🐛 fix UI repositioning and mouse coords after window resize
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@@ -92,9 +92,9 @@ export class BuildingSystem {
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if (!this.active) return
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// Update ghost to follow mouse (snapped to tile grid)
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const ptr = this.scene.input.activePointer
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const worldX = this.scene.cameras.main.scrollX + ptr.x
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const worldY = this.scene.cameras.main.scrollY + ptr.y
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const ptr = this.scene.input.activePointer
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const worldX = ptr.worldX
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const worldY = ptr.worldY
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const tileX = Math.floor(worldX / TILE_SIZE)
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const tileY = Math.floor(worldY / TILE_SIZE)
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const snapX = tileX * TILE_SIZE + TILE_SIZE / 2
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@@ -142,8 +142,8 @@ export class BuildingSystem {
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}
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private tryPlace(ptr: Phaser.Input.Pointer): void {
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const worldX = this.scene.cameras.main.scrollX + ptr.x
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const worldY = this.scene.cameras.main.scrollY + ptr.y
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const worldX = ptr.worldX
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const worldY = ptr.worldY
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const tileX = Math.floor(worldX / TILE_SIZE)
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const tileY = Math.floor(worldY / TILE_SIZE)
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@@ -80,9 +80,8 @@ export class FarmingSystem {
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// ─── Tool actions ─────────────────────────────────────────────────────────
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private useToolAt(ptr: Phaser.Input.Pointer): void {
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const cam = this.scene.cameras.main
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const worldX = cam.scrollX + ptr.x
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const worldY = cam.scrollY + ptr.y
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const worldX = ptr.worldX
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const worldY = ptr.worldY
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const tileX = Math.floor(worldX / TILE_SIZE)
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const tileY = Math.floor(worldY / TILE_SIZE)
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const state = stateManager.getState()
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