phaser - v4.0.0-rc.4
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    A Camera.

    The Camera is the way in which all games are rendered in Phaser. They provide a view into your game world, and can be positioned, rotated, zoomed and scrolled accordingly.

    A Camera consists of two elements: The viewport and the scroll values.

    The viewport is the physical position and size of the Camera within your game. Cameras, by default, are created the same size as your game, but their position and size can be set to anything. This means if you wanted to create a camera that was 320x200 in size, positioned in the bottom-right corner of your game, you'd adjust the viewport to do that (using methods like setViewport and setSize).

    If you wish to change where the Camera is looking in your game, then you scroll it. You can do this via the properties scrollX and scrollY or the method setScroll. Scrolling has no impact on the viewport, and changing the viewport has no impact on the scrolling.

    By default a Camera will render all Game Objects it can see. You can change this using the ignore method, allowing you to filter Game Objects out on a per-Camera basis.

    A Camera also has built-in special effects including Fade, Flash and Camera Shake.

    Hierarchy (View Summary)

    Index

    Constructors

    • Parameters

      • x: number

        The x position of the Camera, relative to the top-left of the game canvas.

      • y: number

        The y position of the Camera, relative to the top-left of the game canvas.

      • width: number

        The width of the Camera, in pixels.

      • height: number

        The height of the Camera, in pixels.

      Returns Cameras.Scene2D.Camera

    Properties

    alpha: number

    The Camera alpha value. Setting this property impacts every single object that this Camera renders. You can either set the property directly, i.e. via a Tween, to fade a Camera in or out, or via the chainable setAlpha method instead.

    alphaBottomLeft: number

    The alpha value starting from the bottom-left of the Game Object. This value is interpolated from the corner to the center of the Game Object.

    alphaBottomRight: number

    The alpha value starting from the bottom-right of the Game Object. This value is interpolated from the corner to the center of the Game Object.

    alphaTopLeft: number

    The alpha value starting from the top-left of the Game Object. This value is interpolated from the corner to the center of the Game Object.

    alphaTopRight: number

    The alpha value starting from the top-right of the Game Object. This value is interpolated from the corner to the center of the Game Object.

    backgroundColor: Display.Color

    The background color of this Camera. Only used if transparent is false.

    cameraManager: CameraManager

    A reference to the Scene's Camera Manager to which this Camera belongs.

    centerX: number

    The horizontal position of the center of the Camera's viewport, relative to the left of the game canvas.

    centerY: number

    The vertical position of the center of the Camera's viewport, relative to the top of the game canvas.

    deadzone: Geom.Rectangle

    The Camera dead zone.

    The deadzone is only used when the camera is following a target.

    It defines a rectangular region within which if the target is present, the camera will not scroll. If the target moves outside of this area, the camera will begin scrolling in order to follow it.

    The lerp values that you can set for a follower target also apply when using a deadzone.

    You can directly set this property to be an instance of a Rectangle. Or, you can use the setDeadzone method for a chainable approach.

    The rectangle you provide can have its dimensions adjusted dynamically, however, please note that its position is updated every frame, as it is constantly re-centered on the cameras mid point.

    Calling setDeadzone with no arguments will reset an active deadzone, as will setting this property to null.

    dirty: boolean

    Is this Camera dirty?

    A dirty Camera has had either its viewport size, bounds, scroll, rotation or zoom levels changed since the last frame.

    This flag is cleared during rendering with the new values.

    disableCull: boolean

    Should the camera cull Game Objects before checking them for input hit tests? In some special cases it may be beneficial to disable this.

    displayHeight: number

    The displayed height of the camera viewport, factoring in the camera zoom level.

    If a camera has a viewport height of 600 and a zoom of 0.5 then its display height would be 1200, as it's displaying twice as many pixels as zoom level 1.

    Equally, a camera with a height of 600 and zoom of 2 would have a display height of 300 pixels.

    displayWidth: number

    The displayed width of the camera viewport, factoring in the camera zoom level.

    If a camera has a viewport width of 800 and a zoom of 0.5 then its display width would be 1600, as it's displaying twice as many pixels as zoom level 1.

    Equally, a camera with a width of 800 and zoom of 2 would have a display width of 400 pixels.

    fadeEffect: Fade

    The Camera Fade effect handler. To fade this camera see the Camera.fade methods.

    The filters for this camera. Filters control special effects and masks.

    This object contains two lists of filters: internal and external. See Phaser.GameObjects.Components.FilterList for more information.

    flashEffect: Flash

    The Camera Flash effect handler. To flash this camera see the Camera.flash method.

    followOffset: Math.Vector2

    The values stored in this property are subtracted from the Camera targets position, allowing you to offset the camera from the actual target x/y coordinates by this amount. Can also be set via setFollowOffset or as part of the startFollow call.

    forceComposite: boolean

    Whether to force the camera to render via a framebuffer. This only applies when using the WebGL renderer. This makes the camera contents available to other WebGL processes, such as CaptureFrame.

    height: number

    The height of the Camera viewport, in pixels.

    The viewport is the area into which the Camera renders. Setting the viewport does not restrict where the Camera can scroll to.

    id: number

    The Camera ID. Assigned by the Camera Manager and used to handle camera exclusion. This value is a bitmask.

    inputEnabled: boolean

    Does this Camera allow the Game Objects it renders to receive input events?

    isSceneCamera: boolean

    Is this Camera a Scene Camera? (which is the default), or a Camera belonging to a Texture?

    The linear interpolation value to use when following a target.

    Can also be set via setLerp or as part of the startFollow call.

    The default values of 1 means the camera will instantly snap to the target coordinates. A lower value, such as 0.1 means the camera will more slowly track the target, giving a smooth transition. You can set the horizontal and vertical values independently, and also adjust this value in real-time during your game.

    Be sure to keep the value between 0 and 1. A value of zero will disable tracking on that axis.

    The Mask this Camera is using during render. Set the mask using the setMask method. Remove the mask using the clearMask method.

    matrixCombined: TransformMatrix

    A local transform matrix combining matrix and matrixExternal.

    matrixExternal: TransformMatrix

    A local transform matrix used to compute the camera location.

    midPoint: Math.Vector2

    The mid-point of the Camera in 'world' coordinates.

    Use it to obtain exactly where in the world the center of the camera is currently looking.

    This value is updated in the preRender method, after the scroll values and follower have been processed.

    name: string

    The name of the Camera. This is left empty for your own use.

    originX: number

    The horizontal origin of rotation for this Camera.

    By default the camera rotates around the center of the viewport.

    Changing the origin allows you to adjust the point in the viewport from which rotation happens. A value of 0 would rotate from the top-left of the viewport. A value of 1 from the bottom right.

    See setOrigin to set both origins in a single, chainable call.

    originY: number

    The vertical origin of rotation for this Camera.

    By default the camera rotates around the center of the viewport.

    Changing the origin allows you to adjust the point in the viewport from which rotation happens. A value of 0 would rotate from the top-left of the viewport. A value of 1 from the bottom right.

    See setOrigin to set both origins in a single, chainable call.

    panEffect: Pan

    The Camera Pan effect handler. To pan this camera see the Camera.pan method.

    renderList: GameObject[]

    This array is populated with all of the Game Objects that this Camera has rendered in the previous (or current, depending on when you inspect it) frame.

    It is cleared at the start of Camera.preUpdate, or if the Camera is destroyed.

    You should not modify this array as it is used internally by the input system, however you can read it as required. Note that Game Objects may appear in this list multiple times if they belong to multiple non-exclusive Containers.

    renderRoundPixels: boolean

    Can this Camera render rounded pixel values?

    This property is updated during the preRender method and should not be set directly. It is set based on the roundPixels property of the Camera combined with the zoom level. If the zoom is an integer then the WebGL Renderer can apply rounding during rendering.

    The Camera Rotate To effect handler. To rotate this camera see the Camera.rotateTo method.

    roundPixels: boolean

    Should this camera round its pixel values to integers?

    scaleManager: ScaleManager

    A reference to the Game Scale Manager.

    scene: Scene

    A reference to the Scene this camera belongs to.

    sceneManager: SceneManager

    A reference to the Game Scene Manager.

    scrollX: number

    The horizontal scroll position of this Camera.

    Change this value to cause the Camera to scroll around your Scene.

    Alternatively, setting the Camera to follow a Game Object, via the startFollow method, will automatically adjust the Camera scroll values accordingly.

    You can set the bounds within which the Camera can scroll via the setBounds method.

    scrollY: number

    The vertical scroll position of this Camera.

    Change this value to cause the Camera to scroll around your Scene.

    Alternatively, setting the Camera to follow a Game Object, via the startFollow method, will automatically adjust the Camera scroll values accordingly.

    You can set the bounds within which the Camera can scroll via the setBounds method.

    shakeEffect: Shake

    The Camera Shake effect handler. To shake this camera see the Camera.shake method.

    transparent: boolean

    Does this Camera have a transparent background?

    useBounds: boolean

    Is this Camera using a bounds to restrict scrolling movement?

    Set this property along with the bounds via Camera.setBounds.

    visible: boolean

    Is this Camera visible or not?

    A visible camera will render and perform input tests. An invisible camera will not render anything and will skip input tests.

    width: number

    The width of the Camera viewport, in pixels.

    The viewport is the area into which the Camera renders. Setting the viewport does not restrict where the Camera can scroll to.

    worldView: Geom.Rectangle

    The World View is a Rectangle that defines the area of the 'world' the Camera is currently looking at. This factors in the Camera viewport size, zoom and scroll position and is updated in the Camera preRender step. If you have enabled Camera bounds the worldview will be clamped to those bounds accordingly. You can use it for culling or intersection checks.

    x: number

    The x position of the Camera viewport, relative to the top-left of the game canvas. The viewport is the area into which the camera renders. To adjust the position the camera is looking at in the game world, see the scrollX value.

    y: number

    The y position of the Camera viewport, relative to the top-left of the game canvas. The viewport is the area into which the camera renders. To adjust the position the camera is looking at in the game world, see the scrollY value.

    zoom: number

    The Camera zoom value. Change this value to zoom in, or out of, a Scene.

    A value of 0.5 would zoom the Camera out, so you can now see twice as much of the Scene as before. A value of 2 would zoom the Camera in, so every pixel now takes up 2 pixels when rendered.

    Set to 1 to return to the default zoom level.

    Be careful to never set this value to zero.

    The Camera Zoom effect handler. To zoom this camera see the Camera.zoom method.

    zoomX: number

    The Camera horizontal zoom value. Change this value to zoom in, or out of, a Scene.

    A value of 0.5 would zoom the Camera out, so you can now see twice as much of the Scene as before. A value of 2 would zoom the Camera in, so every pixel now takes up 2 pixels when rendered.

    Set to 1 to return to the default zoom level.

    Be careful to never set this value to zero.

    zoomY: number

    The Camera vertical zoom value. Change this value to zoom in, or out of, a Scene.

    A value of 0.5 would zoom the Camera out, so you can now see twice as much of the Scene as before. A value of 2 would zoom the Camera in, so every pixel now takes up 2 pixels when rendered.

    Set to 1 to return to the default zoom level.

    Be careful to never set this value to zero.

    Methods

    • Add a listener for a given event.

      Parameters

      • event: string | symbol

        The event name.

      • fn: Function

        The listener function.

      • Optionalcontext: any

        The context to invoke the listener with. Default this.

      Returns this

    • Adds the given Game Object to this cameras render list.

      This is invoked during the rendering stage. Only objects that are actually rendered will appear in the render list.

      Parameters

      • child: GameObject

        The Game Object to add to the render list.

      Returns void

    • Moves the Camera so that it is centered on the given coordinates, bounds allowing.

      Parameters

      • x: number

        The horizontal coordinate to center on.

      • y: number

        The vertical coordinate to center on.

      Returns this

    • Moves the Camera horizontally so that it is centered on the given x coordinate, bounds allowing. Calling this does not change the scrollY value.

      Parameters

      • x: number

        The horizontal coordinate to center on.

      Returns this

    • Moves the Camera vertically so that it is centered on the given y coordinate, bounds allowing. Calling this does not change the scrollX value.

      Parameters

      • y: number

        The vertical coordinate to center on.

      Returns this

    • Takes an x value and checks it's within the range of the Camera bounds, adjusting if required. Do not call this method if you are not using camera bounds.

      Parameters

      • x: number

        The value to horizontally scroll clamp.

      Returns number

    • Takes a y value and checks it's within the range of the Camera bounds, adjusting if required. Do not call this method if you are not using camera bounds.

      Parameters

      • y: number

        The value to vertically scroll clamp.

      Returns number

    • Clears all alpha values associated with this Game Object.

      Immediately sets the alpha levels back to 1 (fully opaque).

      Returns this

    • Clears the mask that this Camera was using.

      Parameters

      • OptionaldestroyMask: boolean

        Destroy the mask before clearing it? Default false.

      Returns this

    • Takes an array of Game Objects and returns a new array featuring only those objects visible by this camera.

      Type Parameters

      Parameters

      • renderableObjects: G

        An array of Game Objects to cull.

      Returns G

    • Destroys this Camera instance. You rarely need to call this directly.

      Called by the Camera Manager. If you wish to destroy a Camera please use CameraManager.remove as cameras are stored in a pool, ready for recycling later, and calling this directly will prevent that.

      Returns void

    • Calls each of the listeners registered for a given event.

      Parameters

      • event: string | symbol

        The event name.

      • ...args: any[]

        Additional arguments that will be passed to the event handler.

      Returns boolean

    • Return an array listing the events for which the emitter has registered listeners.

      Returns (string | symbol)[]

    • Fades the Camera from transparent to the given color over the duration specified.

      Parameters

      • Optionalduration: number

        The duration of the effect in milliseconds. Default 1000.

      • Optionalred: number

        The amount to fade the red channel towards. A value between 0 and 255. Default 0.

      • Optionalgreen: number

        The amount to fade the green channel towards. A value between 0 and 255. Default 0.

      • Optionalblue: number

        The amount to fade the blue channel towards. A value between 0 and 255. Default 0.

      • Optionalforce: boolean

        Force the effect to start immediately, even if already running. Default false.

      • Optionalcallback: Function

        This callback will be invoked every frame for the duration of the effect. It is sent two arguments: A reference to the camera and a progress amount between 0 and 1 indicating how complete the effect is.

      • Optionalcontext: any

        The context in which the callback is invoked. Defaults to the Scene to which the Camera belongs.

      Returns this

    • Fades the Camera from the given color to transparent over the duration specified.

      Parameters

      • Optionalduration: number

        The duration of the effect in milliseconds. Default 1000.

      • Optionalred: number

        The amount to fade the red channel towards. A value between 0 and 255. Default 0.

      • Optionalgreen: number

        The amount to fade the green channel towards. A value between 0 and 255. Default 0.

      • Optionalblue: number

        The amount to fade the blue channel towards. A value between 0 and 255. Default 0.

      • Optionalforce: boolean

        Force the effect to start immediately, even if already running. Default false.

      • Optionalcallback: Function

        This callback will be invoked every frame for the duration of the effect. It is sent two arguments: A reference to the camera and a progress amount between 0 and 1 indicating how complete the effect is.

      • Optionalcontext: any

        The context in which the callback is invoked. Defaults to the Scene to which the Camera belongs.

      Returns this

    • Fades the Camera in from the given color over the duration specified.

      Parameters

      • Optionalduration: number

        The duration of the effect in milliseconds. Default 1000.

      • Optionalred: number

        The amount to fade the red channel towards. A value between 0 and 255. Default 0.

      • Optionalgreen: number

        The amount to fade the green channel towards. A value between 0 and 255. Default 0.

      • Optionalblue: number

        The amount to fade the blue channel towards. A value between 0 and 255. Default 0.

      • Optionalcallback: Function

        This callback will be invoked every frame for the duration of the effect. It is sent two arguments: A reference to the camera and a progress amount between 0 and 1 indicating how complete the effect is.

      • Optionalcontext: any

        The context in which the callback is invoked. Defaults to the Scene to which the Camera belongs.

      Returns this

    • Fades the Camera out to the given color over the duration specified. This is an alias for Camera.fade that forces the fade to start, regardless of existing fades.

      Parameters

      • Optionalduration: number

        The duration of the effect in milliseconds. Default 1000.

      • Optionalred: number

        The amount to fade the red channel towards. A value between 0 and 255. Default 0.

      • Optionalgreen: number

        The amount to fade the green channel towards. A value between 0 and 255. Default 0.

      • Optionalblue: number

        The amount to fade the blue channel towards. A value between 0 and 255. Default 0.

      • Optionalcallback: Function

        This callback will be invoked every frame for the duration of the effect. It is sent two arguments: A reference to the camera and a progress amount between 0 and 1 indicating how complete the effect is.

      • Optionalcontext: any

        The context in which the callback is invoked. Defaults to the Scene to which the Camera belongs.

      Returns this

    • Flashes the Camera by setting it to the given color immediately and then fading it away again quickly over the duration specified.

      Parameters

      • Optionalduration: number

        The duration of the effect in milliseconds. Default 250.

      • Optionalred: number

        The amount to fade the red channel towards. A value between 0 and 255. Default 255.

      • Optionalgreen: number

        The amount to fade the green channel towards. A value between 0 and 255. Default 255.

      • Optionalblue: number

        The amount to fade the blue channel towards. A value between 0 and 255. Default 255.

      • Optionalforce: boolean

        Force the effect to start immediately, even if already running. Default false.

      • Optionalcallback: Function

        This callback will be invoked every frame for the duration of the effect. It is sent two arguments: A reference to the camera and a progress amount between 0 and 1 indicating how complete the effect is.

      • Optionalcontext: any

        The context in which the callback is invoked. Defaults to the Scene to which the Camera belongs.

      Returns this

    • Calculates what the Camera.scrollX and scrollY values would need to be in order to move the Camera so it is centered on the given x and y coordinates, without actually moving the Camera there. The results are clamped based on the Camera bounds, if set.

      Parameters

      • x: number

        The horizontal coordinate to center on.

      • y: number

        The vertical coordinate to center on.

      • Optionalout: Math.Vector2

        A Vector2 to store the values in. If not given a new Vector2 is created.

      Returns Math.Vector2

    • Returns the view matrix of the camera. This is used internally.

      This is matrix if the camera is intended to render to a framebuffer, and matrixCombined otherwise.

      Parameters

      • OptionalforceComposite: boolean

        If true, the view matrix will always be matrix. This is typically used when rendering to a framebuffer, so the external matrix is irrelevant. Default false.

      Returns TransformMatrix

    • Converts the given x and y coordinates into World space, based on this Cameras transform. You can optionally provide a Vector2, or similar object, to store the results in.

      Type Parameters

      Parameters

      • x: number

        The x position to convert to world space.

      • y: number

        The y position to convert to world space.

      • Optionaloutput: O

        An optional object to store the results in. If not provided a new Vector2 will be created.

      Returns O

    • Return the number of listeners listening to a given event.

      Parameters

      • event: string | symbol

        The event name.

      Returns number

    • Return the listeners registered for a given event.

      Parameters

      • event: string | symbol

        The event name.

      Returns Function[]

    • Remove the listeners of a given event.

      Parameters

      • event: string | symbol

        The event name.

      • Optionalfn: Function

        Only remove the listeners that match this function.

      • Optionalcontext: any

        Only remove the listeners that have this context.

      • Optionalonce: boolean

        Only remove one-time listeners.

      Returns this

    • Add a listener for a given event.

      Parameters

      • event: string | symbol

        The event name.

      • fn: Function

        The listener function.

      • Optionalcontext: any

        The context to invoke the listener with. Default this.

      Returns this

    • Add a one-time listener for a given event.

      Parameters

      • event: string | symbol

        The event name.

      • fn: Function

        The listener function.

      • Optionalcontext: any

        The context to invoke the listener with. Default this.

      Returns this

    • This effect will scroll the Camera so that the center of its viewport finishes at the given destination, over the duration and with the ease specified.

      Parameters

      • x: number

        The destination x coordinate to scroll the center of the Camera viewport to.

      • y: number

        The destination y coordinate to scroll the center of the Camera viewport to.

      • Optionalduration: number

        The duration of the effect in milliseconds. Default 1000.

      • Optionalease: string | Function

        The ease to use for the pan. Can be any of the Phaser Easing constants or a custom function. Default 'Linear'.

      • Optionalforce: boolean

        Force the pan effect to start immediately, even if already running. Default false.

      • Optionalcallback: CameraPanCallback

        This callback will be invoked every frame for the duration of the effect. It is sent four arguments: A reference to the camera, a progress amount between 0 and 1 indicating how complete the effect is, the current camera scroll x coordinate and the current camera scroll y coordinate.

      • Optionalcontext: any

        The context in which the callback is invoked. Defaults to the Scene to which the Camera belongs.

      Returns this

    • Remove the listeners of a given event.

      Parameters

      • event: string | symbol

        The event name.

      • Optionalfn: Function

        Only remove the listeners that match this function.

      • Optionalcontext: any

        Only remove the listeners that have this context.

      • Optionalonce: boolean

        Only remove one-time listeners.

      Returns this

    • Resets any active FX, such as a fade, flash or shake. Useful to call after a fade in order to remove the fade.

      Returns this

    • Rotate the Camera to the given angle over the duration and with the ease specified.

      Parameters

      • angle: number

        The destination angle in radians to rotate the Camera view to.

      • OptionalshortestPath: boolean

        If true, take the shortest distance to the destination. This adjusts the destination angle to be within one half turn of the start angle. Default false.

      • Optionalduration: number

        The duration of the effect in milliseconds. Default 1000.

      • Optionalease: string | Function

        The ease to use. Can be any of the Phaser Easing constants or a custom function. Default 'Linear'.

      • Optionalforce: boolean

        Force the rotation effect to start immediately, even if already running. Default false.

      • Optionalcallback: CameraRotateCallback

        This callback will be invoked every frame for the duration of the effect. It is sent three arguments: A reference to the camera, a progress amount between 0 and 1 indicating how complete the effect is, and the current camera rotation.

      • Optionalcontext: any

        The context in which the callback is invoked. Defaults to the Scene to which the Camera belongs.

      Returns Cameras.Scene2D.Camera

    • Set the Alpha level of this Camera. The alpha controls the opacity of the Camera as it renders. Alpha values are provided as a float between 0, fully transparent, and 1, fully opaque.

      Parameters

      • Optionalvalue: number

        The Camera alpha value. Default 1.

      Returns this

    • Set the rotation of this Camera. This causes everything it renders to appear rotated.

      Rotating a camera does not rotate the viewport itself, it is applied during rendering.

      Parameters

      • Optionalvalue: number

        The cameras angle of rotation, given in degrees. Default 0.

      Returns this

    • Sets the background color for this Camera.

      By default a Camera has a transparent background but it can be given a solid color, with any level of transparency, via this method.

      The color value can be specified using CSS color notation, hex or numbers.

      Parameters

      • Optionalcolor: string | number | InputColorObject

        The color value. In CSS, hex or numeric color notation. Default 'rgba(0,0,0,0)'.

      Returns this

    • Set the bounds of the Camera. The bounds are an axis-aligned rectangle.

      The Camera bounds controls where the Camera can scroll to, stopping it from scrolling off the edges and into blank space. It does not limit the placement of Game Objects, or where the Camera viewport can be positioned.

      Temporarily disable the bounds by changing the boolean Camera.useBounds.

      Clear the bounds entirely by calling Camera.removeBounds.

      If you set bounds that are smaller than the viewport it will stop the Camera from being able to scroll. The bounds can be positioned where-ever you wish. By default they are from 0x0 to the canvas width x height. This means that the coordinate 0x0 is the top left of the Camera bounds. However, you can position them anywhere. So if you wanted a game world that was 2048x2048 in size, with 0x0 being the center of it, you can set the bounds x/y to be -1024, -1024, with a width and height of 2048. Depending on your game you may find it easier for 0x0 to be the top-left of the bounds, or you may wish 0x0 to be the middle.

      Parameters

      • x: number

        The top-left x coordinate of the bounds.

      • y: number

        The top-left y coordinate of the bounds.

      • width: number

        The width of the bounds, in pixels.

      • height: number

        The height of the bounds, in pixels.

      • OptionalcenterOn: boolean

        If true the Camera will automatically be centered on the new bounds. Default false.

      Returns this

    • Sets the Camera dead zone.

      The deadzone is only used when the camera is following a target.

      It defines a rectangular region within which if the target is present, the camera will not scroll. If the target moves outside of this area, the camera will begin scrolling in order to follow it.

      The deadzone rectangle is re-positioned every frame so that it is centered on the mid-point of the camera. This allows you to use the object for additional game related checks, such as testing if an object is within it or not via a Rectangle.contains call.

      The lerp values that you can set for a follower target also apply when using a deadzone.

      Calling this method with no arguments will reset an active deadzone.

      Parameters

      • Optionalwidth: number

        The width of the deadzone rectangle in pixels. If not specified the deadzone is removed.

      • Optionalheight: number

        The height of the deadzone rectangle in pixels.

      Returns this

    • Sets the horizontal and vertical offset of the camera from its follow target. The values are subtracted from the targets position during the Cameras update step.

      Parameters

      • Optionalx: number

        The horizontal offset from the camera follow target.x position. Default 0.

      • Optionaly: number

        The vertical offset from the camera follow target.y position. Default 0.

      Returns this

    • Sets the forceComposite property of this Camera. This property is only used by the WebGL Renderer. If true the camera will render via a framebuffer, making it available to other WebGL systems.

      Parameters

      • value: boolean

        The value to set the property to.

      Returns this

    • Set if this Camera is being used as a Scene Camera, or a Texture Camera.

      Parameters

      • value: boolean

        Is this being used as a Scene Camera, or a Texture camera?

      Returns void

    • Sets the linear interpolation value to use when following a target.

      The default values of 1 means the camera will instantly snap to the target coordinates. A lower value, such as 0.1 means the camera will more slowly track the target, giving a smooth transition. You can set the horizontal and vertical values independently, and also adjust this value in real-time during your game.

      Be sure to keep the value between 0 and 1. A value of zero will disable tracking on that axis.

      Parameters

      • Optionalx: number

        The amount added to the horizontal linear interpolation of the follow target. Default 1.

      • Optionaly: number

        The amount added to the vertical linear interpolation of the follow target. Default 1.

      Returns this

    • Sets the mask to be applied to this Camera during rendering.

      The mask must have been previously created and must be a GeometryMask. This only works in the Canvas Renderer. In WebGL, use a Mask filter instead (see Phaser.GameObjects.Components.FilterList#addMask).

      If a mask is already set on this Camera it will be immediately replaced.

      Masks have no impact on physics or input detection. They are purely a rendering component that allows you to limit what is visible during the render pass.

      Parameters

      • mask: GeometryMask

        The mask this Camera will use when rendering.

      • OptionalfixedPosition: boolean

        Should the mask translate along with the Camera, or be fixed in place and not impacted by the Cameras transform? Default true.

      Returns this

    • Sets the name of this Camera. This value is for your own use and isn't used internally.

      Parameters

      • Optionalvalue: string

        The name of the Camera. Default ''.

      Returns this

    • Sets the rotation origin of this Camera.

      The values are given in the range 0 to 1 and are only used when calculating Camera rotation.

      By default the camera rotates around the center of the viewport.

      Changing the origin allows you to adjust the point in the viewport from which rotation happens. A value of 0 would rotate from the top-left of the viewport. A value of 1 from the bottom right.

      Parameters

      • Optionalx: number

        The horizontal origin value. Default 0.5.

      • Optionaly: number

        The vertical origin value. If not defined it will be set to the value of x. Default x.

      Returns this

    • Set the position of the Camera viewport within the game.

      This does not change where the camera is 'looking'. See setScroll to control that.

      Parameters

      • x: number

        The top-left x coordinate of the Camera viewport.

      • Optionaly: number

        The top-left y coordinate of the Camera viewport. Default x.

      Returns this

    • Set the rotation of this Camera. This causes everything it renders to appear rotated.

      Rotating a camera does not rotate the viewport itself, it is applied during rendering.

      Parameters

      • Optionalvalue: number

        The rotation of the Camera, in radians. Default 0.

      Returns this

    • Should the Camera round pixel values to whole integers when rendering Game Objects?

      In some types of game, especially with pixel art, this is required to prevent sub-pixel aliasing.

      Parameters

      • value: boolean

        true to round Camera pixels, false to not.

      Returns this

    • Sets the Scene the Camera is bound to.

      Parameters

      • scene: Scene

        The Scene the camera is bound to.

      • OptionalisSceneCamera: boolean

        Is this Camera being used for a Scene (true) or a Texture? (false) Default true.

      Returns this

    • Set the position of where the Camera is looking within the game. You can also modify the properties Camera.scrollX and Camera.scrollY directly. Use this method, or the scroll properties, to move your camera around the game world.

      This does not change where the camera viewport is placed. See setPosition to control that.

      Parameters

      • x: number

        The x coordinate of the Camera in the game world.

      • Optionaly: number

        The y coordinate of the Camera in the game world. Default x.

      Returns this

    • Set the size of the Camera viewport.

      By default a Camera is the same size as the game, but can be made smaller via this method, allowing you to create mini-cam style effects by creating and positioning a smaller Camera viewport within your game.

      Parameters

      • width: number

        The width of the Camera viewport.

      • Optionalheight: number

        The height of the Camera viewport. Default width.

      Returns this

    • This method sets the position and size of the Camera viewport in a single call.

      If you're trying to change where the Camera is looking at in your game, then see the method Camera.setScroll instead. This method is for changing the viewport itself, not what the camera can see.

      By default a Camera is the same size as the game, but can be made smaller via this method, allowing you to create mini-cam style effects by creating and positioning a smaller Camera viewport within your game.

      Parameters

      • x: number

        The top-left x coordinate of the Camera viewport.

      • y: number

        The top-left y coordinate of the Camera viewport.

      • width: number

        The width of the Camera viewport.

      • Optionalheight: number

        The height of the Camera viewport. Default width.

      Returns this

    • Sets the visibility of this Camera.

      An invisible Camera will skip rendering and input tests of everything it can see.

      Parameters

      • value: boolean

        The visible state of the Camera.

      Returns this

    • Set the zoom value of the Camera.

      Changing to a smaller value, such as 0.5, will cause the camera to 'zoom out'. Changing to a larger value, such as 2, will cause the camera to 'zoom in'.

      A value of 1 means 'no zoom' and is the default.

      Changing the zoom does not impact the Camera viewport in any way, it is only applied during rendering.

      As of Phaser 3.50 you can now set the horizontal and vertical zoom values independently.

      Parameters

      • Optionalx: number

        The horizontal zoom value of the Camera. The minimum it can be is 0.001. Default 1.

      • Optionaly: number

        The vertical zoom value of the Camera. The minimum it can be is 0.001. Default x.

      Returns this

    • Shakes the Camera by the given intensity over the duration specified.

      Parameters

      • Optionalduration: number

        The duration of the effect in milliseconds. Default 100.

      • Optionalintensity: number | Math.Vector2

        The intensity of the shake. Default 0.05.

      • Optionalforce: boolean

        Force the shake effect to start immediately, even if already running. Default false.

      • Optionalcallback: Function

        This callback will be invoked every frame for the duration of the effect. It is sent two arguments: A reference to the camera and a progress amount between 0 and 1 indicating how complete the effect is.

      • Optionalcontext: any

        The context in which the callback is invoked. Defaults to the Scene to which the Camera belongs.

      Returns this

    • Sets the Camera to follow a Game Object.

      When enabled the Camera will automatically adjust its scroll position to keep the target Game Object in its center.

      You can set the linear interpolation value used in the follow code. Use low lerp values (such as 0.1) to automatically smooth the camera motion.

      If you find you're getting a slight "jitter" effect when following an object it's probably to do with sub-pixel rendering of the targets position. This can be rounded by setting the roundPixels argument to true to force full pixel rounding rendering. Note that this can still be broken if you have specified a non-integer zoom value on the camera. So be sure to keep the camera zoom to integers.

      Parameters

      • target: object | GameObject

        The target for the Camera to follow.

      • OptionalroundPixels: boolean

        Round the camera position to whole integers to avoid sub-pixel rendering? Default false.

      • OptionallerpX: number

        A value between 0 and 1. This value specifies the amount of linear interpolation to use when horizontally tracking the target. The closer the value to 1, the faster the camera will track. Default 1.

      • OptionallerpY: number

        A value between 0 and 1. This value specifies the amount of linear interpolation to use when vertically tracking the target. The closer the value to 1, the faster the camera will track. Default 1.

      • OptionaloffsetX: number

        The horizontal offset from the camera follow target.x position. Default 0.

      • OptionaloffsetY: number

        The vertical offset from the camera follow target.y position. Default 0.

      Returns this

    • Stops a Camera from following a Game Object, if previously set via Camera.startFollow.

      Returns this

    • Internal method called automatically by the Camera Manager.

      Parameters

      • time: number

        The current timestamp as generated by the Request Animation Frame or SetTimeout.

      • delta: number

        The delta time, in ms, elapsed since the last frame.

      Returns void

    • This effect will zoom the Camera to the given scale, over the duration and with the ease specified.

      Parameters

      • zoom: number

        The target Camera zoom value.

      • Optionalduration: number

        The duration of the effect in milliseconds. Default 1000.

      • Optionalease: string | Function

        The ease to use for the pan. Can be any of the Phaser Easing constants or a custom function. Default 'Linear'.

      • Optionalforce: boolean

        Force the pan effect to start immediately, even if already running. Default false.

      • Optionalcallback: CameraPanCallback

        This callback will be invoked every frame for the duration of the effect. It is sent four arguments: A reference to the camera, a progress amount between 0 and 1 indicating how complete the effect is, the current camera scroll x coordinate and the current camera scroll y coordinate.

      • Optionalcontext: any

        The context in which the callback is invoked. Defaults to the Scene to which the Camera belongs.

      Returns this