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onResize called repeatedly


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I'm trying to make a dynamically sized game. It seems that setting

game.scale.scaleMode = Phaser.ScaleManager.USER_SCALE;

would be the way to go.

and then using

in the create function of each state I add this:

game.scale.onResize = this.onResize;

then add in the function

onResize: function () 
	console.log('menu RESIZE');
	game.scale.setGameSize(200, 250); 


which correctly resizes the game. BUT, it also seems to keep recalling itself each time. I've set the style of the parent div to have no paddings/margin, but I can't work out why it doesn't only call once (if I comment out the setGameSize code, then the function only calls one.)

Any ideas where I'm going wrong?

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I don't think there is a game.scale.onResize function that you can set (at least, I don't see it in the current Phaser version's documentation anywhere), but there is a game.scale.onSizeChange Signal that you should be able to use like this:


// Or maybe this, actually. I'm not sure which off the top of my head:
game.scale.onSizeChange.add(function () {
}, this);

Or maybe even using the game.scale.setResizeCallback() method, since that's what the documentation's game.scale.scaleMode entry mentions:

game.scale.setResizeCallback(function () {
}, this);


Maybe these would work better?

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it needs to be set as

game.scale.scaleMode = Phaser.ScaleManager.RESIZE;


as per line 999 in ScaleManager.js

if (this.currentScaleMode === Phaser.ScaleManager.RESIZE)

typically this didn't fix

game.scale.setGameSize(200, 250); 

firing repeatedly, but

game.width = 200;
game.height = 250;

has the desired effect.




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apologies @Alamantus for some reason your post got lost... (I only got the mail this morning.)


game.scale.onResize = this.onResize;

does work, but, it also loses the context, so after you resize a couple of times it fails.

game.scale.onSizeChange.add(this.onResize, this);

as you'd suggested works properly. (You can do it as  an anonymous fn, but it's not necessary.)

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