/// (function () { var game = new Phaser.Game(this, 'game', 800, 600, init, create, update, render); var radar; var ships = []; var enemyCamera; function init() { game.world.setSize(800, 600, true); game.load.image('radar-surface', 'assets/tests/radar-surface.png'); game.load.image('ship', 'assets/sprites/asteroids_ship_white.png'); game.load.image('enemy-ship', 'assets/sprites/asteroids_ship.png'); game.load.start(); } function create() { // Add enemies and our ship the the world. for (var i = 0; i < 4; i++) { ships.push(game.add.sprite(100 + i * 10, 280 + i * 16, 'enemy-ship')); } var ourShip = game.add.sprite(160, 300, 'ship'); ships.push(ourShip); // Radar sprite is a HUD. radar = game.add.sprite(0, 0, 'radar-surface'); radar.transform.scrollFactor.setTo(0, 0); // Make the default camera rendered on the left half screen. game.camera.setSize(400, 600); // Add a new camera and render it on the right half screen. // The newly created is the enemies' camera, which cannot "see" our ship. enemyCamera = game.add.camera(0, 0, 800, 600); enemyCamera.setSize(400, 600); enemyCamera.setPosition(400, 0); // Hide our ship on the enemies' camera. enemyCamera.hide(ourShip); } function update() { for (var i = 0; i < ships.length; i++) { ships[i].x += 1; if (ships[i].x > 400) { ships[i].x = 40; } } } function render() { Phaser.DebugUtils.context.fillStyle = '#fff'; Phaser.DebugUtils.context.fillText('Left is the player\'s camera, and right is the enemies\' camera.', 32, 100); } })();