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Version: Phaser v4.1.0

Phaser.Cameras.Scene2D.Events

Scope: static

Source: src/cameras/2d/events/index.js#L7

Static functions​

DESTROY​

DESTROY​

Description:

The Destroy Camera Event.

This event is dispatched by a Camera instance when it is destroyed by the Camera Manager.

Listen for it via either of the following:

this.cameras.main.on('cameradestroy', () => {});

or use the constant, to avoid having to remember the correct event string:

this.cameras.main.on(Phaser.Cameras.Scene2D.Events.DESTROY, () => {});

Parameters:

nametypeoptionaldescription
cameraPhaser.Cameras.Scene2D.BaseCameraNoThe camera that was destroyed.

Source: src/cameras/2d/events/DESTROY_EVENT.js#L7
Since: 3.0.0


FADE_IN_COMPLETE​

FADE_IN_COMPLETE​

Description:

The Camera Fade In Complete Event.

This event is dispatched by a Camera instance when the Fade In Effect completes.

Listen to it from a Camera instance using Camera.on('camerafadeincomplete', listener).

Parameters:

nametypeoptionaldescription
cameraPhaser.Cameras.Scene2D.CameraNoThe camera that the effect began on.
effectPhaser.Cameras.Scene2D.Effects.FadeNoA reference to the effect instance.

Source: src/cameras/2d/events/FADE_IN_COMPLETE_EVENT.js#L7
Since: 3.3.0


FADE_IN_START​

FADE_IN_START​

Description:

The Camera Fade In Start Event.

This event is dispatched by a Camera instance when the Fade In Effect starts.

Listen to it from a Camera instance using Camera.on('camerafadeinstart', listener).

Parameters:

nametypeoptionaldescription
cameraPhaser.Cameras.Scene2D.CameraNoThe camera that the effect began on.
effectPhaser.Cameras.Scene2D.Effects.FadeNoA reference to the effect instance.
durationnumberNoThe duration of the effect.
rednumberNoThe red color channel value.
greennumberNoThe green color channel value.
bluenumberNoThe blue color channel value.

Source: src/cameras/2d/events/FADE_IN_START_EVENT.js#L7
Since: 3.3.0


FADE_OUT_COMPLETE​

FADE_OUT_COMPLETE​

Description:

The Camera Fade Out Complete Event.

This event is dispatched by a Camera instance when the Fade Out Effect completes.

Listen to it from a Camera instance using Camera.on('camerafadeoutcomplete', listener).

Parameters:

nametypeoptionaldescription
cameraPhaser.Cameras.Scene2D.CameraNoThe camera that the effect began on.
effectPhaser.Cameras.Scene2D.Effects.FadeNoA reference to the effect instance.

Source: src/cameras/2d/events/FADE_OUT_COMPLETE_EVENT.js#L7
Since: 3.3.0


FADE_OUT_START​

FADE_OUT_START​

Description:

The Camera Fade Out Start Event.

This event is dispatched by a Camera instance when the Fade Out Effect starts.

Listen to it from a Camera instance using Camera.on('camerafadeoutstart', listener).

Parameters:

nametypeoptionaldescription
cameraPhaser.Cameras.Scene2D.CameraNoThe camera that the effect began on.
effectPhaser.Cameras.Scene2D.Effects.FadeNoA reference to the effect instance.
durationnumberNoThe duration of the effect.
rednumberNoThe red color channel value.
greennumberNoThe green color channel value.
bluenumberNoThe blue color channel value.

Source: src/cameras/2d/events/FADE_OUT_START_EVENT.js#L7
Since: 3.3.0


FLASH_COMPLETE​

FLASH_COMPLETE​

Description:

The Camera Flash Complete Event.

This event is dispatched by a Camera instance when the Flash Effect completes.

Listen for it via either of the following:

this.cameras.main.on('cameraflashcomplete', () => {});

or use the constant, to avoid having to remember the correct event string:

this.cameras.main.on(Phaser.Cameras.Scene2D.Events.FLASH_COMPLETE, () => {});

Parameters:

nametypeoptionaldescription
cameraPhaser.Cameras.Scene2D.CameraNoThe camera that the effect began on.
effectPhaser.Cameras.Scene2D.Effects.FlashNoA reference to the effect instance.

Source: src/cameras/2d/events/FLASH_COMPLETE_EVENT.js#L7
Since: 3.3.0


FLASH_START​

FLASH_START​

Description:

The Camera Flash Start Event.

This event is dispatched by a Camera instance when the Flash Effect starts.

Listen for it via either of the following:

this.cameras.main.on('cameraflashstart', () => {});

or use the constant, to avoid having to remember the correct event string:

this.cameras.main.on(Phaser.Cameras.Scene2D.Events.FLASH_START, () => {});

Parameters:

nametypeoptionaldescription
cameraPhaser.Cameras.Scene2D.CameraNoThe camera that the effect began on.
effectPhaser.Cameras.Scene2D.Effects.FlashNoA reference to the effect instance.
durationnumberNoThe duration of the effect.
rednumberNoThe red color channel value.
greennumberNoThe green color channel value.
bluenumberNoThe blue color channel value.

Source: src/cameras/2d/events/FLASH_START_EVENT.js#L7
Since: 3.3.0


FOLLOW_UPDATE​

FOLLOW_UPDATE​

Description:

The Camera Follower Update Event.

This event is dispatched by a Camera instance when it is following a Game Object and the Camera position has been updated as a result of that following.

Listen to it from a Camera instance using: camera.on('followupdate', listener).

Parameters:

nametypeoptionaldescription
cameraPhaser.Cameras.Scene2D.BaseCameraNoThe camera that emitted the event.
gameObjectPhaser.GameObjects.GameObjectNoThe Game Object the camera is following.

Source: src/cameras/2d/events/FOLLOW_UPDATE_EVENT.js#L7
Since: 3.50.0


PAN_COMPLETE​

PAN_COMPLETE​

Description:

The Camera Pan Complete Event.

This event is dispatched by a Camera instance when the Pan Effect completes.

Listen for it via either of the following:

this.cameras.main.on('camerapancomplete', () => {});

or use the constant, to avoid having to remember the correct event string:

this.cameras.main.on(Phaser.Cameras.Scene2D.Events.PAN_COMPLETE, () => {});

Parameters:

nametypeoptionaldescription
cameraPhaser.Cameras.Scene2D.CameraNoThe camera that the effect began on.
effectPhaser.Cameras.Scene2D.Effects.PanNoA reference to the effect instance.

Source: src/cameras/2d/events/PAN_COMPLETE_EVENT.js#L7
Since: 3.3.0


PAN_START​

PAN_START​

Description:

The Camera Pan Start Event.

This event is dispatched by a Camera instance when the Pan Effect starts.

Listen for it via either of the following:

this.cameras.main.on('camerapanstart', () => {});

or use the constant, to avoid having to remember the correct event string:

this.cameras.main.on(Phaser.Cameras.Scene2D.Events.PAN_START, () => {});

Parameters:

nametypeoptionaldescription
cameraPhaser.Cameras.Scene2D.CameraNoThe camera that the effect began on.
effectPhaser.Cameras.Scene2D.Effects.PanNoA reference to the effect instance.
durationnumberNoThe duration of the effect.
xnumberNoThe destination scroll x coordinate.
ynumberNoThe destination scroll y coordinate.

Source: src/cameras/2d/events/PAN_START_EVENT.js#L7
Since: 3.3.0


POST_RENDER​

POST_RENDER​

Description:

The Camera Post-Render Event.

This event is dispatched by a Camera instance after is has finished rendering. It is dispatched whether the Camera is rendering to a texture or to the main canvas.

Listen to it from a Camera instance using: camera.on('postrender', listener).

Parameters:

nametypeoptionaldescription
cameraPhaser.Cameras.Scene2D.BaseCameraNoThe camera that has finished rendering to a texture.

Source: src/cameras/2d/events/POST_RENDER_EVENT.js#L7
Since: 3.0.0


PRE_RENDER​

PRE_RENDER​

Description:

The Camera Pre-Render Event.

This event is dispatched by a Camera instance when it is about to render. It is only dispatched if the Camera is rendering to a texture.

Listen to it from a Camera instance using: camera.on('prerender', listener).

Parameters:

nametypeoptionaldescription
cameraPhaser.Cameras.Scene2D.BaseCameraNoThe camera that is about to render to a texture.

Source: src/cameras/2d/events/PRE_RENDER_EVENT.js#L7
Since: 3.0.0


ROTATE_COMPLETE​

ROTATE_COMPLETE​

Description:

The Camera Rotate Complete Event.

This event is dispatched by a Camera instance when the Rotate Effect completes.

Listen for it via either of the following:

this.cameras.main.on('camerarotatecomplete', () => {});

or use the constant, to avoid having to remember the correct event string:

this.cameras.main.on(Phaser.Cameras.Scene2D.Events.ROTATE_COMPLETE, () => {});

Parameters:

nametypeoptionaldescription
cameraPhaser.Cameras.Scene2D.CameraNoThe camera that the effect began on.
effectPhaser.Cameras.Scene2D.Effects.RotateToNoA reference to the effect instance.

Source: src/cameras/2d/events/ROTATE_COMPLETE_EVENT.js#L7
Since: 3.23.0


ROTATE_START​

ROTATE_START​

Description:

The Camera Rotate Start Event.

This event is dispatched by a Camera instance when the Rotate Effect starts.

Listen for it via either of the following:

this.cameras.main.on('camerarotatestart', () => {});

or use the constant, to avoid having to remember the correct event string:

this.cameras.main.on(Phaser.Cameras.Scene2D.Events.ROTATE_START, () => {});

Parameters:

nametypeoptionaldescription
cameraPhaser.Cameras.Scene2D.CameraNoThe camera that the effect began on.
effectPhaser.Cameras.Scene2D.Effects.RotateToNoA reference to the effect instance.
durationnumberNoThe duration of the effect.
destinationnumberNoThe destination value.

Source: src/cameras/2d/events/ROTATE_START_EVENT.js#L7
Since: 3.23.0


SHAKE_COMPLETE​

SHAKE_COMPLETE​

Description:

The Camera Shake Complete Event.

This event is dispatched by a Camera instance when the Shake Effect completes.

Listen for it via either of the following:

this.cameras.main.on('camerashakecomplete', () => {});

or use the constant, to avoid having to remember the correct event string:

this.cameras.main.on(Phaser.Cameras.Scene2D.Events.SHAKE_COMPLETE, () => {});

Parameters:

nametypeoptionaldescription
cameraPhaser.Cameras.Scene2D.CameraNoThe camera that the effect began on.
effectPhaser.Cameras.Scene2D.Effects.ShakeNoA reference to the effect instance.

Source: src/cameras/2d/events/SHAKE_COMPLETE_EVENT.js#L7
Since: 3.3.0


SHAKE_START​

SHAKE_START​

Description:

The Camera Shake Start Event.

This event is dispatched by a Camera instance when the Shake Effect starts.

Listen for it via either of the following:

this.cameras.main.on('camerashakestart', () => {});

or use the constant, to avoid having to remember the correct event string:

this.cameras.main.on(Phaser.Cameras.Scene2D.Events.SHAKE_START, () => {});

Parameters:

nametypeoptionaldescription
cameraPhaser.Cameras.Scene2D.CameraNoThe camera that the effect began on.
effectPhaser.Cameras.Scene2D.Effects.ShakeNoA reference to the effect instance.
durationnumberNoThe duration of the effect.
intensitynumberNoThe intensity of the effect.

Source: src/cameras/2d/events/SHAKE_START_EVENT.js#L7
Since: 3.3.0


ZOOM_COMPLETE​

ZOOM_COMPLETE​

Description:

The Camera Zoom Complete Event.

This event is dispatched by a Camera instance when the Zoom Effect completes.

Listen for it via either of the following:

this.cameras.main.on('camerazoomcomplete', () => {});

or use the constant, to avoid having to remember the correct event string:

this.cameras.main.on(Phaser.Cameras.Scene2D.Events.ZOOM_COMPLETE, () => {});

Parameters:

nametypeoptionaldescription
cameraPhaser.Cameras.Scene2D.CameraNoThe camera that the effect began on.
effectPhaser.Cameras.Scene2D.Effects.ZoomNoA reference to the effect instance.

Source: src/cameras/2d/events/ZOOM_COMPLETE_EVENT.js#L7
Since: 3.3.0


ZOOM_START​

ZOOM_START​

Description:

The Camera Zoom Start Event.

This event is dispatched by a Camera instance when the Zoom Effect starts.

Listen for it via either of the following:

this.cameras.main.on('camerazoomstart', () => {});

or use the constant, to avoid having to remember the correct event string:

this.cameras.main.on(Phaser.Cameras.Scene2D.Events.ZOOM_START, () => {});

Parameters:

nametypeoptionaldescription
cameraPhaser.Cameras.Scene2D.CameraNoThe camera that the effect began on.
effectPhaser.Cameras.Scene2D.Effects.ZoomNoA reference to the effect instance.
durationnumberNoThe duration of the effect.
zoomnumberNoThe destination zoom value.

Source: src/cameras/2d/events/ZOOM_START_EVENT.js#L7
Since: 3.3.0