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{"id":13913,"date":"2019-10-10T21:21:50","date_gmt":"2019-10-10T14:21:50","guid":{"rendered":"https:\/\/phasergames.com\/?p=13913"},"modified":"2019-11-01T20:22:16","modified_gmt":"2019-11-01T13:22:16","slug":"phaser-3-make-the-camera-follow-the-player","status":"publish","type":"post","link":"https:\/\/phasergames.com\/phaser-3-make-the-camera-follow-the-player\/","title":{"rendered":"Phaser 3 Make the camera follow the player"},"content":{"rendered":"\n

When I was building virtual worlds in Flash\/As3 it took quite a bit of maths to make the background scroll. And then to scroll only when the avatar wasn’t near the edge of the world. Phaser’s built-in camera class makes this all very easy and quick.<\/p>\n\n\n\n

This code continues to build on the code we build in the last several blog post and is using the utility template<\/a>.<\/p>\n\n\n\n

Set a background<\/h2>\n\n\n\n

While not totally necessary I like to set up a background to set the size of the camera. Otherwise, without a moving background. there is nothing to show that the player is moving.<\/p>\n\n\n\n

 let bg = this.add.image(0, 0, \"background\").setOrigin(0, 0);\n Align.scaleToGameW(bg, 2);<\/code><\/pre>\n\n\n\n

Set the camera bounds<\/h2>\n\n\n\n

Now that we have the background in place, we can set the bounds of the main camera to the size of the background.<\/p>\n\n\n\n

this.cameras.main.setBounds(0, 0, bg.displayWidth, bg.displayHeight);<\/code><\/pre>\n\n\n\n

Set the camera to follow<\/h2>\n\n\n\n

Now the last thing to do is to tell the camera to keep its focus on the player.<\/p>\n\n\n\n

this.cameras.main.startFollow(this.ninja);<\/code><\/pre>\n\n\n\t
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