Multiple Cameras and Effects

Create multiple camera viewports within a single Scene to display the same game objects with different simultaneous effects including shake, flash, fade, zoom, and rotation.

Multiple Cameras and Effects, running
800 × 600
GitHub

class Example extends Phaser.Scene
{
    stars = [];
    cameraRotation = 0;
    camera0;
    camera1;
    camera2;
    camera3;

    create() {
        const radius = 20;
        const radius2 = radius * 2;
        const maxWidth = (400 / radius2)|0;

        for (let i = 0; i < 80; ++i)
        {
            const graphics = this.add.graphics({x: radius + (i % maxWidth) * radius2, y: radius + ((i / maxWidth)|0) * radius2});
            this.drawStar(graphics, 0, 0, 5, radius, radius / 2, 0xff0000, 0xFFFF00);
            graphics.fillStyle(0xFFFF00 + (i % 0xFF), 1.0);
            this.stars.push(graphics);
            this.stars[i].rotation += 0.1;
        }

        this.cameras.main.setSize(400, 300);

        this.camera0 = this.cameras.main;
        this.camera1 = this.cameras.add(400, 0, 400, 300);
        this.camera2 = this.cameras.add(0, 300, 400, 300);
        this.camera3 = this.cameras.add(400, 300, 400, 300);
    }

    update() {
        this.camera0.scrollX = Math.cos(this.cameraRotation) * 100;
        this.camera0.scrollY = Math.sin(this.cameraRotation) * 100;
        this.camera1.shake(100, 0.01);
        this.camera2.flash(2000);
        this.camera3.fade(2000);
        this.camera3.rotation = Math.sin(this.cameraRotation);
        this.camera3.zoom = 0.5 + Math.abs(Math.sin(this.cameraRotation));
        if (this.camera3._fadeAlpha >= 1.0)
        {
            this.camera3._fadeAlpha = 0.0;
            this.camera3.fade(1000);
        }
        for (let i = 0; i < this.stars.length; ++i)
        {
            const star = this.stars[i];
            star.rotation += 0.01;
            star.scaleX = 0.5 + Math.abs(Math.sin(star.rotation));
            star.scaleY = 0.5 + Math.abs(Math.sin(star.rotation));
        }
        this.cameraRotation += 0.01;
    }

    drawStar (graphics, cx, cy, spikes, outerRadius, innerRadius, color, lineColor) {
        let rot = Math.PI / 2 * 3;
        let x = cx;
        let y = cy;
        const step = Math.PI / spikes;
        graphics.lineStyle(1, lineColor, 1.0);
        graphics.fillStyle(color, 1.0);
        graphics.beginPath();
        graphics.moveTo(cx, cy - outerRadius);
        for (let i = 0; i < spikes; i++) {
            x = cx + Math.cos(rot) * outerRadius;
            y = cy + Math.sin(rot) * outerRadius;
            graphics.lineTo(x, y);
            rot += step;

            x = cx + Math.cos(rot) * innerRadius;
            y = cy + Math.sin(rot) * innerRadius;
            graphics.lineTo(x, y);
            rot += step;
        }
        graphics.lineTo(cx, cy - outerRadius);
        graphics.closePath();
        graphics.fillPath();
        graphics.strokePath();
    }
}

const config = {
    scale: { mode: Phaser.Scale.FIT },
    type: Phaser.WEBGL,
    parent: 'game-container',
    width: 800,
    height: 600,
    scene: Example
};


const game = new Phaser.Game(config);

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