/// (function () { var game = new Phaser.Game(this, 'game', 800, 600, preload, create, update, render); var radar: Phaser.Sprite; var ships: Phaser.Sprite[] = []; var enemyCamera: Phaser.Camera; function preload() { 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'); } 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: Phaser.Sprite = game.add.sprite(160, 300, 'ship'); ships.push(ourShip); // Radar sprite is a HUD. radar = game.add.sprite(0, 0, 'radar-surface'); // Make the default camera rendered on the left half screen. game.camera.setSize(400, 600); game.camera.texture.backgroundColor = 'rgb(0,50,100)'; game.camera.texture.opaque = true; // 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(400, 0, 400, 600); enemyCamera.texture.backgroundColor = 'rgb(100,0,50)'; enemyCamera.texture.opaque = true; // Hide our ship on the enemies' camera. enemyCamera.hide(ourShip); } function update() { for (var i = 0; i < ships.length; i++) { ships[i].x += 4; if (ships[i].x > 400) { ships[i].x = 40; } } } function render() { Phaser.DebugUtils.renderText('Left is the player\'s camera and right is the enemies\' camera.', 32, 32); } })();