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 - core/Camera.js, line 20

Members

<static, constant> FOLLOW_LOCKON :number

Source - core/Camera.js, line 126

<static, constant> FOLLOW_PLATFORMER :number

Source - core/Camera.js, line 132

<static, constant> FOLLOW_TOPDOWN :number

Source - core/Camera.js, line 138

<static, constant> FOLLOW_TOPDOWN_TIGHT :number

Source - core/Camera.js, line 144

atLimit :boolean

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

Source - 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.

Source - core/Camera.js, line 54

deadzone :Phaser.Rectangle

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

Source - core/Camera.js, line 59

displayObject :PIXI.DisplayObject

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

Source - core/Camera.js, line 87

game :Phaser.Game

A reference to the currently running Game.

Source - 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.

Source - core/Camera.js, line 497

id :number

Reserved for future multiple camera set-ups.

Default Value:
  • 0
Source - core/Camera.js, line 36

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.

Source - core/Camera.js, line 455

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.

Default Value:
  • true
Source - 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

Source - core/Camera.js, line 92

target :Phaser.Sprite

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

Default Value:
  • null
Source - core/Camera.js, line 82

<readonly> totalInView :number

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

Source - 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.

Source - core/Camera.js, line 45

visible :boolean

Whether this camera is visible or not.

Default Value:
  • true
Source - 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.

Source - core/Camera.js, line 480

world :Phaser.World

A reference to the game world.

Source - 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.

Source - core/Camera.js, line 409

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.

Source - core/Camera.js, line 432

Methods

checkBounds()

Method called to ensure the camera doesn't venture outside of the game world.

Source - core/Camera.js, line 322

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 - core/Camera.js, line 217

focusOnXY(x, y)

Move the camera focus on a location instantly.

Parameters:
Name Type Description
x number

X position.

y number

Y position.

Source - core/Camera.js, line 228

follow(target, style)

Tell the camera which sprite to follow.

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 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().

Source - core/Camera.js, line 159

preUpdate()

Camera preUpdate. Sets the total view counter to zero.

Source - core/Camera.js, line 148

reset()

Resets the camera back to 0,0 and un-follows any object it may have been tracking.

Source - core/Camera.js, line 392

setBoundsToWorld()

Update the Camera bounds to match the game world.

Source - core/Camera.js, line 312

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 - core/Camera.js, line 358

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 - core/Camera.js, line 378

unfollow()

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

Source - core/Camera.js, line 206

update()

Update focusing and scrolling.

Source - core/Camera.js, line 240
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