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.
- Skill ID
- phaserjs/phaser/cameras
- Publisher
- phaserjs
- Repository
- phaser
- Installs
- 0
- Files
- 2
- Synced
- Sep 23, 2026
Open any RiverX project, open the Skills panel in the chat, and search for this identifier. The files are fetched from the source repository at install time.
phaserjs/phaser/camerasInstalls these files- SKILL.md
- references/REFERENCE.md
What this skill tells the agent
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: truetoadd()oraddExisting() - The current main camera is removed (falls back to
cameras[0])
Viewport vs World (Scroll)
A Camera has two independent coordinate concepts:
- Viewport -- The physical rectangle on the canvas where the Camera renders. Controlled by
setPosition(x, y),setSize(w, h), orsetViewport(x, y, w, h). By default, fills the entire game canvas.
- Scroll -- Where the Camera is "looking" in the game world. Controlled by
scrollX/scrollYproperties orsetScroll(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 Vector2Following 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); // 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
// 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 copyBounds 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
// 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
// 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
More from phaserjs
Use this skill in a project
Open any RiverX project, search the Skills panel for phaserjs/phaser/cameras, and install it in one click.
