scale-and-responsive

Guidance for making Phaser 4 games fit different screen sizes and orientations. It explains how the game canvas is resized, scaled, centered, and shown fullscreen.

In plain words
What is it for?
Use it to configure fit, resize, or expand behavior; center the game; handle browser resizing and orientation changes; and add fullscreen support.
Why use it?
It helps prevent games from appearing too small, stretched, off-center, or incorrectly laid out when the browser or device changes size.

Skill for Claude CodeCodex

Install

Getting it into your agent

One page per mod, every tool's command on it. A separate URL per tool would split the same page into five that compete with each other.

agentmods
npx agentmods add skills/phaserjs/phaser/scale-and-responsive
Any agent
npx skills add phaserjs/phaser --skill scale-and-responsive
Clone the repo
git clone --depth 1 https://github.com/phaserjs/phaser

Made for: Claude Code, Codex.

Per session 66 Skills are progressive disclosure: only the name and description are preloaded; the body loads when the skill is used.
When invoked 4,651 The whole file, excluding the scripts and references it only reads on demand.
Security scan A 0 findings. Scan, not verified.
Origin original No closer match found in the catalogue.
Token cost

What it costs to keep this loaded

Counted locally with the o200k_base tokenizer, which is exact for GPT models; Claude uses its own tokenizer and its counts differ. Treat this as one consistent yardstick across the catalogue rather than a bill. Prices are per million input tokens.

ModelPer sessionOnce invoked
Fable 5 $0.00066 $0.04651
Opus 5 $0.00033 $0.02325
Sonnet 5 $0.00013 $0.00930
Haiku 4.5 $0.00007 $0.00465

Measured yesterday against content hash 32ddfb9ea66f, method: parsed. Prices are Anthropic first-party input rates as of 2026-08-30, from the pricing page.

Security

Grade A, and why

scale-and-responsive scanned grade A with 0 findings against 26 rules in 11 categories — prompt injection, anti-refusal, data exfiltration, privilege escalation, supply chain, agent snooping, system-prompt leakage, SSRF and excessive agency — measured yesterday.

A static scan of the body, not an audit. Every finding is printed with the line that produced it so you can judge whether it matters here. A mod is markdown that instructs an agent; that is exactly why what it instructs is worth reading.

Nothing flagged

None of the 26 patterns this scan looks for appear in this file: no shell pipes, no recursive deletes, no credential paths, no hidden text, no instruction-override or anti-refusal phrasing, no agent-config snooping. That is not a guarantee, it is the absence of the things that are checkable.

skills/scale-and-responsive/SKILL.md · 372 lines

How it starts

The opening of the file, as written. The whole thing — 372 lines — stays where its author put it; the contents beside it link to each section on GitHub.

Scale and Responsive Design

How to use the ScaleManager for scaling, centering, fullscreen, orientation handling, and responsive resize in Phaser 4.

Key source paths: src/scale/ScaleManager.js, src/scale/const/, src/scale/events/, src/core/typedefs/ScaleConfig.js Related skills: ../game-setup-and-config/SKILL.md

Quick Start

Scale-to-fit with centering -- the most common setup for responsive games:

const config = {
    type: Phaser.AUTO,
    scale: {
        parent: 'game-container',
        mode: Phaser.Scale.FIT,
        autoCenter: Phaser.Scale.CENTER_BOTH,
        width: 800,
        height: 600
    },
    scene: MyScene
};

const game = new Phaser.Game(config);

The scale config object is parsed into a Phaser.Core.Config instance which the ScaleManager reads during boot. The ScaleManager sets the canvas element size and applies CSS scaling to fit it within its parent.

Core Concepts

ScaleManager (src/scale/ScaleManager.js)

The ScaleManager is created during the Game boot sequence and is accessible at game.scale or this.scale from within a Scene. It extends EventEmitter.

Three internal Size components drive all calculations:

Component Property Purpose
gameSize game.scale.gameSize The unmodified game dimensions from config. Used for world bounds, cameras. Read via game.scale.width / game.scale.height.
baseSize game.scale.baseSize The auto-rounded gameSize. Sets the actual canvas.width and canvas.height attributes.
displaySize game.scale.displaySize The CSS-scaled canvas size after applying scale mode, parent bounds, and zoom. Sets canvas.style.width / canvas.style.height.

Scaling works by keeping the canvas element dimensions fixed (baseSize) and stretching it via CSS properties (displaySize). This is equivalent to CSS transform-scale but without browser prefix issues.

The displayScale property (Phaser.Math.Vector2) holds the ratio baseSize / canvasBounds and is used internally for input coordinate transformation.

Read the full file on GitHub · 372 lines

Changes

What this file has done since we first saw it

Hashed on every crawl. A supply-chain change to an agent config is a question of when, not whether, so the history is kept rather than the latest state alone.

  1. yesterday First seen · 372 lines · 66 tokens per session scan A 32ddfb9ea66f

Subscribe to this mod's changes

scale-and-responsive is a skill published in the GitHub repository phaserjs/phaser (40,232 stars, last pushed 11d ago), licensed MIT. It adds 66 tokens to every session and 4,651 once invoked, about $0.0003 per session on Opus 5. A static security scan graded it A with 0 findings. No closer match exists in the catalogue, so it is treated as the original; first seen 2026-08-30.

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