World Coordinates from Another Scene
Convert screen pointer coordinates into world coordinates using a camera reference from a different scene, accounting for that camera's specific zoom and scroll values.
800 × 600
class UIScene extends Phaser.Scene
{
constructor ()
{
super({ key: 'ui' });
}
create ()
{
const text = this.add.text(10, 10).setText('Click to move');
text.setShadow(1, 1, '#000000', 2);
const worldCamera = this.scene.get('world').cameras.main;
this.input.on('pointermove', function (pointer) {
const pos = worldCamera.getWorldPoint(pointer.x, pointer.y);
text.setText([
'World: ' + pos.x + ' x ' + pos.y,
'Camera: ' + worldCamera.midPoint.x + ' x ' + worldCamera.midPoint.y
]);
});
}
}
class WorldScene extends Phaser.Scene
{
constructor ()
{
super({ key: 'world' });
}
preload ()
{
this.load.setBaseURL('https://cdn.phaserfiles.com/v410');
this.load.image('map', 'assets/tests/camera/earthbound-scarab.png');
}
create ()
{
this.cameras.main.setBounds(0, 0, 1024, 2048);
this.add.image(0, 0, 'map').setOrigin(0);
this.cameras.main.setZoom(1);
this.cameras.main.centerOn(0, 0);
let pos = 0;
this.input.on('pointerdown', function () {
var cam = this.cameras.main;
if (pos === 0)
{
cam.pan(767, 1096, 2000, 'Power2');
cam.zoomTo(4, 3000);
pos++;
}
else if (pos === 1)
{
cam.pan(703, 1621, 2000, 'Elastic');
cam.zoomTo(2, 3000);
pos++;
}
else if (pos === 2)
{
cam.pan(256, 623, 2000, 'Sine.easeInOut');
cam.zoomTo(1, 3000);
pos++;
}
else if (pos === 3)
{
cam.pan(166, 304, 2000);
cam.zoomTo(4, 1500);
pos++;
}
else if (pos === 4)
{
cam.pan(624, 158, 2000);
cam.zoomTo(0.8, 3000);
pos++;
}
else if (pos === 5)
{
cam.pan(600, 330, 2000);
pos++;
}
else if (pos === 6)
{
cam.pan(748, 488, 2000);
cam.zoomTo(1, 1000);
pos++;
}
else if (pos === 7)
{
cam.pan(1003, 1719, 2000);
pos++;
}
else if (pos === 8)
{
cam.pan(0, 0, 500);
pos = 0;
}
}, this);
this.scene.launch('ui');
}
}
const config = {
scale: { mode: Phaser.Scale.FIT },
type: Phaser.AUTO,
parent: 'game-container',
width: 800,
height: 600,
pixelArt: true,
physics: {
default: 'arcade',
},
scene: [ WorldScene, UIScene ]
};
const game = new Phaser.Game(config);