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

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

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

[static] SHAKE_HORIZONTAL : number Source code:

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

[static] FOLLOW_LOCKON : 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

2025-01-10 15:47:30
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#flash()
  • References/Game Development/Phaser/Core/Camera

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

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

view : Phaser.Rectangle Camera view.The

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

[static] FOLLOW_TOPDOWN_TIGHT : number Source code:

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

reset() Resets the camera back to 0,0 and un-follows any object it may have been tracking.Also immediately resets any camera effects

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

roundPx : boolean If a Camera has roundPx set to true it will call view.floor as part of its update loop

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