I am using Phaser to build a zoomable / pannable 2D map with the intended functionality being that the home camera position is always in the middle of the World coordinates. I have a problem where my Stage (Phaser.Stage) size is slightly smaller than my explicitly-set World coordinates, and it appears that my groups (Phaser.Group) within my world (Phaser.World) are the same size as the Stage (less than my world size).
From http://docs.phaser.io/Phaser.World.html:
By default a world is created the same size as your Stage.
I am aware that Stage comes from PIXI and is used for rendering:
A Stage represents the root of the display tree. Everything connected to the stage is rendered.
From http://docs.phaser.io/Phaser.Stage.html
The Stage controls root level display objects upon which everything is displayed. It also handles browser visibility handling and the pausing due to loss of focus.
I have learned from the html5gamedevs.com forums that Camera (Phaser.Camera) does not have zoom capabilities (or multiple cameras) built-in at the time of writing this question (Phaser v2.1.1 | Pixi.js v1.6.1). Based on my experimentation so far, I believe that the camera translation (x, y) works by translating the world coordinates. However, I'm still running into some escaping issues regarding a camera offset with my zoom system.
I have not yet found any examples online (including the official Phaser examples) of working directly with the Stage (Phaser.Stage), or how the stage dimensions play into the World, Camera, and Groups.
What is the relationship between the Stage and the World in Phaser?