Phaser.Cameras.Scene2D.Events

Scope: static

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

Events:

Public Members

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 only dispatched if the Camera is rendering to a texture.

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


Private Members

Updated on