Camera
Class: Phaser.Camera
Constructor
new Camera(game, id, x, y, width, height)
A Camera is your view into the game world. It has a position and size and renders only those objects within its field of view.
The game automatically creates a single Stage sized camera on boot. Move the camera around the world with Phaser.Camera.x/y
Parameters
Name | Type | Description |
---|---|---|
game | Phaser.Game | Game reference to the currently running game. |
id | number | Not being used at the moment, will be when Phaser supports multiple camera |
x | number | Position of the camera on the X axis |
y | number | Position of the camera on the Y axis |
width | number | The width of the view rectangle |
height | number | The height of the view rectangle |
- Source code: core/Camera.js (Line 20)
Public Properties
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- Internal:
- This member is internal (protected) and may be modified or removed in the future.
- Source code: core/Camera.js (Line 135)
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- Default Value
- true
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- Default Value
- true
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[static] ENABLE_FX : boolean
[static] FOLLOW_LOCKON : number
[static] FOLLOW_PLATFORMER : number
[static] FOLLOW_TOPDOWN : number
[static] FOLLOW_TOPDOWN_TIGHT : number
[static] SHAKE_BOTH : number
[static] SHAKE_HORIZONTAL : number
[static] SHAKE_VERTICAL : number
atLimit : boolean
Whether this camera is flush with the World Bounds or not.
bounds : Phaser.Rectangle
The Camera is bound to this Rectangle and cannot move outside of it. By default it is enabled and set to the size of the World.
The Rectangle can be located anywhere in the world and updated as often as you like. If you don't wish the Camera to be bound
at all then set this to null. The values can be anything and are in World coordinates, with 0,0 being the top-left of the world. The Rectangle in which the Camera is bounded. Set to null to allow for movement anywhere.
deadzone : Phaser.Rectangle
Moving inside this Rectangle will not cause the camera to move.
displayObject :PIXI.DisplayObject
The display object to which all game objects are added. Set by World.boot.
<internal> fx : Phaser.Graphics
The Graphics object used to handle camera fx such as fade and flash.
game : Phaser.Game
A reference to the currently running Game.
height : number
The Cameras height. By default this is the same as the Game size and should not be adjusted for now. Gets or sets the cameras height.
id : number
Reserved for future multiple camera set-ups.
lerp : Phaser.Point
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.
onFadeComplete : Phaser.Signal
This signal is dispatched when the camera fade effect completes.
When the fade effect completes you will be left with the screen black (or whatever
color you faded to). In order to reset this call Camera.resetFX
. This is called
automatically when you change State.
onFlashComplete : Phaser.Signal
This signal is dispatched when the camera flash effect completes.
onShakeComplete : Phaser.Signal
This signal is dispatched when the camera shake effect completes.
position : Phaser.Point
The Cameras position. This value is automatically clamped if it falls outside of the World bounds. Gets or sets the cameras xy position using Phaser.Point object.
roundPx : boolean
If a Camera has roundPx set to true
it will call view.floor
as part of its update loop, keeping its boundary to integer values. Set this to false
to disable this from happening.
scale : Phaser.Point
The scale of the display object to which all game objects are added. Set by World.boot.
shakeIntensity : number
The Cameras shake intensity. Gets or sets the cameras shake intensity.
target : Phaser.Sprite
If the camera is tracking a Sprite, this is a reference to it, otherwise null.
[readonly] totalInView : number
The total number of Sprites with autoCull
set to true
that are visible by this Camera.
view : Phaser.Rectangle
Camera view.
The view into the world we wish to render (by default the game dimensions).
The x/y values are in world coordinates, not screen coordinates, the width/height is how many pixels to render.
Sprites outside of this view are not rendered if Sprite.autoCull is set to true
. Otherwise they are always rendered.
visible : boolean
Whether this camera is visible or not.
width : number
The Cameras width. By default this is the same as the Game size and should not be adjusted for now. Gets or sets the cameras width.
world : Phaser.World
A reference to the game world.
x : number
The Cameras x coordinate. This value is automatically clamped if it falls outside of the World bounds. Gets or sets the cameras x position.
y : number
The Cameras y coordinate. This value is automatically clamped if it falls outside of the World bounds. Gets or sets the cameras y position.
Public Methods
- Internal:
- This member is internal (protected) and may be modified or removed in the future.
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- Internal:
- This member is internal (protected) and may be modified or removed in the future.
- Source code: core/Camera.js (Line 486)
<internal> checkBounds()
Method called to ensure the camera doesn't venture outside of the game world.
Called automatically by Camera.update.
fade(color, duration, force) → {boolean}
This creates a camera fade effect. It works by filling the game with the
color specified, over the duration given, ending with a solid fill.
You can use this for things such as transitioning to a new scene.
The game will be left 'filled' at the end of this effect, likely obscuring
everything. In order to reset it you can call Camera.resetFX
and it will clear the
fade. Or you can call Camera.flash
with the same color as the fade, and it will
reverse the process, bringing the game back into view again.
When the effect ends the signal Camera.onFadeComplete is dispatched.
Parameters
Name | Type | Argument | Default | Description |
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color | numer | <optional> | 0x000000 | The color the game will fade to. I.e. 0x000000 for black, 0xff0000 for red, etc. |
duration | number | <optional> | 500 | The duration of the fade in milliseconds. |
force | boolean | <optional> | false | If a camera flash or fade effect is already running and force is true it will replace the previous effect, resetting the duration. |
Returns
True if the effect was started, otherwise false.
flash(color, duration, force) → {boolean}
This creates a camera flash effect. It works by filling the game with the solid fill
color specified, and then fading it away to alpha 0 over the duration given.
You can use this for things such as hit feedback effects.
When the effect ends the signal Camera.onFlashComplete is dispatched.
Parameters
Name | Type | Argument | Default | Description |
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color | numer | <optional> | 0xffffff | The color of the flash effect. I.e. 0xffffff for white, 0xff0000 for red, etc. |
duration | number | <optional> | 500 | The duration of the flash effect in milliseconds. |
force | boolean | <optional> | false | If a camera flash or fade effect is already running and force is true it will replace the previous effect, resetting the duration. |
Returns
True if the effect was started, otherwise false.
focusOn(displayObject)
Move the camera focus on a display object instantly.
Parameters
Name | Type | Description |
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displayObject | any | The display object to focus the camera on. Must have visible x/y properties. |
focusOnXY(x, y)
Move the camera focus on a location instantly.
Parameters
Name | Type | Description |
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x | number | X position. |
y | number | Y position. |
follow(target, style, lerpX, lerpY)
Tell the camera which sprite to follow.
You can set the follow type and a linear interpolation value.
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 a Sprite it's probably to do with sub-pixel rendering of the Sprite position.
This can be disabled by setting game.renderer.renderSession.roundPixels = true
to force full pixel rendering.
Parameters
Name | Type | Argument | Default | Description |
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target | Phaser.Sprite | Phaser.Image | Phaser.Text | The object you want the camera to track. Set to null to not follow anything. | ||
style | number | <optional> | Leverage one of the existing "deadzone" presets. If you use a custom deadzone, ignore this parameter and manually specify the deadzone after calling follow(). | |
lerpX | float | <optional> | 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 | float | <optional> | 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. |
preUpdate()
Camera preUpdate. Sets the total view counter to zero.
reset()
Resets the camera back to 0,0 and un-follows any object it may have been tracking.
Also immediately resets any camera effects that may have been running such as
shake, flash or fade.
resetFX()
Resets any active FX, such as a fade or flash and immediately clears it.
Useful to calling after a fade in order to remove the fade from the Stage.
setBoundsToWorld()
Update the Camera bounds to match the game world.
setPosition(x, y)
A helper function to set both the X and Y properties of the camera at once
without having to use game.camera.x and game.camera.y.
Parameters
Name | Type | Description |
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x | number | X position. |
y | number | Y position. |
setSize(width, height)
Sets the size of the view rectangle given the width and height in parameters.
Parameters
Name | Type | Description |
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width | number | The desired width. |
height | number | The desired height. |
shake(intensity, duration, force, direction, shakeBounds) → {boolean}
This creates a camera shake effect. It works by applying a random amount of additional
spacing on the x and y axis each frame. You can control the intensity and duration
of the effect, and if it should effect both axis or just one.
When the shake effect ends the signal Camera.onShakeComplete is dispatched.
Parameters
Name | Type | Argument | Default | Description |
---|---|---|---|---|
intensity | float | <optional> | 0.05 | The intensity of the camera shake. Given as a percentage of the camera size representing the maximum distance that the camera can move while shaking. |
duration | number | <optional> | 500 | The duration of the shake effect in milliseconds. |
force | boolean | <optional> | true | If a camera shake effect is already running and force is true it will replace the previous effect, resetting the duration. |
direction | number | <optional> | Phaser.Camera.SHAKE_BOTH | The directions in which the camera can shake. Either Phaser.Camera.SHAKE_BOTH, Phaser.Camera.SHAKE_HORIZONTAL or Phaser.Camera.SHAKE_VERTICAL. |
shakeBounds | boolean | <optional> | true | Is the effect allowed to shake the camera beyond its bounds (if set?). |
Returns
True if the shake effect was started, otherwise false.
unfollow()
Sets the Camera follow target to null, stopping it from following an object if it's doing so.
<internal> update()
The camera update loop. This is called automatically by the core game loop.
© 2016 Richard Davey, Photon Storm Ltd.
Licensed under the MIT License.
http://phaser.io/docs/2.6.2/Phaser.Camera.html