Introducing Beam — Play & Create Interactive Video Shorts. Explore Beam →
var config = { type: Phaser.WEBGL, parent: 'phaser-example', width: 800, height: 600, scene: { preload: preload, create: create, update: update } }; var cursors; var camera; var text; var sprite3D; var xAxis; var yAxis; var zAxis; var isPosition = false; var game = new Phaser.Game(config); function preload () { this.load.scenePlugin('Camera3DPlugin', 'plugins/camera3d.min.js', 'Camera3DPlugin', 'cameras3d'); this.load.image('block', 'assets/sprites/128x128-v2.png'); this.load.spritesheet('positionButton', 'assets/ui/position-button.png', { frameWidth: 74, frameHeight: 23 }); this.load.spritesheet('rotationButton', 'assets/ui/rotation-button.png', { frameWidth: 74, frameHeight: 23 }); } function create () { camera = this.cameras3d.add(90).setPosition(0, 0, 200); sprite3D = camera.create(0, 0, 0, 'block'); cursors = this.input.keyboard.createCursorKeys(); var pButton = this.add.image(10, 10, 'positionButton', 1).setOrigin(0).setDepth(1000000).setName('position').setInteractive(); var rButton = this.add.image(100, 10, 'rotationButton', 0).setOrigin(0).setDepth(1000000).setName('rotation').setInteractive(); this.input.on('gameobjectdown', function (pointer, gameObject) { if (gameObject.name === 'position' && !isPosition) { // Enable position pButton.setFrame(0); rButton.setFrame(1); isPosition = true; } else if (gameObject.name === 'rotation' && isPosition) { // Enable rotation pButton.setFrame(1); rButton.setFrame(0); isPosition = false; } }); text = this.add.text(10, 48, '', { font: '16px Courier', fill: '#00ff00' }).setDepth(1000000); xAxis = new Phaser.Math.Vector3(1, 0, 0); yAxis = new Phaser.Math.Vector3(0, 1, 0); zAxis = new Phaser.Math.Vector3(0, 0, 1); } function update () { if (cursors.left.isDown) { if (isPosition) { camera.x -= 4; } else { camera.rotate(0.01, xAxis); sprite3D.gameObject.rotation += 0.01; } } else if (cursors.right.isDown) { if (isPosition) { camera.x += 4; } else { camera.rotate(-0.01, xAxis); sprite3D.gameObject.rotation -= 0.01; } } if (cursors.up.isDown) { if (cursors.shift.isDown) { if (isPosition) { camera.z += 4; } else { camera.rotate(0.01, zAxis); sprite3D.gameObject.rotation += 0.01; } } else { if (isPosition) { camera.y += 4; } else { camera.rotate(0.01, yAxis); sprite3D.gameObject.rotation += 0.01; } } } else if (cursors.down.isDown) { if (cursors.shift.isDown) { if (isPosition) { camera.z -= 4; } else { camera.rotate(-0.01, zAxis); sprite3D.gameObject.rotation -= 0.01; } } else { if (isPosition) { camera.y -= 4; } else { camera.rotate(-0.01, yAxis); sprite3D.gameObject.rotation -= 0.01; } } } text.setText([ 'camera.x: ' + camera.x, 'camera.y: ' + camera.y, 'camera.z: ' + camera.z ]); }
var config = {
type: Phaser.WEBGL,
parent: 'phaser-example',
width: 800,
height: 600,
scene: {
preload: preload,
create: create,
update: update
}
};
var cursors;
var camera;
var text;
var sprite3D;
var xAxis;
var yAxis;
var zAxis;
var isPosition = false;
var game = new Phaser.Game(config);
function preload ()
{
this.load.scenePlugin('Camera3DPlugin', 'plugins/camera3d.min.js', 'Camera3DPlugin', 'cameras3d');
this.load.image('block', 'assets/sprites/128x128-v2.png');
this.load.spritesheet('positionButton', 'assets/ui/position-button.png', { frameWidth: 74, frameHeight: 23 });
this.load.spritesheet('rotationButton', 'assets/ui/rotation-button.png', { frameWidth: 74, frameHeight: 23 });
}
function create ()
{
camera = this.cameras3d.add(90).setPosition(0, 0, 200);
sprite3D = camera.create(0, 0, 0, 'block');
cursors = this.input.keyboard.createCursorKeys();
var pButton = this.add.image(10, 10, 'positionButton', 1).setOrigin(0).setDepth(1000000).setName('position').setInteractive();
var rButton = this.add.image(100, 10, 'rotationButton', 0).setOrigin(0).setDepth(1000000).setName('rotation').setInteractive();
this.input.on('gameobjectdown', function (pointer, gameObject) {
if (gameObject.name === 'position' && !isPosition)
{
// Enable position
pButton.setFrame(0);
rButton.setFrame(1);
isPosition = true;
}
else if (gameObject.name === 'rotation' && isPosition)
{
// Enable rotation
pButton.setFrame(1);
rButton.setFrame(0);
isPosition = false;
}
});
text = this.add.text(10, 48, '', { font: '16px Courier', fill: '#00ff00' }).setDepth(1000000);
xAxis = new Phaser.Math.Vector3(1, 0, 0);
yAxis = new Phaser.Math.Vector3(0, 1, 0);
zAxis = new Phaser.Math.Vector3(0, 0, 1);
}
function update ()
{
if (cursors.left.isDown)
{
if (isPosition)
{
camera.x -= 4;
}
else
{
camera.rotate(0.01, xAxis);
sprite3D.gameObject.rotation += 0.01;
}
}
else if (cursors.right.isDown)
{
if (isPosition)
{
camera.x += 4;
}
else
{
camera.rotate(-0.01, xAxis);
sprite3D.gameObject.rotation -= 0.01;
}
}
if (cursors.up.isDown)
{
if (cursors.shift.isDown)
{
if (isPosition)
{
camera.z += 4;
}
else
{
camera.rotate(0.01, zAxis);
sprite3D.gameObject.rotation += 0.01;
}
}
else
{
if (isPosition)
{
camera.y += 4;
}
else
{
camera.rotate(0.01, yAxis);
sprite3D.gameObject.rotation += 0.01;
}
}
}
else if (cursors.down.isDown)
{
if (cursors.shift.isDown)
{
if (isPosition)
{
camera.z -= 4;
}
else
{
camera.rotate(-0.01, zAxis);
sprite3D.gameObject.rotation -= 0.01;
}
}
else
{
if (isPosition)
{
camera.y -= 4;
}
else
{
camera.rotate(-0.01, yAxis);
sprite3D.gameObject.rotation -= 0.01;
}
}
}
text.setText([
'camera.x: ' + camera.x,
'camera.y: ' + camera.y,
'camera.z: ' + camera.z
]);
}