follow(target, style, lerpX, lerpY)
Tell the camera which sprite to follow.
You can set the follow type and a linear interpolation value.
Use low lerp values (such as 0.1) to automatically smooth the camera motion.
If you find you're getting a slight "jitter" effect when following a Sprite it's probably to do with sub-pixel rendering of the Sprite position.
This can be disabled by setting game.renderer.renderSession.roundPixels = true to force full pixel rendering.
Parameters
| Name | Type | Argument | Default | Description | 
|---|---|---|---|---|
target |  Phaser.Sprite | Phaser.Image | Phaser.Text | The object you want the camera to track. Set to null to not follow anything.  |  ||
style |  number |  <optional> |  Leverage one of the existing "deadzone" presets. If you use a custom deadzone, ignore this parameter and manually specify the deadzone after calling follow().  |  |
lerpX |  float |  <optional> |  1 | A value between 0 and 1. This value specifies the amount of linear interpolation to use when horizontally tracking the target. The closer the value to 1, the faster the camera will track.  |  
lerpY |  float |  <optional> |  1 | A value between 0 and 1. This value specifies the amount of linear interpolation to use when vertically tracking the target. The closer the value to 1, the faster the camera will track.  |  
- Source code: core/Camera.js (Line 269)
 
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