > < / h4 >
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< / dt >
< dd >
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< div class = "description" >
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< p > Load configuration settings.< / p >
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< / div >
< h5 > Parameters:< / h5 >
< table class = "params table table-striped" >
< thead >
< tr >
< th > Name< / th >
< th > Type< / th >
< th class = "last" > Description< / th >
< / tr >
< / thead >
< tbody >
< tr >
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< td class = "name" > < code > config< / code > < / td >
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< td class = "type" >
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< span class = "param-type" > object< / span >
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< / td >
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< td class = "description last" > < p > The game configuration object.< / p > < / td >
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< / tr >
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< / tbody >
< / table >
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< dl class = "details" >
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< dt class = "important tag-deprecated" > Internal:< / dt >
< dd class = "tag-deprecated" > < ul >
< li > This member is < em > internal (protected)< / em > and may be modified or removed in the future.< / li >
< / ul > < / dd >
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< dt class = "tag-source" > Source -
< a href = "ScaleManager.js.html" > core/ScaleManager.js< / a > , < a href = "ScaleManager.js.html#sunlight-1-line-642" > line 642< / a >
< / dt >
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< / dl >
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< / dd >
< dt >
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< h4 class = "name "
id="preUpdate">< span class = "type-signature" > < internal> < / span > preUpdate< span class = "signature" > ()< / span > < span class = "type-signature" > < / span > < / h4 >
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< / dt >
< dd >
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< div class = "description" >
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< p > The ScaleManager.preUpdate is called automatically by the core Game loop.< / p >
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< / div >
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< dl class = "details" >
< dt class = "important tag-deprecated" > Internal:< / dt >
< dd class = "tag-deprecated" > < ul >
< li > This member is < em > internal (protected)< / em > and may be modified or removed in the future.< / li >
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< / ul > < / dd >
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< dt class = "tag-source" > Source -
< a href = "ScaleManager.js.html" > core/ScaleManager.js< / a > , < a href = "ScaleManager.js.html#sunlight-1-line-893" > line 893< / a >
< / dt >
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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" >
< p > Request a refresh, which is not normally needed, based on the current mode settings.
The refresh does not run immediately but rather is queued for subsequent game updates.< / p >
< / div >
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< dl class = "details" >
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< dt class = "tag-source" > Source -
< a href = "ScaleManager.js.html" > core/ScaleManager.js< / a > , < a href = "ScaleManager.js.html#sunlight-1-line-1164" > line 1164< / a >
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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 -
< a href = "ScaleManager.js.html" > core/ScaleManager.js< / a > , < a href = "ScaleManager.js.html#sunlight-1-line-1810" > line 1810< / a >
< / dt >
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< / dl >
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< / dd >
< dt >
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< h4 class = "name "
id="setGameSize">< span class = "type-signature" > < / span > setGameSize< span class = "signature" > (width, height)< / span > < span class = "type-signature" > < / span > < / h4 >
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< / dt >
< 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 >
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< table class = "params table table-striped" >
< thead >
< tr >
< th > Name< / th >
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< th > Type< / th >
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< th class = "last" > Description< / th >
< / tr >
< / thead >
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< tbody >
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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 = "description last" > < p > < em > Game width< / em > , in pixels.< / p > < / td >
< / tr >
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< tr >
< td class = "name" > < code > height< / code > < / td >
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< td class = "type" >
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< span class = "param-type" > integer< / span >
< / td >
< td class = "description last" > < p > < em > Game height< / em > , in pixels.< / p > < / td >
< / tr >
< / tbody >
< / table >
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< dt class = "tag-source" > Source -
< a href = "ScaleManager.js.html" > core/ScaleManager.js< / a > , < a href = "ScaleManager.js.html#sunlight-1-line-767" > line 767< / a >
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< / dd >
< dt >
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< h4 class = "name "
id="setGameSize">< span class = "type-signature" > < internal> < / span > setGameSize< 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" >
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< p > < em > Experimental< / em > : Set a User scaling factor. This is only used in the USER_SCALE scaling mode.< / 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" >
< span class = "param-type" > number< / span >
< / td >
< td class = "description last" > < p > Width scaling factor.< / p > < / td >
< / tr >
< tr >
< td class = "name" > < code > height< / code > < / td >
< td class = "type" >
< span class = "param-type" > numer< / span >
< / td >
< td class = "description last" > < p > Height scaling factor.< / 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 -
< a href = "ScaleManager.js.html" > core/ScaleManager.js< / a > , < a href = "ScaleManager.js.html#sunlight-1-line-795" > line 795< / a >
< / dt >
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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 game object.< / 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 -
< a href = "ScaleManager.js.html" > core/ScaleManager.js< / a > , < a href = "ScaleManager.js.html#sunlight-1-line-865" > line 865< / a >
< / 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 called when the bounds of the Canvas's parent container may have changed.< / p >
< 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
- Will be invoked from < code > preUpdate< / code > , < em > even when< / em > the game is paused< / p >
< 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 -
< a href = "ScaleManager.js.html" > core/ScaleManager.js< / a > , < a href = "ScaleManager.js.html#sunlight-1-line-810" > line 810< / a >
< / dt >
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< / dl >
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< / dd >
< 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 > Set game and/or screen (game canvas) size automatically based on the scaleMode.
This is used internally.< / p >
< p > Do not call this to " refresh" the display, but rather use < code > refresh< / code > .< / 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 >
< li > < em > Deprecated:< / em > 2.2.0 - This method is _internal_ and may be made _private_ in the future.< / li >
< / ul > < / dd >
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< dt class = "tag-source" > Source -
< a href = "ScaleManager.js.html" > core/ScaleManager.js< / a > , < a href = "ScaleManager.js.html#sunlight-1-line-1178" > line 1178< / a >
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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 -
< a href = "ScaleManager.js.html" > core/ScaleManager.js< / a > , < a href = "ScaleManager.js.html#sunlight-1-line-668" > line 668< / a >
< / 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 browser's fullscreen mode - this < em > must< / em > be called from a user input Pointer or Mouse event.< / p >
< p > The Fullscreen API must be supported by the browser for this to work. It is not the same as setting the game size to fill the browser window.
See < code > compatibility.supportsFullScreen< / code > to check if the current device appears to support fullscreen mode.< / p >
< 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 false 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 -
< a href = "ScaleManager.js.html" > core/ScaleManager.js< / a > , < a href = "ScaleManager.js.html#sunlight-1-line-1553" > line 1553< / a >
< / 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 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 -
< a href = "ScaleManager.js.html" > core/ScaleManager.js< / a > , < a href = "ScaleManager.js.html#sunlight-1-line-1629" > line 1629< / a >
< / 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 Sat Nov 15 2014 19:54:57 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 >