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
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<static, constant> FOLLOW_LOCKON :number
-
- Source - core/Camera.js, line 124
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<static, constant> FOLLOW_PLATFORMER :number
-
- Source - core/Camera.js, line 130
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<static, constant> FOLLOW_TOPDOWN :number
-
- Source - core/Camera.js, line 136
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<static, constant> FOLLOW_TOPDOWN_TIGHT :number
-
- Source - core/Camera.js, line 142
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_targetPosition :Phaser.Point
-
Internal point used to calculate target position
- Source - core/Camera.js, line 116
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atLimit :boolean
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Whether this camera is flush with the World Bounds or not.
- Source - core/Camera.js, line 81
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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 59
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deadzone :Phaser.Rectangle
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Moving inside this Rectangle will not cause the camera to move.
- Source - core/Camera.js, line 64
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displayObject :PIXI.DisplayObject
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The display object to which all game objects are added. Set by World.boot
- Source - core/Camera.js, line 106
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game :Phaser.Game
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A reference to the currently running Game.
- Source - core/Camera.js, line 25
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height :number
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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 483
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id :number
-
Reserved for future multiple camera set-ups.
- Default Value:
- 0
- Source - core/Camera.js, line 36
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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 441
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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 76
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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 111
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screenView :Phaser.Rectangle
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Used by Sprites to work out Camera culling.
- Source - core/Camera.js, line 50
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target :Phaser.Sprite
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If the camera is tracking a Sprite, this is a reference to it, otherwise null.
- Default Value:
- null
- Source - core/Camera.js, line 87
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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. Objects outside of this view are not rendered if set to camera cull.
- Source - core/Camera.js, line 45
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visible :boolean
-
Whether this camera is visible or not.
- Default Value:
- true
- Source - core/Camera.js, line 70
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width :number
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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 466
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world :Phaser.World
-
A reference to the game world.
- Source - core/Camera.js, line 30
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x :number
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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 395
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y :number
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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 418
Methods
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checkWorldBounds()
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Method called to ensure the camera doesn't venture outside of the game world.
- Source - core/Camera.js, line 308
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focusOn(displayObject)
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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 200
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focusOnXY(x, y)
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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 211
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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().
- Source - core/Camera.js, line 146
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reset()
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Resets the camera back to 0,0 and un-follows any object it may have been tracking.
- Source - core/Camera.js, line 378
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setBoundsToWorld()
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Update the Camera bounds to match the game world.
- Source - core/Camera.js, line 295
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setPosition(x, y)
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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 344
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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 364
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unfollow()
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Sets the Camera follow target to null, stopping it from following an object if it's doing so.
- Source - core/Camera.js, line 189
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update()
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Update focusing and scrolling.
- Source - core/Camera.js, line 223