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; }