Camera#scale
  • References/Game Development/Phaser/Core/Camera

scale : Phaser.Point The scale of the display object

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Camera#x
  • References/Game Development/Phaser/Core/Camera

x : number The Cameras x coordinate. This value is automatically clamped if it falls outside of the World bounds. Gets or sets

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Camera#onFlashComplete
  • References/Game Development/Phaser/Core/Camera

onFlashComplete : Phaser.Signal This signal is dispatched

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Camera#setBoundsToWorld()
  • References/Game Development/Phaser/Core/Camera

setBoundsToWorld() Update the Camera bounds to match the game world. Source code:

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Camera#lerp
  • References/Game Development/Phaser/Core/Camera

lerp : Phaser.Point The linear interpolation value

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Camera#preUpdate()
  • References/Game Development/Phaser/Core/Camera

preUpdate() Camera preUpdate. Sets the total view counter to zero. Source code:

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Camera.SHAKE_VERTICAL
  • References/Game Development/Phaser/Core/Camera

[static] SHAKE_VERTICAL : number Source code:

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Camera#displayObject
  • References/Game Development/Phaser/Core/Camera

displayObject :PIXI.DisplayObject The display object to which all game objects are added. Set by World.boot.

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Camera#totalInView
  • References/Game Development/Phaser/Core/Camera

[readonly] totalInView : number The total number of Sprites with autoCull set

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Camera#height
  • References/Game Development/Phaser/Core/Camera

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

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