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Version: Phaser v3.88.2

CameraManager

The Camera Manager is a plugin that belongs to a Scene and is responsible for managing all of the Scene Cameras.

By default you can access the Camera Manager from within a Scene using this.cameras, although this can be changed

in your game config.

Create new Cameras using the add method. Or extend the Camera class with your own addition code and then add

the new Camera in using the addExisting method.

Cameras provide a view into your game world, and can be positioned, rotated, zoomed and scrolled accordingly.

A Camera consists of two elements: The viewport and the scroll values.

The viewport is the physical position and size of the Camera within your game. Cameras, by default, are

created the same size as your game, but their position and size can be set to anything. This means if you

wanted to create a camera that was 320x200 in size, positioned in the bottom-right corner of your game,

you'd adjust the viewport to do that (using methods like setViewport and setSize).

If you wish to change where the Camera is looking in your game, then you scroll it. You can do this

via the properties scrollX and scrollY or the method setScroll. Scrolling has no impact on the

viewport, and changing the viewport has no impact on the scrolling.

By default a Camera will render all Game Objects it can see. You can change this using the ignore method,

allowing you to filter Game Objects out on a per-Camera basis. The Camera Manager can manage up to 31 unique

'Game Object ignore capable' Cameras. Any Cameras beyond 31 that you create will all be given a Camera ID of

zero, meaning that they cannot be used for Game Object exclusion. This means if you need your Camera to ignore

Game Objects, make sure it's one of the first 31 created.

A Camera also has built-in special effects including Fade, Flash, Camera Shake, Pan and Zoom.

Constructor

new CameraManager(scene)

Parameters

nametypeoptionaldescription
scenePhaser.SceneNoThe Scene that owns the Camera Manager plugin.

Scope: static

Source: src/cameras/2d/CameraManager.js#L15
Since: 3.0.0

Public Members

cameras

cameras: Array.<Phaser.Cameras.Scene2D.Camera>

Description:

An Array of the Camera objects being managed by this Camera Manager.

The Cameras are updated and rendered in the same order in which they appear in this array.

Do not directly add or remove entries to this array. However, you can move the contents

around the array should you wish to adjust the display order.

Source: src/cameras/2d/CameraManager.js#L89
Since: 3.0.0


default

default: Phaser.Cameras.Scene2D.Camera

Description:

A default un-transformed Camera that doesn't exist on the camera list and doesn't

count towards the total number of cameras being managed. It exists for other

systems, as well as your own code, should they require a basic un-transformed

camera instance from which to calculate a view matrix.

Source: src/cameras/2d/CameraManager.js#L118
Since: 3.17.0


main

main: Phaser.Cameras.Scene2D.Camera

Description:

A handy reference to the 'main' camera. By default this is the first Camera the

Camera Manager creates. You can also set it directly, or use the makeMain argument

in the add and addExisting methods. It allows you to access it from your game:


var cam = this.cameras.main;

Also see the properties camera1, camera2 and so on.

Source: src/cameras/2d/CameraManager.js#L101
Since: 3.0.0


roundPixels

roundPixels: boolean

Description:

All Cameras created by, or added to, this Camera Manager, will have their roundPixels

property set to match this value. By default it is set to match the value set in the

game configuration, but can be changed at any point. Equally, individual cameras can

also be changed as needed.

Source: src/cameras/2d/CameraManager.js#L77
Since: 3.11.0


scene

scene: Phaser.Scene

Description:

The Scene that owns the Camera Manager plugin.

Source: src/cameras/2d/CameraManager.js#L59
Since: 3.0.0


systems

systems: Phaser.Scenes.Systems

Description:

A reference to the Scene.Systems handler for the Scene that owns the Camera Manager.

Source: src/cameras/2d/CameraManager.js#L68
Since: 3.0.0


Public Methods

add

<instance> add([x], [y], [width], [height], [makeMain], [name])

Description:

Adds a new Camera into the Camera Manager. The Camera Manager can support up to 31 different Cameras.

Each Camera has its own viewport, which controls the size of the Camera and its position within the canvas.

Use the Camera.scrollX and Camera.scrollY properties to change where the Camera is looking, or the

Camera methods such as centerOn. Cameras also have built in special effects, such as fade, flash, shake,

pan and zoom.

By default Cameras are transparent and will render anything that they can see based on their scrollX

and scrollY values. Game Objects can be set to be ignored by a Camera by using the Camera.ignore method.

The Camera will have its roundPixels property set to whatever CameraManager.roundPixels is. You can change

it after creation if required.

See the Camera class documentation for more details.

Parameters:

nametypeoptionaldefaultdescription
xnumberYes0The horizontal position of the Camera viewport.
ynumberYes0The vertical position of the Camera viewport.
widthnumberYesThe width of the Camera viewport. If not given it'll be the game config size.
heightnumberYesThe height of the Camera viewport. If not given it'll be the game config size.
makeMainbooleanYesfalseSet this Camera as being the 'main' camera. This just makes the property main a reference to it.
namestringYes"''"The name of the Camera.

Returns: Phaser.Cameras.Scene2D.Camera - The newly created Camera.

Source: src/cameras/2d/CameraManager.js#L205
Since: 3.0.0


addExisting

<instance> addExisting(camera, [makeMain])

Description:

Adds an existing Camera into the Camera Manager.

The Camera should either be a Phaser.Cameras.Scene2D.Camera instance, or a class that extends from it.

The Camera will have its roundPixels property set to whatever CameraManager.roundPixels is. You can change

it after addition if required.

The Camera will be assigned an ID, which is used for Game Object exclusion and then added to the

manager. As long as it doesn't already exist in the manager it will be added then returned.

If this method returns null then the Camera already exists in this Camera Manager.

Parameters:

nametypeoptionaldefaultdescription
cameraPhaser.Cameras.Scene2D.CameraNoThe Camera to be added to the Camera Manager.
makeMainbooleanYesfalseSet this Camera as being the 'main' camera. This just makes the property main a reference to it.

Returns: Phaser.Cameras.Scene2D.Camera - The Camera that was added to the Camera Manager, or null if it couldn't be added.

Source: src/cameras/2d/CameraManager.js#L261
Since: 3.0.0


fromJSON

<instance> fromJSON(config)

Description:

Populates this Camera Manager based on the given configuration object, or an array of config objects.

See the Phaser.Types.Cameras.Scene2D.CameraConfig documentation for details of the object structure.

Parameters:

nametypeoptionaldescription
configPhaser.Types.Cameras.Scene2D.CameraConfig | Array.<Phaser.Types.Cameras.Scene2D.CameraConfig>NoA Camera configuration object, or an array of them, to be added to this Camera Manager.

Returns: Phaser.Cameras.Scene2D.CameraManager - This Camera Manager instance.

Source: src/cameras/2d/CameraManager.js#L388
Since: 3.0.0


getCamera

<instance> getCamera(name)

Description:

Gets a Camera based on its name.

Camera names are optional and don't have to be set, so this method is only of any use if you

have given your Cameras unique names.

Parameters:

nametypeoptionaldescription
namestringNoThe name of the Camera.

Returns: Phaser.Cameras.Scene2D.Camera - The first Camera with a name matching the given string, otherwise null.

Source: src/cameras/2d/CameraManager.js#L457
Since: 3.0.0


getCamerasBelowPointer

<instance> getCamerasBelowPointer(pointer)

Description:

Returns an array of all cameras below the given Pointer.

The first camera in the array is the top-most camera in the camera list.

Parameters:

nametypeoptionaldescription
pointerPhaser.Input.PointerNoThe Pointer to check against.

Returns: Array.<Phaser.Cameras.Scene2D.Camera> - An array of cameras below the Pointer.

Source: src/cameras/2d/CameraManager.js#L485
Since: 3.10.0


getTotal

<instance> getTotal([isVisible])

Description:

Gets the total number of Cameras in this Camera Manager.

If the optional isVisible argument is set it will only count Cameras that are currently visible.

Parameters:

nametypeoptionaldefaultdescription
isVisiblebooleanYesfalseSet the true to only include visible Cameras in the total.

Returns: number - The total number of Cameras in this Camera Manager.

Source: src/cameras/2d/CameraManager.js#L355
Since: 3.11.0


getVisibleChildren

<instance> getVisibleChildren(children, camera)

Description:

Takes an array of Game Objects and a Camera and returns a new array

containing only those Game Objects that pass the willRender test

against the given Camera.

Parameters:

nametypeoptionaldescription
childrenArray.<Phaser.GameObjects.GameObject>NoAn array of Game Objects to be checked against the camera.
cameraPhaser.Cameras.Scene2D.CameraNoThe camera to filter the Game Objects against.

Returns: Array.<Phaser.GameObjects.GameObject> - A filtered list of only Game Objects within the Scene that will render against the given Camera.

Source: src/cameras/2d/CameraManager.js#L612
Since: 3.50.0


onResize

<instance> onResize(gameSize, baseSize)

Description:

The event handler that manages the resize event dispatched by the Scale Manager.

Parameters:

nametypeoptionaldescription
gameSizePhaser.Structs.SizeNoThe default Game Size object. This is the un-modified game dimensions.
baseSizePhaser.Structs.SizeNoThe base Size object. The game dimensions. The canvas width / height values match this.

Source: src/cameras/2d/CameraManager.js#L676
Since: 3.18.0


remove

<instance> remove(camera, [runDestroy])

Description:

Removes the given Camera, or an array of Cameras, from this Camera Manager.

If found in the Camera Manager it will be immediately removed from the local cameras array.

If also currently the 'main' camera, 'main' will be reset to be camera 0.

The removed Cameras are automatically destroyed if the runDestroy argument is true, which is the default.

If you wish to re-use the cameras then set this to false, but know that they will retain their references

and internal data until destroyed or re-added to a Camera Manager.

Parameters:

nametypeoptionaldefaultdescription
cameraPhaser.Cameras.Scene2D.Camera | Array.<Phaser.Cameras.Scene2D.Camera>NoThe Camera, or an array of Cameras, to be removed from this Camera Manager.
runDestroybooleanYestrueAutomatically call Camera.destroy on each Camera removed from this Camera Manager.

Returns: number - The total number of Cameras removed.

Source: src/cameras/2d/CameraManager.js#L520
Since: 3.0.0


render

<instance> render(renderer, displayList)

Description:

The internal render method. This is called automatically by the Scene and should not be invoked directly.

It will iterate through all local cameras and render them in turn, as long as they're visible and have

an alpha level > 0.

Access: protected

Parameters:

nametypeoptionaldescription
rendererPhaser.Renderer.Canvas.CanvasRenderer | Phaser.Renderer.WebGL.WebGLRendererNoThe Renderer that will render the children to this camera.
displayListPhaser.GameObjects.DisplayListNoThe Display List for the Scene.

Source: src/cameras/2d/CameraManager.js#L579
Since: 3.0.0


resetAll

<instance> resetAll()

Description:

Resets this Camera Manager.

This will iterate through all current Cameras, destroying them all, then it will reset the

cameras array, reset the ID counter and create 1 new single camera using the default values.

Returns: Phaser.Cameras.Scene2D.Camera - The freshly created main Camera.

Source: src/cameras/2d/CameraManager.js#L633
Since: 3.0.0


resize

<instance> resize(width, height)

Description:

Resizes all cameras to the given dimensions.

Parameters:

nametypeoptionaldescription
widthnumberNoThe new width of the camera.
heightnumberNoThe new height of the camera.

Source: src/cameras/2d/CameraManager.js#L701
Since: 3.2.0


update

<instance> update(time, delta)

Description:

The main update loop. Called automatically when the Scene steps.

Access: protected

Parameters:

nametypeoptionaldescription
timenumberNoThe current timestamp as generated by the Request Animation Frame or SetTimeout.
deltanumberNoThe delta time, in ms, elapsed since the last frame.

Source: src/cameras/2d/CameraManager.js#L658
Since: 3.0.0