cameras
Настройка игровых камер в Phaser 4
Что получите
Настроенное поведение камер в коде игровой сцены.
Что передать
Код сцены, размеры игрового мира, цель слежения и желаемое поведение камер.
Проверен состав файлов. Запуск не тестировался. Что проверено
Оценки пользователей
Как использовать
Помогает разработчикам игр на Phaser 4 управлять тем, какую часть мира видит игрок. Охватывает слежение за персонажем, масштаб, границы движения камеры, экранные эффекты, несколько камер и мини-карту.
- Опишите область экрана для каждой камеры и участок игрового мира, который она должна показывать.
- Задайте цель слежения, плавность движения, масштаб и границы; при необходимости укажите область, внутри которой персонаж движется без смещения камеры.
- Выберите нужные эффекты и разделите объекты игрового мира и интерфейса между камерами.
Условия работы
- Инструкция относится к Phaser 4; фильтры камер требуют WebGL.
- Исключение объектов из показа поддерживается для первых 32 камер; камеры сверх этого количества не могут исключать объекты.
- Встроенное управление камерой с клавиатуры требует обновления на каждом кадре сцены.
Пример запроса после установки
Настрой в Phaser 4 плавное слежение за персонажем в пределах уровня и мини-карту справа сверху; игровой интерфейс должен оставаться неподвижным и не попадать на мини-карту.
Пример составлен по инструкции автора; результат запуска не проверялся.
Основание: инструкция закреплённой версииДля установки
Node.js, npm и Git для команды выше. Подключения и инструменты для работы скилла настраиваются отдельно.
Совместимые агенты
Совместимость указана для инструкций. Запуск в каждом приложении не тестировался; для веб-чата способ подключения может отличаться.
Файлы скилла
GitHubЧитать инструкцию SKILL.md
Исходный текст закреплённой версии.
---
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)
console.log(cam.deadzone); // Phaser.Geom.Rectangle or null
// Remove the deadzone
cam.setDeadzone();
```
### World Point Conversion
Convert screen (pointer) coordinates to world coordinates, accounting for scroll, zoom, and rotation:
```js
const worldPoint = cam.getWorldPoint(pointer.x, pointer.y);
// Reuse an output object to avoid allocation
const output = new Phaser.Math.Vector2();
cam.getWorldPoint(pointer.x, pointer.y, output);
```
Essential when working with scrolled/zoomed cameras -- raw pointer coordinates are screen space, not world space.
### Camera Render List
Each frame, `renderList` is populated with Game Objects visible to this camera. Rebuilt every frame.
```js
const visible = cam.renderList; // array of GameObjects rendered this frame
```
### Force Composite (Offscreen Framebuffer)
Force the camera to render to an offscreen framebuffer. Required for `CaptureFrame` and similar features.
```js
cam.setForceComposite(true); // enable offscreen framebuffer
cam.setForceComposite(false); // disable
```
Filters enable framebuffer rendering automatically. Use `setForceComposite(true)` when you need it without filters.
### Filters on Cameras (v4)
In Phaser 4, `Camera` has a `filters` property with two `FilterList` instances:
```js
cam.filters.internal // FilterList -- applied by the system
cam.filters.external // FilterList -- for user-added filters
```
Add post-processing effects to a camera the same way you add them to Game Objects:
```js
// Add a blur filter to the camera
cam.filters.external.addBlur(1, 2);
// Add a glow
cam.filters.external.addGlow(0xff0000, 4, 0, false, 0.1, 10);
// Add a color matrix filter
const fx = cam.filters.external.addColorMatrix();
fx.grayscale();
// Remove all external filters
cam.filters.external.clear();
```
Filters require WebGL. The camera must render via a framebuffer when filters are active. See `setForceComposite(true)` to explicitly enable this even without filters.
## Events
Camera events are emitted on the Camera instance itself (it extends `EventEmitter`). Listen with `cam.on(event, handler)`.
| Event constant | Dispatched when |
|---|---|
| `Phaser.Cameras.Scene2D.Events.FADE_IN_START` | `fadeIn` / `fadeFrom` begins |
| `Phaser.Cameras.Scene2D.Events.FADE_IN_COMPLETE` | Fade-in finishes |
| `Phaser.Cameras.Scene2D.Events.FADE_OUT_START` | `fadeOut` / `fade` begins |
| `Phaser.Cameras.Scene2D.Events.FADE_OUT_COMPLETE` | Fade-out finishes |
| `Phaser.Cameras.Scene2D.Events.FLASH_START` | Flash begins |
| `Phaser.Cameras.Scene2D.Events.FLASH_COMPLETE` | Flash finishes |
| `Phaser.Cameras.Scene2D.Events.SHAKE_START` | Shake begins |
| `Phaser.Cameras.Scene2D.Events.SHAKE_COMPLETE` | Shake finishes |
| `Phaser.Cameras.Scene2D.Events.PAN_START` | Pan begins |
| `Phaser.Cameras.Scene2D.Events.PAN_COMPLETE` | Pan finishes |
| `Phaser.Cameras.Scene2D.Events.ZOOM_START` | Zoom effect begins |
| `Phaser.Cameras.Scene2D.Events.ZOOM_COMPLETE` | Zoom effect finishes |
| `Phaser.Cameras.Scene2D.Events.ROTATE_START` | RotateTo begins |
| `Phaser.Cameras.Scene2D.Events.ROTATE_COMPLETE` | RotateTo finishes |
| `Phaser.Cameras.Scene2D.Events.FOLLOW_UPDATE` | Camera updates its follow position (each frame while following). Args: `(camera, target)` |
| `Phaser.Cameras.Scene2D.Events.PRE_RENDER` | Before the camera renders |
| `Phaser.Cameras.Scene2D.Events.POST_RENDER` | After the camera renders |
| `Phaser.Cameras.Scene2D.Events.DESTROY` | Camera is destroyed |
```js
cam.on(Phaser.Cameras.Scene2D.Events.FADE_OUT_COMPLETE, () => {
this.scene.start('GameOver');
});
```
For detailed configuration options, API reference tables, and source file maps, see [the reference guide](references/REFERENCE..//SKILL.md).
Проверка и особенности
Автоматическая проверка источника и файлов
Автоматически сверены публичный репозиторий, лицензия, YAML-заголовок SKILL.md, состав папки и Git-хеш каждого файла. Исполняемые файлы и срабатывания статических правил исключены из этой партии. Ручной аудит всех инструкций и проверка работы не проводились; эта проверка не гарантирует безопасность. Команда закреплена на проверенном коммите.
Интерес к репозиторию оцениваем по звёздам и форкам GitHub. Это показатели всего репозитория, а не числа установок отдельного скилла.
- Проверка состава
- 16.09.2026
- Проверенная версия
02d8931b626d- Файлы с кодом
- Не указаны в данных проверки
- Изменения на GitHub
- Нужна повторная проверкаПоследняя проверка: 11.10.2026
Репозиторий и лицензия
Это показатели всего репозитория, а не установки скилла. Снимок требует обновления.
- Последняя активность GitHub
- 21.08.2026
- Лицензия
- MIT
- Добавлен в каталог
- 16.09.2026
Полный текст лицензии
The MIT License (MIT) Copyright (c) 2026 Richard Davey, Phaser Studio Inc. Permission is hereby granted, free of charge, to any person obtaining a copy of this software and associated documentation files (the "Software"), to deal in the Software without restriction, including without limitation the rights to use, copy, modify, merge, publish, distribute, sublicense, and/or sell copies of the Software, and to permit persons to whom the Software is furnished to do so, subject to the following conditions: The above copyright notice and this permission notice shall be included in all copies or substantial portions of the Software. THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE.
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