Skip to main content
skill Claude Code CX Codex Cursor GitHub Copilot

cameras — Claude Code skill for Phaser 4: camera control

Skill for working with Phaser 4 camera system: effects (shake, fade, flash, pan, zoom), sprite tracking, scroll and bounds. Works with Claude Code, Cursor, Copilot and other IDEs.

Install into Claude Code · Skills CLI (Vercel) All methods and platforms ↓
npx skills add phaserjs/phaser --skill cameras -a claude-code
Open on GitHub

What cameras does

The cameras skill provides full control over Phaser 4 cameras. Work with the main camera (this.cameras.main) or create additional cameras for mini-maps and split-screen layouts. Built on CameraManager, BaseCamera, and effects from src/cameras/2d/effects/.

Key features: scroll (setScroll, centerOn), zoom with independent X/Y scaling, sprite tracking with lerp smoothing and deadzone, world bounds (setBounds), and filters (filters.external). Each camera has a viewport (rectangle on screen) and scroll position (location in the world) that work independently. worldView shows the camera's visible area accounting for scroll, zoom and bounds.

Limit: up to 32 cameras can exclude objects via ignore(); others get ID 0. Never set zoom to 0—minimum is 0.001. Bounds constrain scroll only; they don't prevent objects from existing outside them.

What it helps with

  • track a sprite with smooth camera lerp
  • create a mini-map in the screen corner
  • apply shake or fade effect to the camera
  • keep the camera within world bounds
  • set different zoom levels for different cameras

Example prompts for the agent

  • Make the camera follow the player with lerp 0.1
  • Add a camera shake effect when something explodes
  • Create a mini-map in the top-right corner with 0.2 zoom

How to install cameras

1Skills CLI (Vercel)

npx skills add phaserjs/phaser --skill cameras -a claude-code

2Manually: put the files in place

~/.claude/skills/cameras/SKILL.md

Copy the whole skill folder; for one project use .claude/skills/cameras/

From the same set25

The whole set →
game-setup-and-config phaserjs Guides agent setup for Phaser 4 instances and GameConfig options. Useful when configuring renderers, canvas scaling, FPS caps, and pixel art settings. Claude Code CX Codex Cursor +1 1,200installs sprites-and-images phaserjs Guides agents on creating Sprite and Image objects in Phaser 4. Explains factory methods, texture frames, mixin components, and visual transforms. Claude Code CX Codex Cursor +1 1,100installs animations phaserjs Skill for creating and controlling sprite animations in Phaser 4. Covers spritesheet and atlas loading, animation creation via AnimationManager, playback, pause, chaining, and events. Claude Code CX Codex Cursor +1 1,000installs tilemaps phaserjs Guides Phaser 4 tilemap work, from loading Tiled maps to creating layers and tile collision. Use it while building tile-based game levels. Claude Code CX Codex Cursor +1 962installs v4-new-features phaserjs Skill for learning Phaser 4 updates: Filters replace FX, RenderNodes, new game objects (CaptureFrame, Gradient, Noise, SpriteGPULayer), and tint modes. Helps navigate the rewritten WebGL engine. Claude Code CX Codex Cursor +1 951installs scenes phaserjs A Phaser 4 scene reference for your coding agent: lifecycle order, transitions, parallel scenes, and the ScenePlugin queue that fires a frame later. Claude Code CX Codex Cursor +1 942installs audio-and-sound phaserjs Adds audio loading, background music, volume controls, and spatial audio to Phaser 4 games using SoundManager and the Web Audio API. Claude Code CX Codex Cursor +1 938installs scale-and-responsive phaserjs A skill to set up responsive scaling for Phaser 4 games: choose a scale mode, center the canvas, enable fullscreen, and handle window resize events. Claude Code CX Codex Cursor +1 910installs

Similar

Questions about cameras

How do I install cameras in Claude Code?

Run npx skills add phaserjs/phaser --skill cameras -a claude-code. The skill loads to ~/.claude/skills/cameras/SKILL.md.

What does the cameras skill do?

It manages Phaser 4 cameras: scroll, zoom, sprite tracking, effects (fade, flash, shake), world bounds, and multiple cameras at once.

How many cameras can I create?

As many as you need. Only the first 32 can exclude objects via ignore(); the rest get ID 0.

Source text

SKILL.md · MIT
---
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).

© phaserjs · MIT · phaserjs/phaser

See also

Project sponsors

Companies that keep this analytics open
Gold sponsor

Impressions, clicks and code copies — open statistics. We keep the numbers public for the same reason NeBlask itself is public. Become a sponsor