Camera#visible

visible : boolean Whether this camera is visible or not. Default Value true Source code: core/Camera.js (Line 65)

Camera#view

view : Phaser.Rectangle Camera view.The view into the world we wish to render (by default the game dimensions).The x/y values are in world coordinates, not screen coordinates, the width/height is how many pixels to render.Sprites outside of this view are not rendered if Sprite.autoCull is set to true. Otherwise they are always rendered. Source code: core/Camera.js (Line 45)

Camera#unfollow()

unfollow() Sets the Camera follow target to null, stopping it from following an object if it's doing so. Source code: core/Camera.js (Line 324)

Camera#totalInView

[readonly] totalInView : number The total number of Sprites with autoCull set to true that are visible by this Camera. Source code: core/Camera.js (Line 98)

Camera#target

target : Phaser.Sprite If the camera is tracking a Sprite, this is a reference to it, otherwise null. Source code: core/Camera.js (Line 82)

Camera#shakeIntensity

shakeIntensity : number The Cameras shake intensity. Gets or sets the cameras shake intensity. Source code: core/Camera.js (Line 920)

Camera#shake()

shake(intensity, duration, force, direction, shakeBounds) → {boolean} This creates a camera shake effect. It works by applying a random amount of additionalspacing on the x and y axis each frame. You can control the intensity and durationof the effect, and if it should effect both axis or just one. When the shake effect ends the signal Camera.onShakeComplete is dispatched. Parameters Name Type Argument Default Description intensity float <optional> 0.05 The intensity of the camera

Camera#setSize()

setSize(width, height) Sets the size of the view rectangle given the width and height in parameters. Parameters Name Type Description width number The desired width. height number The desired height. Source code: core/Camera.js (Line 745)

Camera#setPosition()

setPosition(x, y) A helper function to set both the X and Y properties of the camera at oncewithout having to use game.camera.x and game.camera.y. Parameters Name Type Description x number X position. y number Y position. Source code: core/Camera.js (Line 725)

Camera#setBoundsToWorld()

setBoundsToWorld() Update the Camera bounds to match the game world. Source code: core/Camera.js (Line 643)