Manually Resize

class Example extends Phaser.Scene
{
    preload ()
    {
        this.load.setBaseURL('https://cdn.phaserfiles.com/v385');
        this.load.image('rain', 'assets/pics/thalion-rain.png');
        this.load.image('logo', 'assets/sprites/phaser3-logo-x2.png');
    }

    create ()
    {
        const bg = this.add.tileSprite(0, 0, this.scale.width, this.scale.height, 'rain').setOrigin(0);
        const logo = this.add.sprite(this.scale.width / 2, this.scale.height / 2, 'logo').setInteractive();

        logo.on('pointerover', function ()
        {

            this.setTint(0xff0000);

        });

        logo.on('pointerout', function ()
        {

            this.clearTint();

        });

        this.scale.on('resize', function (gameSize)
        {

            const width = gameSize.width;
            const height = gameSize.height;

            this.cameras.resize(width, height);

            bg.setSize(width, height);
            logo.setPosition(width / 2, height / 2);

        }, this);
    }
}

const config = {
    type: Phaser.WEBGL,
    backgroundColor: '#2dab2d',
    scale: {
        mode: Phaser.Scale.NONE,
        parent: 'phaser-example',
        width: window.innerWidth,
        height: window.innerHeight
    },
    scene: Example
};

const game = new Phaser.Game(config);

//  In scaleMode NONE the Scale Manager is effectively disabled, so you need to
//  tell it when a resize happens yourself:

window.addEventListener('resize', event =>
{

    game.scale.resize(window.innerWidth, window.innerHeight);

}, false);