Minimap Camera
Learn how to create a persistent minimap using a second camera. This example demonstrates camera positioning, zooming, and using the ignore method to hide specific game objects from the minimap view.
800 × 600
class Example extends Phaser.Scene
{
constructor ()
{
super();
}
preload ()
{
this.load.setBaseURL('https://cdn.phaserfiles.com/v410');
this.load.image('star', 'assets/demoscene/star2.png');
this.load.image('bigStar', 'assets/demoscene/star3.png');
this.load.image('ship', 'assets/sprites/shmup-ship2.png');
this.load.spritesheet('face', 'assets/sprites/metalface78x92.png', { frameWidth: 78, frameHeight: 92 });
}
create ()
{
// The world is 3200 x 600 in size
this.matter.world.setBounds(0, 0, 3200, 600);
this.cameras.main.setBounds(0, 0, 3200, 600).setName('main');
// The miniCam is 400px wide, so can display the whole world at a zoom of 0.2
this.minimap = this.cameras.add(200, 10, 400, 100).setZoom(0.2).setName('mini');
this.minimap.setBackgroundColor(0x002244);
this.minimap.scrollX = 1600;
this.minimap.scrollY = 300;
this.createStarfield();
this.createLandscape();
this.createAliens();
// Add a player ship and camera follow
this.player = this.matter.add.sprite(1600, 200, 'ship')
.setFixedRotation()
.setFrictionAir(0.05)
.setMass(30);
this.cameras.main.startFollow(this.player, false, 0.2, 0.2);
this.cursors = this.input.keyboard.createCursorKeys();
}
update ()
{
if (this.cursors.left.isDown)
{
this.player.thrustBack(0.1);
this.player.flipX = true;
}
else if (this.cursors.right.isDown)
{
this.player.thrust(0.1);
this.player.flipX = false;
}
if (this.cursors.up.isDown)
{
this.player.thrustLeft(0.1);
}
else if (this.cursors.down.isDown)
{
this.player.thrustRight(0.1);
}
// And this camera is 400px wide, so -200
this.minimap.scrollX = Phaser.Math.Clamp(this.player.x - 200, 800, 2000);
}
createStarfield ()
{
// Starfield background
// Note the scrollFactor values which give them their 'parallax' effect
var group = this.add.group({ key: 'star', frameQuantity: 256 });
group.createMultiple({ key: 'bigStar', frameQuantity: 32 });
var rect = new Phaser.Geom.Rectangle(0, 0, 3200, 550);
Phaser.Actions.RandomRectangle(group.getChildren(), rect);
group.children.forEach(function (child, index) {
var sf = Math.max(0.3, Math.random());
if (child.texture.key === 'bigStar')
{
sf = 0.2;
}
child.setScrollFactor(sf);
this.minimap.ignore(child);
}, this);
}
createLandscape ()
{
// Draw a random 'landscape'
var landscape = this.add.graphics();
landscape.fillStyle(0x008800, 1);
landscape.lineStyle(2, 0x00ff00, 1);
landscape.beginPath();
var maxY = 550;
var minY = 400;
var x = 0;
var y = maxY;
var range = 0;
var up = true;
landscape.moveTo(0, 600);
landscape.lineTo(0, 550);
do
{
// How large is this 'side' of the mountain?
range = Phaser.Math.Between(20, 100);
if (up)
{
y = Phaser.Math.Between(y, minY);
up = false;
}
else
{
y = Phaser.Math.Between(y, maxY);
up = true;
}
landscape.lineTo(x + range, y);
x += range;
} while (x < 3100);
landscape.lineTo(3200, maxY);
landscape.lineTo(3200, 600);
landscape.closePath();
landscape.strokePath();
landscape.fillPath();
}
createAliens ()
{
// Create some random aliens
const config = {
key: 'metaleyes',
frames: this.anims.generateFrameNumbers('face', { start: 0, end: 3 }),
frameRate: 20,
repeat: -1
};
this.anims.create(config);
for (let i = 0; i < 32; i++)
{
let x = Phaser.Math.Between(100, 3100);
let y = Phaser.Math.Between(100, 300);
const face = this.matter.add.sprite(x, y, 'face').play('metaleyes');
face
.setFrictionAir(0)
.setMass(1)
.setScale(0.5);
const direction = (Math.random() > 0.5) ? -1 : 1;
face.setVelocity(Phaser.Math.Between(1, 5) * direction, Phaser.Math.Between(1, 5) * direction);
}
}
}
const config = {
scale: { mode: Phaser.Scale.FIT },
type: Phaser.WEBGL,
width: 800,
height: 600,
parent: 'game-container',
pixelArt: true,
physics: {
default: 'matter',
matter: {
gravity: {
x: 0,
y: 0
},
enableSleeping: true
}
},
scene: Example
};
const game = new Phaser.Game(config);