BaseCamera
A Base Camera class.
The Camera is the way in which all games are rendered in Phaser. They 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 Base Camera is extended by the Camera class, which adds in special effects including Fade,
Flash and Camera Shake, as well as the ability to follow Game Objects.
The Base Camera was introduced in Phaser 3.12. It was split off from the Camera class, to allow
you to isolate special effects as needed. Therefore the 'since' values for properties of this class relate
to when they were added to the Camera class.
Constructor
new BaseCamera(x, y, width, height)
Parameters
| name | type | optional | description |
|---|---|---|---|
| x | number | No | The x position of the Camera, relative to the top-left of the game canvas. |
| y | number | No | The y position of the Camera, relative to the top-left of the game canvas. |
| width | number | No | The width of the Camera, in pixels. |
| height | number | No | The height of the Camera, in pixels. |
Scope: static
Extends
Phaser.Events.EventEmitter
Phaser.GameObjects.Components.Alpha
Phaser.GameObjects.Components.Visible
Source: src/cameras/2d/BaseCamera.js#L17
Since: 3.12.0
Inherited Members
From Phaser.GameObjects.Components.Alpha:
Public Members
alpha
alpha: number
Description:
The Camera alpha value. Setting this property impacts every single object that this Camera
renders. You can either set the property directly, i.e. via a Tween, to fade a Camera in or out,
or via the chainable setAlpha method instead.
Overrides: Phaser.GameObjects.Components.Alpha#alpha
Source: src/cameras/2d/BaseCamera.js#L403
Since: 3.11.0
backgroundColor
backgroundColor: Phaser.Display.Color
Description:
The background color of this Camera. Only used if transparent is false.
Source: src/cameras/2d/BaseCamera.js#L394
Since: 3.0.0
cameraManager
cameraManager: Phaser.Cameras.Scene2D.CameraManager
Description:
A reference to the Scene's Camera Manager to which this Camera belongs.
Source: src/cameras/2d/BaseCamera.js#L106
Since: 3.17.0
centerX
centerX: number
Description:
The horizontal position of the center of the Camera's viewport, relative to the left of the game canvas.
Source: src/cameras/2d/BaseCamera.js#L1927
Since: 3.10.0
centerY
centerY: number
Description:
The vertical position of the center of the Camera's viewport, relative to the top of the game canvas.
Source: src/cameras/2d/BaseCamera.js#L1944
Since: 3.10.0
dirty
dirty: boolean
Description:
Is this Camera dirty?
A dirty Camera has had either its viewport size, bounds, scroll, rotation or zoom levels changed since the last frame.
This flag is cleared during rendering with the new values.
Source: src/cameras/2d/BaseCamera.js#L183
Since: 3.11.0
disableCull
disableCull: boolean
Description:
Should the camera cull Game Objects before checking them for input hit tests?
In some special cases it may be beneficial to disable this.
Source: src/cameras/2d/BaseCamera.js#L414
Since: 3.0.0
displayHeight
displayHeight: number
Description:
The displayed height of the camera viewport, factoring in the camera zoom level.
If a camera has a viewport height of 600 and a zoom of 0.5 then its display height
would be 1200, as it's displaying twice as many pixels as zoom level 1.
Equally, a camera with a height of 600 and zoom of 2 would have a display height
of 300 pixels.
Source: src/cameras/2d/BaseCamera.js#L1984
Since: 3.11.0
displayWidth
displayWidth: number
Description:
The displayed width of the camera viewport, factoring in the camera zoom level.
If a camera has a viewport width of 800 and a zoom of 0.5 then its display width
would be 1600, as it's displaying twice as many pixels as zoom level 1.
Equally, a camera with a width of 800 and zoom of 2 would have a display width
of 400 pixels.
Source: src/cameras/2d/BaseCamera.js#L1961
Since: 3.11.0
forceComposite
forceComposite: boolean
Description:
Whether to force the camera to render via a framebuffer.
This only applies when using the WebGL renderer.
This makes the camera contents available to other WebGL processes,
such as CaptureFrame.
Tags:
- webglOnly
Source: src/cameras/2d/BaseCamera.js#L547
Since: 4.0.0
height
height: number
Description:
The height of the Camera viewport, in pixels.
The viewport is the area into which the Camera renders. Setting the viewport does
not restrict where the Camera can scroll to.
Source: src/cameras/2d/BaseCamera.js#L1711
Since: 3.0.0
id
id: number
Description:
The Camera ID. Assigned by the Camera Manager and used to handle camera exclusion.
This value is a bitmask.
Source: src/cameras/2d/BaseCamera.js#L115
Since: 3.11.0
isSceneCamera
isSceneCamera: boolean
Description:
Is this Camera a Scene Camera? (which is the default), or a Camera
belonging to a Texture?
Source: src/cameras/2d/BaseCamera.js#L536
Since: 3.60.0
mask
mask: Phaser.Display.Masks.GeometryMask
Description:
The Mask this Camera is using during render.
Set the mask using the setMask method. Remove the mask using the clearMask method.
Source: src/cameras/2d/BaseCamera.js#L496
Since: 3.17.0
matrixCombined
matrixCombined: Phaser.GameObjects.Components.TransformMatrix
Description:
A local transform matrix combining matrix and matrixExternal.
Source: src/cameras/2d/BaseCamera.js#L366
Since: 4.0.0
matrixExternal
matrixExternal: Phaser.GameObjects.Components.TransformMatrix
Description:
A local transform matrix used to compute the camera location.
Source: src/cameras/2d/BaseCamera.js#L375
Since: 4.0.0
midPoint
midPoint: Phaser.Math.Vector2
Description:
The mid-point of the Camera in 'world' coordinates.
Use it to obtain exactly where in the world the center of the camera is currently looking.
This value is updated in the preRender method, after the scroll values and follower
have been processed.
Source: src/cameras/2d/BaseCamera.js#L436
Since: 3.11.0
name
name: string
Description:
The name of the Camera. This is left empty for your own use.
Source: src/cameras/2d/BaseCamera.js#L126
Since: 3.0.0
originX
originX: number
Description:
The horizontal origin of rotation for this Camera.
By default the camera rotates around the center of the viewport.
Changing the origin allows you to adjust the point in the viewport from which rotation happens.
A value of 0 would rotate from the top-left of the viewport. A value of 1 from the bottom right.
See setOrigin to set both origins in a single, chainable call.
Source: src/cameras/2d/BaseCamera.js#L451
Since: 3.11.0
originY
originY: number
Description:
The vertical origin of rotation for this Camera.
By default the camera rotates around the center of the viewport.
Changing the origin allows you to adjust the point in the viewport from which rotation happens.
A value of 0 would rotate from the top-left of the viewport. A value of 1 from the bottom right.
See setOrigin to set both origins in a single, chainable call.
Source: src/cameras/2d/BaseCamera.js#L468
Since: 3.11.0
renderList
renderList: Array.<Phaser.GameObjects.GameObject>
Description:
This array is populated with all of the Game Objects that this Camera has rendered
in the previous (or current, depending on when you inspect it) frame.
It is cleared at the start of Camera.preUpdate, or if the Camera is destroyed.
You should not modify this array as it is used internally by the input system,
however you can read it as required. Note that Game Objects may appear in this
list multiple times if they belong to multiple non-exclusive Containers.
Source: src/cameras/2d/BaseCamera.js#L520
Since: 3.52.0
renderRoundPixels
renderRoundPixels: boolean
Description:
Can this Camera render rounded pixel values?
This property is updated during the preRender method and should not be
set directly. It is set based on the roundPixels property of the Camera
combined with the zoom level. If the zoom is an integer then the WebGL
Renderer can apply rounding during rendering.
Source: src/cameras/2d/BaseCamera.js#L561
Since: 3.86.0
roundPixels
roundPixels: boolean
Description:
Should this camera round its pixel values to integers?
Source: src/cameras/2d/BaseCamera.js#L136
Since: 3.0.0
scaleManager
scaleManager: Phaser.Scale.ScaleManager
Description:
A reference to the Game Scale Manager.
Source: src/cameras/2d/BaseCamera.js#L97
Since: 3.16.0
scene
scene: Phaser.Scene
Description:
A reference to the Scene this camera belongs to.
Source: src/cameras/2d/BaseCamera.js#L79
Since: 3.0.0
sceneManager
sceneManager: Phaser.Scenes.SceneManager
Description:
A reference to the Game Scene Manager.
Source: src/cameras/2d/BaseCamera.js#L88
Since: 3.12.0
scrollX
scrollX: number
Description:
The horizontal scroll position of this Camera.
Change this value to cause the Camera to scroll around your Scene.
Alternatively, setting the Camera to follow a Game Object, via the startFollow method,
will automatically adjust the Camera scroll values accordingly.
You can set the bounds within which the Camera can scroll via the setBounds method.
Source: src/cameras/2d/BaseCamera.js#L1736
Since: 3.0.0
scrollY
scrollY: number
Description:
The vertical scroll position of this Camera.
Change this value to cause the Camera to scroll around your Scene.
Alternatively, setting the Camera to follow a Game Object, via the startFollow method,
will automatically adjust the Camera scroll values accordingly.
You can set the bounds within which the Camera can scroll via the setBounds method.
Source: src/cameras/2d/BaseCamera.js#L1769
Since: 3.0.0
transparent
transparent: boolean
Description:
Does this Camera have a transparent background?
Source: src/cameras/2d/BaseCamera.js#L384
Since: 3.0.0
useBounds
useBounds: boolean
Description:
Is this Camera using a bounds to restrict scrolling movement?
Set this property along with the bounds via Camera.setBounds.
Source: src/cameras/2d/BaseCamera.js#L158
Since: 3.0.0
visible
visible: boolean
Description:
Is this Camera visible or not?
A visible camera will render and perform input tests.
An invisible camera will not render anything and will skip input tests.
Overrides: Phaser.GameObjects.Components.Visible#visible
Source: src/cameras/2d/BaseCamera.js#L146
Since: 3.10.0
width
width: number
Description:
The width of the Camera viewport, in pixels.
The viewport is the area into which the Camera renders. Setting the viewport does
not restrict where the Camera can scroll to.
Source: src/cameras/2d/BaseCamera.js#L1686
Since: 3.0.0
worldView
worldView: Phaser.Geom.Rectangle
Description:
The World View is a Rectangle that defines the area of the 'world' the Camera is currently looking at.
This factors in the Camera viewport size, zoom and scroll position and is updated in the Camera preRender step.
If you have enabled Camera bounds the worldview will be clamped to those bounds accordingly.
You can use it for culling or intersection checks.
Source: src/cameras/2d/BaseCamera.js#L170
Since: 3.11.0
x
x: number
Description:
The x position of the Camera viewport, relative to the top-left of the game canvas.
The viewport is the area into which the camera renders.
To adjust the position the camera is looking at in the game world, see the scrollX value.
Source: src/cameras/2d/BaseCamera.js#L1638
Since: 3.0.0
y
y: number
Description:
The y position of the Camera viewport, relative to the top-left of the game canvas.
The viewport is the area into which the camera renders.
To adjust the position the camera is looking at in the game world, see the scrollY value.
Source: src/cameras/2d/BaseCamera.js#L1662
Since: 3.0.0
zoom
zoom: number
Description:
The Camera zoom value. Change this value to zoom in, or out of, a Scene.
A value of 0.5 would zoom the Camera out, so you can now see twice as much
of the Scene as before. A value of 2 would zoom the Camera in, so every pixel
now takes up 2 pixels when rendered.
Set to 1 to return to the default zoom level.
Be careful to never set this value to zero.
Source: src/cameras/2d/BaseCamera.js#L1802
Since: 3.0.0
zoomX
zoomX: number
Description:
The Camera horizontal zoom value. Change this value to zoom in, or out of, a Scene.
A value of 0.5 would zoom the Camera out, so you can now see twice as much
of the Scene as before. A value of 2 would zoom the Camera in, so every pixel
now takes up 2 pixels when rendered.
Set to 1 to return to the default zoom level.
Be careful to never set this value to zero.
Source: src/cameras/2d/BaseCamera.js#L1835
Since: 3.50.0
zoomY
zoomY: number
Description:
The Camera vertical zoom value. Change this value to zoom in, or out of, a Scene.
A value of 0.5 would zoom the Camera out, so you can now see twice as much
of the Scene as before. A value of 2 would zoom the Camera in, so every pixel
now takes up 2 pixels when rendered.
Set to 1 to return to the default zoom level.
Be careful to never set this value to zero.
Source: src/cameras/2d/BaseCamera.js#L1866
Since: 3.50.0
Inherited Methods
From Phaser.Events.EventEmitter:
- addListener
- emit
- eventNames
- listenerCount
- listeners
- off
- on
- once
- removeAllListeners
- removeListener
- shutdown
From Phaser.GameObjects.Components.Alpha:
Public Methods
addToRenderList
<instance> addToRenderList(child)
Description:
Adds the given Game Object to this cameras render list.
This is invoked during the rendering stage. Only objects that are actually rendered
will appear in the render list.
Parameters:
| name | type | optional | description |
|---|---|---|---|
| child | Phaser.GameObjects.GameObject | No | The Game Object to add to the render list. |
Source: src/cameras/2d/BaseCamera.js#L578
Since: 3.52.0
centerOn
<instance> centerOn(x, y)
Description:
Moves the Camera so that it is centered on the given coordinates, bounds allowing.
Parameters:
| name | type | optional | description |
|---|---|---|---|
| x | number | No | The horizontal coordinate to center on. |
| y | number | No | The vertical coordinate to center on. |
Returns: Phaser.Cameras.Scene2D.BaseCamera - This Camera instance.
Source: src/cameras/2d/BaseCamera.js#L722
Since: 3.11.0
centerOnX
<instance> centerOnX(x)
Description:
Moves the Camera horizontally so that it is centered on the given x coordinate, bounds allowing.
Calling this does not change the scrollY value.
Parameters:
| name | type | optional | description |
|---|---|---|---|
| x | number | No | The horizontal coordinate to center on. |
Returns: Phaser.Cameras.Scene2D.BaseCamera - This Camera instance.
Source: src/cameras/2d/BaseCamera.js#L668
Since: 3.16.0
centerOnY
<instance> centerOnY(y)
Description:
Moves the Camera vertically so that it is centered on the given y coordinate, bounds allowing.
Calling this does not change the scrollX value.
Parameters:
| name | type | optional | description |
|---|---|---|---|
| y | number | No | The vertical coordinate to center on. |
Returns: Phaser.Cameras.Scene2D.BaseCamera - This Camera instance.
Source: src/cameras/2d/BaseCamera.js#L695
Since: 3.16.0
centerToBounds
<instance> centerToBounds()
Description:
Moves the Camera so that it is looking at the center of the Camera Bounds, if enabled.
Returns: Phaser.Cameras.Scene2D.BaseCamera - This Camera instance.
Source: src/cameras/2d/BaseCamera.js#L741
Since: 3.0.0
centerToSize
<instance> centerToSize()
Description:
Moves the Camera so that it is re-centered based on its viewport size.
Returns: Phaser.Cameras.Scene2D.BaseCamera - This Camera instance.
Source: src/cameras/2d/BaseCamera.js#L766
Since: 3.0.0
clampX
<instance> clampX(x)
Description:
Takes an x value and checks it's within the range of the Camera bounds, adjusting if required.
Do not call this method if you are not using camera bounds.
Parameters:
| name | type | optional | description |
|---|---|---|---|
| x | number | No | The value to horizontally scroll clamp. |
Returns: number - The adjusted value to use as scrollX.
Source: src/cameras/2d/BaseCamera.js#L956
Since: 3.11.0
clampY
<instance> clampY(y)
Description:
Takes a y value and checks it's within the range of the Camera bounds, adjusting if required.
Do not call this method if you are not using camera bounds.
Parameters:
| name | type | optional | description |
|---|---|---|---|
| y | number | No | The value to vertically scroll clamp. |
Returns: number - The adjusted value to use as scrollY.
Source: src/cameras/2d/BaseCamera.js#L988
Since: 3.11.0
clearMask
<instance> clearMask([destroyMask])
Description:
Clears the mask that this Camera was using.
Parameters:
| name | type | optional | default | description |
|---|---|---|---|---|
| destroyMask | boolean | Yes | false | Destroy the mask before clearing it? |
Returns: Phaser.Cameras.Scene2D.BaseCamera - This Camera instance.
Source: src/cameras/2d/BaseCamera.js#L1459
Since: 3.17.0
cull
<instance> cull(renderableObjects)
Description:
Takes an array of Game Objects and returns a new array featuring only those objects
visible by this camera.
Tags:
- generic
Parameters:
| name | type | optional | description |
|---|---|---|---|
| renderableObjects | Array.<Phaser.GameObjects.GameObject> | No | An array of Game Objects to cull. |
Returns: Array.<Phaser.GameObjects.GameObject> - An array of Game Objects visible to this Camera.
Source: src/cameras/2d/BaseCamera.js#L782
Since: 3.0.0
destroy
<instance> destroy()
Description:
Destroys this Camera instance and its internal properties and references.
Once destroyed you cannot use this Camera again, even if re-added to a Camera Manager.
This method is called automatically by CameraManager.remove if that methods runDestroy argument is true, which is the default.
Unless you have a specific reason otherwise, always use CameraManager.remove and allow it to handle the camera destruction,
rather than calling this method directly.
Overrides: Phaser.Events.EventEmitter#destroy
Fires: Phaser.Cameras.Scene2D.Events#event:DESTROY
Source: src/cameras/2d/BaseCamera.js#L1597
Since: 3.0.0
getBounds
<instance> getBounds([out])
Description:
Returns a rectangle containing the bounds of the Camera.
If the Camera does not have any bounds the rectangle will be empty.
The rectangle is a copy of the bounds, so is safe to modify.
Parameters:
| name | type | optional | description |
|---|---|---|---|
| out | Phaser.Geom.Rectangle | Yes | An optional Rectangle to store the bounds in. If not given, a new Rectangle will be created. |
Returns: Phaser.Geom.Rectangle - A rectangle containing the bounds of this Camera.
Source: src/cameras/2d/BaseCamera.js#L1164
Since: 3.16.0
getScroll
<instance> getScroll(x, y, [out])
Description:
Calculates what the Camera.scrollX and scrollY values would need to be in order to move
the Camera so it is centered on the given x and y coordinates, without actually moving
the Camera there. The results are clamped based on the Camera bounds, if set.
Parameters:
| name | type | optional | description |
|---|---|---|---|
| x | number | No | The horizontal coordinate to center on. |
| y | number | No | The vertical coordinate to center on. |
| out | Phaser.Math.Vector2 | Yes | A Vector2 to store the values in. If not given a new Vector2 is created. |
Returns: Phaser.Math.Vector2 - The scroll coordinates stored in the x and y properties.
Source: src/cameras/2d/BaseCamera.js#L635
Since: 3.11.0
getWorldPoint
<instance> getWorldPoint(x, y, [output])
Description:
Converts the given x and y coordinates into World space, based on this Cameras transform.
You can optionally provide a Vector2, or similar object, to store the results in.
Tags:
- generic
Parameters:
| name | type | optional | description |
|---|---|---|---|
| x | number | No | The x position to convert to world space. |
| y | number | No | The y position to convert to world space. |
| output | object | Phaser.Math.Vector2 | Yes | An optional object to store the results in. If not provided a new Vector2 will be created. |
Returns: Phaser.Math.Vector2 - An object holding the converted values in its x and y properties.
Source: src/cameras/2d/BaseCamera.js#L860
Since: 3.0.0
ignore
<instance> ignore(entries)
Description:
Given a Game Object, or an array of Game Objects, it will update all of their camera filter settings
so that they are ignored by this Camera. This means they will not be rendered by this Camera.
Parameters:
| name | type | optional | description |
|---|---|---|---|
| entries | Phaser.GameObjects.GameObject | Array.<Phaser.GameObjects.GameObject> | Phaser.GameObjects.Group | Phaser.GameObjects.Layer |
Returns: Phaser.Cameras.Scene2D.BaseCamera - This Camera instance.
Source: src/cameras/2d/BaseCamera.js#L915
Since: 3.0.0
removeBounds
<instance> removeBounds()
Description:
If this Camera has previously had movement bounds set on it, this will remove them.
Returns: Phaser.Cameras.Scene2D.BaseCamera - This Camera instance.
Source: src/cameras/2d/BaseCamera.js#L1025
Since: 3.0.0
setAlpha
<instance> setAlpha([value])
Description:
Set the Alpha level of this Camera. The alpha controls the opacity of the Camera as it renders.
Alpha values are provided as a float between 0, fully transparent, and 1, fully opaque.
Parameters:
| name | type | optional | default | description |
|---|---|---|---|---|
| value | number | Yes | 1 | The Camera alpha value. |
Overrides: Phaser.GameObjects.Components.Alpha#setAlpha
Returns: Phaser.Cameras.Scene2D.BaseCamera - This Camera instance.
Source: src/cameras/2d/BaseCamera.js#L594
Since: 3.11.0
setAngle
<instance> setAngle([value])
Description:
Set the rotation of this Camera. This causes everything it renders to appear rotated.
Rotating a camera does not rotate the viewport itself, it is applied during rendering.
Parameters:
| name | type | optional | default | description |
|---|---|---|---|---|
| value | number | Yes | 0 | The cameras angle of rotation, given in degrees. |
Returns: Phaser.Cameras.Scene2D.BaseCamera - This Camera instance.
Source: src/cameras/2d/BaseCamera.js#L1044
Since: 3.0.0
setBackgroundColor
<instance> setBackgroundColor([color])
Description:
Sets the background color for this Camera.
By default a Camera has a transparent background but it can be given a solid color, with any level
of transparency, via this method.
The color value can be specified using CSS color notation, hex or numbers.
Parameters:
| name | type | optional | default | description |
|---|---|---|---|---|
| color | string | number | Phaser.Types.Display.InputColorObject | Yes | "'rgba(0,0,0,0)'" |
Returns: Phaser.Cameras.Scene2D.BaseCamera - This Camera instance.
Source: src/cameras/2d/BaseCamera.js#L1065
Since: 3.0.0
setBounds
<instance> setBounds(x, y, width, height, [centerOn])
Description:
Set the bounds of the Camera. The bounds are an axis-aligned rectangle.
The Camera bounds controls where the Camera can scroll to, stopping it from scrolling off the
edges and into blank space. It does not limit the placement of Game Objects, or where
the Camera viewport can be positioned.
Temporarily disable the bounds by changing the boolean Camera.useBounds.
Clear the bounds entirely by calling Camera.removeBounds.
If you set bounds that are smaller than the viewport it will stop the Camera from being
able to scroll. The bounds can be positioned where-ever you wish. By default they are from
0x0 to the canvas width x height. This means that the coordinate 0x0 is the top left of
the Camera bounds. However, you can position them anywhere. So if you wanted a game world
that was 2048x2048 in size, with 0x0 being the center of it, you can set the bounds x/y
to be -1024, -1024, with a width and height of 2048. Depending on your game you may find
it easier for 0x0 to be the top-left of the bounds, or you may wish 0x0 to be the middle.
Parameters:
| name | type | optional | default | description |
|---|---|---|---|---|
| x | number | No | The top-left x coordinate of the bounds. | |
| y | number | No | The top-left y coordinate of the bounds. | |
| width | number | No | The width of the bounds, in pixels. | |
| height | number | No | The height of the bounds, in pixels. | |
| centerOn | boolean | Yes | false | If true the Camera will automatically be centered on the new bounds. |
Returns: Phaser.Cameras.Scene2D.BaseCamera - This Camera instance.
Source: src/cameras/2d/BaseCamera.js#L1091
Since: 3.0.0
setForceComposite
<instance> setForceComposite(value)
Description:
Sets the forceComposite property of this Camera.
This property is only used by the WebGL Renderer.
If true the camera will render via a framebuffer,
making it available to other WebGL systems.
Tags:
- webglOnly
Parameters:
| name | type | optional | description |
|---|---|---|---|
| value | boolean | No | The value to set the property to. |
Returns: Phaser.Cameras.Scene2D.BaseCamera - This Camera instance.
Source: src/cameras/2d/BaseCamera.js#L1143
Since: 4.0.0
setIsSceneCamera
<instance> setIsSceneCamera(value)
Description:
Set if this Camera is being used as a Scene Camera, or a Texture
Camera.
Parameters:
| name | type | optional | description |
|---|---|---|---|
| value | boolean | No | Is this being used as a Scene Camera, or a Texture camera? |
Source: src/cameras/2d/BaseCamera.js#L1548
Since: 3.60.0
setMask
<instance> setMask(mask, [fixedPosition])
Description:
Sets the mask to be applied to this Camera during rendering.
The mask must have been previously created and must be a GeometryMask.
This only works in the Canvas Renderer.
In WebGL, use a Mask filter instead (see Phaser.GameObjects.Components.FilterList#addMask).
If a mask is already set on this Camera it will be immediately replaced.
Masks have no impact on physics or input detection. They are purely a rendering component
that allows you to limit what is visible during the render pass.
Parameters:
| name | type | optional | default | description |
|---|---|---|---|---|
| mask | Phaser.Display.Masks.GeometryMask | No | The mask this Camera will use when rendering. | |
| fixedPosition | boolean | Yes | true | Should the mask translate along with the Camera, or be fixed in place and not impacted by the Cameras transform? |
Returns: Phaser.Cameras.Scene2D.BaseCamera - This Camera instance.
Source: src/cameras/2d/BaseCamera.js#L1428
Since: 3.17.0
setName
<instance> setName([value])
Description:
Sets the name of this Camera.
This value is for your own use and isn't used internally.
Parameters:
| name | type | optional | default | description |
|---|---|---|---|---|
| value | string | Yes | "''" | The name of the Camera. |
Returns: Phaser.Cameras.Scene2D.BaseCamera - This Camera instance.
Source: src/cameras/2d/BaseCamera.js#L1189
Since: 3.0.0
setOrigin
<instance> setOrigin([x], [y])
Description:
Sets the rotation origin of this Camera.
The values are given in the range 0 to 1 and are only used when calculating Camera rotation.
By default the camera rotates around the center of the viewport.
Changing the origin allows you to adjust the point in the viewport from which rotation happens.
A value of 0 would rotate from the top-left of the viewport. A value of 1 from the bottom right.
Parameters:
| name | type | optional | default | description |
|---|---|---|---|---|
| x | number | Yes | 0.5 | The horizontal origin value. |
| y | number | Yes | "x" | The vertical origin value. If not defined it will be set to the value of x. |
Returns: Phaser.Cameras.Scene2D.BaseCamera - This Camera instance.
Source: src/cameras/2d/BaseCamera.js#L606
Since: 3.11.0
setPosition
<instance> setPosition(x, [y])
Description:
Set the position of the Camera viewport within the game.
This does not change where the camera is 'looking'. See setScroll to control that.
Parameters:
| name | type | optional | default | description |
|---|---|---|---|---|
| x | number | No | The top-left x coordinate of the Camera viewport. | |
| y | number | Yes | "x" | The top-left y coordinate of the Camera viewport. |
Returns: Phaser.Cameras.Scene2D.BaseCamera - This Camera instance.
Source: src/cameras/2d/BaseCamera.js#L1209
Since: 3.0.0
setRotation
<instance> setRotation([value])
Description:
Set the rotation of this Camera. This causes everything it renders to appear rotated.
Rotating a camera does not rotate the viewport itself, it is applied during rendering.
Parameters:
| name | type | optional | default | description |
|---|---|---|---|---|
| value | number | Yes | 0 | The rotation of the Camera, in radians. |
Returns: Phaser.Cameras.Scene2D.BaseCamera - This Camera instance.
Source: src/cameras/2d/BaseCamera.js#L1232
Since: 3.0.0
setRoundPixels
<instance> setRoundPixels(value)
Description:
Should the Camera round pixel values to whole integers when rendering Game Objects?
In some types of game, especially with pixel art, this is required to prevent sub-pixel aliasing.
Parameters:
| name | type | optional | description |
|---|---|---|---|
| value | boolean | No | true to round Camera pixels, false to not. |
Returns: Phaser.Cameras.Scene2D.BaseCamera - This Camera instance.
Source: src/cameras/2d/BaseCamera.js#L1253
Since: 3.0.0
setScene
<instance> setScene(scene, [isSceneCamera])
Description:
Sets the Scene the Camera is bound to.
Parameters:
| name | type | optional | default | description |
|---|---|---|---|---|
| scene | Phaser.Scene | No | The Scene the camera is bound to. | |
| isSceneCamera | boolean | Yes | true | Is this Camera being used for a Scene (true) or a Texture? (false) |
Returns: Phaser.Cameras.Scene2D.BaseCamera - This Camera instance.
Source: src/cameras/2d/BaseCamera.js#L1272
Since: 3.0.0
setScroll
<instance> setScroll(x, [y])
Description:
Set the position of where the Camera is looking within the game.
You can also modify the properties Camera.scrollX and Camera.scrollY directly.
Use this method, or the scroll properties, to move your camera around the game world.
This does not change where the camera viewport is placed. See setPosition to control that.
Parameters:
| name | type | optional | default | description |
|---|---|---|---|---|
| x | number | No | The x coordinate of the Camera in the game world. | |
| y | number | Yes | "x" | The y coordinate of the Camera in the game world. |
Returns: Phaser.Cameras.Scene2D.BaseCamera - This Camera instance.
Source: src/cameras/2d/BaseCamera.js#L1306
Since: 3.0.0
setSize
<instance> setSize(width, [height])
Description:
Set the size of the Camera viewport.
By default a Camera is the same size as the game, but can be made smaller via this method,
allowing you to create mini-cam style effects by creating and positioning a smaller Camera
viewport within your game.
Parameters:
| name | type | optional | default | description |
|---|---|---|---|---|
| width | number | No | The width of the Camera viewport. | |
| height | number | Yes | "width" | The height of the Camera viewport. |
Returns: Phaser.Cameras.Scene2D.BaseCamera - This Camera instance.
Source: src/cameras/2d/BaseCamera.js#L1331
Since: 3.0.0
setViewport
<instance> setViewport(x, y, width, [height])
Description:
This method sets the position and size of the Camera viewport in a single call.
If you're trying to change where the Camera is looking at in your game, then see
the method Camera.setScroll instead. This method is for changing the viewport
itself, not what the camera can see.
By default a Camera is the same size as the game, but can be made smaller via this method,
allowing you to create mini-cam style effects by creating and positioning a smaller Camera
viewport within your game.
Parameters:
| name | type | optional | default | description |
|---|---|---|---|---|
| x | number | No | The top-left x coordinate of the Camera viewport. | |
| y | number | No | The top-left y coordinate of the Camera viewport. | |
| width | number | No | The width of the Camera viewport. | |
| height | number | Yes | "width" | The height of the Camera viewport. |
Returns: Phaser.Cameras.Scene2D.BaseCamera - This Camera instance.
Source: src/cameras/2d/BaseCamera.js#L1356
Since: 3.0.0
setVisible
<instance> setVisible(value)
Description:
Sets the visibility of this Camera.
An invisible Camera will skip rendering and input tests of everything it can see.
Parameters:
| name | type | optional | description |
|---|---|---|---|
| value | boolean | No | The visible state of the Camera. |
Overrides: Phaser.GameObjects.Components.Visible#setVisible
Returns: Phaser.Cameras.Scene2D.BaseCamera - This Camera instance.
Source: src/cameras/2d/BaseCamera.js#L1483
Since: 3.10.0
setZoom
<instance> setZoom([x], [y])
Description:
Set the zoom value of the Camera.
Changing to a smaller value, such as 0.5, will cause the camera to 'zoom out'.
Changing to a larger value, such as 2, will cause the camera to 'zoom in'.
A value of 1 means 'no zoom' and is the default.
Changing the zoom does not impact the Camera viewport in any way, it is only applied during rendering.
As of Phaser 3.50 you can now set the horizontal and vertical zoom values independently.
Parameters:
| name | type | optional | default | description |
|---|---|---|---|---|
| x | number | Yes | 1 | The horizontal zoom value of the Camera. The minimum it can be is 0.001. |
| y | number | Yes | "x" | The vertical zoom value of the Camera. The minimum it can be is 0.001. |
Returns: Phaser.Cameras.Scene2D.BaseCamera - This Camera instance.
Source: src/cameras/2d/BaseCamera.js#L1387
Since: 3.0.0
toJSON
<instance> toJSON()
Description:
Returns an Object suitable for JSON storage containing all of the Camera viewport and rendering properties.
Returns: Phaser.Types.Cameras.Scene2D.JSONCamera - A well-formed object suitable for conversion to JSON.
Source: src/cameras/2d/BaseCamera.js#L1496
Since: 3.0.0
update
<instance> update(time, delta)
Description:
Internal method called automatically by the Camera Manager.
Access: protected
Parameters:
| name | type | optional | description |
|---|---|---|---|
| time | number | No | The current timestamp as generated by the Request Animation Frame or SetTimeout. |
| delta | number | No | The delta time, in ms, elapsed since the last frame. |
Source: src/cameras/2d/BaseCamera.js#L1533
Since: 3.0.0