text: /**
  * @author       Richard Davey <rich@photonstorm.com>
  * @copyright    2016 Photon Storm Ltd.
  * @license      {@link https://github.com/photonstorm/phaser/blob/master/license.txt|MIT License}
  */
  
  /**
  * A Camera is your view into the game world. It has a position and size and renders only those objects within its field of view.
  * The game automatically creates a single Stage sized camera on boot. Move the camera around the world with Phaser.Camera.x/y
  *
  * @class Phaser.Camera
  * @constructor
  * @param {Phaser.Game} game - Game reference to the currently running game.
  * @param {number} id - Not being used at the moment, will be when Phaser supports multiple camera
  * @param {number} x - Position of the camera on the X axis
  * @param {number} y - Position of the camera on the Y axis
  * @param {number} width - The width of the view rectangle
  * @param {number} height - The height of the view rectangle
  */
  Phaser.Camera = function (game, id, x, y, width, height)
  {
  
      /**
      * @property {Phaser.Game} game - A reference to the currently running Game.
      */
      this.game = game;
  
      /**
      * @property {Phaser.World} world - A reference to the game world.
      */
      this.world = game.world;
  
      /**
      * @property {number} id - Reserved for future multiple camera set-ups.
      * @default
      */
      this.id = 0;
  
      /**
      * Camera view.
      * The view into the world we wish to render (by default the game dimensions).
      * The x/y values are in world coordinates, not screen coordinates, the width/height is how many pixels to render.
      * Sprites outside of this view are not rendered if Sprite.autoCull is set to `true`. Otherwise they are always rendered.
      * @property {Phaser.Rectangle} view
      */
      this.view = new Phaser.Rectangle(x, y, width, height);
  
      /**
      * The Camera is bound to this Rectangle and cannot move outside of it. By default it is enabled and set to the size of the World.
      * The Rectangle can be located anywhere in the world and updated as often as you like. If you don't wish the Camera to be bound
      * at all then set this to null. The values can be anything and are in World coordinates, with 0,0 being the top-left of the world.
      *
      * @property {Phaser.Rectangle} bounds - The Rectangle in which the Camera is bounded. Set to null to allow for movement anywhere.
      */
      this.bounds = new Phaser.Rectangle(x, y, width, height);
  
      /**
      * @property {Phaser.Rectangle} deadzone - Moving inside this Rectangle will not cause the camera to move.
      */
      this.deadzone = null;
  
      /**
      * @property {boolean} visible - Whether this camera is visible or not.
      * @default
      */
      this.visible = true;
  
      /**
      * @property {boolean} roundPx - If a Camera has roundPx set to `true` it will call `view.floor` as part of its update loop, keeping its boundary to integer values. Set this to `false` to disable this from happening.
      * @default
      */
      this.roundPx = true;
  
      /**
      * @property {boolean} atLimit - Whether this camera is flush with the World Bounds or not.
      */
      this.atLimit = { x: false, y: false };
  
      /**
      * @property {Phaser.Sprite} target - If the camera is tracking a Sprite, this is a reference to it, otherwise null.
      * @default
      */
      this.target = null;
  
      /**
      * @property {PIXI.DisplayObject} displayObject - The display object to which all game objects are added. Set by World.boot.
      */
      this.displayObject = null;
  
      /**
      * @property {Phaser.Point} scale - The scale of the display object to which all game objects are added. Set by World.boot.
      */
      this.scale = null;
  
      /**
      * @property {number} totalInView - The total number of Sprites with `autoCull` set to `true` that are visible by this Camera.
      * @readonly
      */
      this.totalInView = 0;
  
      /**
      * The linear interpolation value to use when following a target.
      * The default values of 1 means the camera will instantly snap to the target coordinates.
      * A lower value, such as 0.1 means the camera will more slowly track the target, giving
      * a smooth transition. You can set the horizontal and vertical values independently, and also
      * adjust this value in real-time during your game.
      * @property {Phaser.Point} lerp
      * @default
      */
      this.lerp = new Phaser.Point(1, 1);
  
      /**
      * @property {Phaser.Signal} onShakeComplete - This signal is dispatched when the camera shake effect completes.
      */
      this.onShakeComplete = new Phaser.Signal();
  
      /**
      * @property {Phaser.Signal} onFlashComplete - This signal is dispatched when the camera flash effect completes.
      */
      this.onFlashComplete = new Phaser.Signal();
  
      /**
      * This signal is dispatched when the camera fade effect completes.
      * When the fade effect completes you will be left with the screen black (or whatever
      * color you faded to). In order to reset this call `Camera.resetFX`. This is called
      * automatically when you change State.
      * @property {Phaser.Signal} onFadeComplete
      */
      this.onFadeComplete = new Phaser.Signal();
  
      /**
      * The Graphics object used to handle camera fx such as fade and flash.
      * @property {Phaser.Graphics} fx
      * @protected
      */
      this.fx = null;
  
      /**
      * @property {Phaser.Point} _targetPosition - Internal point used to calculate target position.
      * @private
      */
      this._targetPosition = new Phaser.Point();
  
      /**
      * @property {number} edge - Edge property.
      * @private
      * @default
      */
      this._edge = 0;
  
      /**
      * @property {Phaser.Point} position - Current position of the camera in world.
      * @private
      * @default
      */
      this._position = new Phaser.Point();
  
      /**
      * @property {Object} _shake - The shake effect container.
      * @private
      */
      this._shake = {
          intensity: 0,
          duration: 0,
          horizontal: false,
          vertical: false,
          shakeBounds: true,
          x: 0,
          y: 0
      };
  
      /**
      * @property {number} _fxDuration - FX duration timer.
      * @private
      */
      this._fxDuration = 0;
  
      /**
      * @property {number} _fxType - The FX type running.
      * @private
      */
      this._fxType = 0;
  
      /**
      * @property {Phaser.Rectangle}
      * @private
      */
      this._fixedView = new Phaser.Rectangle();
  
  };
  
  /**
  * A follow style that uses no deadzone.
  *
  * @constant
  * @type {number}
  */
  Phaser.Camera.FOLLOW_LOCKON = 0;
  
  /**
  * A follow style that uses a tall, narrow deadzone (0.33 x 0.125) with a center slightly above the view center.
  *
  * @constant
  * @type {number}
  */
  Phaser.Camera.FOLLOW_PLATFORMER = 1;
  
  /**
  * A follow style that uses a square deadzone (0.25 of the larger view edge).
  *
  * @constant
  * @type {number}
  */
  Phaser.Camera.FOLLOW_TOPDOWN = 2;
  
  /**
  * A follow style that uses a small square deadzone (0.125 of the larger view edge).
  *
  * @constant
  * @type {number}
  */
  Phaser.Camera.FOLLOW_TOPDOWN_TIGHT = 3;
  
  /**
  * @constant
  * @type {number}
  */
  Phaser.Camera.SHAKE_BOTH = 4;
  
  /**
  * @constant
  * @type {number}
  */
  Phaser.Camera.SHAKE_HORIZONTAL = 5;
  
  /**
  * @constant
  * @type {number}
  */
  Phaser.Camera.SHAKE_VERTICAL = 6;
  
  /**
  * @constant
  * @type {boolean}
  */
  Phaser.Camera.ENABLE_FX = true;
  
  Phaser.Camera.prototype = {
  
      /**
      * Called automatically by Phaser.World.
      *
      * @method Phaser.Camera#boot
      * @private
      */
      boot: function ()
      {
  
          this.displayObject = this.game.world;
  
          this.scale = this.game.world.scale;
  
          this.game.camera = this;
  
          if (Phaser.Graphics && Phaser.Camera.ENABLE_FX)
          {
              this.fx = new Phaser.Graphics(this.game);
  
              this.game.stage.addChild(this.fx);
          }
  
      },
  
      /**
      * Camera preUpdate. Sets the total view counter to zero.
      *
      * @method Phaser.Camera#preUpdate
      */
      preUpdate: function ()
      {
  
          this.totalInView = 0;
  
      },
  
      /**
      * Tell the camera which sprite to follow.
      *
      * You can set the follow type and a linear interpolation value.
      * Use low lerp values (such as 0.1) to automatically smooth the camera motion.
      *
      * If you find you're getting a slight "jitter" effect when following a Sprite it's probably to do with sub-pixel rendering of the Sprite position.
      * This can be disabled by setting `game.renderer.renderSession.roundPixels = true` to force full pixel rendering.
      *
      * @method Phaser.Camera#follow
      * @param {Phaser.Sprite|Phaser.Image|Phaser.Text} target - The object you want the camera to track. Set to null to not follow anything.
      * @param {number} [style] - Leverage one of the existing {@link deadzone} presets. If you use a custom deadzone, ignore this parameter and manually specify the deadzone after calling follow().
      * @param {float} [lerpX=1] - A value between 0 and 1. This value specifies the amount of linear interpolation to use when horizontally tracking the target. The closer the value to 1, the faster the camera will track.
      * @param {float} [lerpY=1] - A value between 0 and 1. This value specifies the amount of linear interpolation to use when vertically tracking the target. The closer the value to 1, the faster the camera will track.
      */
      follow: function (target, style, lerpX, lerpY)
      {
  
          if (style === undefined) { style = Phaser.Camera.FOLLOW_LOCKON; }
          if (lerpX === undefined) { lerpX = 1; }
          if (lerpY === undefined) { lerpY = 1; }
  
          this.target = target;
          this.lerp.set(lerpX, lerpY);
  
          var helper;
  
          switch (style)
          {
  
              case Phaser.Camera.FOLLOW_PLATFORMER:
                  var w = this.width / 8;
                  var h = this.height / 3;
                  this.deadzone = new Phaser.Rectangle((this.width - w) / 2, (this.height - h) / 2 - h * 0.25, w, h);
                  break;
  
              case Phaser.Camera.FOLLOW_TOPDOWN:
                  helper = Math.max(this.width, this.height) / 4;
                  this.deadzone = new Phaser.Rectangle((this.width - helper) / 2, (this.height - helper) / 2, helper, helper);
                  break;
  
              case Phaser.Camera.FOLLOW_TOPDOWN_TIGHT:
                  helper = Math.max(this.width, this.height) / 8;
                  this.deadzone = new Phaser.Rectangle((this.width - helper) / 2, (this.height - helper) / 2, helper, helper);
                  break;
  
              case Phaser.Camera.FOLLOW_LOCKON:
                  this.deadzone = null;
                  break;
  
              default:
                  this.deadzone = null;
                  break;
          }
  
      },
  
      /**
      * Sets the Camera follow target to null, stopping it from following an object if it's doing so.
      *
      * @method Phaser.Camera#unfollow
      */
      unfollow: function ()
      {
  
          this.target = null;
  
      },
  
      /**
      * Move the camera focus on a display object instantly.
      * @method Phaser.Camera#focusOn
      * @param {any} displayObject - The display object to focus the camera on. Must have visible x/y properties.
      */
      focusOn: function (displayObject)
      {
  
          this.setPosition(Math.round(displayObject.x - this.view.halfWidth), Math.round(displayObject.y - this.view.halfHeight));
  
      },
  
      /**
      * Move the camera focus on a location instantly.
      * @method Phaser.Camera#focusOnXY
      * @param {number} x - X position.
      * @param {number} y - Y position.
      */
      focusOnXY: function (x, y)
      {
  
          this.setPosition(Math.round(x - this.view.halfWidth), Math.round(y - this.view.halfHeight));
  
      },
  
      /**
      * This creates a camera shake effect. It works by applying a random amount of additional
      * spacing on the x and y axis each frame. You can control the intensity and duration
      * of the effect, and if it should effect both axis or just one.
      *
      * When the shake effect ends the signal Camera.onShakeComplete is dispatched.
      *
      * @method Phaser.Camera#shake
      * @param {float} [intensity=0.05] - The intensity of the camera shake. Given as a percentage of the camera size representing the maximum distance that the camera can move while shaking.
      * @param {number} [duration=500] - The duration of the shake effect in milliseconds.
      * @param {boolean} [force=true] - If a camera shake effect is already running and force is true it will replace the previous effect, resetting the duration.
      * @param {number} [direction=Phaser.Camera.SHAKE_BOTH] - The directions in which the camera can shake. Either Phaser.Camera.SHAKE_BOTH, Phaser.Camera.SHAKE_HORIZONTAL or Phaser.Camera.SHAKE_VERTICAL.
      * @param {boolean} [shakeBounds=true] - Is the effect allowed to shake the camera beyond its bounds (if set?).
      * @return {boolean} True if the shake effect was started, otherwise false.
      */
      shake: function (intensity, duration, force, direction, shakeBounds)
      {
  
          if (intensity === undefined) { intensity = 0.05; }
          if (duration === undefined) { duration = 500; }
          if (force === undefined) { force = true; }
          if (direction === undefined) { direction = Phaser.Camera.SHAKE_BOTH; }
          if (shakeBounds === undefined) { shakeBounds = true; }
  
          if (!force && this._shake.duration > 0)
          {
              //  Can't reset an already running shake
              return false;
          }
  
          this._shake.intensity = intensity;
          this._shake.duration = duration;
          this._shake.shakeBounds = shakeBounds;
  
          this._shake.x = 0;
          this._shake.y = 0;
  
          this._shake.horizontal = (direction === Phaser.Camera.SHAKE_BOTH || direction === Phaser.Camera.SHAKE_HORIZONTAL);
          this._shake.vertical = (direction === Phaser.Camera.SHAKE_BOTH || direction === Phaser.Camera.SHAKE_VERTICAL);
  
          return true;
  
      },
  
      /**
      * This creates a camera flash effect. It works by filling the game with the solid fill
      * color specified, and then fading it away to alpha 0 over the duration given.
      *
      * You can use this for things such as hit feedback effects.
      *
      * When the effect ends the signal Camera.onFlashComplete is dispatched.
      *
      * @method Phaser.Camera#flash
      * @param {numer} [color=0xffffff] - The color of the flash effect. I.e. 0xffffff for white, 0xff0000 for red, etc.
      * @param {number} [duration=500] - The duration of the flash effect in milliseconds.
      * @param {boolean} [force=false] - If a camera flash or fade effect is already running and force is true it will replace the previous effect, resetting the duration.
      * @param {numer} [alpha=1] - The alpha value of the color applied to the flash effect.
      * @return {boolean} True if the effect was started, otherwise false.
      */
      flash: function (color, duration, force, alpha)
      {
  
          if (color === undefined) { color = 0xffffff; }
          if (duration === undefined) { duration = 500; }
          if (force === undefined) { force = false; }
          if (alpha === undefined) { alpha = 1; }
  
          if (!this.fx || (!force && this._fxDuration > 0))
          {
              return false;
          }
  
          this.fx.clear();
  
          this.fx.beginFill(color, alpha);
          this.fx.drawRect(0, 0, this.width, this.height);
          this.fx.endFill();
  
          this.fx.alpha = 1;
  
          this._fxDuration = duration;
          this._fxType = 0;
  
          return true;
  
      },
  
      /**
      * This creates a camera fade effect. It works by filling the game with the
      * color specified, over the duration given, ending with a solid fill.
      *
      * You can use this for things such as transitioning to a new scene.
      *
      * The game will be left 'filled' at the end of this effect, likely obscuring
      * everything. In order to reset it you can call `Camera.resetFX` and it will clear the
      * fade. Or you can call `Camera.flash` with the same color as the fade, and it will
      * reverse the process, bringing the game back into view again.
      *
      * When the effect ends the signal Camera.onFadeComplete is dispatched.
      *
      * @method Phaser.Camera#fade
      * @param {numer} [color=0x000000] - The color the game will fade to. I.e. 0x000000 for black, 0xff0000 for red, etc.
      * @param {number} [duration=500] - The duration of the fade in milliseconds.
      * @param {boolean} [force=false] - If a camera flash or fade effect is already running and force is true it will replace the previous effect, resetting the duration.
      * @param {numer} [alpha=1] - The alpha value of the color applied to the fade effect.
      * @return {boolean} True if the effect was started, otherwise false.
      */
      fade: function (color, duration, force, alpha)
      {
  
          if (color === undefined) { color = 0x000000; }
          if (duration === undefined) { duration = 500; }
          if (force === undefined) { force = false; }
          if (alpha === undefined) { alpha = 1; }
  
          if (!this.fx || (!force && this._fxDuration > 0))
          {
              return false;
          }
  
          this.fx.clear();
  
          this.fx.beginFill(color, alpha);
          this.fx.drawRect(0, 0, this.width, this.height);
          this.fx.endFill();
  
          this.fx.alpha = 0;
  
          this._fxDuration = duration;
          this._fxType = 1;
  
          return true;
  
      },
  
      /**
      * The camera update loop. This is called automatically by the core game loop.
      *
      * @method Phaser.Camera#update
      * @protected
      */
      update: function ()
      {
  
          if (this._fxDuration > 0)
          {
              this.updateFX();
          }
  
          if (this._shake.duration > 0)
          {
              this.updateShake();
          }
  
          if (this.bounds)
          {
              this.checkBounds();
          }
  
          if (this.roundPx)
          {
              this.view.floor();
              this._shake.x = Math.floor(this._shake.x);
              this._shake.y = Math.floor(this._shake.y);
          }
  
          this.displayObject.position.x = -this.view.x;
          this.displayObject.position.y = -this.view.y;
  
      },
  
      /**
      * Update the camera flash and fade effects.
      *
      * @method Phaser.Camera#updateFX
      * @private
      */
      updateFX: function ()
      {
  
          if (this._fxType === 0)
          {
              //  flash
              this.fx.alpha -= this.game.time.elapsedMS / this._fxDuration;
  
              if (this.fx.alpha <= 0)
              {
                  this._fxDuration = 0;
                  this.fx.alpha = 0;
                  this.onFlashComplete.dispatch();
              }
          }
          else
          {
              //  fade
              this.fx.alpha += this.game.time.elapsedMS / this._fxDuration;
  
              if (this.fx.alpha >= 1)
              {
                  this._fxDuration = 0;
                  this.fx.alpha = 1;
                  this.onFadeComplete.dispatch();
              }
          }
  
      },
  
      /**
      * Update the camera shake effect.
      *
      * @method Phaser.Camera#updateShake
      * @private
      */
      updateShake: function ()
      {
  
          this._shake.duration -= this.game.time.elapsedMS;
  
          if (this._shake.duration <= 0)
          {
              this.onShakeComplete.dispatch();
              this._shake.x = 0;
              this._shake.y = 0;
          }
          else
          {
              if (this._shake.horizontal)
              {
                  this._shake.x = this.game.rnd.frac() * this._shake.intensity * this.view.width * 2 - this._shake.intensity * this.view.width;
              }
  
              if (this._shake.vertical)
              {
                  this._shake.y = this.game.rnd.frac() * this._shake.intensity * this.view.height * 2 - this._shake.intensity * this.view.height;
              }
          }
  
      },
  
      /**
      * Internal method that handles tracking a sprite.
      *
      * @method Phaser.Camera#updateTarget
      * @private
      */
      updateTarget: function ()
      {
  
          this._targetPosition.x = this.view.x + this.target.worldPosition.x;
          this._targetPosition.y = this.view.y + this.target.worldPosition.y;
  
          if (this.deadzone)
          {
              this._edge = this._targetPosition.x - this.view.x;
  
              if (this._edge < this.deadzone.left)
              {
                  this.view.x = this.game.math.linear(this.view.x, this._targetPosition.x - this.deadzone.left, this.lerp.x);
              }
              else if (this._edge > this.deadzone.right)
              {
                  this.view.x = this.game.math.linear(this.view.x, this._targetPosition.x - this.deadzone.right, this.lerp.x);
              }
  
              this._edge = this._targetPosition.y - this.view.y;
  
              if (this._edge < this.deadzone.top)
              {
                  this.view.y = this.game.math.linear(this.view.y, this._targetPosition.y - this.deadzone.top, this.lerp.y);
              }
              else if (this._edge > this.deadzone.bottom)
              {
                  this.view.y = this.game.math.linear(this.view.y, this._targetPosition.y - this.deadzone.bottom, this.lerp.y);
              }
          }
          else
          {
              this.view.x = this.game.math.linear(this.view.x, this._targetPosition.x - this.view.halfWidth, this.lerp.x);
              this.view.y = this.game.math.linear(this.view.y, this._targetPosition.y - this.view.halfHeight, this.lerp.y);
          }
  
          if (this.bounds)
          {
              this.checkBounds();
          }
  
          if (this.roundPx)
          {
              this.view.floor();
          }
  
          this.displayObject.position.x = -this.view.x;
          this.displayObject.position.y = -this.view.y;
  
      },
  
      /**
      * Update the Camera bounds to match the game world.
      *
      * @method Phaser.Camera#setBoundsToWorld
      */
      setBoundsToWorld: function ()
      {
  
          if (this.bounds)
          {
              this.bounds.copyFrom(this.game.world.bounds);
          }
  
      },
  
      /**
      * Method called to ensure the camera doesn't venture outside of the game world.
      * Called automatically by Camera.update.
      *
      * @method Phaser.Camera#checkBounds
      * @protected
      */
      checkBounds: function ()
      {
  
          this.atLimit.x = false;
          this.atLimit.y = false;
  
          var vx = this.view.x + this._shake.x;
          var vw = this.view.right + this._shake.x;
          var vy = this.view.y + this._shake.y;
          var vh = this.view.bottom + this._shake.y;
  
          //  Make sure we didn't go outside the cameras bounds
          if (vx <= this.bounds.x * this.scale.x)
          {
              this.atLimit.x = true;
              this.view.x = this.bounds.x * this.scale.x;
  
              if (!this._shake.shakeBounds)
              {
                  //  The camera is up against the bounds, so reset the shake
                  this._shake.x = 0;
              }
          }
          else if (vw >= this.bounds.right * this.scale.x)
          {
              this.atLimit.x = true;
              this.view.x = (this.bounds.right * this.scale.x) - this.width;
  
              if (!this._shake.shakeBounds)
              {
                  //  The camera is up against the bounds, so reset the shake
                  this._shake.x = 0;
              }
          }
  
          if (vy <= this.bounds.top * this.scale.y)
          {
              this.atLimit.y = true;
              this.view.y = this.bounds.top * this.scale.y;
  
              if (!this._shake.shakeBounds)
              {
                  //  The camera is up against the bounds, so reset the shake
                  this._shake.y = 0;
              }
          }
          else if (vh >= this.bounds.bottom * this.scale.y)
          {
              this.atLimit.y = true;
              this.view.y = (this.bounds.bottom * this.scale.y) - this.height;
  
              if (!this._shake.shakeBounds)
              {
                  //  The camera is up against the bounds, so reset the shake
                  this._shake.y = 0;
              }
          }
  
      },
  
      /**
      * A helper function to set both the X and Y properties of the camera at once
      * without having to use game.camera.x and game.camera.y.
      *
      * @method Phaser.Camera#setPosition
      * @param {number} x - X position.
      * @param {number} y - Y position.
      */
      setPosition: function (x, y)
      {
  
          this.view.x = x;
          this.view.y = y;
  
          if (this.bounds)
          {
              this.checkBounds();
          }
  
      },
  
      /**
      * Sets the size of the view rectangle given the width and height in parameters.
      *
      * @method Phaser.Camera#setSize
      * @param {number} width - The desired width.
      * @param {number} height - The desired height.
      */
      setSize: function (width, height)
      {
  
          this.view.width = width;
          this.view.height = height;
  
      },
  
      /**
      * Resets the camera back to 0,0 and un-follows any object it may have been tracking.
      * Also immediately resets any camera effects that may have been running such as
      * shake, flash or fade.
      *
      * @method Phaser.Camera#reset
      */
      reset: function ()
      {
  
          this.target = null;
  
          this.view.x = 0;
          this.view.y = 0;
  
          this._shake.duration = 0;
          this._shake.x = 0;
          this._shake.y = 0;
  
          this.resetFX();
  
      },
  
      /**
      * Resets any active FX, such as a fade or flash and immediately clears it.
      * Useful to calling after a fade in order to remove the fade from the Stage.
      *
      * @method Phaser.Camera#resetFX
      */
      resetFX: function ()
      {
  
          if (this.fx)
          {
              this.fx.clear();
              this.fx.alpha = 0;
          }
  
          this._fxDuration = 0;
  
      }
  
  };
  
  Phaser.Camera.prototype.constructor = Phaser.Camera;
  
  /**
  * The Cameras x coordinate. This value is automatically clamped if it falls outside of the World bounds.
  * @name Phaser.Camera#x
  * @property {number} x - Gets or sets the cameras x position.
  */
  Object.defineProperty(Phaser.Camera.prototype, 'x', {
  
      get: function ()
      {
  
          return this.view.x;
  
      },
  
      set: function (value)
      {
  
          this.view.x = value;
  
          if (this.bounds)
          {
              this.checkBounds();
          }
      }
  
  });
  
  /**
  * The Cameras y coordinate. This value is automatically clamped if it falls outside of the World bounds.
  * @name Phaser.Camera#y
  * @property {number} y - Gets or sets the cameras y position.
  */
  Object.defineProperty(Phaser.Camera.prototype, 'y', {
  
      get: function ()
      {
  
          return this.view.y;
  
      },
  
      set: function (value)
      {
  
          this.view.y = value;
  
          if (this.bounds)
          {
              this.checkBounds();
          }
      }
  
  });
  
  /**
  * The Cameras position. This value is automatically clamped if it falls outside of the World bounds.
  * @name Phaser.Camera#position
  * @property {Phaser.Point} position - Gets or sets the cameras xy position using Phaser.Point object.
  */
  Object.defineProperty(Phaser.Camera.prototype, 'position', {
  
      get: function ()
      {
  
          this._position.set(this.view.x, this.view.y);
  
          return this._position;
  
      },
  
      set: function (value)
      {
  
          if (typeof value.x !== 'undefined') { this.view.x = value.x; }
          if (typeof value.y !== 'undefined') { this.view.y = value.y; }
  
          if (this.bounds)
          {
              this.checkBounds();
          }
      }
  
  });
  
  /**
  * The Cameras width. By default this is the same as the Game size and should not be adjusted for now.
  * @name Phaser.Camera#width
  * @property {number} width - Gets or sets the cameras width.
  */
  Object.defineProperty(Phaser.Camera.prototype, 'width', {
  
      get: function ()
      {
  
          return this.view.width;
  
      },
  
      set: function (value)
      {
  
          this.view.width = value;
  
      }
  
  });
  
  /**
  * The Cameras height. By default this is the same as the Game size and should not be adjusted for now.
  * @name Phaser.Camera#height
  * @property {number} height - Gets or sets the cameras height.
  */
  Object.defineProperty(Phaser.Camera.prototype, 'height', {
  
      get: function ()
      {
  
          return this.view.height;
  
      },
  
      set: function (value)
      {
  
          this.view.height = value;
  
      }
  
  });
  
  
  /**
  * The Cameras shake intensity.
  * @name Phaser.Camera#shakeIntensity
  * @property {number} shakeIntensity - Gets or sets the cameras shake intensity.
  */
  Object.defineProperty(Phaser.Camera.prototype, 'shakeIntensity', {
  
      get: function ()
      {
  
          return this._shake.intensity;
  
      },
  
      set: function (value)
      {
  
          this._shake.intensity = value;
  
      }
  
  });
  
  
  /**
   * Immobile {@link #view} rectangle. Its top-left is always (0, 0). You can use this align fixedToCamera objects.
   * @name Phaser.Camera#fixedView
   * @property {Phaser.Rectangle} fixedView
   * @readonly
   */
  Object.defineProperty(Phaser.Camera.prototype, 'fixedView', {
  
      get: function ()
      {
  
          this._fixedView.setTo(0, 0, this.view.width, this.view.height);
  
          return this._fixedView;
  
      }
  
  });
  
  /**
   * The x position of the center of the Camera's viewport, relative to the top-left of the game canvas.
   * @name Phaser.Camera#centerX
   * @property {number} centerX
   * @readonly
   */
  Object.defineProperty(Phaser.Camera.prototype, 'centerX', {
  
      get: function ()
      {
  
          return (this.x + (0.5 * this.width));
  
      }
  
  });
  
  /**
   * The y position of the center of the Camera's viewport, relative to the top-left of the game canvas.
   * @name Phaser.Camera#centerY
   * @property {number} centerY
   * @readonly
   */
  Object.defineProperty(Phaser.Camera.prototype, 'centerY', {
  
      get: function ()
      {
  
          return (this.y + (0.5 * this.height));
  
      }
  
  });
  