Screen
Index
Constructors
Properties
Accessors
- antialiasing
- aspectRatio
- canvas
- canvasHeight
- canvasWidth
- center
- contentArea
- displayMode
- drawHeight
- drawWidth
- halfCanvasHeight
- halfCanvasWidth
- halfDrawHeight
- halfDrawWidth
- height
- isFullScreen
- isFullscreen
- isHiDpi
- parent
- pixelRatio
- pixelRatioOverride
- resolution
- scaledHeight
- scaledWidth
- unsafeArea
- viewport
- width
- worldToPagePixelRatio
Methods
- applyResolutionAndViewport
- dispose
- enterFullscreen
- exitFullScreen
- exitFullscreen
- getScreenBounds
- getWorldBounds
- goFullScreen
- pageToScreenCoordinates
- pageToWorldCoordinates
- peekResolution
- peekViewport
- popResolutionAndViewport
- pushResolutionAndViewport
- screenToPageCoordinates
- screenToWorldCoordinates
- setCurrentCamera
- worldToPageCoordinates
- worldToScreenCoordinates
Constructors
constructor
- Parameters- options: ScreenOptions
 - Returns Screen
Properties
publicevents
Listen to screen events ScreenEvents
publicgraphicsContext
Accessors
publicantialiasing
- Get or set screen antialiasing, - If true smoothing is applied - Returns boolean
- Get or set screen antialiasing - Parameters- isSmooth: boolean
 - Returns void
publicaspectRatio
- Returns number
publiccanvas
- Returns HTMLCanvasElement
publiccanvasHeight
- The height of the game canvas in pixels, (physical height component of the resolution of the canvas element) - Returns number
publiccanvasWidth
- The width of the game canvas in pixels (physical width component of the resolution of the canvas element) - Returns number
publiccenter
- Returns screen center coordinates including zoom and device pixel ratio. - Returns Vector
publiccontentArea
- Returns the content area in screen space where it is safe to place content - Returns BoundingBox
publicdisplayMode
- Returns DisplayMode
publicdrawHeight
- Returns the height of the engine's visible drawing surface in pixels including zoom and device pixel ratio. - Returns number
publicdrawWidth
- Returns the width of the engine's visible drawing surface in pixels including zoom and device pixel ratio. - Returns number
publichalfCanvasHeight
- Returns half height of the game canvas in pixels (half physical height component) - Returns number
publichalfCanvasWidth
- Returns half width of the game canvas in pixels (half physical width component) - Returns number
publichalfDrawHeight
- Returns half the height of the engine's visible drawing surface in pixels including zoom and device pixel ratio. - Returns number
publichalfDrawWidth
- Returns half the width of the engine's visible drawing surface in pixels including zoom and device pixel ratio. - Returns number
publicheight
- Returns number
publicisFullScreen
- Returns true if excalibur is fullscreen using the browser fullscreen api - Returns boolean
publicisFullscreen
- Returns true if excalibur is fullscreen using the browser fullscreen api - Returns boolean
publicisHiDpi
- Returns boolean
publicparent
- Returns HTMLElement | Window
publicpixelRatio
- Returns the computed pixel ratio, first using any override, then the device pixel ratio - Returns number
publicpixelRatioOverride
- Get or set the pixel ratio override - You will need to call applyResolutionAndViewport() affect change on the screen - Returns number
- Parameters- value: number
 - Returns void
publicresolution
- Returns Resolution
- Parameters- resolution: Resolution
 - Returns void
publicscaledHeight
- Returns number
publicscaledWidth
- Returns number
publicunsafeArea
- Returns the unsafe area in screen space, this is the full screen and some space may not be onscreen. - Returns BoundingBox
publicviewport
- Returns screen dimensions in pixels or percentage - Returns ViewportDimension
- Parameters- viewport: ViewportDimension
 - Returns void
publicwidth
- Returns the width of the engine's visible drawing surface in pixels including zoom and device pixel ratio. - Returns number
publicworldToPagePixelRatio
- This calculates the ratio between excalibur pixels and the HTML pixels. - This is useful for scaling HTML UI so that it matches your game. - Returns number
Methods
publicapplyResolutionAndViewport
- Returns void
publicdispose
- Returns void
publicenterFullscreen
- Requests to enter fullscreen using the browser fullscreen api, requires user interaction to be successful. For example, wire this to a user click handler. - Optionally specify a target element id to go fullscreen, by default the game canvas is used - Parameters- optionalelementId: string
 - Returns Promise<void>
publicexitFullScreen
- Requests to exit fullscreen using the browser fullscreen api - Returns Promise<void>
publicexitFullscreen
- Returns Promise<void>
publicgetScreenBounds
- Returns a BoundingBox of the top left corner of the screen and the bottom right corner of the screen. - Screen bounds are in screen coordinates, useful for culling objects offscreen that are in screen space - Returns BoundingBox
publicgetWorldBounds
- Returns a BoundingBox of the top left corner of the screen and the bottom right corner of the screen. - World bounds are in world coordinates, useful for culling objects offscreen that are in world space - Returns BoundingBox
publicgoFullScreen
- Requests to go fullscreen using the browser fullscreen api, requires user interaction to be successful. For example, wire this to a user click handler. - Optionally specify a target element id to go fullscreen, by default the game canvas is used - Parameters- optionalelementId: string
 - Returns Promise<void>
publicpageToScreenCoordinates
- Takes a coordinate in normal html page space, for example from a pointer move event, and translates it to Excalibur screen space. - Excalibur screen space starts at the top left (0, 0) corner of the viewport, and extends to the bottom right corner (resolutionX, resolutionY). When using *AndFill suffixed display modes screen space (0, 0) is the top left of the safe content area bounding box not the viewport. - Parameters- point: Vector
 - Returns Vector
publicpageToWorldCoordinates
publicpeekResolution
- Returns Resolution
publicpeekViewport
- Returns ViewportDimension
publicpopResolutionAndViewport
- Returns void
publicpushResolutionAndViewport
- Returns void
publicscreenToPageCoordinates
- Takes a coordinate in Excalibur screen space, and translates it to normal html page space. For example, this is where html elements might live if you want to position them relative to Excalibur. - Excalibur screen space starts at the top left (0, 0) corner of the viewport, and extends to the bottom right corner (resolutionX, resolutionY) - Parameters- point: Vector
 - Returns Vector
publicscreenToWorldCoordinates
- Takes a coordinate in Excalibur screen space, and translates it to Excalibur world space. - World space is where - entitiesin Excalibur live by default CoordPlane.World and extends infinitely out relative from the Camera.- Parameters- point: Vector- Screen coordinate to convert 
 - Returns Vector
publicsetCurrentCamera
- Parameters- camera: Camera
 - Returns void
publicworldToPageCoordinates
publicworldToScreenCoordinates
- Takes a coordinate in Excalibur world space, and translates it to Excalibur screen space. - Screen space is where - screen elementsand- entitieswith CoordPlane.Screen live.- Parameters- point: Vector- World coordinate to convert 
 - Returns Vector
The Screen handles all aspects of interacting with the screen for Excalibur.