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Camera
Phaser 4.1.0
Phaser 4 examples
Camera
7
examples
Examples
7
Camera Ignore
Demonstrates how to use the camera ignore method to hide specific Game Objects from being rendered while keeping them active in the scene.
Camera Ignore Container
Demonstrates how to use the camera ignore method to prevent a specific Container and its children from being rendered by a camera.
Graphics Hit Testing with Camera
Demonstrates how to use getWorldPoint to map screen coordinates into world space for accurate hit testing against geometric shapes, even when the camera is zoomed or rotated.
Large World Camera with Smoothed Controls
Navigate a massive 10,000x10,000 pixel world using SmoothedKeyControl and interactive sprites, featuring high-resolution support and camera boundaries.
Multi-Camera Sprite Input
Demonstrates how interactive sprites correctly handle pointer events across four independent cameras, each with unique viewports, scroll positions, zoom levels, and rotations.
Stacked Camera Input
Demonstrates how pointer input interacts with multiple layered cameras, showing how to detect which specific camera triggered an object interaction.
World Coordinates
Learn how to track the mouse pointer's position relative to the game world versus the screen viewport while a camera is scrolling.