actions-and-utilities
Use this skill when working with Phaser 4 utility functions, actions, alignment, grid layout, or batch operations on game objects. Triggers on: align, grid…
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.
$ npx -y skills add phaserjs/phaser --skill cameras --agent claude-codeHow it fires
How this skill gets triggered: by you, by Claude, or both.
/camerasContext 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.
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."
> 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
// 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);
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.
The `main` property is a convenience reference to a Camera, typically `cameras[0]`. It is set automatically when:
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 }// 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
// 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.
// 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);
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.
Repo: phaserjs/phaser
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