Camera#id

id : number Reserved for future multiple camera set-ups. Source code: core/Camera.js (Line 36)

Camera#height

height : number The Cameras height. By default this is the same as the Game size and should not be adjusted for now. Gets or sets the cameras height. Source code: core/Camera.js (Line 898)

Camera#game

game : Phaser.Game A reference to the currently running Game. Source code: core/Camera.js (Line 25)

Camera#follow()

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 Argumen

Camera#focusOnXY()

focusOnXY(x, y) Move the camera focus on a location instantly. Parameters Name Type Description x number X position. y number Y position. Source code: core/Camera.js (Line 346)

Camera#focusOn()

focusOn(displayObject) Move the camera focus on a display object instantly. Parameters Name Type Description displayObject any The display object to focus the camera on. Must have visible x/y properties. Source code: core/Camera.js (Line 335)

Camera#flash()

flash(color, duration, force) → {boolean} This creates a camera flash effect. It works by filling the game with the solid fillcolor specified, and then fading it away to alpha 0 over the duration given. You can use this for things such as hit feedback effects. When the effect ends the signal Camera.onFlashComplete is dispatched. Parameters Name Type Argument Default Description color numer <optional> 0xffffff The color of the flash effect. I.e. 0xffffff for white, 0xff0000 for red

Camera#fade()

fade(color, duration, force) → {boolean} This creates a camera fade effect. It works by filling the game with thecolor specified, over the duration given, ending with a solid fill. You can use this for things such as transitioning to a new scene. The game will be left 'filled' at the end of this effect, likely obscuringeverything. In order to reset it you can call Camera.resetFX and it will clear thefade. Or you can call Camera.flash with the same color as the fade, and it willreverse the pro

Camera#displayObject

displayObject :PIXI.DisplayObject The display object to which all game objects are added. Set by World.boot. Source code: core/Camera.js (Line 87)

Camera#deadzone

deadzone : Phaser.Rectangle Moving inside this Rectangle will not cause the camera to move. Source code: core/Camera.js (Line 59)