add ZoomTestScene with Phaser default zoom for analysis

Separate test environment at /test.html (own Vite entry, own Phaser
instance). ZoomTestScene renders a 50×50 tile grid with crosshair
markers and a live HUD overlay showing zoom, scroll, viewport in px
and tiles, mouse world/screen/tile coords, and renderer info.
Zoom uses plain cam.setZoom() — no mouse tracking — to observe
Phaser's default center-anchor behavior.
This commit is contained in:
2026-03-21 11:16:39 +00:00
parent 34220818b0
commit 007d5b3fee
4 changed files with 285 additions and 2 deletions

239
src/test/ZoomTestScene.ts Normal file
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import Phaser from 'phaser'
import { TILE_SIZE } from '../config'
const GRID_TILES = 50 // world size in tiles
const MIN_ZOOM = 0.25
const MAX_ZOOM = 4.0
const ZOOM_STEP = 0.1
const MARKER_EVERY = 5 // small crosshair every N tiles
const LABEL_EVERY = 10 // coordinate label every N tiles
const CAMERA_SPEED = 400 // px/s
/**
* First test scene: observes pure Phaser default zoom behavior.
* No custom scroll compensation — cam.setZoom() only, zoom anchors to camera center.
*
* Controls: Scroll wheel to zoom, WASD / Arrow keys to pan.
*/
export class ZoomTestScene extends Phaser.Scene {
private logText!: Phaser.GameObjects.Text
private keys!: {
up: Phaser.Input.Keyboard.Key
down: Phaser.Input.Keyboard.Key
left: Phaser.Input.Keyboard.Key
right: Phaser.Input.Keyboard.Key
w: Phaser.Input.Keyboard.Key
s: Phaser.Input.Keyboard.Key
a: Phaser.Input.Keyboard.Key
d: Phaser.Input.Keyboard.Key
}
constructor() {
super({ key: 'ZoomTest' })
}
create(): void {
this.drawGrid()
this.setupCamera()
this.setupInput()
this.createOverlay()
}
/**
* Draws the static world grid into world space.
* - Faint tile lines on every tile boundary
* - Small green crosshairs every MARKER_EVERY tiles
* - Yellow labeled crosshairs every LABEL_EVERY tiles
* - Red world border
*/
private drawGrid(): void {
const worldPx = GRID_TILES * TILE_SIZE
const g = this.add.graphics()
// Background fill
g.fillStyle(0x111811)
g.fillRect(0, 0, worldPx, worldPx)
// Tile grid lines
g.lineStyle(1, 0x223322, 0.5)
for (let i = 0; i <= GRID_TILES; i++) {
const p = i * TILE_SIZE
g.lineBetween(p, 0, p, worldPx)
g.lineBetween(0, p, worldPx, p)
}
// Crosshair markers
for (let tx = 0; tx <= GRID_TILES; tx += MARKER_EVERY) {
for (let ty = 0; ty <= GRID_TILES; ty += MARKER_EVERY) {
const px = tx * TILE_SIZE
const py = ty * TILE_SIZE
const isLabel = tx % LABEL_EVERY === 0 && ty % LABEL_EVERY === 0
const color = isLabel ? 0xffff00 : 0x00ff88
const arm = isLabel ? 10 : 6
g.lineStyle(1, color, isLabel ? 1.0 : 0.7)
g.lineBetween(px - arm, py, px + arm, py)
g.lineBetween(px, py - arm, px, py + arm)
g.fillStyle(color, 1.0)
g.fillCircle(px, py, isLabel ? 2.5 : 1.5)
}
}
// Coordinate labels at LABEL_EVERY intersections
for (let tx = 0; tx <= GRID_TILES; tx += LABEL_EVERY) {
for (let ty = 0; ty <= GRID_TILES; ty += LABEL_EVERY) {
this.add.text(
tx * TILE_SIZE + 4,
ty * TILE_SIZE + 4,
`${tx},${ty}`,
{ fontSize: '9px', color: '#ffff88', fontFamily: 'monospace' }
).setDepth(1)
}
}
// World border
g.lineStyle(2, 0xff4444, 1.0)
g.strokeRect(0, 0, worldPx, worldPx)
}
/**
* Sets camera bounds and centers the view on the world.
*/
private setupCamera(): void {
const cam = this.cameras.main
const worldPx = GRID_TILES * TILE_SIZE
cam.setBounds(0, 0, worldPx, worldPx)
cam.scrollX = worldPx / 2 - cam.width / 2
cam.scrollY = worldPx / 2 - cam.height / 2
}
/**
* Registers scroll wheel zoom and stores keyboard key references.
* Zoom uses cam.setZoom() only — pure Phaser default, anchors to camera center.
*/
private setupInput(): void {
const cam = this.cameras.main
const kb = this.input.keyboard!
this.keys = {
up: kb.addKey(Phaser.Input.Keyboard.KeyCodes.UP),
down: kb.addKey(Phaser.Input.Keyboard.KeyCodes.DOWN),
left: kb.addKey(Phaser.Input.Keyboard.KeyCodes.LEFT),
right: kb.addKey(Phaser.Input.Keyboard.KeyCodes.RIGHT),
w: kb.addKey(Phaser.Input.Keyboard.KeyCodes.W),
s: kb.addKey(Phaser.Input.Keyboard.KeyCodes.S),
a: kb.addKey(Phaser.Input.Keyboard.KeyCodes.A),
d: kb.addKey(Phaser.Input.Keyboard.KeyCodes.D),
}
this.input.on('wheel', (
_ptr: Phaser.Input.Pointer,
_objs: unknown,
_dx: number,
dy: number
) => {
const newZoom = Phaser.Math.Clamp(cam.zoom - Math.sign(dy) * ZOOM_STEP, MIN_ZOOM, MAX_ZOOM)
cam.setZoom(newZoom)
})
}
/**
* Creates the fixed HUD text overlay (scroll factor 0 = screen space).
*/
private createOverlay(): void {
this.logText = this.add.text(10, 10, '', {
fontSize: '13px',
color: '#e8e8e8',
backgroundColor: '#000000bb',
padding: { x: 10, y: 8 },
lineSpacing: 3,
fontFamily: 'monospace',
})
.setScrollFactor(0)
.setDepth(100)
}
update(_time: number, delta: number): void {
this.handleKeyboard(delta)
this.updateOverlay()
}
/**
* Moves camera with WASD / arrow keys at CAMERA_SPEED px/s (world space).
* @param delta - Frame delta in milliseconds
*/
private handleKeyboard(delta: number): void {
const cam = this.cameras.main
const speed = CAMERA_SPEED * (delta / 1000) / cam.zoom
const worldPx = GRID_TILES * TILE_SIZE
let dx = 0, dy = 0
if (this.keys.left.isDown || this.keys.a.isDown) dx -= speed
if (this.keys.right.isDown || this.keys.d.isDown) dx += speed
if (this.keys.up.isDown || this.keys.w.isDown) dy -= speed
if (this.keys.down.isDown || this.keys.s.isDown) dy += speed
if (dx !== 0 && dy !== 0) { dx *= 0.707; dy *= 0.707 }
cam.scrollX = Phaser.Math.Clamp(cam.scrollX + dx, 0, worldPx - cam.width / cam.zoom)
cam.scrollY = Phaser.Math.Clamp(cam.scrollY + dy, 0, worldPx - cam.height / cam.zoom)
}
/**
* Recomputes and renders all diagnostic values to the HUD overlay each frame.
*/
private updateOverlay(): void {
const cam = this.cameras.main
const ptr = this.input.activePointer
// Viewport size in world pixels (what is actually visible)
const vpWidthPx = cam.width / cam.zoom
const vpHeightPx = cam.height / cam.zoom
// Viewport size in tiles
const vpWidthTiles = vpWidthPx / TILE_SIZE
const vpHeightTiles = vpHeightPx / TILE_SIZE
// Camera center in world coords
const centerWorldX = cam.scrollX + vpWidthPx / 2
const centerWorldY = cam.scrollY + vpHeightPx / 2
// Tile under mouse
const mouseTileX = Math.floor(ptr.worldX / TILE_SIZE)
const mouseTileY = Math.floor(ptr.worldY / TILE_SIZE)
// Tile at camera center
const centerTileX = Math.floor(centerWorldX / TILE_SIZE)
const centerTileY = Math.floor(centerWorldY / TILE_SIZE)
const renderer = this.game.renderer.type === Phaser.WEBGL ? 'WebGL' : 'Canvas'
const lines = [
'── ZOOM TEST [Phaser default] ──',
'',
`Zoom: ${cam.zoom.toFixed(4)}`,
`scrollX / scrollY: ${cam.scrollX.toFixed(2)} / ${cam.scrollY.toFixed(2)}`,
'',
`Viewport (screen): ${cam.width} × ${cam.height} px`,
`Viewport (world): ${vpWidthPx.toFixed(2)} × ${vpHeightPx.toFixed(2)} px`,
`Viewport (tiles): ${vpWidthTiles.toFixed(3)} × ${vpHeightTiles.toFixed(3)}`,
'',
`Center world: ${centerWorldX.toFixed(2)}, ${centerWorldY.toFixed(2)}`,
`Center tile: ${centerTileX}, ${centerTileY}`,
'',
`Mouse screen: ${ptr.x.toFixed(1)}, ${ptr.y.toFixed(1)}`,
`Mouse world: ${ptr.worldX.toFixed(2)}, ${ptr.worldY.toFixed(2)}`,
`Mouse tile: ${mouseTileX}, ${mouseTileY}`,
'',
`Canvas: ${this.scale.width} × ${this.scale.height} px`,
`TILE_SIZE: ${TILE_SIZE} px`,
`roundPixels: ${(this.game.renderer.config as Record<string, unknown>)['roundPixels']}`,
`Renderer: ${renderer}`,
'',
'[Scroll] Zoom [WASD / ↑↓←→] Pan',
]
this.logText.setText(lines)
}
}

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src/test/main.ts Normal file
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import Phaser from 'phaser'
import { ZoomTestScene } from './ZoomTestScene'
const config: Phaser.Types.Core.GameConfig = {
type: Phaser.AUTO,
width: window.innerWidth,
height: window.innerHeight,
backgroundColor: '#0d1a0d',
scene: [ZoomTestScene],
scale: {
mode: Phaser.Scale.RESIZE,
autoCenter: Phaser.Scale.CENTER_BOTH,
},
render: {
pixelArt: false,
antialias: true,
roundPixels: true,
},
}
new Phaser.Game(config)

16
test.html Normal file
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<!DOCTYPE html>
<html lang="en">
<head>
<meta charset="UTF-8" />
<meta name="viewport" content="width=device-width, initial-scale=1.0" />
<title>Game — Test Scenes</title>
<style>
* { margin: 0; padding: 0; box-sizing: border-box; }
body { background: #000; overflow: hidden; display: flex; justify-content: center; align-items: center; height: 100vh; }
canvas { display: block; }
</style>
</head>
<body>
<script type="module" src="/src/test/main.ts"></script>
</body>
</html>

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@@ -1,4 +1,5 @@
import { defineConfig } from 'vite'
import { resolve } from 'path'
export default defineConfig({
server: {
@@ -7,6 +8,12 @@ export default defineConfig({
},
build: {
outDir: 'dist',
assetsInlineLimit: 0
}
assetsInlineLimit: 0,
rollupOptions: {
input: {
main: resolve(__dirname, 'index.html'),
test: resolve(__dirname, 'test.html'),
},
},
},
})