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

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

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

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

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

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

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

bounds : Phaser.Rectangle The Camera is bound

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

shakeIntensity : number The Cameras shake intensity. Gets or sets the cameras shake intensity.

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

[static] FOLLOW_TOPDOWN : number Source code:

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

focusOn(displayObject) Move the camera focus on a display object instantly. Parameters

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