---
title: "Side-on world"
package: "@phaser-ae/world-side"
tier: Free
version: 3.0.0-4
released: 2026-10-14
updated: 2026-10-20
description: "The 2D world for games seen from the side, drawing by layer and declared depth, with a pan-and-zoom camera and an optional wrap-around arena."
url: https://phaser.io/packs/world-side
site: Phaser - https://phaser.io
---

# Side-on world

The world for games seen from the side: platformers, runners, shooters, bat-and-ball games and wrap-around arenas.
Depth is declared by layer and `z` rather than worked out from position, and the camera and coordinate conversions
come installed.

## What it does

Objects live on named layers, by default `back`, `world` and `front`, drawn back to front. Within a layer they draw
by `z`, then in spawn order. Nothing is sorted by height on screen, because in a platformer a hero standing higher is
not further away; you say what is in front.

It installs the shared 2D camera, with pan, zoom and bounds, and `toWorld` and `toScreen` to convert between screen
pixels and world units, so a tap finds its place in the level. `view`, `vw` and `vh` give the rectangle the camera
is looking at and points a fraction across it, read fresh each time so they are never a frame behind.

Set `wrap` and the world becomes a torus. Positions wrap, everything draws at its nearest image to the camera, the
camera follows across the seam, and nearby-object queries and collisions see across it too. Game code never wraps a
coordinate itself; the engine does it after every step.

## Features

- **Declared depth** — layer, then `z`, then spawn order, with no surprises from position.
- **Your own layers** — name as many as the game needs; spawning on an unknown layer throws, so a typo is caught at
  once.
- **The 2D camera** — pan, zoom and bounds, with `toWorld` and `toScreen`.
- **View helpers** — `view`, `vw` and `vh` for placing things relative to what the camera sees.
- **Wrap-around worlds** — `wrap: { w, h }` makes positions, drawing, the camera, queries and collision cross the
  edges.

## Good for

- **Platformers** — declared depth for scenery, level and foreground, with gravity and platforms from physics.
- **Endless runners** — a camera that pans along with the runner across the level.
- **Horizontal and vertical scrolling shooters** — layers for the backdrop, the action and the effects in front.
- **Brick breakers and bat-and-ball games** — a fixed playfield with its depth set by layer.
- **Wrap-around space arenas** — ships and rocks that fly off one edge and in at the other, in the style of
  Asteroids.

## Make it yours

The options are the layer list and the wrap size. A platformer might declare its own layers for the sky, the
distant hills, the level and the effects in front, with the camera bounded to the level and following the hero. A
single-screen arena sets `wrap` to the size of the screen, so everything that leaves one edge comes back at the other,
and the game never writes a line of wrapping code.

## A quick look

A cloud behind, a hero over the same layer's other objects, and a tap converted into the world:

```ts
game.spawn({ id: 'cloud', x, y, layer: 'back' });
game.spawn({ id: 'hero', x, y, layer: 'world', z: 1 });  // over same-layer z:0
const p = game.input.pointer;                             // screen pixels
if (p) { const at = game.world.toWorld(p.x, p.y); /* … */ }
```

## Works with

- `core-2d` and `core-vector` — both compose it, so most 2D games have it already.
- `physics-2d` — gravity and platforms; `tiles-2d` — a tilemap for the level.
- `rig-follow` — the camera that follows the player; `controls-2d` — the input.
- `world-screen` — a HUD over it, and an underlay that sits just above its first layer.
- `world-topdown` — the alternative when characters should walk behind things by standing higher on screen.

## Good to know

- Two objects with the same layer and `z` draw in spawn order, and nothing reorders them.
- Wrapping is all or nothing: a level that wraps only horizontally needs a wide world and a bounds clamp instead.
- The 2D camera does not rotate.
- There is one 2D world per game.

---

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