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 132
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<static, constant> FOLLOW_PLATFORMER :number
-
- Source - core/Camera.js, line 138
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<static, constant> FOLLOW_TOPDOWN :number
-
- Source - core/Camera.js, line 144
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<static, constant> FOLLOW_TOPDOWN_TIGHT :number
-
- Source - core/Camera.js, line 150
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atLimit :boolean
-
Whether this camera is flush with the World Bounds or not.
- Source - core/Camera.js, line 82
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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 60
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deadzone :Phaser.Rectangle
-
Moving inside this Rectangle will not cause the camera to move.
- Source - core/Camera.js, line 65
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displayObject :PIXI.DisplayObject
-
The display object to which all game objects are added. Set by World.boot
- Source - core/Camera.js, line 93
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game :Phaser.Game
-
A reference to the currently running Game.
- Source - core/Camera.js, line 25
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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 501
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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 459
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roundPx :boolean
-
If a Camera has roundPx set to
true
it will callview.floor
as part of its update loop, keeping its boundary to integer values. Set this tofalse
to disable this from happening.- Default Value:
- true
- Source - core/Camera.js, line 77
-
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 98
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screenView :Phaser.Rectangle
- This method is deprecated and should not be used. It may be removed in the future.
- Deprecated:
- No longer used for camera culling. Uses Camera.view instead.
- Source - core/Camera.js, line 51
-
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 88
-
<readonly> totalInView :number
-
The total number of Sprites with
autoCull
set totrue
that are visible by this Camera.- Source - core/Camera.js, line 104
-
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 71
-
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 484
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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 413
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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 436
Used by Sprites to work out Camera culling.
Methods
-
checkBounds()
-
Method called to ensure the camera doesn't venture outside of the game world.
- Source - core/Camera.js, line 326
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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.
- Source - core/Camera.js, line 218
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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.
- Source - core/Camera.js, line 229
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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 160
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reset()
-
Resets the camera back to 0,0 and un-follows any object it may have been tracking.
- Source - core/Camera.js, line 396
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setBoundsToWorld()
-
Update the Camera bounds to match the game world.
- Source - core/Camera.js, line 313
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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.
- Source - core/Camera.js, line 362
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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.
- Source - core/Camera.js, line 382
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unfollow()
-
Sets the Camera follow target to null, stopping it from following an object if it's doing so.
- Source - core/Camera.js, line 207
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update()
-
Update focusing and scrolling.
- Source - core/Camera.js, line 241