Multi Camera Input Test

class Example extends Phaser.Scene
{
    current;
    cam4;
    cam3;
    cam2;
    cam1;
    controls;
    bounds;
    graphics;
    gui;

    preload ()
    {
        this.load.setBaseURL('https://cdn.phaserfiles.com/v385');
        this.load.image('eye', 'assets/pics/lance-overdose-loader-eye.png');
        this.load.image('grid', 'assets/pics/debug-grid-1920x1920.png');
    }

    create ()
    {
        this.add.image(0, 0, 'grid').setOrigin(0).setAlpha(0.5);

        this.cam1 = this.cameras.main.setSize(512, 384).setName('Camera 1');
        this.cam2 = this.cameras.add(512, 0, 512, 384).setName('Camera 2');
        this.cam3 = this.cameras.add(0, 384, 512, 384).setName('Camera 3');
        this.cam4 = this.cameras.add(512, 384, 512, 384).setName('Camera 4');

        this.cam2.setScroll(563, 421).setZoom(0.3);
        this.cam3.setScroll(702, 811).setZoom(0.6).setRotation(1.03);

        this.current = this.cam1;
        this.current.setBackgroundColor('rgba(0,0,200,0.5)');

        this.graphics = this.add.graphics();

        //  Scene bounds
        this.bounds = new Phaser.Geom.Rectangle(0, 0, 1920, 1920);

        this.container = this.add.container(100, 100).setAngle(15);

        for (let i = 0; i < 32; i++)
        {
            const x = Phaser.Math.Between(this.bounds.left, this.bounds.right);
            const y = Phaser.Math.Between(this.bounds.top, this.bounds.bottom);

            const s = this.add.sprite(x, y, 'eye');

            s.setInteractive();
            s.setAngle(Phaser.Math.Between(0, 359));
            s.setScale(0.5 + Math.random());

            this.container.add(s);
        }

        this.input.on('gameobjectover', (pointer, gameObject) =>
        {

            gameObject.setTint(0xff0000);

        });

        this.input.on('gameobjectout', (pointer, gameObject) =>
        {

            gameObject.clearTint();

        });

        const cursors = this.input.keyboard.createCursorKeys();

        const camControl = (Phaser.Cameras.Controls.Smoothed) ? Phaser.Cameras.Controls.Smoothed : Phaser.Cameras.Controls.SmoothedKeyControl;

        this.controls = new camControl({
            camera: this.cam1,
            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.input.keyboard.on('keydown_SPACE', event =>
        {

            if (this.current === this.cam1)
            {
                this.controls.setCamera(this.cam2);
                this.current.setBackgroundColor('#000000');
                this.current = this.cam2;
                this.current.setBackgroundColor('rgba(0,0,200,0.5)');
            }
            else if (this.current === this.cam2)
            {
                this.controls.setCamera(this.cam3);
                this.current.setBackgroundColor('#000000');
                this.current = this.cam3;
                this.current.setBackgroundColor('rgba(0,0,200,0.5)');
            }
            else if (this.current === this.cam3)
            {
                this.controls.setCamera(this.cam4);
                this.current.setBackgroundColor('#000000');
                this.current = this.cam4;
                this.current.setBackgroundColor('rgba(0,0,200,0.5)');
            }
            else if (this.current === this.cam4)
            {
                this.controls.setCamera(this.cam1);
                this.current.setBackgroundColor('#000000');
                this.current = this.cam1;
                this.current.setBackgroundColor('rgba(0,0,200,0.5)');
            }

        }, this);

        this.input.keyboard.on('keydown_Z', event =>
        {

            this.controls.camera.rotation += 0.01;

        }, this);

        this.input.keyboard.on('keydown_X', event =>
        {

            this.controls.camera.rotation -= 0.01;

        }, this);

        this.gui = new dat.GUI();

        const help = {
            move: 'Cursors',
            zoom: 'Q & E',
            rotate: 'Z & X',
            change: 'Space'
        };

        const p1 = this.gui.addFolder('Pointer');
        p1.add(this.input, 'x').listen();
        p1.add(this.input, 'y').listen();
        p1.add(help, 'move');
        p1.add(help, 'zoom');
        p1.add(help, 'rotate');
        p1.add(help, 'change');
        p1.open();

        const c1 = this.gui.addFolder('Camera 1');
        c1.add(this.cam1, 'x').listen();
        c1.add(this.cam1, 'y').listen();
        c1.add(this.cam1, 'scrollX').listen();
        c1.add(this.cam1, 'scrollY').listen();
        c1.add(this.cam1, 'rotation').min(0).step(0.01).listen();
        c1.add(this.cam1, 'zoom', 0.1, 2).step(0.1).listen();
        c1.open();

        const c2 = this.gui.addFolder('Camera 2');
        c2.add(this.cam2, 'x').listen();
        c2.add(this.cam2, 'y').listen();
        c2.add(this.cam2, 'scrollX').listen();
        c2.add(this.cam2, 'scrollY').listen();
        c2.add(this.cam2, 'rotation').min(0).step(0.01).listen();
        c2.add(this.cam2, 'zoom', 0.1, 2).step(0.1).listen();
        c2.open();

        const c3 = this.gui.addFolder('Camera 3');
        c3.add(this.cam3, 'x').listen();
        c3.add(this.cam3, 'y').listen();
        c3.add(this.cam3, 'scrollX').listen();
        c3.add(this.cam3, 'scrollY').listen();
        c3.add(this.cam3, 'rotation').min(0).step(0.01).listen();
        c3.add(this.cam3, 'zoom', 0.1, 2).step(0.1).listen();
        c3.open();

        const c4 = this.gui.addFolder('Camera 4');
        c4.add(this.cam4, 'x').listen();
        c4.add(this.cam4, 'y').listen();
        c4.add(this.cam4, 'scrollX').listen();
        c4.add(this.cam4, 'scrollY').listen();
        c4.add(this.cam4, 'rotation').min(0).step(0.01).listen();
        c4.add(this.cam4, 'zoom', 0.1, 2).step(0.1).listen();
        c4.open();
    }

    update (time, delta)
    {
        this.container.rotation += 0.001;
        this.controls.update(delta);

        this.graphics.clear();

        this.graphics.lineStyle(1, 0x00ff00);
        this.graphics.strokeRectShape(this.bounds);
        this.graphics.lineBetween(0, 0, this.bounds.width, this.bounds.height);
        this.graphics.lineBetween(this.bounds.width, 0, 0, this.bounds.height);
    }
}

const config = {
    type: Phaser.WEBGL,
    parent: 'phaser-example',
    width: 1024,
    height: 768,
    backgroundColor: '#000000',
    scene: Example
};

const game = new Phaser.Game(config);