phaser/v3/typings/camera/Camera.d.ts

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2017-01-16 21:43:07 +00:00
export default class Camera {
state: any;
game: any;
viewportWidth: any;
viewportHeight: any;
transform: any;
atLimit: any;
bounds: any;
view: any;
width: any;
height: any;
private _shake;
/**
* 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
*
* @class Phaser.Camera
* @constructor
* @param {Phaser.Game} game - Game reference to the currently running game.
* @param {number} id - Not being used at the moment, will be when Phaser supports multiple camera
* @param {number} x - Position of the camera on the X axis
* @param {number} y - Position of the camera on the Y axis
* @param {number} width - The width of the view rectangle
* @param {number} height - The height of the view rectangle
*/
constructor(state: any, x: any, y: any, viewportWidth: any, viewportHeight: any);
/**
* Method called to ensure the camera doesn't venture outside of the game world.
* Called automatically by Camera.update.
*
* @method Phaser.Camera#checkBounds
* @protected
*/
protected checkBounds(): void;
x: any;
y: any;
readonly right: any;
readonly bottom: any;
scale: any;
scaleX: any;
scaleY: any;
pivotX: any;
pivotY: any;
angle: any;
rotation: any;
}