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
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<static, constant> FOLLOW_LOCKON :number
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Type:
- number
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<static, constant> FOLLOW_PLATFORMER :number
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Type:
- number
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<static, constant> FOLLOW_TOPDOWN :number
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Type:
- number
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<static, constant> FOLLOW_TOPDOWN_TIGHT :number
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Type:
- number
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atLimit
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Properties:
Name Type Description atLimitboolean Whether this camera is flush with the World Bounds or not.
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deadzone
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Properties:
Name Type Description deadzonePhaser.Rectangle Moving inside this Rectangle will not cause camera moving.
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game
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Properties:
Name Type Description gamePhaser.Game A reference to the currently running Game.
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height
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The Cameras height. By default this is the same as the Game size and should not be adjusted for now.
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Properties:
Name Type Description heightnumber Gets or sets the cameras height.
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id
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- Default Value:
- 0
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Properties:
Name Type Description idnumber Reserved for future multiple camera set-ups.
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screenView
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Properties:
Name Type Description screenViewPhaser.Rectangle Used by Sprites to work out Camera culling.
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target
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- Default Value:
- null
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Properties:
Name Type Description targetPhaser.Sprite If the camera is tracking a Sprite, this is a reference to it, otherwise null.
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view
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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 (unless set to ignore the Camera, i.e. UI?).
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Properties:
Name Type Description viewPhaser.Rectangle -
visible
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- Default Value:
- true
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Properties:
Name Type Description visibleboolean Whether this camera is visible or not.
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width
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The Cameras width. By default this is the same as the Game size and should not be adjusted for now.
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Properties:
Name Type Description widthnumber Gets or sets the cameras width.
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world
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Properties:
Name Type Description worldPhaser.World A reference to the game world.
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x
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The Cameras x coordinate. This value is automatically clamped if it falls outside of the World bounds.
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Properties:
Name Type Description xnumber Gets or sets the cameras x position.
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y
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The Cameras y coordinate. This value is automatically clamped if it falls outside of the World bounds.
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Properties:
Name Type Description ynumber Gets or sets the cameras y position.
Methods
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checkWorldBounds()
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Method called to ensure the camera doesn't venture outside of the game world.
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focusOnXY(x, y)
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Move the camera focus to a location instantly.
Parameters:
Name Type Description xnumber X position.
ynumber Y position.
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follow(target, style)
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Tells this camera which sprite to follow.
Parameters:
Name Type Argument Description targetPhaser.Sprite The object you want the camera to track. Set to null to not follow anything.
stylenumber <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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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 xnumber X position.
ynumber Y position.
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setSize(width, height)
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Sets the size of the view rectangle given the width and height in parameters.
Parameters:
Name Type Description widthnumber The desired width.
heightnumber The desired height.
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update()
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Update focusing and scrolling.
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