Skip to main content
Version: Phaser v4.0.0-rc.6

Camera

A Camera.

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.

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

Constructor

new Camera(x, y, width, height)

Parameters

nametypeoptionaldescription
xnumberNoThe x position of the Camera, relative to the top-left of the game canvas.
ynumberNoThe y position of the Camera, relative to the top-left of the game canvas.
widthnumberNoThe width of the Camera, in pixels.
heightnumberNoThe height of the Camera, in pixels.

Scope: static

Extends

Phaser.Cameras.Scene2D.BaseCamera

Source: src/cameras/2d/Camera.js#L18
Since: 3.0.0

Inherited Members

From Phaser.Cameras.Scene2D.BaseCamera:

From Phaser.GameObjects.Components.Alpha:


Public Members

deadzone

deadzone: Phaser.Geom.Rectangle

Description:

The Camera dead zone.

The deadzone is only used when the camera is following a target.

It defines a rectangular region within which if the target is present, the camera will not scroll.

If the target moves outside of this area, the camera will begin scrolling in order to follow it.

The lerp values that you can set for a follower target also apply when using a deadzone.

You can directly set this property to be an instance of a Rectangle. Or, you can use the

setDeadzone method for a chainable approach.

The rectangle you provide can have its dimensions adjusted dynamically, however, please

note that its position is updated every frame, as it is constantly re-centered on the cameras mid point.

Calling setDeadzone with no arguments will reset an active deadzone, as will setting this property

to null.

Source: src/cameras/2d/Camera.js#L190
Since: 3.11.0


fadeEffect

fadeEffect: Phaser.Cameras.Scene2D.Effects.Fade

Description:

The Camera Fade effect handler.

To fade this camera see the Camera.fade methods.

Source: src/cameras/2d/Camera.js#L101
Since: 3.5.0


filters

filters: Phaser.Types.GameObjects.FiltersInternalExternal

Description:

The filters for this camera.

Filters control special effects and masks.

This object contains two lists of filters: internal and external.

See Phaser.GameObjects.Components.FilterList for more information.

Source: src/cameras/2d/Camera.js#L63
Since: 4.0.0


flashEffect

flashEffect: Phaser.Cameras.Scene2D.Effects.Flash

Description:

The Camera Flash effect handler.

To flash this camera see the Camera.flash method.

Source: src/cameras/2d/Camera.js#L111
Since: 3.5.0


followOffset

followOffset: Phaser.Math.Vector2

Description:

The values stored in this property are subtracted from the Camera targets position, allowing you to

offset the camera from the actual target x/y coordinates by this amount.

Can also be set via setFollowOffset or as part of the startFollow call.

Source: src/cameras/2d/Camera.js#L179
Since: 3.9.0


inputEnabled

inputEnabled: boolean

Description:

Does this Camera allow the Game Objects it renders to receive input events?

Source: src/cameras/2d/Camera.js#L91
Since: 3.0.0


isObjectInversion

isObjectInversion: boolean

Description:

Is this Camera for Game Object transform inversion?

This is used by the Filters component to cancel out the transform

of the Game Object when rendering the object for filtering.

Source: src/cameras/2d/Camera.js#L79
Since: 4.0.0


lerp

lerp: Phaser.Math.Vector2

Description:

The linear interpolation value to use when following a target.

Can also be set via setLerp or as part of the startFollow call.

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.

Be sure to keep the value between 0 and 1. A value of zero will disable tracking on that axis.

Source: src/cameras/2d/Camera.js#L161
Since: 3.9.0


panEffect

panEffect: Phaser.Cameras.Scene2D.Effects.Pan

Description:

The Camera Pan effect handler.

To pan this camera see the Camera.pan method.

Source: src/cameras/2d/Camera.js#L131
Since: 3.11.0


rotateToEffect

rotateToEffect: Phaser.Cameras.Scene2D.Effects.RotateTo

Description:

The Camera Rotate To effect handler.

To rotate this camera see the Camera.rotateTo method.

Source: src/cameras/2d/Camera.js#L141
Since: 3.23.0


shakeEffect

shakeEffect: Phaser.Cameras.Scene2D.Effects.Shake

Description:

The Camera Shake effect handler.

To shake this camera see the Camera.shake method.

Source: src/cameras/2d/Camera.js#L121
Since: 3.5.0


zoomEffect

zoomEffect: Phaser.Cameras.Scene2D.Effects.Zoom

Description:

The Camera Zoom effect handler.

To zoom this camera see the Camera.zoom method.

Source: src/cameras/2d/Camera.js#L151
Since: 3.11.0


Inherited Methods

From Phaser.Cameras.Scene2D.BaseCamera:

From Phaser.Events.EventEmitter:

From Phaser.GameObjects.Components.Alpha:


Public Methods

destroy

<instance> destroy()

Description:

Destroys this Camera instance. You rarely need to call this directly.

Called by the Camera Manager. If you wish to destroy a Camera please use CameraManager.remove as

cameras are stored in a pool, ready for recycling later, and calling this directly will prevent that.

Overrides: Phaser.Cameras.Scene2D.BaseCamera#destroy

Fires: Phaser.Cameras.Scene2D.Events#event:DESTROY

Source: src/cameras/2d/Camera.js#L836
Since: 3.0.0


fade

<instance> fade([duration], [red], [green], [blue], [force], [callback], [context])

Description:

Fades the Camera from transparent to the given color over the duration specified.

Parameters:

nametypeoptionaldefaultdescription
durationnumberYes1000The duration of the effect in milliseconds.
rednumberYes0The amount to fade the red channel towards. A value between 0 and 255.
greennumberYes0The amount to fade the green channel towards. A value between 0 and 255.
bluenumberYes0The amount to fade the blue channel towards. A value between 0 and 255.
forcebooleanYesfalseForce the effect to start immediately, even if already running.
callbackfunctionYesThis callback will be invoked every frame for the duration of the effect. It is sent two arguments: A reference to the camera and a progress amount between 0 and 1 indicating how complete the effect is.
contextanyYesThe context in which the callback is invoked. Defaults to the Scene to which the Camera belongs.

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

Fires: Phaser.Cameras.Scene2D.Events#event:FADE_OUT_START, Phaser.Cameras.Scene2D.Events#event:FADE_OUT_COMPLETE

Source: src/cameras/2d/Camera.js#L360
Since: 3.0.0


fadeFrom

<instance> fadeFrom([duration], [red], [green], [blue], [force], [callback], [context])

Description:

Fades the Camera from the given color to transparent over the duration specified.

Parameters:

nametypeoptionaldefaultdescription
durationnumberYes1000The duration of the effect in milliseconds.
rednumberYes0The amount to fade the red channel towards. A value between 0 and 255.
greennumberYes0The amount to fade the green channel towards. A value between 0 and 255.
bluenumberYes0The amount to fade the blue channel towards. A value between 0 and 255.
forcebooleanYesfalseForce the effect to start immediately, even if already running.
callbackfunctionYesThis callback will be invoked every frame for the duration of the effect. It is sent two arguments: A reference to the camera and a progress amount between 0 and 1 indicating how complete the effect is.
contextanyYesThe context in which the callback is invoked. Defaults to the Scene to which the Camera belongs.

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

Fires: Phaser.Cameras.Scene2D.Events#event:FADE_IN_START, Phaser.Cameras.Scene2D.Events#event:FADE_IN_COMPLETE

Source: src/cameras/2d/Camera.js#L336
Since: 3.5.0


fadeIn

<instance> fadeIn([duration], [red], [green], [blue], [callback], [context])

Description:

Fades the Camera in from the given color over the duration specified.

Parameters:

nametypeoptionaldefaultdescription
durationnumberYes1000The duration of the effect in milliseconds.
rednumberYes0The amount to fade the red channel towards. A value between 0 and 255.
greennumberYes0The amount to fade the green channel towards. A value between 0 and 255.
bluenumberYes0The amount to fade the blue channel towards. A value between 0 and 255.
callbackfunctionYesThis callback will be invoked every frame for the duration of the effect. It is sent two arguments: A reference to the camera and a progress amount between 0 and 1 indicating how complete the effect is.
contextanyYesThe context in which the callback is invoked. Defaults to the Scene to which the Camera belongs.

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

Fires: Phaser.Cameras.Scene2D.Events#event:FADE_IN_START, Phaser.Cameras.Scene2D.Events#event:FADE_IN_COMPLETE

Source: src/cameras/2d/Camera.js#L289
Since: 3.3.0


fadeOut

<instance> fadeOut([duration], [red], [green], [blue], [callback], [context])

Description:

Fades the Camera out to the given color over the duration specified.

This is an alias for Camera.fade that forces the fade to start, regardless of existing fades.

Parameters:

nametypeoptionaldefaultdescription
durationnumberYes1000The duration of the effect in milliseconds.
rednumberYes0The amount to fade the red channel towards. A value between 0 and 255.
greennumberYes0The amount to fade the green channel towards. A value between 0 and 255.
bluenumberYes0The amount to fade the blue channel towards. A value between 0 and 255.
callbackfunctionYesThis callback will be invoked every frame for the duration of the effect. It is sent two arguments: A reference to the camera and a progress amount between 0 and 1 indicating how complete the effect is.
contextanyYesThe context in which the callback is invoked. Defaults to the Scene to which the Camera belongs.

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

Fires: Phaser.Cameras.Scene2D.Events#event:FADE_OUT_START, Phaser.Cameras.Scene2D.Events#event:FADE_OUT_COMPLETE

Source: src/cameras/2d/Camera.js#L312
Since: 3.3.0


flash

<instance> flash([duration], [red], [green], [blue], [force], [callback], [context])

Description:

Flashes the Camera by setting it to the given color immediately and then fading it away again quickly over the duration specified.

Parameters:

nametypeoptionaldefaultdescription
durationnumberYes250The duration of the effect in milliseconds.
rednumberYes255The amount to fade the red channel towards. A value between 0 and 255.
greennumberYes255The amount to fade the green channel towards. A value between 0 and 255.
bluenumberYes255The amount to fade the blue channel towards. A value between 0 and 255.
forcebooleanYesfalseForce the effect to start immediately, even if already running.
callbackfunctionYesThis callback will be invoked every frame for the duration of the effect. It is sent two arguments: A reference to the camera and a progress amount between 0 and 1 indicating how complete the effect is.
contextanyYesThe context in which the callback is invoked. Defaults to the Scene to which the Camera belongs.

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

Fires: Phaser.Cameras.Scene2D.Events#event:FLASH_START, Phaser.Cameras.Scene2D.Events#event:FLASH_COMPLETE

Source: src/cameras/2d/Camera.js#L384
Since: 3.0.0


getViewMatrix

<instance> getViewMatrix([forceComposite])

Description:

Returns the view matrix of the camera. This is used internally.

This is matrix if the camera is intended to render to a framebuffer,

and matrixCombined otherwise.

Tags:

  • webglonly

Parameters:

nametypeoptionaldefaultdescription
forceCompositebooleanYesfalseIf true, the view matrix will always be matrix. This is typically used when rendering to a framebuffer, so the external matrix is irrelevant.

Returns: Phaser.GameObjects.Components.TransformMatrix - The view matrix of the camera.

Source: src/cameras/2d/Camera.js#L635
Since: 4.0.0


pan

<instance> pan(x, y, [duration], [ease], [force], [callback], [context])

Description:

This effect will scroll the Camera so that the center of its viewport finishes at the given destination,

over the duration and with the ease specified.

Parameters:

nametypeoptionaldefaultdescription
xnumberNoThe destination x coordinate to scroll the center of the Camera viewport to.
ynumberNoThe destination y coordinate to scroll the center of the Camera viewport to.
durationnumberYes1000The duration of the effect in milliseconds.
easestring | functionYes"'Linear'"The ease to use for the pan. Can be any of the Phaser Easing constants or a custom function.
forcebooleanYesfalseForce the pan effect to start immediately, even if already running.
callbackPhaser.Types.Cameras.Scene2D.CameraPanCallbackYesThis callback will be invoked every frame for the duration of the effect. It is sent four arguments: A reference to the camera, a progress amount between 0 and 1 indicating how complete the effect is, the current camera scroll x coordinate and the current camera scroll y coordinate.
contextanyYesThe context in which the callback is invoked. Defaults to the Scene to which the Camera belongs.

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

Fires: Phaser.Cameras.Scene2D.Events#event:PAN_START, Phaser.Cameras.Scene2D.Events#event:PAN_COMPLETE

Source: src/cameras/2d/Camera.js#L430
Since: 3.11.0


preRender

<instance> preRender()

Description:

Internal preRender step.

Access: protected

Source: src/cameras/2d/Camera.js#L503
Since: 3.0.0


resetFX

<instance> resetFX()

Description:

Resets any active FX, such as a fade, flash or shake. Useful to call after a fade in order to

remove the fade.

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

Source: src/cameras/2d/Camera.js#L793
Since: 3.0.0


rotateTo

<instance> rotateTo(angle, [shortestPath], [duration], [ease], [force], [callback], [context])

Description:

Rotate the Camera to the given angle over the duration and with the ease specified.

Parameters:

nametypeoptionaldefaultdescription
anglenumberNoThe destination angle in radians to rotate the Camera view to.
shortestPathbooleanYesfalseIf true, take the shortest distance to the destination. This adjusts the destination angle to be within one half turn of the start angle.
durationnumberYes1000The duration of the effect in milliseconds.
easestring | functionYes"'Linear'"The ease to use. Can be any of the Phaser Easing constants or a custom function.
forcebooleanYesfalseForce the rotation effect to start immediately, even if already running.
callbackPhaser.Types.Cameras.Scene2D.CameraRotateCallbackYesThis callback will be invoked every frame for the duration of the effect. It is sent three arguments: A reference to the camera, a progress amount between 0 and 1 indicating how complete the effect is, and the current camera rotation.
contextanyYesThe context in which the callback is invoked. Defaults to the Scene to which the Camera belongs.

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

Source: src/cameras/2d/Camera.js#L456
Since: 3.23.0


setDeadzone

<instance> setDeadzone([width], [height])

Description:

Sets the Camera dead zone.

The deadzone is only used when the camera is following a target.

It defines a rectangular region within which if the target is present, the camera will not scroll.

If the target moves outside of this area, the camera will begin scrolling in order to follow it.

The deadzone rectangle is re-positioned every frame so that it is centered on the mid-point

of the camera. This allows you to use the object for additional game related checks, such as

testing if an object is within it or not via a Rectangle.contains call.

The lerp values that you can set for a follower target also apply when using a deadzone.

Calling this method with no arguments will reset an active deadzone.

Parameters:

nametypeoptionaldescription
widthnumberYesThe width of the deadzone rectangle in pixels. If not specified the deadzone is removed.
heightnumberYesThe height of the deadzone rectangle in pixels.

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

Source: src/cameras/2d/Camera.js#L227
Since: 3.11.0


setFollowOffset

<instance> setFollowOffset([x], [y])

Description:

Sets the horizontal and vertical offset of the camera from its follow target.

The values are subtracted from the targets position during the Cameras update step.

Parameters:

nametypeoptionaldefaultdescription
xnumberYes0The horizontal offset from the camera follow target.x position.
ynumberYes0The vertical offset from the camera follow target.y position.

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

Source: src/cameras/2d/Camera.js#L691
Since: 3.9.0


setLerp

<instance> setLerp([x], [y])

Description:

Sets 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.

Be sure to keep the value between 0 and 1. A value of zero will disable tracking on that axis.

Parameters:

nametypeoptionaldefaultdescription
xnumberYes1The amount added to the horizontal linear interpolation of the follow target.
ynumberYes1The amount added to the vertical linear interpolation of the follow target.

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

Source: src/cameras/2d/Camera.js#L663
Since: 3.9.0


shake

<instance> shake([duration], [intensity], [force], [callback], [context])

Description:

Shakes the Camera by the given intensity over the duration specified.

Parameters:

nametypeoptionaldefaultdescription
durationnumberYes100The duration of the effect in milliseconds.
intensitynumber | Phaser.Math.Vector2Yes0.05The intensity of the shake.
forcebooleanYesfalseForce the shake effect to start immediately, even if already running.
callbackfunctionYesThis callback will be invoked every frame for the duration of the effect. It is sent two arguments: A reference to the camera and a progress amount between 0 and 1 indicating how complete the effect is.
contextanyYesThe context in which the callback is invoked. Defaults to the Scene to which the Camera belongs.

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

Fires: Phaser.Cameras.Scene2D.Events#event:SHAKE_START, Phaser.Cameras.Scene2D.Events#event:SHAKE_COMPLETE

Source: src/cameras/2d/Camera.js#L408
Since: 3.0.0


startFollow

<instance> startFollow(target, [roundPixels], [lerpX], [lerpY], [offsetX], [offsetY])

Description:

Sets the Camera to follow a Game Object.

When enabled the Camera will automatically adjust its scroll position to keep the target Game Object

in its center.

You can set the linear interpolation value used in the follow code.

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 an object it's probably to do with sub-pixel

rendering of the targets position. This can be rounded by setting the roundPixels argument to true to

force full pixel rounding rendering. Note that this can still be broken if you have specified a non-integer zoom

value on the camera. So be sure to keep the camera zoom to integers.

Parameters:

nametypeoptionaldefaultdescription
targetPhaser.GameObjects.GameObject | objectNoThe target for the Camera to follow.
roundPixelsbooleanYesfalseRound the camera position to whole integers to avoid sub-pixel rendering?
lerpXnumberYes1A 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.
lerpYnumberYes1A 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.
offsetXnumberYes0The horizontal offset from the camera follow target.x position.
offsetYnumberYes0The vertical offset from the camera follow target.y position.

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

Source: src/cameras/2d/Camera.js#L713
Since: 3.0.0


stopFollow

<instance> stopFollow()

Description:

Stops a Camera from following a Game Object, if previously set via Camera.startFollow.

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

Source: src/cameras/2d/Camera.js#L778
Since: 3.0.0


update

<instance> update(time, delta)

Description:

Internal method called automatically by the Camera Manager.

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.

Overrides: Phaser.Cameras.Scene2D.BaseCamera#update

Source: src/cameras/2d/Camera.js#L813
Since: 3.0.0


zoomTo

<instance> zoomTo(zoom, [duration], [ease], [force], [callback], [context])

Description:

This effect will zoom the Camera to the given scale, over the duration and with the ease specified.

Parameters:

nametypeoptionaldefaultdescription
zoomnumberNoThe target Camera zoom value.
durationnumberYes1000The duration of the effect in milliseconds.
easestring | functionYes"'Linear'"The ease to use for the pan. Can be any of the Phaser Easing constants or a custom function.
forcebooleanYesfalseForce the pan effect to start immediately, even if already running.
callbackPhaser.Types.Cameras.Scene2D.CameraPanCallbackYesThis callback will be invoked every frame for the duration of the effect. It is sent four arguments: A reference to the camera, a progress amount between 0 and 1 indicating how complete the effect is, the current camera scroll x coordinate and the current camera scroll y coordinate.
contextanyYesThe context in which the callback is invoked. Defaults to the Scene to which the Camera belongs.

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

Fires: Phaser.Cameras.Scene2D.Events#event:ZOOM_START, Phaser.Cameras.Scene2D.Events#event:ZOOM_COMPLETE

Source: src/cameras/2d/Camera.js#L479
Since: 3.11.0