Class: Camera

Phaser. 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

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Members

<static, constant> FOLLOW_LOCKON :number

Type:
  • number
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<static, constant> FOLLOW_PLATFORMER :number

Type:
  • number
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<static, constant> FOLLOW_TOPDOWN :number

Type:
  • number
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<static, constant> FOLLOW_TOPDOWN_TIGHT :number

Type:
  • number
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atLimit

Properties:
Name Type Description
atLimit boolean

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

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bounds

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 center of the world.

Properties:
Name Type Description
bounds Phaser.Rectangle

The Rectangle in which the Camera is bounded. Set to null to allow for movement anywhere.

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deadzone

Properties:
Name Type Description
deadzone Phaser.Rectangle

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

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displayObject

Properties:
Name Type Description
displayObject PIXI.DisplayObject

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

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game

Properties:
Name Type Description
game Phaser.Game

A reference to the currently running Game.

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height

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

Properties:
Name Type Description
height number

Gets or sets the cameras height.

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id

Properties:
Name Type Description
id number

Reserved for future multiple camera set-ups.

Default Value:
  • 0
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scale

Properties:
Name Type Description
scale Phaser.Point

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

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screenView

Properties:
Name Type Description
screenView Phaser.Rectangle

Used by Sprites to work out Camera culling.

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target

Properties:
Name Type Description
target Phaser.Sprite

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

Default Value:
  • null
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view

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. Objects outside of this view are not rendered if set to camera cull.

Properties:
Name Type Description
view Phaser.Rectangle
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visible

Properties:
Name Type Description
visible boolean

Whether this camera is visible or not.

Default Value:
  • true
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width

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

Properties:
Name Type Description
width number

Gets or sets the cameras width.

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world

Properties:
Name Type Description
world Phaser.World

A reference to the game world.

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x

The Cameras x coordinate. This value is automatically clamped if it falls outside of the World bounds.

Properties:
Name Type Description
x number

Gets or sets the cameras x position.

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y

The Cameras y coordinate. This value is automatically clamped if it falls outside of the World bounds.

Properties:
Name Type Description
y number

Gets or sets the cameras y position.

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Methods

checkWorldBounds()

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

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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.

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focusOnXY(x, y)

Move the camera focus on a location instantly.

Parameters:
Name Type Description
x number

X position.

y number

Y position.

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follow(target, style)

Tells this camera which sprite to follow.

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().

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reset()

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

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setBoundsToWorld()

Update the Camera bounds to match the game world.

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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.

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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.

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unfollow()

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

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update()

Update focusing and scrolling.

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Phaser Copyright © 2012-2014 Photon Storm Ltd.
Documentation generated by JSDoc 3.3.0-dev on Fri Jul 18 2014 12:36:39 GMT+0100 (BST) using the DocStrap template.