Camera#scale

scale : Phaser.Point The scale of the display object to which all game objects are added. Set by World.boot. Source code: core/Camera.js (Line 92)

Camera#roundPx

roundPx : boolean If a Camera has roundPx set to true it will call view.floor as part of its update loop, keeping its boundary to integer values. Set this to false to disable this from happening. Default Value true Source code: core/Camera.js (Line 71)

Camera#resetFX()

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 the fade from the Stage. Source code: core/Camera.js (Line 779)

Camera#reset()

reset() Resets the camera back to 0,0 and un-follows any object it may have been tracking.Also immediately resets any camera effects that may have been running such asshake, flash or fade. Source code: core/Camera.js (Line 759)

Camera#preUpdate()

preUpdate() Camera preUpdate. Sets the total view counter to zero. Source code: core/Camera.js (Line 258)

Camera#position

position : Phaser.Point The Cameras position. This value is automatically clamped if it falls outside of the World bounds. Gets or sets the cameras xy position using Phaser.Point object. Source code: core/Camera.js (Line 849)

Camera#onShakeComplete

onShakeComplete : Phaser.Signal This signal is dispatched when the camera shake effect completes. Source code: core/Camera.js (Line 114)

Camera#onFlashComplete

onFlashComplete : Phaser.Signal This signal is dispatched when the camera flash effect completes. Source code: core/Camera.js (Line 119)

Camera#onFadeComplete

onFadeComplete : Phaser.Signal This signal is dispatched when the camera fade effect completes.When the fade effect completes you will be left with the screen black (or whatevercolor you faded to). In order to reset this call Camera.resetFX. This is calledautomatically when you change State. Source code: core/Camera.js (Line 128)

Camera#lerp

lerp : Phaser.Point The linear interpolation value to use when following a target.The default values of 1 means the camera will instantly snap to the target coordinates.A lower value, such as 0.1 means the camera will more slowly track the target, givinga smooth transition. You can set the horizontal and vertical values independently, and alsoadjust this value in real-time during your game. Source code: core/Camera.js (Line 109)