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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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phaser
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Install
$ npx -y skills add phaserjs/phaser --skill cameras --agent claude-code

How it fires

How this skill gets triggered: by you, by Claude, or both.

  • Fires itselfAuto-invocation. Claude auto-loads it when your prompt matches the work.Auto-invocation is when the right skill fires by itself at the right moment, driven by a FLOW.md router and a hook, instead of you invoking it by name. It is the difference between a skill being installed and a skill actually getting used.Read the full definition →
  • You can call itInvoke it directly when you want it.
  • Slash command/cameras

Context preview

The summary Claude sees to decide when to auto-load this skill.

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.

SKILL.md

cameras.SKILL.md
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

// 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'`.

// 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.

// 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.

const view = cam.worldView; // { x, y, width, height }

Common Patterns

Scrolling the Camera

// 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

// 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

// 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);
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Phaser is a fast, free, and fun open source HTML5 game framework that offers WebGL and Canvas rendering across desktop and mobile web browsers and has been actively developed for over 13 years.

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