Camera#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 objects within its field of view.The game automatically creates a single Stage sized camera on boot. Move the camera around the world with Phaser.Camera.x/y Parameters Name Type Description game Phaser.Game Game reference to the currently running game. id number Not being used at the moment, will be when Phaser supports multiple camera x number Position

Camera#bounds

bounds : Phaser.Rectangle The Camera is bound to this Rectangle and cannot move outside of it. By default it is enabled and set to the size of the World.The Rectangle can be located anywhere in the world and updated as often as you like. If you don't wish the Camera to be boundat all then set this to null. The values can be anything and are in World coordinates, with 0,0 being the top-left of the world. The Rectangle in which the Camera is bounded. Set to null to allow for movement anywhere.

Camera#atLimit

atLimit : boolean Whether this camera is flush with the World Bounds or not. Source code: core/Camera.js (Line 76)

Cache.XML

[static] XML : number Source code: loader/Cache.js (Line 190)

Cache.VIDEO

[static] VIDEO : number Source code: loader/Cache.js (Line 196)

Cache.TILEMAP

[static] TILEMAP : number Source code: loader/Cache.js (Line 160)

Cache.TEXTURE

[static] TEXTURE : number Source code: loader/Cache.js (Line 136)

Cache.TEXT

[static] TEXT : number Source code: loader/Cache.js (Line 148)

Cache.SOUND

[static] SOUND : number Source code: loader/Cache.js (Line 142)

Cache.SHADER

[static] SHADER : number Source code: loader/Cache.js (Line 202)