diff --git a/public/src/game objects/graphics/multiple cameras.js b/public/src/game objects/graphics/multiple cameras.js
index a05180f90..925731e63 100644
--- a/public/src/game objects/graphics/multiple cameras.js	
+++ b/public/src/game objects/graphics/multiple cameras.js	
@@ -1,88 +1,97 @@
-var config = {
-    type: Phaser.WEBGL,
-    parent: 'phaser-example',
-    width: 800,
-    height: 600,
-    scene: {
-        create: create,
-        update: update
-    },
-};
-
-var stars = [];
-var cameraRotation = 0;
-var camera0, camera1, camera2, camera3;
+class Example extends Phaser.Scene
+{
+    constructor ()
+    {
+        super ();
+        this.stars = [];
+        this.cameraRotation = 0;
+        this.camera0 = undefined;
+        this.camera1 = undefined;
+        this.camera2 = undefined;
+        this.camera3 = undefined;
+    }
 
-var game = new Phaser.Game(config);
+    create ()
+    {
+        let radius = 20;
+        let radius2 = radius * 2;
+        let maxWidth = (400 / radius2)|0;
 
-function create() {
+        for (let i = 0; i < 80; ++i)
+        {
+            let graphics = this.add.graphics({x: radius + (i % maxWidth) * radius2, y: radius + ((i / maxWidth)|0) * radius2});
+            this.drawStar(graphics, 0, 0, 5, radius, radius / 2, 0xff0000, 0xFFFF00);
+            graphics.fillStyle(0xFFFF00 + (i % 0xFF), 1.0);
+            this.stars.push(graphics);
+            this.stars[i].rotation += 0.1;
+        }
 
-    var radius = 20;
-    var radius2 = radius * 2;
-    var maxWidth = (400 / radius2)|0;
+        this.cameras.main.setSize(400, 300);
 
-    for (var i = 0; i < 80; ++i)
-    {
-        var graphics = this.add.graphics({x: radius + (i % maxWidth) * radius2, y: radius + ((i / maxWidth)|0) * radius2});
-        drawStar(graphics, 0, 0, 5, radius, radius / 2, 0xff0000, 0xFFFF00);
-        graphics.fillStyle(0xFFFF00 + (i % 0xFF), 1.0);
-        stars.push(graphics);
-        stars[i].rotation += 0.1;
+        this.camera0 = this.cameras.main;
+        this.camera1 = this.cameras.add(400, 0, 400, 300);
+        this.camera2 = this.cameras.add(0, 300, 400, 300);
+        this.camera3 = this.cameras.add(400, 300, 400, 300);
     }
 
-    this.cameras.main.setSize(400, 300);
-
-    camera0 = this.cameras.main;
-    camera1 = this.cameras.add(400, 0, 400, 300);
-    camera2 = this.cameras.add(0, 300, 400, 300);
-    camera3 = this.cameras.add(400, 300, 400, 300);
-}
-
-function update() {
-    camera0.scrollX = Math.cos(cameraRotation) * 100;
-    camera0.scrollY = Math.sin(cameraRotation) * 100;
-    camera1.shake(100, 0.01);
-    camera2.flash(2000);
-    camera3.fade(2000);
-    camera3.rotation = Math.sin(cameraRotation);
-    camera3.zoom = 0.5 + Math.abs(Math.sin(cameraRotation));
-    if (camera3._fadeAlpha >= 1.0)
+    update ()
     {
-        camera3._fadeAlpha = 0.0;
-        camera3.fade(1000);
+        this.camera0.scrollX = Math.cos(this.cameraRotation) * 100;
+        this.camera0.scrollY = Math.sin(this.cameraRotation) * 100;
+        this.camera1.shake(100, 0.01);
+        this.camera2.flash(2000);
+        this.camera3.fade(2000);
+        this.camera3.rotation = Math.sin(this.cameraRotation);
+        this.camera3.zoom = 0.5 + Math.abs(Math.sin(this.cameraRotation));
+        if (this.camera3._fadeAlpha >= 1.0)
+        {
+            this.camera3._fadeAlpha = 0.0;
+            this.camera3.fade(1000);
+        }
+        for (let i = 0; i < this.stars.length; ++i)
+        {
+            let star = this.stars[i];
+            star.rotation += 0.01;
+            star.scaleX = 0.5 + Math.abs(Math.sin(star.rotation));
+            star.scaleY = 0.5 + Math.abs(Math.sin(star.rotation));
+        }
+        this.cameraRotation += 0.01;
     }
-    for (var i = 0; i < stars.length; ++i)
+
+    drawStar (graphics, cx, cy, spikes, outerRadius, innerRadius, color, lineColor)
     {
-        var star = stars[i];
-        star.rotation += 0.01;
-        star.scaleX = 0.5 + Math.abs(Math.sin(star.rotation));
-        star.scaleY = 0.5 + Math.abs(Math.sin(star.rotation));
+        let rot = Math.PI / 2 * 3;
+        let x = cx;
+        let y = cy;
+        let step = Math.PI / spikes;
+        graphics.lineStyle(1, lineColor, 1.0);
+        graphics.fillStyle(color, 1.0);
+        graphics.beginPath();
+        graphics.moveTo(cx, cy - outerRadius);
+        for (let i = 0; i < spikes; i++) {
+            x = cx + Math.cos(rot) * outerRadius;
+            y = cy + Math.sin(rot) * outerRadius;
+            graphics.lineTo(x, y);
+            rot += step;
+
+            x = cx + Math.cos(rot) * innerRadius;
+            y = cy + Math.sin(rot) * innerRadius;
+            graphics.lineTo(x, y);
+            rot += step;
+        }
+        graphics.lineTo(cx, cy - outerRadius);
+        graphics.closePath();
+        graphics.fillPath();
+        graphics.strokePath();
     }
-    cameraRotation += 0.01;
 }
 
-function drawStar (graphics, cx, cy, spikes, outerRadius, innerRadius, color, lineColor) {
-    var rot = Math.PI / 2 * 3;
-    var x = cx;
-    var y = cy;
-    var step = Math.PI / spikes;
-    graphics.lineStyle(1, lineColor, 1.0);
-    graphics.fillStyle(color, 1.0);
-    graphics.beginPath();
-    graphics.moveTo(cx, cy - outerRadius);
-    for (i = 0; i < spikes; i++) {
-        x = cx + Math.cos(rot) * outerRadius;
-        y = cy + Math.sin(rot) * outerRadius;
-        graphics.lineTo(x, y);
-        rot += step;
+const config = {
+    type: Phaser.WEBGL,
+    parent: 'phaser-example',
+    width: 800,
+    height: 600,
+    scene: [ Example ]
+};
 
-        x = cx + Math.cos(rot) * innerRadius;
-        y = cy + Math.sin(rot) * innerRadius;
-        graphics.lineTo(x, y);
-        rot += step;
-    }
-    graphics.lineTo(cx, cy - outerRadius);
-    graphics.closePath();
-    graphics.fillPath();
-    graphics.strokePath();
-}
+const game = new Phaser.Game(config);