Matter JS World Bodies and Camera Navigation
Create a large Matter JS physics world populated with random polygons and rectangles. This example demonstrates world bounds, mouse interaction via mouseSpring, and camera navigation including panning, zooming, and rotation.
800 × 600
class Example extends Phaser.Scene
{
controls;
create ()
{
const worldWidth = 1600;
const worldHeight = 1200;
this.matter.world.setBounds(0, 0, worldWidth, worldHeight);
// Create loads of random bodies
for (let i = 0; i < 100; i++)
{
const x = Phaser.Math.Between(0, worldWidth);
const y = Phaser.Math.Between(0, worldHeight);
if (Math.random() < 0.7)
{
const sides = Phaser.Math.Between(3, 14);
const radius = Phaser.Math.Between(8, 50);
this.matter.add.polygon(x, y, sides, radius, { restitution: 0.9 });
}
else
{
const width = Phaser.Math.Between(16, 128);
const height = Phaser.Math.Between(8, 64);
this.matter.add.rectangle(x, y, width, height, { restitution: 0.9 });
}
}
this.matter.add.mouseSpring();
const cursors = this.input.keyboard.createCursorKeys();
const controlConfig = {
camera: this.cameras.main,
left: cursors.left,
right: cursors.right,
up: cursors.up,
down: cursors.down,
zoomIn: this.input.keyboard.addKey(Phaser.Input.Keyboard.KeyCodes.Q),
zoomOut: this.input.keyboard.addKey(Phaser.Input.Keyboard.KeyCodes.E),
acceleration: 0.06,
drag: 0.0005,
maxSpeed: 1.0
};
this.controls = new Phaser.Cameras.Controls.SmoothedKeyControl(controlConfig);
this.input.keyboard.on('KEY_DOWN_Z', function (event)
{
this.cameras.main.rotation += 0.01;
}, 0, this);
this.input.keyboard.on('KEY_DOWN_X', function (event)
{
this.cameras.main.rotation -= 0.01;
}, 0, this);
const cam = this.cameras.main;
const gui = new dat.GUI();
const p1 = gui.addFolder('Pointer');
p1.add(this.input, 'x').listen();
p1.add(this.input, 'y').listen();
p1.open();
const help = {
line1: 'Cursors to move',
line2: 'Q & E to zoom',
line3: 'Z & X to rotate'
};
const f1 = gui.addFolder('Camera');
f1.add(cam, 'x').listen();
f1.add(cam, 'y').listen();
f1.add(cam, 'scrollX').listen();
f1.add(cam, 'scrollY').listen();
f1.add(cam, 'rotation').min(0).step(0.01).listen();
f1.add(cam, 'zoom', 0.1, 2).step(0.1).listen();
f1.add(help, 'line1');
f1.add(help, 'line2');
f1.add(help, 'line3');
f1.open();
}
update (time, delta)
{
this.controls.update(delta);
}
}
const config = {
scale: { mode: Phaser.Scale.FIT },
type: Phaser.WEBGL,
width: 800,
height: 600,
parent: 'game-container',
pixelArt: true,
physics: {
default: 'matter',
matter: {
gravity: {
y: 0
},
debug: true
}
},
scene: Example
};
const game = new Phaser.Game(config);