Class: Camera

Phaser. Camera

new Camera(game, id, x, y, width, height)

A Camera is your view into the game world. It has a position and size and renders only those objects within its field of view. The game automatically creates a single Stage sized camera on boot. Move the camera around the world with Phaser.Camera.x/y

Parameters:
Name Type Description
game Phaser.Game

Game reference to the currently running game.

id number

Not being used at the moment, will be when Phaser supports multiple camera

x number

Position of the camera on the X axis

y number

Position of the camera on the Y axis

width number

The width of the view rectangle

height number

The height of the view rectangle

Source:
src/core/Camera.js line 20

Members

<static, constant> ENABLE_FX : boolean

Type:
  • boolean
Source:
src/core/Camera.js line 245

<static, constant> FOLLOW_LOCKON : number

A follow style that uses no deadzone.

Type:
  • number
Source:
src/core/Camera.js line 197

<static, constant> FOLLOW_PLATFORMER : number

A follow style that uses a tall, narrow deadzone (0.33 x 0.125) with a center slightly above the view center.

Type:
  • number
Source:
src/core/Camera.js line 205

<static, constant> FOLLOW_TOPDOWN : number

A follow style that uses a square deadzone (0.25 of the larger view edge).

Type:
  • number
Source:
src/core/Camera.js line 213

<static, constant> FOLLOW_TOPDOWN_TIGHT : number

A follow style that uses a small square deadzone (0.125 of the larger view edge).

Type:
  • number
Source:
src/core/Camera.js line 221

<static, constant> SHAKE_BOTH : number

Type:
  • number
Source:
src/core/Camera.js line 227

<static, constant> SHAKE_HORIZONTAL : number

Type:
  • number
Source:
src/core/Camera.js line 233

<static, constant> SHAKE_VERTICAL : number

Type:
  • number
Source:
src/core/Camera.js line 239

atLimit : boolean

Whether this camera is flush with the World Bounds or not.

Type:
  • boolean
Source:
src/core/Camera.js line 76

bounds : Phaser.Rectangle

The Camera is bound to this Rectangle and cannot move outside of it. By default it is enabled and set to the size of the World. The Rectangle can be located anywhere in the world and updated as often as you like. If you don't wish the Camera to be bound at all then set this to null. The values can be anything and are in World coordinates, with 0,0 being the top-left of the world. The Rectangle in which the Camera is bounded. Set to null to allow for movement anywhere.

Type:
Source:
src/core/Camera.js line 54

deadzone : Phaser.Rectangle

Moving inside this Rectangle will not cause the camera to move.

Type:
Source:
src/core/Camera.js line 59

displayObject : PIXI.DisplayObject

The display object to which all game objects are added. Set by World.boot.

Type:
Source:
src/core/Camera.js line 87

<readonly> fixedView : Phaser.Rectangle

Immobile view rectangle. Its top-left is always (0, 0). You can use this align fixedToCamera objects.

Type:
Source:
src/core/Camera.js line 962

<protected> fx : Phaser.Graphics

The Graphics object used to handle camera fx such as fade and flash.

Type:
Source:
src/core/Camera.js line 135

game : Phaser.Game

A reference to the currently running Game.

Type:
Source:
src/core/Camera.js line 25

height : number

The Cameras height. By default this is the same as the Game size and should not be adjusted for now. Gets or sets the cameras height.

Type:
  • number
Source:
src/core/Camera.js line 918

id : number

Reserved for future multiple camera set-ups.

Type:
  • number
Source:
src/core/Camera.js line 36

lerp : Phaser.Point

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.

Type:
Source:
src/core/Camera.js line 109

onFadeComplete : Phaser.Signal

This signal is dispatched when the camera fade effect completes. When the fade effect completes you will be left with the screen black (or whatever color you faded to). In order to reset this call Camera.resetFX. This is called automatically when you change State.

Type:
Source:
src/core/Camera.js line 128

onFlashComplete : Phaser.Signal

This signal is dispatched when the camera flash effect completes.

Type:
Source:
src/core/Camera.js line 119

onShakeComplete : Phaser.Signal

This signal is dispatched when the camera shake effect completes.

Type:
Source:
src/core/Camera.js line 114

position : Phaser.Point

The Cameras position. This value is automatically clamped if it falls outside of the World bounds. Gets or sets the cameras xy position using Phaser.Point object.

Type:
Source:
src/core/Camera.js line 869

roundPx : boolean

If a Camera has roundPx set to true it will call view.floor as part of its update loop, keeping its boundary to integer values. Set this to false to disable this from happening.

Type:
  • boolean
Default Value:
  • true
Source:
src/core/Camera.js line 71

scale : Phaser.Point

The scale of the display object to which all game objects are added. Set by World.boot.

Type:
Source:
src/core/Camera.js line 92

shakeIntensity : number

The Cameras shake intensity. Gets or sets the cameras shake intensity.

Type:
  • number
Source:
src/core/Camera.js line 940

target : Phaser.Sprite

If the camera is tracking a Sprite, this is a reference to it, otherwise null.

Type:
Source:
src/core/Camera.js line 82

<readonly> totalInView : number

The total number of Sprites with autoCull set to true that are visible by this Camera.

Type:
  • number
Source:
src/core/Camera.js line 98

view : Phaser.Rectangle

Camera view. The view into the world we wish to render (by default the game dimensions). The x/y values are in world coordinates, not screen coordinates, the width/height is how many pixels to render. Sprites outside of this view are not rendered if Sprite.autoCull is set to true. Otherwise they are always rendered.

Type:
Source:
src/core/Camera.js line 45

visible : boolean

Whether this camera is visible or not.

Type:
  • boolean
Default Value:
  • true
Source:
src/core/Camera.js line 65

width : number

The Cameras width. By default this is the same as the Game size and should not be adjusted for now. Gets or sets the cameras width.

Type:
  • number
Source:
src/core/Camera.js line 897

world : Phaser.World

A reference to the game world.

Type:
Source:
src/core/Camera.js line 30

x : number

The Cameras x coordinate. This value is automatically clamped if it falls outside of the World bounds. Gets or sets the cameras x position.

Type:
  • number
Source:
src/core/Camera.js line 819

y : number

The Cameras y coordinate. This value is automatically clamped if it falls outside of the World bounds. Gets or sets the cameras y position.

Type:
  • number
Source:
src/core/Camera.js line 844

Methods

<protected> checkBounds()

Method called to ensure the camera doesn't venture outside of the game world. Called automatically by Camera.update.

Source:
src/core/Camera.js line 675

fade( [color] [, duration] [, force] [, alpha])

This creates a camera fade effect. It works by filling the game with the color specified, over the duration given, ending with a solid fill.

You can use this for things such as transitioning to a new scene.

The game will be left 'filled' at the end of this effect, likely obscuring everything. In order to reset it you can call Camera.resetFX and it will clear the fade. Or you can call Camera.flash with the same color as the fade, and it will reverse the process, bringing the game back into view again.

When the effect ends the signal Camera.onFadeComplete is dispatched.

Parameters:
Name Type Argument Default Description
color numer <optional>
0x000000

The color the game will fade to. I.e. 0x000000 for black, 0xff0000 for red, etc.

duration number <optional>
500

The duration of the fade in milliseconds.

force boolean <optional>
false

If a camera flash or fade effect is already running and force is true it will replace the previous effect, resetting the duration.

alpha numer <optional>
1

The alpha value of the color applied to the fade effect.

Source:
src/core/Camera.js line 457
Returns:

True if the effect was started, otherwise false.

Type
boolean

flash( [color] [, duration] [, force] [, alpha])

This creates a camera flash effect. It works by filling the game with the solid fill color specified, and then fading it away to alpha 0 over the duration given.

You can use this for things such as hit feedback effects.

When the effect ends the signal Camera.onFlashComplete is dispatched.

Parameters:
Name Type Argument Default Description
color numer <optional>
0xffffff

The color of the flash effect. I.e. 0xffffff for white, 0xff0000 for red, etc.

duration number <optional>
500

The duration of the flash effect in milliseconds.

force boolean <optional>
false

If a camera flash or fade effect is already running and force is true it will replace the previous effect, resetting the duration.

alpha numer <optional>
1

The alpha value of the color applied to the flash effect.

Source:
src/core/Camera.js line 415
Returns:

True if the effect was started, otherwise false.

Type
boolean

focusOn(displayObject)

Move the camera focus on a display object instantly.

Parameters:
Name Type Description
displayObject any

The display object to focus the camera on. Must have visible x/y properties.

Source:
src/core/Camera.js line 349

focusOnXY(x, y)

Move the camera focus on a location instantly.

Parameters:
Name Type Description
x number

X position.

y number

Y position.

Source:
src/core/Camera.js line 360

follow(target [, style] [, lerpX] [, lerpY])

Tell the camera which sprite to follow.

You can set the follow type and a linear interpolation value. 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 a Sprite it's probably to do with sub-pixel rendering of the Sprite position. This can be disabled by setting game.renderer.renderSession.roundPixels = true to force full pixel rendering.

Parameters:
Name Type Argument Default Description
target Phaser.Sprite | Phaser.Image | Phaser.Text

The object you want the camera to track. Set to null to not follow anything.

style number <optional>

Leverage one of the existing deadzone presets. If you use a custom deadzone, ignore this parameter and manually specify the deadzone after calling follow().

lerpX float <optional>
1

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.

lerpY float <optional>
1

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.

Source:
src/core/Camera.js line 283

preUpdate()

Camera preUpdate. Sets the total view counter to zero.

Source:
src/core/Camera.js line 272

reset()

Resets the camera back to 0,0 and un-follows any object it may have been tracking. Also immediately resets any camera effects that may have been running such as shake, flash or fade.

Source:
src/core/Camera.js line 775

resetFX()

Resets any active FX, such as a fade or flash and immediately clears it. Useful to calling after a fade in order to remove the fade from the Stage.

Source:
src/core/Camera.js line 797

setBoundsToWorld()

Update the Camera bounds to match the game world.

Source:
src/core/Camera.js line 661

setPosition(x, y)

A helper function to set both the X and Y properties of the camera at once without having to use game.camera.x and game.camera.y.

Parameters:
Name Type Description
x number

X position.

y number

Y position.

Source:
src/core/Camera.js line 741

setSize(width, height)

Sets the size of the view rectangle given the width and height in parameters.

Parameters:
Name Type Description
width number

The desired width.

height number

The desired height.

Source:
src/core/Camera.js line 761

shake( [intensity] [, duration] [, force] [, direction] [, shakeBounds])

This creates a camera shake effect. It works by applying a random amount of additional spacing on the x and y axis each frame. You can control the intensity and duration of the effect, and if it should effect both axis or just one.

When the shake effect ends the signal Camera.onShakeComplete is dispatched.

Parameters:
Name Type Argument Default Description
intensity float <optional>
0.05

The intensity of the camera shake. Given as a percentage of the camera size representing the maximum distance that the camera can move while shaking.

duration number <optional>
500

The duration of the shake effect in milliseconds.

force boolean <optional>
true

If a camera shake effect is already running and force is true it will replace the previous effect, resetting the duration.

direction number <optional>
Phaser.Camera.SHAKE_BOTH

The directions in which the camera can shake. Either Phaser.Camera.SHAKE_BOTH, Phaser.Camera.SHAKE_HORIZONTAL or Phaser.Camera.SHAKE_VERTICAL.

shakeBounds boolean <optional>
true

Is the effect allowed to shake the camera beyond its bounds (if set?).

Source:
src/core/Camera.js line 372
Returns:

True if the shake effect was started, otherwise false.

Type
boolean

unfollow()

Sets the Camera follow target to null, stopping it from following an object if it's doing so.

Source:
src/core/Camera.js line 338

<protected> update()

The camera update loop. This is called automatically by the core game loop.

Source:
src/core/Camera.js line 504

phaser-ce@2.9.2 is on GitHub and NPM

Documentation generated by JSDoc 3.5.4 on 2017-11-09 using Tomorrow.