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

position : Phaser.Point The Cameras position. This

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

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

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

unfollow() Sets the Camera follow target to null, stopping it from following an object if it's doing so.

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

[static] FOLLOW_LOCKON : number Source code:

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

[static] SHAKE_HORIZONTAL : number Source code:

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

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

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