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=== Autoscale ===
=== Autoscale ===


<code>game_interface_width.autoscale</code> controls what happens when the available width is smaller than <code>min</code>. It accepts <code>true</code>, <code>false</code>, or <code>"viewport"</code>. The default is <code>true</code>.
<code>game_interface_width.autoscale</code> controls what happens when the available width is smaller than <code>game_interface_width.min</code>. It accepts <code>true</code>, <code>false</code>, or <code>"viewport"</code>. The default is <code>true</code>.


The examples below use a 740-pixel game displayed in 390 pixels of available space.
The examples below use a 740-pixel game displayed in 390 pixels of available space.
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==== <code>autoscale: "viewport"</code> ====
==== <code>autoscale: "viewport"</code> ====


This mode scales the whole game document through a wider logical viewport.
This mode presents the whole game through a wider logical viewport. The game area and the BGA interface around it are scaled together, preserving their relative sizes and layout.


Previously, when game pages were opened directly, BGA set the document viewport width and let the mobile browser fit it to the screen.
This option exists as a compatibility fallback. CSS <code>zoom</code> has behaved differently across browsers and has broken coordinate calculations or animations in some older games. Viewport scaling can keep those games working without rewriting their layout.


Games are now normally opened through <code>/tableview</code>. The game runs in an iframe, and its viewport cannot resize that iframe. Tableview emulates the same result by laying out the iframe at the requested width and applying <code>transform: scale(...)</code> to it.
It also has important drawbacks:


In the example, the iframe is laid out at 740 pixels and displayed at approximately 53% scale. The game area and the BGA controls inside the iframe are scaled together.
* action bars, player panels, dialogs, and other game-page controls are scaled down with the game;
* text and controls can become very small;
* the layout does not adapt to the available space;
* scaling the entire game document is more expensive to render.


CSS <code>zoom</code> participates in layout. <code>transform: scale(...)</code> scales after layout and usually creates a composited layer. Transforming a large iframe can be expensive on mobile devices.
Do not use viewport scaling as a shortcut for building a responsive interface. Prefer <code>autoscale: true</code> or responsive CSS unless the game has a confirmed compatibility problem with CSS zoom.
 
Prefer <code>autoscale: true</code> or a responsive layout unless viewport scaling is required for compatibility.


{{Warn|1=
{{Warn|1=
'''Legacy <code>default_viewport</code>'''
'''Legacy <code>default_viewport</code>'''


Some older games contain code such as:
Some older games set the internal field <code>default_viewport</code> directly:


   this.default_viewport = "width=740";
   this.default_viewport = "width=740";


<code>default_viewport</code> started as internal framework state. Games later used it as an undocumented viewport override before <code>game_interface_width.autoscale</code> existed.
This undocumented workaround predates the <code>autoscale</code> option. It is still supported to avoid breaking published games, but now has the same effect as <code>autoscale: "viewport"</code> and takes precedence over the configured mode.
 
It remains supported to avoid breaking published games. In tableview, it enables the same iframe scaling as <code>autoscale: "viewport"</code> and takes precedence over the configured autoscaling mode.
 
'''Do not use it in new code.''' Existing games should test removing it and use <code>game_interface_width</code> instead.
}}
 
{{Warn|1=
'''Mobile rendering performance'''
 
Large transformed interfaces can crash iOS browsers during pinch zoom. See [https://boardgamearena.com/bug?id=229359 BGA bug #229359] and [https://bugs.webkit.org/show_bug.cgi?id=172206 WebKit bug #172206].
 
Reduce the risk:


* keep interface dimensions reasonable;
'''Do not use it in new code.''' Existing games should test removing it and configure scaling through <code>game_interface_width</code> instead.
* reduce image pixel dimensions and file sizes;
* avoid unnecessarily large sprite sheets;
* limit large fixed or transformed elements;
* avoid unnecessary animation, canvas, and WebGL rendering.
}}
}}



Revision as of 16:54, 23 July 2026


Game File Reference



Useful Components

Official

  • ItemManager: a PHP component to manage cards or other game items.
  • PlayerCounter and TableCounter: PHP components to manage counters.
  • Draggable: a JS component to manage drag'n'drop actions.
  • Counter: a JS component to manage a counter that can increase/decrease (ex: player's score).
  • ExpandableSection: a JS component to manage a rectangular block of HTML than can be displayed/hidden.
  • Scrollmap: a JS component to manage a scrollable game area (useful when the game area can be infinite. Examples: Saboteur or Takenoko games).
  • Zone: a JS component to manage a zone of the board where several game elements can come and leave, but should be well displayed together (See for example: token's places at Can't Stop).
  • bga-zoom : a JS component for zoom controls.
  • bga-animations : a JS component for animations.
  • bga-cards : a JS component for cards.
  • bga-dice : a JS component for dice.
  • bga-autofit : a JS component to make text fit on a fixed size div.
  • bga-score-sheet : a JS component to help you display an animated score sheet at the end of the game.
  • bga-jump-to : a JS component to add board shortcuts

Deprecated

  • Deck: a PHP component to manage cards (deck, hands, picking cards, moving cards, shuffle deck, ...).
  • Stock: a JS component to manage and display a set of game elements displayed at a position.

Unofficial



Game Development Process



Guides for Common Topics



Miscellaneous Resources

Board Game Arena supports mobile phones and tablets. Most games are already playable on touch devices, but their layout and interactions still need to work on narrow screens.

Declare your interface minimum width

game_interface_width.min is the smallest logical width at which your game remains usable. The default is 740 pixels.

Declare it in gameinfos.jsonc:

 "game_interface_width": {
     // Smallest usable width. Default: 740
     "min": 540,
 
     // Default: true
     "autoscale": true
 }

The declared width must actually work. If you declare 540 pixels, the complete interface must remain usable at 540 pixels.

Keep the minimum as low as reasonably possible. Large values require stronger scaling on phones, make content smaller, and increase rendering work. Use fluid layouts and CSS media queries instead of declaring a large fixed width.

Below 490 pixels, player panels may no longer use a two-column mobile layout.

Examples:

  • In Can't Stop, the dice are moved below the board on narrow screens:
 @media only screen and (max-width: 990px) {
     #dicechoices {
         left: 180px;
         top: 530px;
     }
 
     #cantstop_wrap {
         height: 900px;
         width: 550px;
     }
 }
  • In Seasons, panels normally displayed to the right of the board are moved below it:
 @media only screen and (max-width: 970px) {
     #board {
         float: none;
         margin: auto;
     }
 
     .seasons_rightpanel {
         margin-left: 0;
     }
 }

On mobile, BGA moves player panels above the game and adds mobile_version to #ebd-body. The desktop layout uses desktop_version. Use these classes for layout-specific CSS.

Autoscale

game_interface_width.autoscale controls what happens when the available width is smaller than game_interface_width.min. It accepts true, false, or "viewport". The default is true.

The examples below use a 740-pixel game displayed in 390 pixels of available space.

autoscale: true

BGA applies CSS zoom to the game content. In the example, the scale is approximately 53%.

The game content scales independently from the surrounding BGA interface:

  • the top bar and tableview chat keep their normal size;
  • the action bar and player panels use separate framework scaling on very narrow screens;
  • standard BGA dialogs and tooltips generally keep their normal size;
  • overlays inside the game area inherit the game zoom.

This is the default mode and should suit most fixed-width games.

Coordinates and animations

Browsers do not return consistent geometry for elements using CSS zoom. For custom positioning inside the zoomed game area, use:

 const rect = this.getBoundingClientRectIgnoreZoom("my-element");

It returns logical, unscaled coordinates. BGA animation and positioning helpers already account for framework zoom.

Use the native getBoundingClientRect() when you need the visual position in the browser viewport, such as for an overlay outside the zoomed game area.

autoscale: false

BGA does not scale the game area.

Use this for responsive games or games with their own scaling system, such as BgaZoom. A fixed 740-pixel layout displayed in 390 pixels will otherwise overflow horizontally and may require scrolling.

autoscale: "viewport"

This mode presents the whole game through a wider logical viewport. The game area and the BGA interface around it are scaled together, preserving their relative sizes and layout.

This option exists as a compatibility fallback. CSS zoom has behaved differently across browsers and has broken coordinate calculations or animations in some older games. Viewport scaling can keep those games working without rewriting their layout.

It also has important drawbacks:

  • action bars, player panels, dialogs, and other game-page controls are scaled down with the game;
  • text and controls can become very small;
  • the layout does not adapt to the available space;
  • scaling the entire game document is more expensive to render.

Do not use viewport scaling as a shortcut for building a responsive interface. Prefer autoscale: true or responsive CSS unless the game has a confirmed compatibility problem with CSS zoom.

MediaWiki-note-icons.pngLegacy default_viewport

Some older games set the internal field default_viewport directly:

 this.default_viewport = "width=740";

This undocumented workaround predates the autoscale option. It is still supported to avoid breaking published games, but now has the same effect as autoscale: "viewport" and takes precedence over the configured mode.

Do not use it in new code. Existing games should test removing it and configure scaling through game_interface_width instead.

Touchscreen compatibility

BGA adds touch-device to #ebd-body when it detects a touchscreen, and notouch-device otherwise.

CSS :hover

Touch devices have no persistent mouse cursor. Some emulate :hover after a short touch, which can block the intended interaction. Prefix hover-only rules with .notouch-device when they should not apply to touchscreens.

Tooltips

Do not make required information available only through hover. Provide a touch-accessible alternative.

Mouse events

Do not rely only on mouse-specific events such as mouseover. Prefer the Pointer Events API, which supports mouse, touch, and pen input.

Drag and drop

Common approaches:

Add touch-action: none only to elements where you handle touch or pointer gestures and need to suppress native scrolling or zooming.