Full screen
Introduction¶
Enable or disable full screen mode, built-in method of phaser.
- Author: Richard Davey
Usage¶
Enable/disable¶
Under any input event (touch or keyboard)
gameObject.setInteractive().on('pointerdown', function() {
if (scene.scale.isFullscreen) {
scene.scale.stopFullscreen();
// Will leave full screen
} else {
scene.scale.startFullscreen();
// Will enter full screen
}
});
Fire one of these events
'fullscreenunsupported'
: Tried to enter fullscreen mode, but it is unsupported by the browser.'enterfullscreen'
: Entered fullscreen mode successfully.'fullscreenfailed'
: Tried to enter fullscreen mode but failed.
Toggle¶
Under any input event (touch or keyboard)
gameObject.setInteractive().on('pointerdown', function() {
if (scene.scale.isFullscreen) {
// Will leave full screen
} else {
// Will enter full screen
}
scene.scale.toggleFullscreen();
});
- Fire
'fullscreenunsupported'
or'enterfullscreen'
event.
State¶
- Is in full screen mode
var isFullScreen = scene.scale.isFullscreen;
- Support full screen
var supported = Phaser.Device.Fullscreen.available;
Events¶
- Enter full screen
scene.scale.on('enterfullscreen', function() {}, scope);
- Enter full screen failed
scene.scale.on('fullscreenfailed', function(error) {}, scope);
- Leave full screen
scene.scale.on('leavefullscreen', function() {}, scope);
- Full screen unsupport
scene.scale.on('fullscreenunsupported', function() {}, scope);
- Leave full screen
scene.scale.on('leavefullscreen', function() {}, scope);
With DOM game object¶
Set gameConfig.fullscreenTarget
to parent id.
var config = {
parent: parentDivID,
fullscreenTarget: parentDivID
};
var game = new Phaser.Game(config);