Parallel Scenes: Input

export class HomeScene extends Phaser.Scene {
  constructor() {
    super(`${CST.SCENES.HOME}`);
  }

  preload(): void {
    window.player = new Entity([
      new Pos(),
      new Move(),
      new Attack(),
      new Container(this, [
        new Sprite(CST.SPRITE_LAYER.BODY, this, 0, 0, CST.SPRITE.RICK)
      ])
    ]);
    ecs.addEntity(window.player);

    const mappy = this.make.tilemap({
      key: `${CST.MAP.TESTY}`
    });

    const tileSet = mappy.addTilesetImage("floor_indoors_tileset");
    window.tileSet = tileSet;
    mappy.createStaticLayer("ground", tileSet, 0, 0).setOrigin(0);
    window.mappy = mappy;

    this.cameras.main.startFollow(
      window.player.comp.sprite,
      false,
      1,
      1,
      -16,
      -16
    );

  }
  create(): void {
  }
  update(time: number, delta: number): void {
  }
}

export class InputScene extends Phaser.Scene {
  constructor() {
    super({ key: `${CST.SCENES.INPUT}`, plugins: ["InputPlugin"] }); //preload is not called if loadplugin is disabled
  }
  preload(): void {}
  create(): void {
    //@ts-ignore

    this.input.on("pointermove", () => {

//THIESE MOUSEX COORDINATES DO NOT TRANSLATE TO THE SCENE ABOVE
      let mouseX = this.input.mousePointer.worldX - window.player.comp.pos.x;
      let mouseY = this.input.mousePointer.worldY - window.player.comp.pos.y;
    });
  }
  update() {
    
}

So my InputScene runs ontop of HomeScene in parallel and I need the mouseX and mouseY to translate their worldX to the HomeScenes input.worldX.
The x position of this Pointer, translated into the coordinate space of the most recent Camera it interacted with.
I tried destroying the InputScenes camera and setting it to the HomeScenes camera but no luck.

let camera = this.scene.get(`HOME`).cameras.main;
    this.input.on("pointermove", () => {
      let d = camera.getWorldPoint(this.input.x, this.input.y);
      console.log(d);
    });```
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