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

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

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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

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

[static] FOLLOW_TOPDOWN : number Source code:

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

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

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

[static] FOLLOW_TOPDOWN_TIGHT : number Source code:

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

target : Phaser.Sprite If the camera is tracking a

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

onFadeComplete : Phaser.Signal This signal is dispatched

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

onShakeComplete : Phaser.Signal This signal is dispatched

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