cameras

Manage multiple Phaser 4 cameras with viewports, effects, and keyboard controls.

Updated Apr 22, 2026
One-click install
npx skills add https://github.com/arnaudruffin/dvx-phaser-game --skill cameras-arnaudruffin
Or copy as Structured Prompt for Agent
Please help me install this Agent Skill.
Skill: cameras
Source: https://github.com/arnaudruffin/dvx-phaser-game/tree/main/.agents/skills/cameras
Command: npx skills add https://github.com/arnaudruffin/dvx-phaser-game --skill cameras-arnaudruffin

SYSTEM DOCUMENTATION & REQUIREMENTS

💡 This Skill includes references (resource) components.

What problem does it solve?

Coordinating multiple cameras, viewports, and camera effects in Phaser 4 to build complex, layered game scenes.

Core Features & Use Cases

  • Manage a main camera and additional cameras (minimap, HUD) with independent scroll, zoom, and bounds.
  • Apply camera effects (fade, flash, shake, pan, zoomTo, rotateTo) and follow targets with deadzones and optional filters.
  • Suitable for games requiring split-view layouts, HUD overlays, and world navigation with multiple camera feeds.

Quick Start

Initialize the main camera in a Scene, optionally create a minimap camera, have the main camera follow the player, and set an initial zoom.

Frequently Asked Questions about cameras

High-intent search queries and answers about installing and using this skill.

FAQPage Schema
How do I set up a minimap and main camera in Phaser 4?

To set up multiple cameras in Phaser 4, initialize the main camera in a Scene, create an additional camera for the minimap or HUD, and configure independent scroll, zoom, and viewport bounds for each.

Can I apply fade and shake effects to individual cameras in Phaser?

Yes, you can apply fade, flash, shake, pan, zoomTo, and rotateTo effects to individual cameras in Phaser, allowing targeted visual feedback on the main view or minimap without affecting other camera feeds.

How do camera deadzones work when following a player in game development?

Camera deadzones define a specific viewport area where the camera remains stationary while the followed player moves within it, triggering camera scroll updates only when the target exits this boundary.

What is the best way to manage independent viewports for HUD overlays?

The best way to manage independent viewports for HUD overlays is using a CameraManager to handle multiple cameras, allowing each camera to render specific scene layers with isolated scroll, zoom, and effects behavior.

Does Phaser support split-view layouts with multiple camera feeds?

Yes, Phaser supports split-view layouts by utilizing multiple camera feeds through its camera system, enabling complex scene rendering with independent bounds, scroll factors, viewport management, and optional filters per camera.