cameras

Implements Phaser 4 camera controls including scroll, zoom, follow, effects, and multi-camera viewports.

Updated Jul 13, 2026
One-click install
npx skills add https://github.com/russellmorgan/UnderConstruction --skill cameras-russellmorgan
Or copy as Structured Prompt for Agent▼
Please help me install this Agent Skill.
Skill: cameras
Source: https://github.com/russellmorgan/UnderConstruction/tree/main/.claude/skills/cameras
Command: npx skills add https://github.com/russellmorgan/UnderConstruction --skill cameras-russellmorgan

SYSTEM DOCUMENTATION & REQUIREMENTS

💡 This Skill includes references (resource) components.

What problem does it solve? Working with Phaser 4's camera system involves many subtle concepts—viewport versus scroll coordinates, follow lerping, effect lifecycles, and multi-camera ignore lists—that are easy to misuse without a consolidated reference. ## Core Features & Use Cases - Camera Effects: Apply fade, flash, shake, pan, zoomTo, and rotateTo effects with easing, callbacks, and completion events. - Follow & Bounds: Make the camera track sprites with lerp smoothing, deadzones, and world bounds constraints. - Multi-Camera Layouts: Build minimaps and HUD overlays using multiple cameras with ignore lists and named lookups. - Use Case: When building a Phaser 4 game scene, use this Skill to add a smooth-following main camera, a corner minimap camera, and a screen shake effect on player damage without digging through the Phaser source. ## Quick Start Use the cameras skill to make the main camera follow the player sprite smoothly and shake when the player takes damage.

Frequently Asked Questions about cameras

High-intent search queries and answers about installing and using this skill.

FAQPage Schema
How do I make a Phaser 4 camera follow a sprite smoothly?▼

Call cam.startFollow(player, false, 0.1, 0.1) where the lerp values control smoothness—lower values track more smoothly. You can adjust later with setLerp and setFollowOffset, and add a deadzone with setDeadzone so the camera only moves when the target leaves a rectangle.

How do I create a minimap with multiple cameras in Phaser?▼

Add a second camera with this.cameras.add(x, y, width, height), set a low zoom like 0.2, and position its viewport in a corner. Use ignore() on each camera so the minimap skips HUD objects and the main camera skips minimap-only content.

What is the difference between camera viewport and scroll in Phaser?▼

The viewport is the on-canvas rectangle where the camera renders, set with setPosition or setViewport. Scroll is where the camera looks in the game world, set with setScroll or scrollX/scrollY. They are independent—scrolling never moves the viewport rectangle.

Why does my Phaser camera fade effect not restart?▼

Camera effects like fade, flash, shake, pan, and zoomTo do not restart while already running unless you pass force: true. Check the effect's isRunning property or pass the force flag to interrupt the current effect.

Does Phaser 4 camera support post-processing filters?▼

Yes, Phaser 4 cameras have filters.internal and filters.external FilterLists, so you can call cam.filters.external.addBlur() or addGlow(). Filters require WebGL and framebuffer rendering, which you can force with setForceComposite(true).

How many cameras can use ignore lists in Phaser?▼

Only the first 32 cameras receive unique bitmask IDs for Game Object exclusion via ignore(). Cameras beyond 32 get ID 0 and cannot exclude objects, so keep ignore-based setups within that limit.