/** * @author Richard Davey * @copyright 2018 Photon Storm Ltd. * @license {@link https://github.com/photonstorm/phaser/blob/master/license.txt|MIT License} */ declare var CenterOn: any; declare var Clamp: any; declare var Class: any; declare var DegToRad: any; declare var Effects: any; declare var EventEmitter: any; declare var Linear: any; declare var Rectangle: any; declare var TransformMatrix: any; declare var ValueToColor: any; declare var Vector2: any; /** * @typedef {object} JSONCameraBounds * @property {number} x - The horizontal position of camera * @property {number} y - The vertical position of camera * @property {number} width - The width size of camera * @property {number} height - The height size of camera */ /** * @typedef {object} JSONCamera * * @property {string} name - The name of the camera * @property {number} x - The horizontal position of camera * @property {number} y - The vertical position of camera * @property {number} width - The width size of camera * @property {number} height - The height size of camera * @property {number} zoom - The zoom of camera * @property {number} rotation - The rotation of camera * @property {boolean} roundPixels - The round pixels st status of camera * @property {number} scrollX - The horizontal scroll of camera * @property {number} scrollY - The vertical scroll of camera * @property {string} backgroundColor - The background color of camera * @property {(JSONCameraBounds|undefined)} [bounds] - The bounds of camera */ /** * @classdesc * A Camera. * * The Camera is the way in which all games are rendered in Phaser. They provide a view into your game world, * and can be positioned, rotated, zoomed and scrolled accordingly. * * A Camera consists of two elements: The viewport and the scroll values. * * The viewport is the physical position and size of the Camera within your game. Cameras, by default, are * created the same size as your game, but their position and size can be set to anything. This means if you * wanted to create a camera that was 320x200 in size, positioned in the bottom-right corner of your game, * you'd adjust the viewport to do that (using methods like `setViewport` and `setSize`). * * If you wish to change where the Camera is looking in your game, then you scroll it. You can do this * via the properties `scrollX` and `scrollY` or the method `setScroll`. Scrolling has no impact on the * viewport, and changing the viewport has no impact on the scrolling. * * By default a Camera will render all Game Objects it can see. You can change this using the `ignore` method, * allowing you to filter Game Objects out on a per-Camera basis. * * A Camera also has built-in special effects including Fade, Flash and Camera Shake. * * @class Camera * @extends Phaser.Events.EventEmitter * @memberOf Phaser.Cameras.Scene2D * @constructor * @since 3.0.0 * * @param {number} x - The x position of the Camera, relative to the top-left of the game canvas. * @param {number} y - The y position of the Camera, relative to the top-left of the game canvas. * @param {number} width - The width of the Camera, in pixels. * @param {number} height - The height of the Camera, in pixels. */ declare var Camera: any;