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cameras

Use this skill when working with cameras in Phaser 4. Covers camera effects (shake, fade, flash, pan, zoom), following sprites, scroll, bounds, viewports, multiple cameras, and minimap. Triggers on: camera, viewport, scroll, zoom, follow, shake, fade.

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SKILL.md
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name
cameras
description
Use this skill when working with cameras in Phaser 4. Covers camera effects (shake, fade, flash, pan, zoom), following sprites, scroll, bounds, viewports, multiple cameras, and minimap. Triggers on: camera, viewport, scroll, zoom, follow, shake, fade.
# Cameras > Camera system in Phaser 4 -- CameraManager, main camera, viewport vs scroll, zoom, bounds, following sprites, camera effects (fade, flash, shake, pan, zoomTo, rotateTo), ignore lists, filters, and keyboard controls. **Key source paths:** `src/cameras/2d/CameraManager.js`, `src/cameras/2d/BaseCamera.js`, `src/cameras/2d/Camera.js`, `src/cameras/2d/effects/`, `src/cameras/controls/` **Related skills:** ../game-setup-and-config/SKILL.md, ../sprites-and-images/SKILL.md, ../filters-and-postfx/SKILL.md ## Quick Start ```js // In a Scene's create() method: // Access the default camera (created automatically) const cam = this.cameras.main; // Scroll the camera to look at a different part of the world cam.setScroll(200, 100); // Center camera on a world coordinate cam.centerOn(400, 300); // Zoom in (2x) -- values < 1 zoom out, > 1 zoom in cam.setZoom(2); // Follow a sprite with smooth lerp cam.startFollow(player, false, 0.1, 0.1); // Constrain the camera to the world bounds cam.setBounds(0, 0, 2048, 2048); // Fade in from black over 1 second cam.fadeIn(1000); // Add a filter to the camera (v4 feature) cam.filters.external.addBlur(1, 2); ``` ## Core Concepts ### CameraManager Every Scene has a `CameraManager` accessible via `this.cameras`. It manages all cameras for that Scene and is registered as a plugin under the key `'CameraManager'`. ```js // The manager is at this.cameras (not this.camera) this.cameras // CameraManager instance this.cameras.cameras // Array of Camera objects (render order) this.cameras.main // Reference to the "main" camera (first one by default) this.cameras.default // Un-transformed utility camera (not in the cameras array) ``` **Key methods on CameraManager:** | Method | Signature | Description | |---|---|---| | `add` | `(x?, y?, width?, height?, makeMain?, name?)` | Create a new Camera. Defaults to full game size at 0,0. Returns `Camera`. | | `addExisting` | `(camera, makeMain?)` | Add a pre-built Camera instance. Returns the Camera or `null` if it already exists. | | `remove` | `(camera, runDestroy?)` | Remove and optionally destroy a Camera or array of Cameras. If main is removed, resets to cameras[0]. | | `getCamera` | `(name)` | Find a Camera by its `name` string. Returns Camera or `null`. | | `getTotal` | `(isVisible?)` | Count cameras. Pass `true` to count only visible ones. | | `fromJSON` | `(config)` | Create cameras from a config object or array. Used for scene-level camera config. | | `resetAll` | `()` | Destroy all cameras and create one fresh default camera. | | `resize` | `(width, height)` | Resize all cameras to given dimensions. | **Camera limit:** The manager supports up to 32 cameras that can use `ignore()` for Game Object exclusion (IDs are bitmasks). Cameras beyond 32 get ID 0 and cannot exclude objects. ### Main Camera The `main` property is a convenience reference to a Camera, typically `cameras[0]`. It is set automatically when: - The scene boots (first camera created becomes main) - You pass `makeMain: true` to `add()` or `addExisting()` - The current main camera is removed (falls back to `cameras[0]`) ### Viewport vs World (Scroll) A Camera has two independent coordinate concepts: 1. **Viewport** -- The physical rectangle on the canvas where the Camera renders. Controlled by `setPosition(x, y)`, `setSize(w, h)`, or `setViewport(x, y, w, h)`. By default, fills the entire game canvas. 2. **Scroll** -- Where the Camera is "looking" in the game world. Controlled by `scrollX` / `scrollY` properties or `setScroll(x, y)`. Scrolling does not affect the viewport rectangle. ```js // Viewport: a 320x200 mini-map in the top-right corner const miniCam = this.cameras.add(480, 0, 320, 200); // Scroll: make the mini-map look at a different world area miniCam.setScroll(1000, 500); // Zoom: the mini-cam shows more of the world miniCam.setZoom(0.25); ``` **worldView** is a read-only `Rectangle` updated each frame that reflects what area of the world the camera can currently see, accounting for scroll, zoom, and bounds. Use it for culling or intersection checks. ```js const view = cam.worldView; // { x, y, width, height } ``` ## Common Patterns ### Scrolling the Camera ```js // Direct property access cam.scrollX = 100; cam.scrollY = 200; // Chainable setter cam.setScroll(100, 200); // Center the camera on a world coordinate cam.centerOn(500, 400); // Get the scroll values needed to center on a point (without moving) const point = cam.getScroll(500, 400); // returns Vector2 ``` ### Following a Sprite ```js // Instant follow (lerp = 1, the default) cam.startFollow(player); // Smooth follow with lerp (0..1, lower = smoother) cam.startFollow(player, false, 0.1, 0.1); // Full signature: // startFollow(target, roundPixels?, lerpX?, lerpY?, offsetX?, offsetY?) cam.startFollow(player, true, 0.05, 0.05, 0, -50); // Change lerp or offset after starting follow cam.setLerp(0.08, 0.08); cam.setFollowOffset(0, -50); // Dead zone: camera only scrolls when target leaves this rectangle cam.setDeadzone(200, 150); // Stop following cam.stopFollow(); ``` `startFollow` accepts any object with `x` and `y` properties -- it does not have to be a Game Object. Lerp of `1` snaps instantly; `0.1` gives smooth tracking. A lerp of `0` on an axis disables tracking on that axis. When a deadzone is set, the camera does not scroll while the target remains inside the deadzone rectangle. The deadzone is re-centered on the camera midpoint each frame. ### Zoom ```js // Uniform zoom cam.setZoom(2); // 2x zoom in cam.setZoom(0.5); // zoom out (see twice as much) // Independent horizontal/vertical zoom cam.setZoom(2, 1); // stretch horizontally // Read current zoom cam.zoom; // shortcut -- reads zoomX (assumes uniform) cam.zoomX; cam.zoomY; ``` **Never set zoom to 0.** The minimum is clamped to 0.001. ### Bounds ```js // Constrain scrolling to a world area cam.setBounds(0, 0, worldWidth, worldHeight); // Center on the new bounds immediately cam.setBounds(0, 0, 2048, 2048, true); // Temporarily disable bounds without removing them cam.useBounds = false; // Remove bounds entirely cam.removeBounds(); // Read the current bounds const rect = cam.getBounds(); // returns a new Rectangle copy ``` Bounds only restrict scrolling. They do not prevent Game Objects from being placed outside the bounds, and they do not affect the viewport position. ### Multiple Cameras ```js // Full-screen main camera const main = this.cameras.main; // Mini-map in top-right corner const minimap = this.cameras.add(600, 0, 200, 150).setZoom(0.2).setName('minimap'); minimap.setScroll(0, 0); minimap.setBackgroundColor('rgba(0,0,0,0.5)'); // HUD camera that doesn't scroll (ignores world objects, shows HUD layer only) const hudCam = this.cameras.add(0, 0, 800, 600).setName('hud'); hudCam.setScroll(0, 0); // Make the main camera ignore HUD objects main.ignore(hudGroup); // Make the HUD camera ignore world objects hudCam.ignore(worldGroup); // Find a camera by name const found = this.cameras.getCamera('minimap'); // Remove a camera this.cameras.remove(minimap); ``` ### Camera Effects All effects are on the `Camera` class (not `BaseCamera`). Each returns `this` for chaining. Effects that are already running will not restart unless you pass `force: true`. #### Fade ```js // Fade out to black over 1 second cam.fadeOut(1000); // Fade out to red cam.fadeOut(1000, 255, 0, 0); // Fade in from black over 500ms cam.fadeIn(500); // Lower-level: fade (out direction) and fadeFrom (in direction) // with a force parameter cam.fade(1000, 0, 0, 0, true); // force start even if running cam.fadeFrom(1000, 0, 0, 0, true); // With per-frame callback cam.fadeOut(1000, 0, 0, 0, (cam, progress) => { // progress goes from 0 to 1 }); ``` Fade direction: `fadeOut` / `fade` goes transparent-to-color. `fadeIn` / `fadeFrom` goes color-to-transparent. #### Flash ```js // White flash over 250ms (default) cam.flash(250); // Red flash over 500ms cam.flash(500, 255, 0, 0); // Full signature: flash(duration?, r?, g?, b?, force?, callback?, context?) cam.flash(300, 255, 255, 255, true, (cam, progress) => {}); ``` #### Shake ```js // Default shake: 100ms at intensity 0.05 cam.shake(100); // Stronger shake for 500ms cam.shake(500, 0.02); // Independent x/y intensity using a Vector2 cam.shake(300, new Phaser.Math.Vector2(0.1, 0.02)); // Full signature: shake(duration?, intensity?, force?, callback?, context?) ``` The `intensity` value is a small float. The default 0.05 means the camera shifts up to 5% of the viewport size. #### Pan ```js // Pan camera center to world coordinate (400, 300) over 2 seconds cam.pan(400, 300, 2000); // With easing cam.pan(400, 300, 2000, 'Power2'); // Full signature: pan(x, y, duration?, ease?, force?, callback?, context?) cam.pan(800, 600, 1500, 'Sine.easeInOut', false, (cam, progress, x, y) => {}); ``` Pan scrolls the camera so its viewport center finishes at the given world coordinate. #### ZoomTo ```js // Animate zoom to 2x over 1 second cam.zoomTo(2, 1000); // With easing cam.zoomTo(0.5, 2000, 'Cubic.easeOut'); // Full signature: zoomTo(zoom, duration?, ease?, force?, callback?, context?) ``` #### RotateTo ```js // Rotate camera to 45 degrees (in radians) over 1 second cam.rotateTo(Phaser.Math.DegToRad(45), false, 1000); // Shortest path rotation cam.rotateTo(Math.PI, true, 1500, 'Quad.easeInOut'); // Full signature: rotateTo(angle, shortestPath?, duration?, ease?, force?, callback?, context?) ``` The angle is in **radians**. Set `shortestPath` to `true` to take the shortest rotation direction. #### Reset All Effects ```js cam.resetFX(); // stops and resets all running effects (rotate, pan, shake, flash, fade) ``` ### Keyboard Controls Phaser provides two built-in camera control classes. Both require you to call `update(delta)` in your scene's `update` method. #### FixedKeyControl Moves at a fixed speed per frame. No smoothing. ```js // In create(): const cursors = this.input.keyboard.createCursorKeys(); this.camControl = new Phaser.Cameras.Controls.FixedKeyControl({ camera: this.cameras.main, left: cursors.left, right: cursors.right, up: cursors.up, down: cursors.down, speed: 0.5 // can also be { x: 0.5, y: 0.3 } }); // In update(time, delta): this.camControl.update(delta); ``` #### SmoothedKeyControl Applies acceleration, drag, and max speed for smooth camera movement. ```js this.camControl = new Phaser.Cameras.Controls.SmoothedKeyControl({ camera: this.cameras.main, left: cursors.left, right: cursors.right, up: cursors.up, down: cursors.down, zoomIn: this.input.keyboard.addKey('Q'), zoomOut: this.input.keyboard.addKey('E'), zoomSpeed: 0.02, acceleration: 0.06, drag: 0.0005, maxSpeed: 1.0 }); // In update(time, delta): this.camControl.update(delta); ``` Both controls support `zoomIn` and `zoomOut` keys and a `zoomSpeed` config value. ### Ignore Lists The `ignore` method updates a Game Object's `cameraFilter` bitmask so the camera skips rendering it. ```js // Ignore a single object cam.ignore(uiText); // Ignore an array cam.ignore([scoreText, livesIcon, pauseButton]); // Ignore all children in a Group cam.ignore(uiGroup); // Ignore a Layer and all its children cam.ignore(uiLayer); ``` This is the primary mechanism for HUD-style setups: one camera ignores world objects, another ignores HUD objects. ### Camera Deadzone The deadzone defines a rectangular area around the follow target where the camera does not scroll. The camera only moves when the target leaves this rectangle. ```js // Set a deadzone of 200x150 pixels centered on the camera viewport cam.setDeadzone(200, 150); // Access the deadzone rectangle (read-only, updated internally)
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