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<a href="Phaser.State.html">State</a>
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2013-10-02 11:11:22 +00:00
<a href="Phaser.StateManager.html">StateManager</a>
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2013-10-25 15:54:40 +00:00
<a href="Phaser.Text.html">Text</a>
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2013-11-28 15:57:09 +00:00
<a href="Phaser.Tile.html">Tile</a>
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2013-11-28 15:57:09 +00:00
<a href="Phaser.Tilemap.html">Tilemap</a>
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2014-04-10 22:13:43 +00:00
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2013-11-28 15:57:09 +00:00
<a href="Phaser.TilemapLayer.html">TilemapLayer</a>
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2014-04-10 22:13:43 +00:00
<li class="class-depth-1">
2013-11-28 15:57:09 +00:00
<a href="Phaser.TilemapParser.html">TilemapParser</a>
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2014-04-10 22:13:43 +00:00
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2013-11-28 15:57:09 +00:00
<a href="Phaser.Tileset.html">Tileset</a>
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<a href="Phaser.Time.html">Time</a>
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2013-11-28 15:57:09 +00:00
<a href="Phaser.Timer.html">Timer</a>
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2014-02-05 06:29:17 +00:00
<a href="Phaser.TimerEvent.html">TimerEvent</a>
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2013-10-02 14:05:55 +00:00
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<a href="Phaser.Tween.html">Tween</a>
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<a href="Phaser.Video.html">Video</a>
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</li>
2016-06-17 00:11:24 +00:00
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<a href="Phaser.Weapon.html">Weapon</a>
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<a href="Phaser.World.html">World</a>
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<a href="PIXI.BaseTexture.html">BaseTexture</a>
2014-11-15 20:01:46 +00:00
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<a href="PIXI.CanvasBuffer.html">CanvasBuffer</a>
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<a href="PIXI.CanvasGraphics.html">CanvasGraphics</a>
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<a href="PIXI.CanvasMaskManager.html">CanvasMaskManager</a>
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<a href="PIXI.CanvasPool.html">CanvasPool</a>
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2014-11-15 20:01:46 +00:00
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<a href="PIXI.CanvasRenderer.html">CanvasRenderer</a>
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<a href="PIXI.CanvasTinter.html">CanvasTinter</a>
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<a href="PIXI.ComplexPrimitiveShader.html">ComplexPrimitiveShader</a>
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<a href="PIXI.DisplayObjectContainer.html">DisplayObjectContainer</a>
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<a href="PIXI.EarCut.html">EarCut</a>
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2014-11-15 20:01:46 +00:00
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<a href="PIXI.Event.html">Event</a>
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<a href="PIXI.EventTarget.html">EventTarget</a>
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<a href="PIXI.PIXI.html">PIXI</a>
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<a href="PIXI.PIXI.DisplayObject.html">DisplayObject</a>
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2014-11-15 20:01:46 +00:00
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<a href="PIXI.PixiFastShader.html">PixiFastShader</a>
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<a href="PIXI.PixiShader.html">PixiShader</a>
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<a href="PIXI.PrimitiveShader.html">PrimitiveShader</a>
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<a href="PIXI.RenderTexture.html">RenderTexture</a>
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<a href="PIXI.Rope.html">Rope</a>
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<a href="PIXI.Sprite.html">Sprite</a>
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<a href="PIXI.SpriteBatch.html">SpriteBatch</a>
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<a href="PIXI.Strip.html">Strip</a>
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<a href="PIXI.StripShader.html">StripShader</a>
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2015-03-23 23:46:30 +00:00
<a href="PIXI.Texture.html">Texture</a>
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<a href="PIXI.TilingSprite.html">TilingSprite</a>
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2014-11-25 00:23:44 +00:00
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2015-03-23 23:46:30 +00:00
<a href="PIXI.WebGLBlendModeManager.html">WebGLBlendModeManager</a>
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2014-11-15 20:01:46 +00:00
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<a href="PIXI.WebGLFastSpriteBatch.html">WebGLFastSpriteBatch</a>
2014-11-15 20:01:46 +00:00
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<a href="PIXI.WebGLFilterManager.html">WebGLFilterManager</a>
2014-11-15 20:01:46 +00:00
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2015-03-23 23:46:30 +00:00
<a href="PIXI.WebGLRenderer.html">WebGLRenderer</a>
2014-11-15 20:01:46 +00:00
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2015-03-23 23:46:30 +00:00
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<a href="global.html" class="dropdown-toggle" data-toggle="dropdown">Global<b
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<a href="global.html#ANGLE_DOWN">ANGLE_DOWN</a>
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<a href="global.html#BITMAPTEXT">BITMAPTEXT</a>
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<a href="global.html#blendModes">blendModes</a>
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2016-06-17 00:11:24 +00:00
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<a href="global.html#BUTTON">BUTTON</a>
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<a href="global.html#CENTER">CENTER</a>
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<a href="global.html#CIRCLE">CIRCLE</a>
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<a href="global.html#CREATURE">CREATURE</a>
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2016-06-03 17:48:34 +00:00
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2016-06-17 00:11:24 +00:00
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2016-02-08 17:01:36 +00:00
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2016-06-09 16:13:31 +00:00
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2015-07-22 14:31:30 +00:00
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<a href="global.html#RECTANGLE">RECTANGLE</a>
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2016-06-17 00:11:24 +00:00
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2015-07-22 14:31:30 +00:00
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<a href="global.html#ROPE">ROPE</a>
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<a href="global.html#ROUNDEDRECTANGLE">ROUNDEDRECTANGLE</a>
2014-11-15 20:01:46 +00:00
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<a href="global.html#scaleModes">scaleModes</a>
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<a href="global.html#SPRITEBATCH">SPRITEBATCH</a>
2014-11-15 20:01:46 +00:00
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2015-03-23 23:46:30 +00:00
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2015-07-22 14:31:30 +00:00
<a href="global.html#TEXT">TEXT</a>
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<a href="global.html#TILEMAP">TILEMAP</a>
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<a href="global.html#TILEMAPLAYER">TILEMAPLAYER</a>
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<a href="global.html#TILESPRITE">TILESPRITE</a>
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2016-06-17 00:11:24 +00:00
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<a href="global.html#TOP_CENTER">TOP_CENTER</a>
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<a href="global.html#TOP_LEFT">TOP_LEFT</a>
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<a href="global.html#TOP_RIGHT">TOP_RIGHT</a>
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2015-07-22 14:31:30 +00:00
<li class="class-depth-0">
<a href="global.html#UP">UP</a>
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<a href="global.html#VERSION">VERSION</a>
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2016-06-09 16:13:31 +00:00
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<a href="global.html#VERTICAL">VERTICAL</a>
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2015-07-22 14:31:30 +00:00
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<a href="global.html#VIDEO">VIDEO</a>
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<a href="global.html#WEBGL">WEBGL</a>
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<a href="global.html#WEBGL_FILTER">WEBGL_FILTER</a>
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</ul>
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2014-11-25 00:23:44 +00:00
2014-11-15 20:01:46 +00:00
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<a href="#" class="dropdown-toggle" data-toggle="dropdown">Core<b class="caret"></b></a>
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2014-12-03 10:39:11 +00:00
<li class="class-depth-1"><a href="Phaser.Game.html">Game</a></li>
2014-11-25 00:23:44 +00:00
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2014-11-25 00:23:44 +00:00
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2015-01-06 06:57:25 +00:00
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2014-11-25 00:23:44 +00:00
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2014-11-15 20:01:46 +00:00
2014-11-25 00:23:44 +00:00
<li class="dropdown">
<a href="#" class="dropdown-toggle" data-toggle="dropdown">Game Objects<b class="caret"></b></a>
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2014-11-25 00:23:44 +00:00
<li class="class-depth-1"><a href="Phaser.GameObjectFactory.html">Factory (game.add)</a></li>
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2015-07-22 14:31:30 +00:00
<li class="class-depth-1"><a href="Phaser.Video.html">Video</a></li>
2015-01-06 06:57:25 +00:00
<li class="class-depth-1"><a href="Phaser.Particles.Arcade.Emitter.html">Particle Emitter</a></li>
2014-12-03 10:39:11 +00:00
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2014-11-25 00:23:44 +00:00
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<li class="class-depth-1"><a href="Phaser.BitmapText.html">BitmapText</a></li>
<li class="class-depth-1"><a href="Phaser.Tilemap.html">Tilemap</a></li>
<li class="class-depth-1"><a href="Phaser.BitmapData.html">BitmapData</a></li>
<li class="class-depth-1"><a href="Phaser.RetroFont.html">RetroFont</a></li>
<li class="class-depth-1"><a href="Phaser.Button.html">Button</a></li>
<li class="class-depth-1"><a href="Phaser.Animation.html">Animation</a></li>
<li class="class-depth-1"><a href="Phaser.Graphics.html">Graphics</a></li>
<li class="class-depth-1"><a href="Phaser.RenderTexture.html">RenderTexture</a></li>
<li class="class-depth-1"><a href="Phaser.TileSprite.html">TileSprite</a></li>
</ul>
</li>
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<li class="dropdown">
<a href="#" class="dropdown-toggle" data-toggle="dropdown">Geometry<b class="caret"></b></a>
<ul class="dropdown-menu ">
<li class="class-depth-1"><a href="Phaser.Circle.html">Circle</a></li>
<li class="class-depth-1"><a href="Phaser.Ellipse.html">Ellipse</a></li>
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<li class="class-depth-1"><a href="Phaser.Line.html">Line</a></li>
<li class="class-depth-1"><a href="Phaser.Matrix.html">Matrix</a></li>
<li class="class-depth-1"><a href="Phaser.Point.html">Point</a></li>
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<li class="class-depth-1"><a href="Phaser.Polygon.html">Polygon</a></li>
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<li class="class-depth-1"><a href="Phaser.Rectangle.html">Rectangle</a></li>
<li class="class-depth-1"><a href="Phaser.RoundedRectangle.html">Rounded Rectangle</a></li>
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</ul>
</li>
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<li class="dropdown">
<a href="#" class="dropdown-toggle" data-toggle="dropdown">Physics<b class="caret"></b></a>
<ul class="dropdown-menu ">
<li class="class-depth-1"><a href="Phaser.Physics.Arcade.html">Arcade Physics</a></li>
<li class="class-depth-2"><a href="Phaser.Physics.Arcade.Body.html">Body</a></li>
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<li class="class-depth-2"><a href="Phaser.Weapon.html">Weapon</a></li>
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<li class="class-depth-1"><a href="Phaser.Physics.P2.html">P2 Physics</a></li>
<li class="class-depth-2"><a href="Phaser.Physics.P2.Body.html">Body</a></li>
<li class="class-depth-2"><a href="Phaser.Physics.P2.Spring.html">Spring</a></li>
<li class="class-depth-2"><a href="Phaser.Physics.P2.CollisionGroup.html">CollisionGroup</a></li>
<li class="class-depth-2"><a href="Phaser.Physics.P2.ContactMaterial.html">ContactMaterial</a></li>
<li class="class-depth-1"><a href="Phaser.Physics.Ninja.html">Ninja Physics</a></li>
<li class="class-depth-2"><a href="Phaser.Physics.Body.html">Body</a></li>
</ul>
</li>
<li class="dropdown">
<a href="#" class="dropdown-toggle" data-toggle="dropdown">Input<b class="caret"></b></a>
<ul class="dropdown-menu ">
<li class="class-depth-1"><a href="Phaser.InputHandler.html">Input Handler</a></li>
<li class="class-depth-1"><a href="Phaser.Pointer.html">Pointer</a></li>
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<li class="class-depth-1"><a href="Phaser.DeviceButton.html">Device Button</a></li>
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<li class="class-depth-1"><a href="Phaser.Mouse.html">Mouse</a></li>
<li class="class-depth-1"><a href="Phaser.Keyboard.html">Keyboard</a></li>
<li class="class-depth-1"><a href="Phaser.Key.html">Key</a></li>
<li class="class-depth-1"><a href="Phaser.Gamepad.html">Gamepad</a></li>
</ul>
</li>
<li class="dropdown">
<a href="#" class="dropdown-toggle" data-toggle="dropdown">Community<b class="caret"></b></a>
<ul class="dropdown-menu ">
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<li class="class-depth-1"><a href="http://phaser.io">Phaser Web Site</a></li>
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<li class="class-depth-1"><a href="https://github.com/photonstorm/phaser">Phaser Github</a></li>
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<li class="class-depth-1"><a href="http://phaser.io/examples">Phaser Examples</a></li>
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<li class="class-depth-1"><a href="https://github.com/photonstorm/phaser-plugins">Phaser Plugins</a></li>
<li class="class-depth-1"><a href="http://www.html5gamedevs.com/forum/14-phaser/">Forum</a></li>
<li class="class-depth-1"><a href="http://stackoverflow.com/questions/tagged/phaser-framework">Stack Overflow</a></li>
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<li class="class-depth-1"><a href="http://phaser.io/learn">Tutorials</a></li>
2016-05-19 11:36:51 +00:00
<li class="class-depth-1"><a href="http://phaser.io/community/newsletter">Newsletter</a></li>
2015-03-26 02:55:18 +00:00
<li class="class-depth-1"><a href="http://phaser.io/community/twitter">Twitter</a></li>
2016-06-17 00:11:24 +00:00
<li class="class-depth-1"><a href="http://phaser.io/community/slack">Slack</a></li>
<li class="class-depth-1"><a href="http://phaser.io/community/donate">Donate</a></li>
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<li class="class-depth-1"><a href="https://www.codeandweb.com/texturepacker/phaser">Texture Packer</a></li>
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</ul>
</li>
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</ul>
</div>
</div>
<div class="row-fluid">
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<div class="span8">
<div id="main">
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<!--<h1 class="page-title">Class: Camera</h1>-->
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<section>
<header>
<h2>
<span class="ancestors"><a href="Phaser.html">Phaser</a>.</span>
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Camera
</h2>
</header>
<article>
<div class="container-overview">
<dt>
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<h4 class="name "
id="Camera"><span class="type-signature"></span>new Camera<span class="signature">(game, id, x, y, width, height)</span><span class="type-signature"></span></h4>
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</dt>
<dd>
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<div class="description">
<p>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</p>
</div>
<h5>Parameters:</h5>
<table class="params table table-striped">
<thead>
<tr>
<th>Name</th>
<th>Type</th>
<th class="last">Description</th>
</tr>
</thead>
<tbody>
<tr>
<td class="name"><code>game</code></td>
<td class="type">
<span class="param-type"><a href="Phaser.Game.html">Phaser.Game</a></span>
</td>
<td class="description last"><p>Game reference to the currently running game.</p></td>
</tr>
<tr>
<td class="name"><code>id</code></td>
<td class="type">
<span class="param-type">number</span>
</td>
<td class="description last"><p>Not being used at the moment, will be when Phaser supports multiple camera</p></td>
</tr>
<tr>
<td class="name"><code>x</code></td>
<td class="type">
<span class="param-type">number</span>
</td>
<td class="description last"><p>Position of the camera on the X axis</p></td>
</tr>
<tr>
<td class="name"><code>y</code></td>
<td class="type">
<span class="param-type">number</span>
</td>
<td class="description last"><p>Position of the camera on the Y axis</p></td>
</tr>
<tr>
<td class="name"><code>width</code></td>
<td class="type">
<span class="param-type">number</span>
</td>
<td class="description last"><p>The width of the view rectangle</p></td>
</tr>
<tr>
<td class="name"><code>height</code></td>
<td class="type">
<span class="param-type">number</span>
</td>
<td class="description last"><p>The height of the view rectangle</p></td>
</tr>
</tbody>
</table>
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<dl class="details">
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<dt class="tag-source">Source -
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<a href="src_core_Camera.js.html">core/Camera.js</a>, <a href="src_core_Camera.js.html#sunlight-1-line-20">line 20</a>
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</dt>
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</dl>
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</dd>
</div>
<h3 class="subsection-title">Members</h3>
<dl>
<dt>
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<h4 class="name "
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id=".ENABLE_FX"><span class="type-signature">&lt;static, constant> </span>ENABLE_FX<span class="type-signature"> :boolean</span></h4>
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</dt>
<dd>
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<dl class="details">
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<dt class="tag-source">Source -
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<a href="src_core_Camera.js.html">core/Camera.js</a>, <a href="src_core_Camera.js.html#sunlight-1-line-231">line 231</a>
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</dt>
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</dl>
</dd>
<dt>
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<h4 class="name "
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id=".FOLLOW_LOCKON"><span class="type-signature">&lt;static, constant> </span>FOLLOW_LOCKON<span class="type-signature"> :number</span></h4>
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</dt>
<dd>
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<dl class="details">
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<dt class="tag-source">Source -
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<a href="src_core_Camera.js.html">core/Camera.js</a>, <a href="src_core_Camera.js.html#sunlight-1-line-189">line 189</a>
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</dt>
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</dl>
</dd>
<dt>
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<h4 class="name "
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id=".FOLLOW_PLATFORMER"><span class="type-signature">&lt;static, constant> </span>FOLLOW_PLATFORMER<span class="type-signature"> :number</span></h4>
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</dt>
<dd>
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<dl class="details">
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<dt class="tag-source">Source -
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<a href="src_core_Camera.js.html">core/Camera.js</a>, <a href="src_core_Camera.js.html#sunlight-1-line-195">line 195</a>
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</dt>
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</dl>
</dd>
<dt>
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<h4 class="name "
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id=".FOLLOW_TOPDOWN"><span class="type-signature">&lt;static, constant> </span>FOLLOW_TOPDOWN<span class="type-signature"> :number</span></h4>
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</dt>
<dd>
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<dl class="details">
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<dt class="tag-source">Source -
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<a href="src_core_Camera.js.html">core/Camera.js</a>, <a href="src_core_Camera.js.html#sunlight-1-line-201">line 201</a>
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</dt>
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</dl>
</dd>
<dt>
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<h4 class="name "
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id=".FOLLOW_TOPDOWN_TIGHT"><span class="type-signature">&lt;static, constant> </span>FOLLOW_TOPDOWN_TIGHT<span class="type-signature"> :number</span></h4>
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</dt>
<dd>
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<dl class="details">
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<dt class="tag-source">Source -
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<a href="src_core_Camera.js.html">core/Camera.js</a>, <a href="src_core_Camera.js.html#sunlight-1-line-207">line 207</a>
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</dt>
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</dl>
</dd>
<dt>
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<h4 class="name "
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id=".SHAKE_BOTH"><span class="type-signature">&lt;static, constant> </span>SHAKE_BOTH<span class="type-signature"> :number</span></h4>
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</dt>
<dd>
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<dl class="details">
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<dt class="tag-source">Source -
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<a href="src_core_Camera.js.html">core/Camera.js</a>, <a href="src_core_Camera.js.html#sunlight-1-line-213">line 213</a>
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</dt>
</dl>
</dd>
<dt>
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<h4 class="name "
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id=".SHAKE_HORIZONTAL"><span class="type-signature">&lt;static, constant> </span>SHAKE_HORIZONTAL<span class="type-signature"> :number</span></h4>
</dt>
<dd>
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<dl class="details">
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<dt class="tag-source">Source -
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<a href="src_core_Camera.js.html">core/Camera.js</a>, <a href="src_core_Camera.js.html#sunlight-1-line-219">line 219</a>
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</dt>
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</dl>
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</dd>
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<dt>
<h4 class="name "
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id=".SHAKE_VERTICAL"><span class="type-signature">&lt;static, constant> </span>SHAKE_VERTICAL<span class="type-signature"> :number</span></h4>
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</dt>
<dd>
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<dl class="details">
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<dt class="tag-source">Source -
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<a href="src_core_Camera.js.html">core/Camera.js</a>, <a href="src_core_Camera.js.html#sunlight-1-line-225">line 225</a>
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</dt>
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</dl>
</dd>
<dt>
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<h4 class="name "
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id="atLimit"><span class="type-signature"></span>atLimit<span class="type-signature"> :boolean</span></h4>
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</dt>
<dd>
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<div class="description">
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<p>Whether this camera is flush with the World Bounds or not.</p>
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</div>
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<dl class="details">
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<dt class="tag-source">Source -
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<a href="src_core_Camera.js.html">core/Camera.js</a>, <a href="src_core_Camera.js.html#sunlight-1-line-76">line 76</a>
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</dt>
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</dl>
</dd>
<dt>
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<h4 class="name "
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id="bounds"><span class="type-signature"></span>bounds<span class="type-signature"> :<a href="Phaser.Rectangle.html">Phaser.Rectangle</a></span></h4>
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</dt>
<dd>
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<div class="description">
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<p>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.</p>
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</div>
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<dl class="details">
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<dt class="tag-source">Source -
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<a href="src_core_Camera.js.html">core/Camera.js</a>, <a href="src_core_Camera.js.html#sunlight-1-line-54">line 54</a>
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</dt>
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</dl>
</dd>
<dt>
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<h4 class="name "
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id="deadzone"><span class="type-signature"></span>deadzone<span class="type-signature"> :<a href="Phaser.Rectangle.html">Phaser.Rectangle</a></span></h4>
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</dt>
<dd>
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<div class="description">
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<p>Moving inside this Rectangle will not cause the camera to move.</p>
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</div>
<dl class="details">
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<dt class="tag-source">Source -
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<a href="src_core_Camera.js.html">core/Camera.js</a>, <a href="src_core_Camera.js.html#sunlight-1-line-59">line 59</a>
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</dt>
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</dl>
</dd>
<dt>
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<h4 class="name "
2016-07-01 15:57:13 +00:00
id="displayObject"><span class="type-signature"></span>displayObject<span class="type-signature"> :PIXI.DisplayObject</span></h4>
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</dt>
<dd>
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<div class="description">
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<p>The display object to which all game objects are added. Set by World.boot.</p>
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</div>
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<dl class="details">
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<dt class="tag-source">Source -
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<a href="src_core_Camera.js.html">core/Camera.js</a>, <a href="src_core_Camera.js.html#sunlight-1-line-87">line 87</a>
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</dt>
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</dl>
</dd>
<dt>
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<h4 class="name "
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id="fx"><span class="type-signature">&lt;internal> </span>fx<span class="type-signature"> :<a href="Phaser.Graphics.html">Phaser.Graphics</a></span></h4>
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</dt>
<dd>
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<div class="description">
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<p>The Graphics object used to handle camera fx such as fade and flash.</p>
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</div>
<dl class="details">
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<dt class="important tag-deprecated">Internal:</dt>
<dd class="tag-deprecated"><ul>
<li>This member is <em>internal (protected)</em> and may be modified or removed in the future.</li>
</ul></dd>
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2014-11-25 00:23:44 +00:00
2013-10-02 00:16:40 +00:00
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<dt class="tag-source">Source -
2016-04-22 14:15:28 +00:00
<a href="src_core_Camera.js.html">core/Camera.js</a>, <a href="src_core_Camera.js.html#sunlight-1-line-135">line 135</a>
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</dt>
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</dl>
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</dd>
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<dt>
<h4 class="name "
2016-04-22 14:15:28 +00:00
id="game"><span class="type-signature"></span>game<span class="type-signature"> :<a href="Phaser.Game.html">Phaser.Game</a></span></h4>
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</dt>
<dd>
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<div class="description">
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<p>A reference to the currently running Game.</p>
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</div>
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<dl class="details">
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2014-11-15 20:01:46 +00:00
<dt class="tag-source">Source -
2016-04-22 14:15:28 +00:00
<a href="src_core_Camera.js.html">core/Camera.js</a>, <a href="src_core_Camera.js.html#sunlight-1-line-25">line 25</a>
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</dt>
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</dl>
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</dd>
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<dt>
<h4 class="name "
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id="height"><span class="type-signature"></span>height<span class="type-signature"> :number</span></h4>
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</dt>
<dd>
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<div class="description">
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<p>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.</p>
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</div>
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<dl class="details">
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2013-10-02 00:16:40 +00:00
2014-11-15 20:01:46 +00:00
<dt class="tag-source">Source -
2016-06-03 17:48:34 +00:00
<a href="src_core_Camera.js.html">core/Camera.js</a>, <a href="src_core_Camera.js.html#sunlight-1-line-898">line 898</a>
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</dt>
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</dl>
</dd>
<dt>
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<h4 class="name "
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id="id"><span class="type-signature"></span>id<span class="type-signature"> :number</span></h4>
2013-10-02 00:16:40 +00:00
</dt>
<dd>
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<div class="description">
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<p>Reserved for future multiple camera set-ups.</p>
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</div>
<dl class="details">
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2013-10-02 00:16:40 +00:00
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<dt class="tag-source">Source -
2016-04-22 14:15:28 +00:00
<a href="src_core_Camera.js.html">core/Camera.js</a>, <a href="src_core_Camera.js.html#sunlight-1-line-36">line 36</a>
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</dt>
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</dl>
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</dd>
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<dt>
<h4 class="name "
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id="lerp"><span class="type-signature"></span>lerp<span class="type-signature"> :<a href="Phaser.Point.html">Phaser.Point</a></span></h4>
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</dt>
<dd>
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<div class="description">
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<p>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.</p>
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</div>
<dl class="details">
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<dt class="tag-source">Source -
2016-04-22 14:15:28 +00:00
<a href="src_core_Camera.js.html">core/Camera.js</a>, <a href="src_core_Camera.js.html#sunlight-1-line-109">line 109</a>
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</dt>
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</dl>
</dd>
<dt>
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<h4 class="name "
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id="onFadeComplete"><span class="type-signature"></span>onFadeComplete<span class="type-signature"> :<a href="Phaser.Signal.html">Phaser.Signal</a></span></h4>
2013-10-02 00:16:40 +00:00
</dt>
<dd>
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<div class="description">
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<p>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 <code>Camera.resetFX</code>. This is called
automatically when you change State.</p>
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</div>
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<dl class="details">
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<dt class="tag-source">Source -
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<a href="src_core_Camera.js.html">core/Camera.js</a>, <a href="src_core_Camera.js.html#sunlight-1-line-128">line 128</a>
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</dt>
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</dl>
</dd>
<dt>
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<h4 class="name "
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id="onFlashComplete"><span class="type-signature"></span>onFlashComplete<span class="type-signature"> :<a href="Phaser.Signal.html">Phaser.Signal</a></span></h4>
2013-10-02 00:16:40 +00:00
</dt>
<dd>
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<div class="description">
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<p>This signal is dispatched when the camera flash effect completes.</p>
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</div>
<dl class="details">
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<dt class="tag-source">Source -
2016-04-22 14:15:28 +00:00
<a href="src_core_Camera.js.html">core/Camera.js</a>, <a href="src_core_Camera.js.html#sunlight-1-line-119">line 119</a>
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</dt>
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</dl>
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</dd>
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<dt>
<h4 class="name "
2016-04-22 14:15:28 +00:00
id="onShakeComplete"><span class="type-signature"></span>onShakeComplete<span class="type-signature"> :<a href="Phaser.Signal.html">Phaser.Signal</a></span></h4>
2014-11-15 20:01:46 +00:00
</dt>
<dd>
2013-10-02 00:16:40 +00:00
2014-11-15 20:01:46 +00:00
<div class="description">
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<p>This signal is dispatched when the camera shake effect completes.</p>
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</div>
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<dl class="details">
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2014-11-15 20:01:46 +00:00
<dt class="tag-source">Source -
2016-04-22 14:15:28 +00:00
<a href="src_core_Camera.js.html">core/Camera.js</a>, <a href="src_core_Camera.js.html#sunlight-1-line-114">line 114</a>
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</dt>
2013-10-02 00:16:40 +00:00
</dl>
</dd>
<dt>
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<h4 class="name "
2016-04-22 14:15:28 +00:00
id="position"><span class="type-signature"></span>position<span class="type-signature"> :<a href="Phaser.Point.html">Phaser.Point</a></span></h4>
2013-10-02 00:16:40 +00:00
</dt>
<dd>
2014-11-15 20:01:46 +00:00
2013-10-02 00:16:40 +00:00
<div class="description">
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<p>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.</p>
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</div>
<dl class="details">
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2013-10-02 00:16:40 +00:00
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<dt class="tag-source">Source -
2016-06-03 17:48:34 +00:00
<a href="src_core_Camera.js.html">core/Camera.js</a>, <a href="src_core_Camera.js.html#sunlight-1-line-849">line 849</a>
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</dt>
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</dl>
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</dd>
2013-10-02 00:16:40 +00:00
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<dt>
<h4 class="name "
2016-04-22 14:15:28 +00:00
id="roundPx"><span class="type-signature"></span>roundPx<span class="type-signature"> :boolean</span></h4>
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</dt>
<dd>
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<div class="description">
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<p>If a Camera has roundPx set to <code>true</code> it will call <code>view.floor</code> as part of its update loop, keeping its boundary to integer values. Set this to <code>false</code> to disable this from happening.</p>
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</div>
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<dl class="details">
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<dt class="tag-default">Default Value:</dt>
<dd class="tag-default"><ul class="dummy"><li>true</li></ul></dd>
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<dt class="tag-source">Source -
2016-04-22 14:15:28 +00:00
<a href="src_core_Camera.js.html">core/Camera.js</a>, <a href="src_core_Camera.js.html#sunlight-1-line-71">line 71</a>
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</dt>
2013-10-02 00:16:40 +00:00
</dl>
</dd>
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2013-10-02 00:16:40 +00:00
<dt>
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<h4 class="name "
2016-04-22 14:15:28 +00:00
id="scale"><span class="type-signature"></span>scale<span class="type-signature"> :<a href="Phaser.Point.html">Phaser.Point</a></span></h4>
2013-10-02 00:16:40 +00:00
</dt>
<dd>
2014-11-15 20:01:46 +00:00
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<div class="description">
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<p>The scale of the display object to which all game objects are added. Set by World.boot.</p>
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</div>
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2013-10-02 00:16:40 +00:00
<dl class="details">
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<dt class="tag-source">Source -
2016-04-22 14:15:28 +00:00
<a href="src_core_Camera.js.html">core/Camera.js</a>, <a href="src_core_Camera.js.html#sunlight-1-line-92">line 92</a>
2014-11-15 20:01:46 +00:00
</dt>
2016-05-19 11:36:51 +00:00
</dl>
</dd>
<dt>
<h4 class="name "
id="shakeIntensity"><span class="type-signature"></span>shakeIntensity<span class="type-signature"> :number</span></h4>
</dt>
<dd>
<div class="description">
<p>The Cameras shake intensity. Gets or sets the cameras shake intensity.</p>
</div>
<dl class="details">
<dt class="tag-source">Source -
2016-06-03 17:48:34 +00:00
<a href="src_core_Camera.js.html">core/Camera.js</a>, <a href="src_core_Camera.js.html#sunlight-1-line-920">line 920</a>
2016-05-19 11:36:51 +00:00
</dt>
</dl>
</dd>
<dt>
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<h4 class="name "
2016-04-22 14:15:28 +00:00
id="target"><span class="type-signature"></span>target<span class="type-signature"> :<a href="Phaser.Sprite.html">Phaser.Sprite</a></span></h4>
</dt>
<dd>
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<div class="description">
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<p>If the camera is tracking a Sprite, this is a reference to it, otherwise null.</p>
</div>
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<dl class="details">
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<dt class="tag-source">Source -
<a href="src_core_Camera.js.html">core/Camera.js</a>, <a href="src_core_Camera.js.html#sunlight-1-line-82">line 82</a>
</dt>
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2016-04-22 14:15:28 +00:00
2016-04-22 14:15:28 +00:00
</dl>
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</dd>
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<dt>
<h4 class="name "
id="totalInView"><span class="type-signature">&lt;readonly> </span>totalInView<span class="type-signature"> :number</span></h4>
</dt>
<dd>
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<div class="description">
<p>The total number of Sprites with <code>autoCull</code> set to <code>true</code> that are visible by this Camera.</p>
</div>
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<dl class="details">
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<dt class="tag-source">Source -
2016-04-22 14:15:28 +00:00
<a href="src_core_Camera.js.html">core/Camera.js</a>, <a href="src_core_Camera.js.html#sunlight-1-line-98">line 98</a>
2014-11-15 20:01:46 +00:00
</dt>
2013-10-02 00:16:40 +00:00
</dl>
</dd>
<dt>
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<h4 class="name "
2016-04-22 14:15:28 +00:00
id="view"><span class="type-signature"></span>view<span class="type-signature"> :<a href="Phaser.Rectangle.html">Phaser.Rectangle</a></span></h4>
2013-10-02 00:16:40 +00:00
</dt>
<dd>
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2013-10-02 00:16:40 +00:00
<div class="description">
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<p>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 <code>true</code>. Otherwise they are always rendered.</p>
2013-10-02 00:16:40 +00:00
</div>
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<dl class="details">
2013-10-02 00:16:40 +00:00
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<dt class="tag-source">Source -
<a href="src_core_Camera.js.html">core/Camera.js</a>, <a href="src_core_Camera.js.html#sunlight-1-line-45">line 45</a>
</dt>
</dl>
</dd>
<dt>
<h4 class="name "
id="visible"><span class="type-signature"></span>visible<span class="type-signature"> :boolean</span></h4>
</dt>
<dd>
<div class="description">
<p>Whether this camera is visible or not.</p>
</div>
<dl class="details">
<dt class="tag-default">Default Value:</dt>
<dd class="tag-default"><ul class="dummy"><li>true</li></ul></dd>
<dt class="tag-source">Source -
<a href="src_core_Camera.js.html">core/Camera.js</a>, <a href="src_core_Camera.js.html#sunlight-1-line-65">line 65</a>
</dt>
</dl>
</dd>
<dt>
<h4 class="name "
id="width"><span class="type-signature"></span>width<span class="type-signature"> :number</span></h4>
</dt>
<dd>
<div class="description">
<p>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.</p>
</div>
<dl class="details">
<dt class="tag-source">Source -
2016-06-03 17:48:34 +00:00
<a href="src_core_Camera.js.html">core/Camera.js</a>, <a href="src_core_Camera.js.html#sunlight-1-line-877">line 877</a>
2016-04-22 14:15:28 +00:00
</dt>
</dl>
</dd>
<dt>
<h4 class="name "
id="world"><span class="type-signature"></span>world<span class="type-signature"> :<a href="Phaser.World.html">Phaser.World</a></span></h4>
</dt>
<dd>
<div class="description">
<p>A reference to the game world.</p>
</div>
<dl class="details">
<dt class="tag-source">Source -
<a href="src_core_Camera.js.html">core/Camera.js</a>, <a href="src_core_Camera.js.html#sunlight-1-line-30">line 30</a>
</dt>
</dl>
</dd>
<dt>
<h4 class="name "
id="x"><span class="type-signature"></span>x<span class="type-signature"> :number</span></h4>
</dt>
<dd>
<div class="description">
<p>The Cameras x coordinate. This value is automatically clamped if it falls outside of the World bounds. Gets or sets the cameras x position.</p>
</div>
<dl class="details">
<dt class="tag-source">Source -
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<a href="src_core_Camera.js.html">core/Camera.js</a>, <a href="src_core_Camera.js.html#sunlight-1-line-799">line 799</a>
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</dt>
</dl>
</dd>
<dt>
<h4 class="name "
id="y"><span class="type-signature"></span>y<span class="type-signature"> :number</span></h4>
</dt>
<dd>
<div class="description">
<p>The Cameras y coordinate. This value is automatically clamped if it falls outside of the World bounds. Gets or sets the cameras y position.</p>
</div>
<dl class="details">
<dt class="tag-source">Source -
2016-06-03 17:48:34 +00:00
<a href="src_core_Camera.js.html">core/Camera.js</a>, <a href="src_core_Camera.js.html#sunlight-1-line-824">line 824</a>
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</dt>
</dl>
</dd>
</dl>
<h3 class="subsection-title">Methods</h3>
<dl>
<dt>
<h4 class="name "
id="checkBounds"><span class="type-signature">&lt;internal> </span>checkBounds<span class="signature">()</span><span class="type-signature"></span></h4>
</dt>
<dd>
<div class="description">
<p>Method called to ensure the camera doesn't venture outside of the game world.
Called automatically by Camera.update.</p>
</div>
<dl class="details">
<dt class="important tag-deprecated">Internal:</dt>
<dd class="tag-deprecated"><ul>
<li>This member is <em>internal (protected)</em> and may be modified or removed in the future.</li>
</ul></dd>
<dt class="tag-source">Source -
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<a href="src_core_Camera.js.html">core/Camera.js</a>, <a href="src_core_Camera.js.html#sunlight-1-line-657">line 657</a>
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</dt>
</dl>
</dd>
<dt>
<h4 class="name "
id="fade"><span class="type-signature"></span>fade<span class="signature">(<span class="optional">color</span>, <span class="optional">duration</span>, <span class="optional">force</span>)</span><span class="type-signature"> &rarr; {boolean}</span></h4>
</dt>
<dd>
<div class="description">
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<p>This creates a camera fade effect. It works by filling the game with the
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color specified, over the duration given, ending with a solid fill.</p>
<p>You can use this for things such as transitioning to a new scene.</p>
<p>The game will be left 'filled' at the end of this effect, likely obscuring
everything. In order to reset it you can call <code>Camera.resetFX</code> and it will clear the
fade. Or you can call <code>Camera.flash</code> with the same color as the fade, and it will
reverse the process, bringing the game back into view again.</p>
<p>When the effect ends the signal Camera.onFadeComplete is dispatched.</p>
</div>
<h5>Parameters:</h5>
<table class="params table table-striped">
<thead>
<tr>
<th>Name</th>
<th>Type</th>
<th>Argument</th>
<th>Default</th>
<th class="last">Description</th>
</tr>
</thead>
<tbody>
<tr>
<td class="name"><code>color</code></td>
<td class="type">
<span class="param-type">numer</span>
</td>
<td class="attributes">
&lt;optional><br>
</td>
<td class="default">
0x000000
</td>
<td class="description last"><p>The color the game will fade to. I.e. 0x000000 for black, 0xff0000 for red, etc.</p></td>
</tr>
<tr>
<td class="name"><code>duration</code></td>
<td class="type">
<span class="param-type">number</span>
</td>
<td class="attributes">
&lt;optional><br>
</td>
<td class="default">
500
</td>
<td class="description last"><p>The duration of the fade in milliseconds.</p></td>
</tr>
<tr>
<td class="name"><code>force</code></td>
<td class="type">
<span class="param-type">boolean</span>
</td>
<td class="attributes">
&lt;optional><br>
</td>
<td class="default">
false
</td>
<td class="description last"><p>If a camera flash or fade effect is already running and force is true it will replace the previous effect, resetting the duration.</p></td>
</tr>
</tbody>
</table>
<h5>Returns:</h5>
<div class="returns">
<div class="returns-type">
<span class="param-type">boolean</span>
-
</div>
<div class="returns-desc param-desc">
<p>True if the effect was started, otherwise false.</p>
</div>
</div>
<dl class="details">
<dt class="tag-source">Source -
<a href="src_core_Camera.js.html">core/Camera.js</a>, <a href="src_core_Camera.js.html#sunlight-1-line-441">line 441</a>
</dt>
</dl>
</dd>
<dt>
<h4 class="name "
id="flash"><span class="type-signature"></span>flash<span class="signature">(<span class="optional">color</span>, <span class="optional">duration</span>, <span class="optional">force</span>)</span><span class="type-signature"> &rarr; {boolean}</span></h4>
</dt>
<dd>
<div class="description">
<p>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.</p>
<p>You can use this for things such as hit feedback effects.</p>
<p>When the effect ends the signal Camera.onFlashComplete is dispatched.</p>
</div>
<h5>Parameters:</h5>
<table class="params table table-striped">
<thead>
<tr>
<th>Name</th>
<th>Type</th>
<th>Argument</th>
<th>Default</th>
<th class="last">Description</th>
</tr>
</thead>
<tbody>
<tr>
<td class="name"><code>color</code></td>
<td class="type">
<span class="param-type">numer</span>
</td>
<td class="attributes">
&lt;optional><br>
</td>
<td class="default">
0xffffff
</td>
<td class="description last"><p>The color of the flash effect. I.e. 0xffffff for white, 0xff0000 for red, etc.</p></td>
</tr>
<tr>
<td class="name"><code>duration</code></td>
<td class="type">
<span class="param-type">number</span>
</td>
<td class="attributes">
&lt;optional><br>
</td>
<td class="default">
500
</td>
<td class="description last"><p>The duration of the flash effect in milliseconds.</p></td>
</tr>
<tr>
<td class="name"><code>force</code></td>
<td class="type">
<span class="param-type">boolean</span>
</td>
<td class="attributes">
&lt;optional><br>
</td>
<td class="default">
false
</td>
<td class="description last"><p>If a camera flash or fade effect is already running and force is true it will replace the previous effect, resetting the duration.</p></td>
</tr>
</tbody>
</table>
<h5>Returns:</h5>
<div class="returns">
<div class="returns-type">
<span class="param-type">boolean</span>
-
</div>
<div class="returns-desc param-desc">
<p>True if the effect was started, otherwise false.</p>
</div>
</div>
<dl class="details">
<dt class="tag-source">Source -
<a href="src_core_Camera.js.html">core/Camera.js</a>, <a href="src_core_Camera.js.html#sunlight-1-line-401">line 401</a>
</dt>
</dl>
</dd>
<dt>
<h4 class="name "
id="focusOn"><span class="type-signature"></span>focusOn<span class="signature">(displayObject)</span><span class="type-signature"></span></h4>
</dt>
<dd>
<div class="description">
<p>Move the camera focus on a display object instantly.</p>
</div>
<h5>Parameters:</h5>
<table class="params table table-striped">
<thead>
<tr>
<th>Name</th>
<th>Type</th>
<th class="last">Description</th>
</tr>
</thead>
<tbody>
<tr>
<td class="name"><code>displayObject</code></td>
<td class="type">
<span class="param-type">any</span>
</td>
<td class="description last"><p>The display object to focus the camera on. Must have visible x/y properties.</p></td>
</tr>
</tbody>
</table>
<dl class="details">
<dt class="tag-source">Source -
<a href="src_core_Camera.js.html">core/Camera.js</a>, <a href="src_core_Camera.js.html#sunlight-1-line-335">line 335</a>
</dt>
</dl>
</dd>
<dt>
<h4 class="name "
id="focusOnXY"><span class="type-signature"></span>focusOnXY<span class="signature">(x, y)</span><span class="type-signature"></span></h4>
</dt>
<dd>
<div class="description">
<p>Move the camera focus on a location instantly.</p>
</div>
<h5>Parameters:</h5>
<table class="params table table-striped">
<thead>
<tr>
<th>Name</th>
<th>Type</th>
<th class="last">Description</th>
</tr>
</thead>
<tbody>
<tr>
<td class="name"><code>x</code></td>
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<td class="type">
<span class="param-type">number</span>
</td>
<td class="description last"><p>X position.</p></td>
</tr>
<tr>
<td class="name"><code>y</code></td>
<td class="type">
<span class="param-type">number</span>
</td>
<td class="description last"><p>Y position.</p></td>
</tr>
</tbody>
</table>
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<dl class="details">
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<dt class="tag-source">Source -
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<a href="src_core_Camera.js.html">core/Camera.js</a>, <a href="src_core_Camera.js.html#sunlight-1-line-346">line 346</a>
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</dt>
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</dl>
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</dd>
<dt>
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<h4 class="name "
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id="follow"><span class="type-signature"></span>follow<span class="signature">(target, <span class="optional">style</span>, <span class="optional">lerpX</span>, <span class="optional">lerpY</span>)</span><span class="type-signature"></span></h4>
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</dt>
<dd>
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<div class="description">
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<p>Tell the camera which sprite to follow.</p>
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<p>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.</p>
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<p>If you find you're getting a slight &quot;jitter&quot; effect when following a Sprite it's probably to do with sub-pixel rendering of the Sprite position.
This can be disabled by setting <code>game.renderer.renderSession.roundPixels = true</code> to force full pixel rendering.</p>
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</div>
<h5>Parameters:</h5>
<table class="params table table-striped">
<thead>
<tr>
<th>Name</th>
<th>Type</th>
<th>Argument</th>
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<th>Default</th>
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<th class="last">Description</th>
</tr>
</thead>
<tbody>
<tr>
<td class="name"><code>target</code></td>
<td class="type">
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<span class="param-type"><a href="Phaser.Sprite.html">Phaser.Sprite</a></span>
|
<span class="param-type"><a href="Phaser.Image.html">Phaser.Image</a></span>
|
<span class="param-type"><a href="Phaser.Text.html">Phaser.Text</a></span>
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</td>
<td class="attributes">
</td>
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<td class="default">
</td>
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<td class="description last"><p>The object you want the camera to track. Set to null to not follow anything.</p></td>
</tr>
<tr>
<td class="name"><code>style</code></td>
<td class="type">
<span class="param-type">number</span>
</td>
<td class="attributes">
&lt;optional><br>
</td>
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<td class="default">
</td>
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<td class="description last"><p>Leverage one of the existing &quot;deadzone&quot; presets. If you use a custom deadzone, ignore this parameter and manually specify the deadzone after calling follow().</p></td>
</tr>
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<tr>
<td class="name"><code>lerpX</code></td>
<td class="type">
<span class="param-type">float</span>
</td>
<td class="attributes">
&lt;optional><br>
</td>
<td class="default">
1
</td>
<td class="description last"><p>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.</p></td>
</tr>
<tr>
<td class="name"><code>lerpY</code></td>
<td class="type">
<span class="param-type">float</span>
</td>
<td class="attributes">
&lt;optional><br>
</td>
<td class="default">
1
</td>
<td class="description last"><p>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.</p></td>
</tr>
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</tbody>
</table>
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<dl class="details">
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<dt class="tag-source">Source -
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<a href="src_core_Camera.js.html">core/Camera.js</a>, <a href="src_core_Camera.js.html#sunlight-1-line-269">line 269</a>
</dt>
</dl>
</dd>
<dt>
<h4 class="name "
id="preUpdate"><span class="type-signature"></span>preUpdate<span class="signature">()</span><span class="type-signature"></span></h4>
</dt>
<dd>
<div class="description">
<p>Camera preUpdate. Sets the total view counter to zero.</p>
</div>
<dl class="details">
<dt class="tag-source">Source -
<a href="src_core_Camera.js.html">core/Camera.js</a>, <a href="src_core_Camera.js.html#sunlight-1-line-258">line 258</a>
</dt>
</dl>
</dd>
<dt>
<h4 class="name "
id="reset"><span class="type-signature"></span>reset<span class="signature">()</span><span class="type-signature"></span></h4>
</dt>
<dd>
<div class="description">
<p>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.</p>
</div>
<dl class="details">
<dt class="tag-source">Source -
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<a href="src_core_Camera.js.html">core/Camera.js</a>, <a href="src_core_Camera.js.html#sunlight-1-line-759">line 759</a>
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</dt>
</dl>
</dd>
<dt>
<h4 class="name "
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id="resetFX"><span class="type-signature"></span>resetFX<span class="signature">()</span><span class="type-signature"></span></h4>
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</dt>
<dd>
<div class="description">
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<p>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.</p>
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</div>
<dl class="details">
<dt class="tag-source">Source -
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<a href="src_core_Camera.js.html">core/Camera.js</a>, <a href="src_core_Camera.js.html#sunlight-1-line-779">line 779</a>
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</dt>
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</dl>
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</dd>
<dt>
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<h4 class="name "
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id="setBoundsToWorld"><span class="type-signature"></span>setBoundsToWorld<span class="signature">()</span><span class="type-signature"></span></h4>
</dt>
<dd>
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<div class="description">
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<p>Update the Camera bounds to match the game world.</p>
</div>
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<dl class="details">
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<dt class="tag-source">Source -
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<a href="src_core_Camera.js.html">core/Camera.js</a>, <a href="src_core_Camera.js.html#sunlight-1-line-643">line 643</a>
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</dt>
</dl>
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</dd>
<dt>
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<h4 class="name "
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id="setPosition"><span class="type-signature"></span>setPosition<span class="signature">(x, y)</span><span class="type-signature"></span></h4>
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</dt>
<dd>
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<div class="description">
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<p>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.</p>
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</div>
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<h5>Parameters:</h5>
<table class="params table table-striped">
<thead>
<tr>
<th>Name</th>
<th>Type</th>
<th class="last">Description</th>
</tr>
</thead>
<tbody>
<tr>
<td class="name"><code>x</code></td>
<td class="type">
<span class="param-type">number</span>
</td>
<td class="description last"><p>X position.</p></td>
</tr>
<tr>
<td class="name"><code>y</code></td>
<td class="type">
<span class="param-type">number</span>
</td>
<td class="description last"><p>Y position.</p></td>
</tr>
</tbody>
</table>
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<dl class="details">
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<dt class="tag-source">Source -
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<a href="src_core_Camera.js.html">core/Camera.js</a>, <a href="src_core_Camera.js.html#sunlight-1-line-725">line 725</a>
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</dt>
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</dl>
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</dd>
<dt>
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<h4 class="name "
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id="setSize"><span class="type-signature"></span>setSize<span class="signature">(width, height)</span><span class="type-signature"></span></h4>
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</dt>
<dd>
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<div class="description">
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<p>Sets the size of the view rectangle given the width and height in parameters.</p>
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</div>
<h5>Parameters:</h5>
<table class="params table table-striped">
<thead>
<tr>
<th>Name</th>
<th>Type</th>
<th class="last">Description</th>
</tr>
</thead>
<tbody>
<tr>
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<td class="name"><code>width</code></td>
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<td class="type">
<span class="param-type">number</span>
</td>
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<td class="description last"><p>The desired width.</p></td>
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</tr>
<tr>
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<td class="name"><code>height</code></td>
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<td class="type">
<span class="param-type">number</span>
</td>
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<td class="description last"><p>The desired height.</p></td>
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</tr>
</tbody>
</table>
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<dl class="details">
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<dt class="tag-source">Source -
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<a href="src_core_Camera.js.html">core/Camera.js</a>, <a href="src_core_Camera.js.html#sunlight-1-line-745">line 745</a>
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</dt>
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</dl>
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2013-10-02 00:16:40 +00:00
</dd>
<dt>
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<h4 class="name "
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id="shake"><span class="type-signature"></span>shake<span class="signature">(<span class="optional">intensity</span>, <span class="optional">duration</span>, <span class="optional">force</span>, <span class="optional">direction</span>, <span class="optional">shakeBounds</span>)</span><span class="type-signature"> &rarr; {boolean}</span></h4>
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</dt>
<dd>
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<div class="description">
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<p>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.</p>
<p>When the shake effect ends the signal Camera.onShakeComplete is dispatched.</p>
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</div>
<h5>Parameters:</h5>
<table class="params table table-striped">
<thead>
<tr>
<th>Name</th>
<th>Type</th>
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<th>Argument</th>
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<th>Default</th>
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<th class="last">Description</th>
</tr>
</thead>
<tbody>
<tr>
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<td class="name"><code>intensity</code></td>
<td class="type">
<span class="param-type">float</span>
</td>
<td class="attributes">
&lt;optional><br>
</td>
<td class="default">
0.05
</td>
<td class="description last"><p>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.</p></td>
</tr>
<tr>
<td class="name"><code>duration</code></td>
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<td class="type">
<span class="param-type">number</span>
</td>
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<td class="attributes">
&lt;optional><br>
</td>
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<td class="default">
500
</td>
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<td class="description last"><p>The duration of the shake effect in milliseconds.</p></td>
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</tr>
<tr>
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<td class="name"><code>force</code></td>
<td class="type">
<span class="param-type">boolean</span>
</td>
<td class="attributes">
&lt;optional><br>
</td>
<td class="default">
true
</td>
<td class="description last"><p>If a camera shake effect is already running and force is true it will replace the previous effect, resetting the duration.</p></td>
</tr>
<tr>
<td class="name"><code>direction</code></td>
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<td class="type">
<span class="param-type">number</span>
</td>
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<td class="attributes">
&lt;optional><br>
</td>
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<td class="default">
Phaser.Camera.SHAKE_BOTH
</td>
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<td class="description last"><p>The directions in which the camera can shake. Either Phaser.Camera.SHAKE_BOTH, Phaser.Camera.SHAKE_HORIZONTAL or Phaser.Camera.SHAKE_VERTICAL.</p></td>
</tr>
<tr>
<td class="name"><code>shakeBounds</code></td>
<td class="type">
<span class="param-type">boolean</span>
</td>
<td class="attributes">
&lt;optional><br>
</td>
<td class="default">
true
</td>
<td class="description last"><p>Is the effect allowed to shake the camera beyond its bounds (if set?).</p></td>
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</tr>
</tbody>
</table>
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<h5>Returns:</h5>
<div class="returns">
<div class="returns-type">
<span class="param-type">boolean</span>
-
</div>
<div class="returns-desc param-desc">
<p>True if the shake effect was started, otherwise false.</p>
</div>
</div>
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<dl class="details">
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<dt class="tag-source">Source -
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<a href="src_core_Camera.js.html">core/Camera.js</a>, <a href="src_core_Camera.js.html#sunlight-1-line-358">line 358</a>
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</dt>
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</dl>
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</dd>
<dt>
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<h4 class="name "
id="unfollow"><span class="type-signature"></span>unfollow<span class="signature">()</span><span class="type-signature"></span></h4>
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</dt>
<dd>
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<div class="description">
<p>Sets the Camera follow target to null, stopping it from following an object if it's doing so.</p>
</div>
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<dl class="details">
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<dt class="tag-source">Source -
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<a href="src_core_Camera.js.html">core/Camera.js</a>, <a href="src_core_Camera.js.html#sunlight-1-line-324">line 324</a>
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</dt>
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</dl>
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</dd>
<dt>
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<h4 class="name "
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id="update"><span class="type-signature">&lt;internal> </span>update<span class="signature">()</span><span class="type-signature"></span></h4>
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</dt>
<dd>
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<div class="description">
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<p>The camera update loop. This is called automatically by the core game loop.</p>
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</div>
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<dl class="details">
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<dt class="important tag-deprecated">Internal:</dt>
<dd class="tag-deprecated"><ul>
<li>This member is <em>internal (protected)</em> and may be modified or removed in the future.</li>
</ul></dd>
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<dt class="tag-source">Source -
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<a href="src_core_Camera.js.html">core/Camera.js</a>, <a href="src_core_Camera.js.html#sunlight-1-line-486">line 486</a>
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</dt>
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</dl>
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</dd>
</dl>
</article>
</section>
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Phaser Copyright © 2012-2016 Photon Storm Ltd.
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Documentation generated by <a href="https://github.com/jsdoc3/jsdoc">JSDoc 3.3.3</a>
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on Fri Jul 01 2016 16:55:52 GMT+0100 (GMT Daylight Time) using the <a href="https://github.com/terryweiss/docstrap">DocStrap template</a>.
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