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Merge pull request phaserjs#4789 from arnekeller/patch-1
Updated scaleManager.js Docs
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src/scale/ScaleManager.js

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@@ -53,7 +53,7 @@ var Vector2 = require('../math/Vector2');
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*
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* #### Scale Modes
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*
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* The way the scaling is handled is determined by the `scaleMode` property. The default is `NO_SCALE`,
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* The way the scaling is handled is determined by the `scaleMode` property. The default is `NONE`,
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* which prevents Phaser from scaling or touching the canvas, or its parent, at all. In this mode, you are
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* responsible for all scaling. The other scaling modes afford you automatic scaling.
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*
@@ -248,7 +248,7 @@ var ScaleManager = new Class({
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* The game zoom factor.
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*
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* This value allows you to multiply your games base size by the given zoom factor.
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* This is then used when calculating the display size, even in `NO_SCALE` situations.
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* This is then used when calculating the display size, even in `NONE` situations.
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* If you don't want Phaser to touch the canvas style at all, this value should be 1.
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*
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* Can also be set to `MAX_ZOOM` in which case the zoom value will be derived based
@@ -738,7 +738,7 @@ var ScaleManager = new Class({
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* This method will set a new size for your game.
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*
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* It should only be used if you're looking to change the base size of your game and are using
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* one of the Scale Manager scaling modes, i.e. `FIT`. If you're using `NO_SCALE` and wish to
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* one of the Scale Manager scaling modes, i.e. `FIT`. If you're using `NONE` and wish to
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* change the game and canvas size directly, then please use the `resize` method instead.
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*
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* @method Phaser.Scale.ScaleManager#setGameSize
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/**
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* Call this to modify the size of the Phaser canvas element directly.
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* You should only use this if you are using the `NO_SCALE` scale mode,
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* You should only use this if you are using the `NONE` scale mode,
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* it will update all internal components completely.
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*
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* If all you want to do is change the size of the parent, see the `setParentSize` method.
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*
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* If all you want is to change the base size of the game, but still have the Scale Manager
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* manage all the scaling (i.e. you're **not** using `NO_SCALE`), then see the `setGameSize` method.
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* manage all the scaling (i.e. you're **not** using `NONE`), then see the `setGameSize` method.
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*
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* This method will set the `gameSize`, `baseSize` and `displaySize` components to the given
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* dimensions. It will then resize the canvas width and height to the values given, by

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