These docs are for an outdated version of Phaser The documentation on this page is for Phaser 2.6.2. The latest release is 2.9.1.

Constructor

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

Source code: core/Camera.js (Line 20)

Public Properties

[static] ENABLE_FX : boolean

Source code: core/Camera.js (Line 231)

[static] FOLLOW_LOCKON : number

Source code: core/Camera.js (Line 189)

[static] FOLLOW_PLATFORMER : number

Source code: core/Camera.js (Line 195)

[static] FOLLOW_TOPDOWN : number

Source code: core/Camera.js (Line 201)

[static] FOLLOW_TOPDOWN_TIGHT : number

Source code: core/Camera.js (Line 207)

[static] SHAKE_BOTH : number

Source code: core/Camera.js (Line 213)

[static] SHAKE_HORIZONTAL : number

Source code: core/Camera.js (Line 219)

[static] SHAKE_VERTICAL : number

Source code: core/Camera.js (Line 225)

atLimit : boolean

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

Source code: core/Camera.js (Line 76)

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 code: core/Camera.js (Line 54)

deadzone : Phaser.Rectangle

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

Source code: core/Camera.js (Line 59)

displayObject :PIXI.DisplayObject

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

Source code: core/Camera.js (Line 87)

<internal> fx : Phaser.Graphics

The Graphics object used to handle camera fx such as fade and flash.

Internal:
  • This member is internal (protected) and may be modified or removed in the future.
Source code: core/Camera.js (Line 135)

game : Phaser.Game

A reference to the currently running Game.

Source code: core/Camera.js (Line 25)

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 code: core/Camera.js (Line 898)

id : number

Reserved for future multiple camera set-ups.

Source code: core/Camera.js (Line 36)

lerp : Phaser.Point

The linear interpolation value to use when following a target.
The default values of 1 means the camera will instantly snap to the target coordinates.
A lower value, such as 0.1 means the camera will more slowly track the target, giving
a smooth transition. You can set the horizontal and vertical values independently, and also
adjust this value in real-time during your game.

Source code: core/Camera.js (Line 109)

onFadeComplete : Phaser.Signal

This signal is dispatched when the camera fade effect completes.
When the fade effect completes you will be left with the screen black (or whatever
color you faded to). In order to reset this call Camera.resetFX. This is called
automatically when you change State.

Source code: core/Camera.js (Line 128)

onFlashComplete : Phaser.Signal

This signal is dispatched when the camera flash effect completes.

Source code: core/Camera.js (Line 119)

onShakeComplete : Phaser.Signal

This signal is dispatched when the camera shake effect completes.

Source code: core/Camera.js (Line 114)

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 code: core/Camera.js (Line 849)

roundPx : boolean

If a Camera has roundPx set to true it will call view.floor as part of its update loop, keeping its boundary to integer values. Set this to false to disable this from happening.

Default Value
  • true
Source code: core/Camera.js (Line 71)

scale : Phaser.Point

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

Source code: core/Camera.js (Line 92)

shakeIntensity : number

The Cameras shake intensity. Gets or sets the cameras shake intensity.

Source code: core/Camera.js (Line 920)

target : Phaser.Sprite

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

Source code: core/Camera.js (Line 82)

[readonly] totalInView : number

The total number of Sprites with autoCull set to true that are visible by this Camera.

Source code: core/Camera.js (Line 98)

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 code: core/Camera.js (Line 45)

visible : boolean

Whether this camera is visible or not.

Default Value
  • true
Source code: core/Camera.js (Line 65)

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 code: core/Camera.js (Line 877)

world : Phaser.World

A reference to the game world.

Source code: 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 code: core/Camera.js (Line 799)

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 code: core/Camera.js (Line 824)

Public Methods

<internal> checkBounds()

Method called to ensure the camera doesn't venture outside of the game world.
Called automatically by Camera.update.

Internal:
  • This member is internal (protected) and may be modified or removed in the future.
Source code: core/Camera.js (Line 657)

fade(color, duration, force) → {boolean}

This creates a camera fade effect. It works by filling the game with the
color specified, over the duration given, ending with a solid fill.

You can use this for things such as transitioning to a new scene.

The game will be left 'filled' at the end of this effect, likely obscuring
everything. In order to reset it you can call Camera.resetFX and it will clear the
fade. Or you can call Camera.flash with the same color as the fade, and it will
reverse the process, bringing the game back into view again.

When the effect ends the signal Camera.onFadeComplete is dispatched.

Parameters
Name Type Argument Default Description
color numer <optional>
0x000000

The color the game will fade to. I.e. 0x000000 for black, 0xff0000 for red, etc.

duration number <optional>
500

The duration of the fade in milliseconds.

force boolean <optional>
false

If a camera flash or fade effect is already running and force is true it will replace the previous effect, resetting the duration.

Returns
boolean -

True if the effect was started, otherwise false.

Source code: core/Camera.js (Line 441)

flash(color, duration, force) → {boolean}

This creates a camera flash effect. It works by filling the game with the solid fill
color specified, and then fading it away to alpha 0 over the duration given.

You can use this for things such as hit feedback effects.

When the effect ends the signal Camera.onFlashComplete is dispatched.

Parameters
Name Type Argument Default Description
color numer <optional>
0xffffff

The color of the flash effect. I.e. 0xffffff for white, 0xff0000 for red, etc.

duration number <optional>
500

The duration of the flash effect in milliseconds.

force boolean <optional>
false

If a camera flash or fade effect is already running and force is true it will replace the previous effect, resetting the duration.

Returns
boolean -

True if the effect was started, otherwise false.

Source code: core/Camera.js (Line 401)

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 code: core/Camera.js (Line 335)

focusOnXY(x, y)

Move the camera focus on a location instantly.

Parameters
Name Type Description
x number

X position.

y number

Y position.

Source code: core/Camera.js (Line 346)

follow(target, style, lerpX, lerpY)

Tell the camera which sprite to follow.

You can set the follow type and a linear interpolation value.
Use low lerp values (such as 0.1) to automatically smooth the camera motion.

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 Default 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().

lerpX float <optional>
1

A value between 0 and 1. This value specifies the amount of linear interpolation to use when horizontally tracking the target. The closer the value to 1, the faster the camera will track.

lerpY float <optional>
1

A value between 0 and 1. This value specifies the amount of linear interpolation to use when vertically tracking the target. The closer the value to 1, the faster the camera will track.

Source code: core/Camera.js (Line 269)

preUpdate()

Camera preUpdate. Sets the total view counter to zero.

Source code: core/Camera.js (Line 258)

reset()

Resets the camera back to 0,0 and un-follows any object it may have been tracking.
Also immediately resets any camera effects that may have been running such as
shake, flash or fade.

Source code: core/Camera.js (Line 759)

resetFX()

Resets any active FX, such as a fade or flash and immediately clears it.
Useful to calling after a fade in order to remove the fade from the Stage.

Source code: core/Camera.js (Line 779)

setBoundsToWorld()

Update the Camera bounds to match the game world.

Source code: core/Camera.js (Line 643)

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 code: core/Camera.js (Line 725)

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 code: core/Camera.js (Line 745)

shake(intensity, duration, force, direction, shakeBounds) → {boolean}

This creates a camera shake effect. It works by applying a random amount of additional
spacing on the x and y axis each frame. You can control the intensity and duration
of the effect, and if it should effect both axis or just one.

When the shake effect ends the signal Camera.onShakeComplete is dispatched.

Parameters
Name Type Argument Default Description
intensity float <optional>
0.05

The intensity of the camera shake. Given as a percentage of the camera size representing the maximum distance that the camera can move while shaking.

duration number <optional>
500

The duration of the shake effect in milliseconds.

force boolean <optional>
true

If a camera shake effect is already running and force is true it will replace the previous effect, resetting the duration.

direction number <optional>
Phaser.Camera.SHAKE_BOTH

The directions in which the camera can shake. Either Phaser.Camera.SHAKE_BOTH, Phaser.Camera.SHAKE_HORIZONTAL or Phaser.Camera.SHAKE_VERTICAL.

shakeBounds boolean <optional>
true

Is the effect allowed to shake the camera beyond its bounds (if set?).

Returns
boolean -

True if the shake effect was started, otherwise false.

Source code: core/Camera.js (Line 358)

unfollow()

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

Source code: core/Camera.js (Line 324)

<internal> update()

The camera update loop. This is called automatically by the core game loop.

Internal:
  • This member is internal (protected) and may be modified or removed in the future.
Source code: core/Camera.js (Line 486)