Camera

Phaser.Cameras.Scene2D.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

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.Cameras.Scene2D.BaseCamera
Phaser.GameObjects.Components.PostPipeline

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

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.

Inherits: Phaser.Cameras.Scene2D.BaseCamera#alpha

Source: src/cameras/2d/BaseCamera.js#L377
Since: 3.11.0


alphaBottomLeft

alphaBottomLeft: number

Description:

The alpha value starting from the bottom-left of the Game Object. This value is interpolated from the corner to the center of the Game Object.

Tags:

  • webglOnly

Inherits: Phaser.GameObjects.Components.Alpha#alphaBottomLeft

Source: src/gameobjects/components/Alpha.js#L227
Since: 3.0.0


alphaBottomRight

alphaBottomRight: number

Description:

The alpha value starting from the bottom-right of the Game Object. This value is interpolated from the corner to the center of the Game Object.

Tags:

  • webglOnly

Inherits: Phaser.GameObjects.Components.Alpha#alphaBottomRight

Source: src/gameobjects/components/Alpha.js#L257
Since: 3.0.0


alphaTopLeft

alphaTopLeft: number

Description:

The alpha value starting from the top-left of the Game Object. This value is interpolated from the corner to the center of the Game Object.

Tags:

  • webglOnly

Inherits: Phaser.GameObjects.Components.Alpha#alphaTopLeft

Source: src/gameobjects/components/Alpha.js#L167
Since: 3.0.0


alphaTopRight

alphaTopRight: number

Description:

The alpha value starting from the top-right of the Game Object. This value is interpolated from the corner to the center of the Game Object.

Tags:

  • webglOnly

Inherits: Phaser.GameObjects.Components.Alpha#alphaTopRight

Source: src/gameobjects/components/Alpha.js#L197
Since: 3.0.0


backgroundColor

backgroundColor: Phaser.Display.Color

Description:

The background color of this Camera. Only used if transparent is false.

Inherits: Phaser.Cameras.Scene2D.BaseCamera#backgroundColor

Source: src/cameras/2d/BaseCamera.js#L368
Since: 3.0.0


cameraManager

cameraManager: Phaser.Cameras.Scene2D.CameraManager

Description:

A reference to the Scene's Camera Manager to which this Camera belongs.

Inherits: Phaser.Cameras.Scene2D.BaseCamera#cameraManager

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.

Inherits: Phaser.Cameras.Scene2D.BaseCamera#centerX

Source: src/cameras/2d/BaseCamera.js#L1863
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.

Inherits: Phaser.Cameras.Scene2D.BaseCamera#centerY

Source: src/cameras/2d/BaseCamera.js#L1880
Since: 3.10.0


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#L169
Since: 3.11.0


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 the postRenderCamera method of the renderer.

Inherits: Phaser.Cameras.Scene2D.BaseCamera#dirty

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.

Inherits: Phaser.Cameras.Scene2D.BaseCamera#disableCull

Source: src/cameras/2d/BaseCamera.js#L388
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.

Inherits: Phaser.Cameras.Scene2D.BaseCamera#displayHeight

Source: src/cameras/2d/BaseCamera.js#L1920
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.

Inherits: Phaser.Cameras.Scene2D.BaseCamera#displayWidth

Source: src/cameras/2d/BaseCamera.js#L1897
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#L80
Since: 3.5.0


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#L90
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#L158
Since: 3.9.0


hasPostPipeline

hasPostPipeline: boolean

Description:

Does this Game Object have any Post Pipelines set?

Tags:

  • webglOnly

Inherits: Phaser.GameObjects.Components.PostPipeline#hasPostPipeline

Source: src/gameobjects/components/PostPipeline.js#L21
Since: 3.60.0


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.

Inherits: Phaser.Cameras.Scene2D.BaseCamera#height

Source: src/cameras/2d/BaseCamera.js#L1647
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.

Inherits: Phaser.Cameras.Scene2D.BaseCamera#id

Source: src/cameras/2d/BaseCamera.js#L115
Since: 3.11.0


inputEnabled

inputEnabled: boolean

Description:

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

Source: src/cameras/2d/Camera.js#L70
Since: 3.0.0


isSceneCamera

isSceneCamera: boolean

Description:

Is this Camera a Scene Camera? (which is the default), or a Camera belonging to a Texture?

Inherits: Phaser.Cameras.Scene2D.BaseCamera#isSceneCamera

Source: src/cameras/2d/BaseCamera.js#L510
Since: 3.60.0


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#L140
Since: 3.9.0


mask

mask: Phaser.Display.Masks.BitmapMask, 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.

Inherits: Phaser.Cameras.Scene2D.BaseCamera#mask

Source: src/cameras/2d/BaseCamera.js#L470
Since: 3.17.0


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.

Inherits: Phaser.Cameras.Scene2D.BaseCamera#midPoint

Source: src/cameras/2d/BaseCamera.js#L410
Since: 3.11.0


name

name: string

Description:

The name of the Camera. This is left empty for your own use.

Inherits: Phaser.Cameras.Scene2D.BaseCamera#name

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.

Inherits: Phaser.Cameras.Scene2D.BaseCamera#originX

Source: src/cameras/2d/BaseCamera.js#L425
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.

Inherits: Phaser.Cameras.Scene2D.BaseCamera#originY

Source: src/cameras/2d/BaseCamera.js#L442
Since: 3.11.0


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#L110
Since: 3.11.0


postFX

postFX: Phaser.GameObjects.Components.FX

Description:

The Post FX component of this Game Object.

This component allows you to apply a variety of built-in effects to this Game Object, such as glow, blur, bloom, displacements, vignettes and more. You access them via this property, for example:

const player = this.add.sprite();
player.postFX.addBloom();

All FX are WebGL only and do not have Canvas counterparts.

Please see the FX Class for more details and available methods.

This property is always null until the initPostPipeline method is called.

Tags:

  • webglOnly

Inherits: Phaser.GameObjects.Components.PostPipeline#postFX

Source: src/gameobjects/components/PostPipeline.js#L88
Since: 3.60.0


postPipelineData

postPipelineData: object

Description:

An object to store pipeline specific data in, to be read by the pipelines this Game Object uses.

Tags:

  • webglOnly

Inherits: Phaser.GameObjects.Components.PostPipeline#postPipelineData

Source: src/gameobjects/components/PostPipeline.js#L46
Since: 3.60.0


postPipelines

postPipelines: Array.<Phaser.Renderer.WebGL.Pipelines.PostFXPipeline>

Description:

The WebGL Post FX Pipelines this Game Object uses for post-render effects.

The pipelines are processed in the order in which they appear in this array.

If you modify this array directly, be sure to set the hasPostPipeline property accordingly.

Tags:

  • webglOnly

Inherits: Phaser.GameObjects.Components.PostPipeline#postPipelines

Source: src/gameobjects/components/PostPipeline.js#L31
Since: 3.60.0


preFX

preFX: Phaser.GameObjects.Components.FX

Description:

The Pre FX component of this Game Object.

This component allows you to apply a variety of built-in effects to this Game Object, such as glow, blur, bloom, displacements, vignettes and more. You access them via this property, for example:

const player = this.add.sprite();
player.preFX.addBloom();

Only the following Game Objects support Pre FX:

  • Image
  • Sprite
  • TileSprite
  • Text
  • RenderTexture
  • Video

All FX are WebGL only and do not have Canvas counterparts.

Please see the FX Class for more details and available methods.

Tags:

  • webglOnly

Inherits: Phaser.GameObjects.Components.PostPipeline#preFX

Source: src/gameobjects/components/PostPipeline.js#L56
Since: 3.60.0


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.

Inherits: Phaser.Cameras.Scene2D.BaseCamera#renderList

Source: src/cameras/2d/BaseCamera.js#L494
Since: 3.52.0


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#L120
Since: 3.23.0


roundPixels

roundPixels: boolean

Description:

Should this camera round its pixel values to integers?

Inherits: Phaser.Cameras.Scene2D.BaseCamera#roundPixels

Source: src/cameras/2d/BaseCamera.js#L136
Since: 3.0.0


scaleManager

scaleManager: Phaser.Scale.ScaleManager

Description:

A reference to the Game Scale Manager.

Inherits: Phaser.Cameras.Scene2D.BaseCamera#scaleManager

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.

Inherits: Phaser.Cameras.Scene2D.BaseCamera#scene

Source: src/cameras/2d/BaseCamera.js#L79
Since: 3.0.0


sceneManager

sceneManager: Phaser.Scenes.SceneManager

Description:

A reference to the Game Scene Manager.

Inherits: Phaser.Cameras.Scene2D.BaseCamera#sceneManager

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.

Inherits: Phaser.Cameras.Scene2D.BaseCamera#scrollX

Source: src/cameras/2d/BaseCamera.js#L1672
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.

Inherits: Phaser.Cameras.Scene2D.BaseCamera#scrollY

Source: src/cameras/2d/BaseCamera.js#L1705
Since: 3.0.0


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#L100
Since: 3.5.0


transparent

transparent: boolean

Description:

Does this Camera have a transparent background?

Inherits: Phaser.Cameras.Scene2D.BaseCamera#transparent

Source: src/cameras/2d/BaseCamera.js#L358
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.

Inherits: Phaser.Cameras.Scene2D.BaseCamera#useBounds

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.

Inherits: Phaser.Cameras.Scene2D.BaseCamera#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.

Inherits: Phaser.Cameras.Scene2D.BaseCamera#width

Source: src/cameras/2d/BaseCamera.js#L1622
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.

Inherits: Phaser.Cameras.Scene2D.BaseCamera#worldView

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.

Inherits: Phaser.Cameras.Scene2D.BaseCamera#x

Source: src/cameras/2d/BaseCamera.js#L1574
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.

Inherits: Phaser.Cameras.Scene2D.BaseCamera#y

Source: src/cameras/2d/BaseCamera.js#L1598
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.

Inherits: Phaser.Cameras.Scene2D.BaseCamera#zoom

Source: src/cameras/2d/BaseCamera.js#L1738
Since: 3.0.0


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#L130
Since: 3.11.0


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.

Inherits: Phaser.Cameras.Scene2D.BaseCamera#zoomX

Source: src/cameras/2d/BaseCamera.js#L1771
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.

Inherits: Phaser.Cameras.Scene2D.BaseCamera#zoomY

Source: src/cameras/2d/BaseCamera.js#L1802
Since: 3.50.0


Private Members

_alpha

_alpha: number

Description:

Private internal value. Holds the global alpha value.

Access: private

Inherits: Phaser.GameObjects.Components.Alpha#_alpha

Source: src/gameobjects/components/Alpha.js#L22
Since: 3.0.0


_alphaBL

_alphaBL: number

Description:

Private internal value. Holds the bottom-left alpha value.

Access: private

Inherits: Phaser.GameObjects.Components.Alpha#_alphaBL

Source: src/gameobjects/components/Alpha.js#L55
Since: 3.0.0


_alphaBR

_alphaBR: number

Description:

Private internal value. Holds the bottom-right alpha value.

Access: private

Inherits: Phaser.GameObjects.Components.Alpha#_alphaBR

Source: src/gameobjects/components/Alpha.js#L66
Since: 3.0.0


_alphaTL

_alphaTL: number

Description:

Private internal value. Holds the top-left alpha value.

Access: private

Inherits: Phaser.GameObjects.Components.Alpha#_alphaTL

Source: src/gameobjects/components/Alpha.js#L33
Since: 3.0.0


_alphaTR

_alphaTR: number

Description:

Private internal value. Holds the top-right alpha value.

Access: private

Inherits: Phaser.GameObjects.Components.Alpha#_alphaTR

Source: src/gameobjects/components/Alpha.js#L44
Since: 3.0.0


_bounds

_bounds: Phaser.Geom.Rectangle

Description:

The bounds the camera is restrained to during scrolling.

Access: private

Inherits: Phaser.Cameras.Scene2D.BaseCamera#_bounds

Source: src/cameras/2d/BaseCamera.js#L247
Since: 3.0.0


_customViewport

_customViewport: boolean

Description:

Does this Camera have a custom viewport?

Access: private

Inherits: Phaser.Cameras.Scene2D.BaseCamera#_customViewport

Source: src/cameras/2d/BaseCamera.js#L459
Since: 3.12.0


_follow

_follow: any

Description:

Internal follow target reference.

Access: private

Source: src/cameras/2d/Camera.js#L194
Since: 3.0.0


_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.

Access: private

Inherits: Phaser.Cameras.Scene2D.BaseCamera#_height

Source: src/cameras/2d/BaseCamera.js#L234
Since: 3.11.0


_maskCamera

_maskCamera: Phaser.Cameras.Scene2D.BaseCamera

Description:

The Camera that this Camera uses for translation during masking.

If the mask is fixed in position this will be a reference to the CameraManager.default instance. Otherwise, it'll be a reference to itself.

Access: private

Inherits: Phaser.Cameras.Scene2D.BaseCamera#_maskCamera

Source: src/cameras/2d/BaseCamera.js#L480
Since: 3.17.0


_rotation

_rotation: number

Description:

The rotation of the Camera in radians.

Camera rotation always takes place based on the Camera viewport. By default, rotation happens in the center of the viewport. You can adjust this with the originX and originY properties.

Rotation influences the rendering of all Game Objects visible by this Camera. However, it does not rotate the Camera viewport itself, which always remains an axis-aligned rectangle.

Access: private

Inherits: Phaser.Cameras.Scene2D.BaseCamera#_rotation

Source: src/cameras/2d/BaseCamera.js#L331
Since: 3.11.0


_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.

Access: private

Inherits: Phaser.Cameras.Scene2D.BaseCamera#_scrollX

Source: src/cameras/2d/BaseCamera.js#L257
Since: 3.11.0


_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.

Access: private

Inherits: Phaser.Cameras.Scene2D.BaseCamera#_scrollY

Source: src/cameras/2d/BaseCamera.js#L275
Since: 3.11.0


_visible

_visible: boolean

Description:

Private internal value. Holds the visible value.

Access: private

Inherits: Phaser.GameObjects.Components.Visible#_visible

Source: src/gameobjects/components/Visible.js#L20
Since: 3.0.0


_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.

Access: private

Inherits: Phaser.Cameras.Scene2D.BaseCamera#_width

Source: src/cameras/2d/BaseCamera.js#L221
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.

Access: private

Inherits: Phaser.Cameras.Scene2D.BaseCamera#_x

Source: src/cameras/2d/BaseCamera.js#L197
Since: 3.0.0


_y

_y: number

Description:

The y position of the Camera, 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.

Access: private

Inherits: Phaser.Cameras.Scene2D.BaseCamera#_y

Source: src/cameras/2d/BaseCamera.js#L209
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.

Access: private

Inherits: Phaser.Cameras.Scene2D.BaseCamera#_zoomX

Source: src/cameras/2d/BaseCamera.js#L293
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.

Access: private

Inherits: Phaser.Cameras.Scene2D.BaseCamera#_zoomY

Source: src/cameras/2d/BaseCamera.js#L312
Since: 3.50.0


culledObjects

culledObjects: Array.<Phaser.GameObjects.GameObject>

Description:

A temporary array of culled objects.

Access: private

Inherits: Phaser.Cameras.Scene2D.BaseCamera#culledObjects

Source: src/cameras/2d/BaseCamera.js#L399
Since: 3.0.0


matrix

matrix: Phaser.GameObjects.Components.TransformMatrix

Description:

A local transform matrix used for internal calculations.

Access: private

Inherits: Phaser.Cameras.Scene2D.BaseCamera#matrix

Source: src/cameras/2d/BaseCamera.js#L348
Since: 3.0.0


rotation

rotation: number

Description:

The rotation of the Camera in radians.

Camera rotation always takes place based on the Camera viewport. By default, rotation happens in the center of the viewport. You can adjust this with the originX and originY properties.

Rotation influences the rendering of all Game Objects visible by this Camera. However, it does not rotate the Camera viewport itself, which always remains an axis-aligned rectangle.

Access: private

Inherits: Phaser.Cameras.Scene2D.BaseCamera#rotation

Source: src/cameras/2d/BaseCamera.js#L1833
Since: 3.11.0


Public Methods

addListener

<instance> addListener(event, fn, [context])

Description:

Add a listener for a given event.

Parameters:

name

type

optional

default

description

event

string | symbol

No

The event name.

fn

function

No

The listener function.

context

*

Yes

"this"

The context to invoke the listener with.

Returns: Phaser.Cameras.Scene2D.Camera - this.

Inherits: Phaser.Events.EventEmitter#addListener

Source: src/events/EventEmitter.js#L111
Since: 3.0.0


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.

Inherits: Phaser.Cameras.Scene2D.BaseCamera#addToRenderList

Source: src/cameras/2d/BaseCamera.js#L522
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.Camera - This Camera instance.

Inherits: Phaser.Cameras.Scene2D.BaseCamera#centerOn

Source: src/cameras/2d/BaseCamera.js#L666
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.Camera - This Camera instance.

Inherits: Phaser.Cameras.Scene2D.BaseCamera#centerOnX

Source: src/cameras/2d/BaseCamera.js#L612
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.Camera - This Camera instance.

Inherits: Phaser.Cameras.Scene2D.BaseCamera#centerOnY

Source: src/cameras/2d/BaseCamera.js#L639
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.Camera - This Camera instance.

Inherits: Phaser.Cameras.Scene2D.BaseCamera#centerToBounds

Source: src/cameras/2d/BaseCamera.js#L685
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.Camera - This Camera instance.

Inherits: Phaser.Cameras.Scene2D.BaseCamera#centerToSize

Source: src/cameras/2d/BaseCamera.js#L710
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.

Inherits: Phaser.Cameras.Scene2D.BaseCamera#clampX

Source: src/cameras/2d/BaseCamera.js#L915
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.

Inherits: Phaser.Cameras.Scene2D.BaseCamera#clampY

Source: src/cameras/2d/BaseCamera.js#L947
Since: 3.11.0


clearAlpha

<instance> clearAlpha()

Description:

Clears all alpha values associated with this Game Object.

Immediately sets the alpha levels back to 1 (fully opaque).

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

Inherits: Phaser.GameObjects.Components.Alpha#clearAlpha

Source: src/gameobjects/components/Alpha.js#L77
Since: 3.0.0


clearFX

<instance> clearFX()

Description:

Removes all Pre and Post FX Controllers from this Game Object.

If you wish to remove a single controller, use the preFX.remove(fx) or postFX.remove(fx) methods instead.

If you wish to clear a single controller, use the preFX.clear() or postFX.clear() methods instead.

Tags:

  • webglOnly

Returns: Phaser.Cameras.Scene2D.Camera - This Game Object.

Inherits: Phaser.GameObjects.Components.PostPipeline#clearFX

Source: src/gameobjects/components/PostPipeline.js#L337
Since: 3.60.0


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.Camera - This Camera instance.

Inherits: Phaser.Cameras.Scene2D.BaseCamera#clearMask

Source: src/cameras/2d/BaseCamera.js#L1397
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.

Inherits: Phaser.Cameras.Scene2D.BaseCamera#cull

Source: src/cameras/2d/BaseCamera.js#L726
Since: 3.0.0


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#L777
Since: 3.0.0


emit

<instance> emit(event, [args])

Description:

Calls each of the listeners registered for a given event.

Parameters:

name

type

optional

description

event

string | symbol

No

The event name.

args

*

Yes

Additional arguments that will be passed to the event handler.

Returns: boolean - true if the event had listeners, else false.

Inherits: Phaser.Events.EventEmitter#emit

Source: src/events/EventEmitter.js#L86
Since: 3.0.0


eventNames

<instance> eventNames()

Description:

Return an array listing the events for which the emitter has registered listeners.

Returns: Array.<(string | symbol)> - undefined

Inherits: Phaser.Events.EventEmitter#eventNames

Source: src/events/EventEmitter.js#L55
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:

name

type

optional

default

description

duration

number

Yes

1000

The duration of the effect in milliseconds.

red

number

Yes

0

The amount to fade the red channel towards. A value between 0 and 255.

green

number

Yes

0

The amount to fade the green channel towards. A value between 0 and 255.

blue

number

Yes

0

The amount to fade the blue channel towards. A value between 0 and 255.

force

boolean

Yes

false

Force the effect to start immediately, even if already running.

callback

function

Yes

This 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.

context

any

Yes

The 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#L339
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:

name

type

optional

default

description

duration

number

Yes

1000

The duration of the effect in milliseconds.

red

number

Yes

0

The amount to fade the red channel towards. A value between 0 and 255.

green

number

Yes

0

The amount to fade the green channel towards. A value between 0 and 255.

blue

number

Yes

0

The amount to fade the blue channel towards. A value between 0 and 255.

force

boolean

Yes

false

Force the effect to start immediately, even if already running.

callback

function

Yes

This 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.

context

any

Yes

The 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#L315
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:

name

type

optional

default

description

duration

number

Yes

1000

The duration of the effect in milliseconds.

red

number

Yes

0

The amount to fade the red channel towards. A value between 0 and 255.

green

number

Yes

0

The amount to fade the green channel towards. A value between 0 and 255.

blue

number

Yes

0

The amount to fade the blue channel towards. A value between 0 and 255.

callback

function

Yes

This 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.

context

any

Yes

The 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#L268
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:

name

type

optional

default

description

duration

number

Yes

1000

The duration of the effect in milliseconds.

red

number

Yes

0

The amount to fade the red channel towards. A value between 0 and 255.

green

number

Yes

0

The amount to fade the green channel towards. A value between 0 and 255.

blue

number

Yes

0

The amount to fade the blue channel towards. A value between 0 and 255.

callback

function

Yes

This 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.

context

any

Yes

The 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#L291
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:

name

type

optional

default

description

duration

number

Yes

250

The duration of the effect in milliseconds.

red

number

Yes

255

The amount to fade the red channel towards. A value between 0 and 255.

green

number

Yes

255

The amount to fade the green channel towards. A value between 0 and 255.

blue

number

Yes

255

The amount to fade the blue channel towards. A value between 0 and 255.

force

boolean

Yes

false

Force the effect to start immediately, even if already running.

callback

function

Yes

This 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.

context

any

Yes

The 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#L363
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.

Inherits: Phaser.Cameras.Scene2D.BaseCamera#getBounds

Source: src/cameras/2d/BaseCamera.js#L1102
Since: 3.16.0


getPostPipeline

<instance> getPostPipeline(pipeline)

Description:

Gets a Post Pipeline instance from this Game Object, based on the given name, and returns it.

Tags:

  • webglOnly

Parameters:

name

type

optional

description

pipeline

string | function

Phaser.Renderer.WebGL.Pipelines.PostFXPipeline

No

Returns: Phaser.Renderer.WebGL.Pipelines.PostFXPipeline, Array.<Phaser.Renderer.WebGL.Pipelines.PostFXPipeline> - An array of all the Post Pipelines matching the name. This array will be empty if there was no match. If there was only one single match, that pipeline is returned directly, not in an array.

Inherits: Phaser.GameObjects.Components.PostPipeline#getPostPipeline

Source: src/gameobjects/components/PostPipeline.js#L237
Since: 3.60.0


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.

Inherits: Phaser.Cameras.Scene2D.BaseCamera#getScroll

Source: src/cameras/2d/BaseCamera.js#L579
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.

Inherits: Phaser.Cameras.Scene2D.BaseCamera#getWorldPoint

Source: src/cameras/2d/BaseCamera.js#L807
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:

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

Inherits: Phaser.Cameras.Scene2D.BaseCamera#ignore

Source: src/cameras/2d/BaseCamera.js#L874
Since: 3.0.0


initPostPipeline

<instance> initPostPipeline([preFX])

Description:

This should only be called during the instantiation of the Game Object.

It is called by default by all core Game Objects and doesn't need calling again.

After that, use setPostPipeline.

Tags:

  • webglOnly

Parameters:

name

type

optional

default

description

preFX

boolean

Yes

false

Does this Game Object support Pre FX?

Inherits: Phaser.GameObjects.Components.PostPipeline#initPostPipeline

Source: src/gameobjects/components/PostPipeline.js#L113
Since: 3.60.0


listenerCount

<instance> listenerCount(event)

Description:

Return the number of listeners listening to a given event.

Parameters:

name

type

optional

description

event

string | symbol

No

The event name.

Returns: number - The number of listeners.

Inherits: Phaser.Events.EventEmitter#listenerCount

Source: src/events/EventEmitter.js#L75
Since: 3.0.0


listeners

<instance> listeners(event)

Description:

Return the listeners registered for a given event.

Parameters:

name

type

optional

description

event

string | symbol

No

The event name.

Returns: Array.<function()> - The registered listeners.

Inherits: Phaser.Events.EventEmitter#listeners

Source: src/events/EventEmitter.js#L64
Since: 3.0.0


off

<instance> off(event, [fn], [context], [once])

Description:

Remove the listeners of a given event.

Parameters:

name

type

optional

description

event

string | symbol

No

The event name.

fn

function

Yes

Only remove the listeners that match this function.

context

*

Yes

Only remove the listeners that have this context.

once

boolean

Yes

Only remove one-time listeners.

Returns: Phaser.Cameras.Scene2D.Camera - this.

Inherits: Phaser.Events.EventEmitter#off

Source: src/events/EventEmitter.js#L151
Since: 3.0.0


on

<instance> on(event, fn, [context])

Description:

Add a listener for a given event.

Parameters:

name

type

optional

default

description

event

string | symbol

No

The event name.

fn

function

No

The listener function.

context

*

Yes

"this"

The context to invoke the listener with.

Returns: Phaser.Cameras.Scene2D.Camera - this.

Inherits: Phaser.Events.EventEmitter#on

Source: src/events/EventEmitter.js#L98
Since: 3.0.0


once

<instance> once(event, fn, [context])

Description:

Add a one-time listener for a given event.

Parameters:

name

type

optional

default

description

event

string | symbol

No

The event name.

fn

function

No

The listener function.

context

*

Yes

"this"

The context to invoke the listener with.

Returns: Phaser.Cameras.Scene2D.Camera - this.

Inherits: Phaser.Events.EventEmitter#once

Source: src/events/EventEmitter.js#L124
Since: 3.0.0


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:

name

type

optional

default

description

x

number

No

The destination x coordinate to scroll the center of the Camera viewport to.

y

number

No

The destination y coordinate to scroll the center of the Camera viewport to.

duration

number

Yes

1000

The duration of the effect in milliseconds.

ease

string | function

Yes

"'Linear'"

The ease to use for the pan. Can be any of the Phaser Easing constants or a custom function.

force

boolean

Yes

false

Force the pan effect to start immediately, even if already running.

callback

Phaser.Types.Cameras.Scene2D.CameraPanCallback

Yes

This 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.

context

any

Yes

The 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#L409
Since: 3.11.0


preRender

<instance> preRender()

Description:

Internal preRender step.

Access: protected

Source: src/cameras/2d/Camera.js#L483
Since: 3.0.0


removeAllListeners

<instance> removeAllListeners([event])

Description:

Remove all listeners, or those of the specified event.

Parameters:

name

type

optional

description

event

string | symbol

Yes

The event name.

Returns: Phaser.Cameras.Scene2D.Camera - this.

Inherits: Phaser.Events.EventEmitter#removeAllListeners

Source: src/events/EventEmitter.js#L165
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.Camera - This Camera instance.

Inherits: Phaser.Cameras.Scene2D.BaseCamera#removeBounds

Source: src/cameras/2d/BaseCamera.js#L984
Since: 3.0.0


removeListener

<instance> removeListener(event, [fn], [context], [once])

Description:

Remove the listeners of a given event.

Parameters:

name

type

optional

description

event

string | symbol

No

The event name.

fn

function

Yes

Only remove the listeners that match this function.

context

*

Yes

Only remove the listeners that have this context.

once

boolean

Yes

Only remove one-time listeners.

Returns: Phaser.Cameras.Scene2D.Camera - this.

Inherits: Phaser.Events.EventEmitter#removeListener

Source: src/events/EventEmitter.js#L137
Since: 3.0.0


removePostPipeline

<instance> removePostPipeline(pipeline)

Description:

Removes a type of Post Pipeline instances from this Game Object, based on the given name, and destroys them.

If you wish to remove all Post Pipelines use the resetPostPipeline method instead.

Tags:

  • webglOnly

Parameters:

name

type

optional

description

pipeline

string | Phaser.Renderer.WebGL.Pipelines.PostFXPipeline

No

The string-based name of the pipeline, or a pipeline class.

Returns: Phaser.Cameras.Scene2D.Camera - This Game Object.

Inherits: Phaser.GameObjects.Components.PostPipeline#removePostPipeline

Source: src/gameobjects/components/PostPipeline.js#L299
Since: 3.60.0


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#L734
Since: 3.0.0


resetPostPipeline

<instance> resetPostPipeline([resetData])

Description:

Resets the WebGL Post Pipelines of this Game Object. It does this by calling the destroy method on each post pipeline and then clearing the local array.

Tags:

  • webglOnly

Parameters:

name

type

optional

default

description

resetData

boolean

Yes

false

Reset the postPipelineData object to being an empty object?

Inherits: Phaser.GameObjects.Components.PostPipeline#resetPostPipeline

Source: src/gameobjects/components/PostPipeline.js#L269
Since: 3.60.0


rotateTo

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

Description:

This effect will rotate the Camera so that the viewport finishes at the given angle in radians, over the duration and with the ease specified.

Parameters:

name

type

optional

default

description

radians

number

No

The destination angle in radians to rotate the Camera viewport to. If the angle is positive then the rotation is clockwise else anticlockwise

shortestPath

boolean

Yes

false

If shortest path is set to true the camera will rotate in the quickest direction clockwise or anti-clockwise.

duration

number

Yes

1000

The duration of the effect in milliseconds.

ease

string | function

Yes

"'Linear'"

The ease to use for the rotation. Can be any of the Phaser Easing constants or a custom function.

force

boolean

Yes

false

Force the rotation effect to start immediately, even if already running.

callback

CameraRotateCallback

Yes

This 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 rotation angle in radians.

context

any

Yes

The 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#L435
Since: 3.23.0


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.

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

Inherits: Phaser.Cameras.Scene2D.BaseCamera#setAlpha

Source: src/cameras/2d/BaseCamera.js#L538
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.Camera - This Camera instance.

Inherits: Phaser.Cameras.Scene2D.BaseCamera#setAngle

Source: src/cameras/2d/BaseCamera.js#L1003
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.Camera - This Camera instance.

Inherits: Phaser.Cameras.Scene2D.BaseCamera#setBackgroundColor

Source: src/cameras/2d/BaseCamera.js#L1024
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.Camera - This Camera instance.

Inherits: Phaser.Cameras.Scene2D.BaseCamera#setBounds

Source: src/cameras/2d/BaseCamera.js#L1050
Since: 3.0.0


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:

name

type

optional

description

width

number

Yes

The width of the deadzone rectangle in pixels. If not specified the deadzone is removed.

height

number

Yes

The height of the deadzone rectangle in pixels.

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

Source: src/cameras/2d/Camera.js#L206
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:

name

type

optional

default

description

x

number

Yes

0

The horizontal offset from the camera follow target.x position.

y

number

Yes

0

The vertical offset from the camera follow target.y position.

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

Source: src/cameras/2d/Camera.js#L632
Since: 3.9.0


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?

Inherits: Phaser.Cameras.Scene2D.BaseCamera#setIsSceneCamera

Source: src/cameras/2d/BaseCamera.js#L1486
Since: 3.60.0


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:

name

type

optional

default

description

x

number

Yes

1

The amount added to the horizontal linear interpolation of the follow target.

y

number

Yes

1

The 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#L604
Since: 3.9.0


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 can be either a GeometryMask or a BitmapMask.

Bitmap Masks only work on WebGL. Geometry Masks work on both WebGL and Canvas.

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.BitmapMask | 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.Camera - This Camera instance.

Inherits: Phaser.Cameras.Scene2D.BaseCamera#setMask

Source: src/cameras/2d/BaseCamera.js#L1366
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.Camera - This Camera instance.

Inherits: Phaser.Cameras.Scene2D.BaseCamera#setName

Source: src/cameras/2d/BaseCamera.js#L1127
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.Camera - This Camera instance.

Inherits: Phaser.Cameras.Scene2D.BaseCamera#setOrigin

Source: src/cameras/2d/BaseCamera.js#L550
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.Camera - This Camera instance.

Inherits: Phaser.Cameras.Scene2D.BaseCamera#setPosition

Source: src/cameras/2d/BaseCamera.js#L1147
Since: 3.0.0


setPostPipeline

<instance> setPostPipeline(pipelines, [pipelineData], [copyData])

Description:

Sets one, or more, Post Pipelines on this Game Object.

Post Pipelines are invoked after this Game Object has rendered to its target and are commonly used for post-fx.

The post pipelines are appended to the postPipelines array belonging to this Game Object. When the renderer processes this Game Object, it iterates through the post pipelines in the order in which they appear in the array. If you are stacking together multiple effects, be aware that the order is important.

If you call this method multiple times, the new pipelines will be appended to any existing post pipelines already set. Use the resetPostPipeline method to clear them first, if required.

You can optionally also set the postPipelineData property, if the parameter is given.

Tags:

  • webglOnly

Parameters:

name

type

optional

default

description

pipelines

string | Array.<string>

function

Array.<function()>

Phaser.Renderer.WebGL.Pipelines.PostFXPipeline

pipelineData

object

Yes

Optional pipeline data object that is set in to the postPipelineData property of this Game Object.

copyData

boolean

Yes

true

Should the pipeline data object be deep copied into the postPipelineData property of this Game Object? If false it will be set by reference instead.

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

Inherits: Phaser.GameObjects.Components.PostPipeline#setPostPipeline

Source: src/gameobjects/components/PostPipeline.js#L140
Since: 3.60.0


setPostPipelineData

<instance> setPostPipelineData(key, [value])

Description:

Adds an entry to the postPipelineData object belonging to this Game Object.

If the 'key' already exists, its value is updated. If it doesn't exist, it is created.

If value is undefined, and key exists, key is removed from the data object.

Tags:

  • webglOnly

Parameters:

name

type

optional

description

key

string

No

The key of the pipeline data to set, update, or delete.

value

any

Yes

The value to be set with the key. If undefined then key will be deleted from the object.

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

Inherits: Phaser.GameObjects.Components.PostPipeline#setPostPipelineData

Source: src/gameobjects/components/PostPipeline.js#L205
Since: 3.60.0


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.Camera - This Camera instance.

Inherits: Phaser.Cameras.Scene2D.BaseCamera#setRotation

Source: src/cameras/2d/BaseCamera.js#L1170
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.Camera - This Camera instance.

Inherits: Phaser.Cameras.Scene2D.BaseCamera#setRoundPixels

Source: src/cameras/2d/BaseCamera.js#L1191
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.Camera - This Camera instance.

Inherits: Phaser.Cameras.Scene2D.BaseCamera#setScene

Source: src/cameras/2d/BaseCamera.js#L1210
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.Camera - This Camera instance.

Inherits: Phaser.Cameras.Scene2D.BaseCamera#setScroll

Source: src/cameras/2d/BaseCamera.js#L1244
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.Camera - This Camera instance.

Inherits: Phaser.Cameras.Scene2D.BaseCamera#setSize

Source: src/cameras/2d/BaseCamera.js#L1269
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.Camera - This Camera instance.

Inherits: Phaser.Cameras.Scene2D.BaseCamera#setViewport

Source: src/cameras/2d/BaseCamera.js#L1294
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.

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

Inherits: Phaser.Cameras.Scene2D.BaseCamera#setVisible

Source: src/cameras/2d/BaseCamera.js#L1421
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.Camera - This Camera instance.

Inherits: Phaser.Cameras.Scene2D.BaseCamera#setZoom

Source: src/cameras/2d/BaseCamera.js#L1325
Since: 3.0.0


shake

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

Description:

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

Parameters:

name

type

optional

default

description

duration

number

Yes

100

The duration of the effect in milliseconds.

intensity

number | Phaser.Math.Vector2

Yes

0.05

The intensity of the shake.

force

boolean

Yes

false

Force the shake effect to start immediately, even if already running.

callback

function

Yes

This 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.

context

any

Yes

The 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#L387
Since: 3.0.0


shutdown

<instance> shutdown()

Description:

Removes all listeners.

Inherits: Phaser.Events.EventEmitter#shutdown

Source: src/events/EventEmitter.js#L31
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:

name

type

optional

default

description

target

Phaser.GameObjects.GameObject | object

No

The target for the Camera to follow.

roundPixels

boolean

Yes

false

Round the camera position to whole integers to avoid sub-pixel rendering?

lerpX

number

Yes

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

number

Yes

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.

offsetX

number

Yes

0

The horizontal offset from the camera follow target.x position.

offsetY

number

Yes

0

The vertical offset from the camera follow target.y position.

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

Source: src/cameras/2d/Camera.js#L654
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#L719
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.

Inherits: Phaser.Cameras.Scene2D.BaseCamera#toJSON

Source: src/cameras/2d/BaseCamera.js#L1434
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.

Overrides: Phaser.Cameras.Scene2D.BaseCamera#update

Source: src/cameras/2d/Camera.js#L754
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:

name

type

optional

default

description

zoom

number

No

The target Camera zoom value.

duration

number

Yes

1000

The duration of the effect in milliseconds.

ease

string | function

Yes

"'Linear'"

The ease to use for the pan. Can be any of the Phaser Easing constants or a custom function.

force

boolean

Yes

false

Force the pan effect to start immediately, even if already running.

callback

Phaser.Types.Cameras.Scene2D.CameraPanCallback

Yes

This 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.

context

any

Yes

The 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#L459
Since: 3.11.0


Private Methods

updateSystem

<instance> updateSystem()

Description:

Internal method called automatically when the viewport changes.

Access: private

Inherits: Phaser.Cameras.Scene2D.BaseCamera#updateSystem

Source: src/cameras/2d/BaseCamera.js#L1502
Since: 3.12.0


Updated on