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

shake(intensity, duration, force, direction,

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

[static] ENABLE_FX : boolean Source code:

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

id : number Reserved for future multiple camera set-ups. Source code:

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

flash(color, duration, force) → {boolean}

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

position : Phaser.Point The Cameras position. This

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

visible : boolean Whether this camera is visible or not. Default Value

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

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

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

atLimit : boolean Whether this camera is flush with the World Bounds or not. Source

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

world : Phaser.World A reference to the game world.

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

setPosition(x, y) A helper function to set both the X and Y properties of the camera at oncewithout having to use game.camera

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