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

view : Phaser.Rectangle Camera view.The

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

deadzone : Phaser.Rectangle Moving inside this

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

width : number The Cameras width. 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#follow()
  • References/Game Development/Phaser/Core/Camera

follow(target, style, lerpX, lerpY) Tell the

2025-01-10 15:47:30
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

2025-01-10 15:47:30
Camera.FOLLOW_TOPDOWN_TIGHT
  • References/Game Development/Phaser/Core/Camera

[static] FOLLOW_TOPDOWN_TIGHT : number Source code:

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

new Camera(game, id, x, y, width, height) A Camera is your view into the game world. It has a position and size and renders only those

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

onShakeComplete : Phaser.Signal This signal is dispatched

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

focusOnXY(x, y) Move the camera focus on a location instantly. Parameters

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

game : Phaser.Game A reference to the currently running Game

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