I’ve been going crazy trying to figure out how to do this. Something that I feel should be incredibly simple.
Basically, my canvas always stays the same size when the window size changes:
I need it to resize like in this example:
The thing is, I can’t find anything in the code of that example that has anything to do with resizing. It’s a complete mystery to me. (https://labs.phaser.io/view.html?src=src\scalemanager\fit%20hi-res.js&v=3.20.1)
I realize I could check the size in update() but that sounds incredibly expensive, and It’s bvious that in the example the resizing follows at a slower interval, so there is definity some more advanced mechanism at play.
For some reason I had the idea in my mind that scale manager modes had nothing to do with canvas size but just game scale. What I needed was the canvas to fit the window without rescaling my game, so mode: Phaser.Scale.RESIZE was the right option.
But this is where I run into the next issue. I use zoom: 4 for my game because it uses pixel art assets, and if I use RESIZE mode the zoom option gets ignored.
Is there a proper way to combine these two or is there a better strategy for displaying scaled up assets instead of zoom?
This works, but it still feels like a workaround for the fact that RESIZE mode and zoom simply don’t work together. Is it fair enough to call that a bug?
(I’ll mark the first reply as the answer since it answers the actual question in the title)