Issue #5: Mouse handling — zoom-to-mouse + middle-click pan #10
239
src/test/ZoomTestScene.ts
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239
src/test/ZoomTestScene.ts
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import Phaser from 'phaser'
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import { TILE_SIZE } from '../config'
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const GRID_TILES = 50 // world size in tiles
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const MIN_ZOOM = 0.25
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const MAX_ZOOM = 4.0
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const ZOOM_STEP = 0.1
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const MARKER_EVERY = 5 // small crosshair every N tiles
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const LABEL_EVERY = 10 // coordinate label every N tiles
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const CAMERA_SPEED = 400 // px/s
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/**
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* First test scene: observes pure Phaser default zoom behavior.
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* No custom scroll compensation — cam.setZoom() only, zoom anchors to camera center.
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*
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* Controls: Scroll wheel to zoom, WASD / Arrow keys to pan.
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*/
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export class ZoomTestScene extends Phaser.Scene {
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private logText!: Phaser.GameObjects.Text
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private keys!: {
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up: Phaser.Input.Keyboard.Key
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down: Phaser.Input.Keyboard.Key
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left: Phaser.Input.Keyboard.Key
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right: Phaser.Input.Keyboard.Key
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w: Phaser.Input.Keyboard.Key
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s: Phaser.Input.Keyboard.Key
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a: Phaser.Input.Keyboard.Key
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d: Phaser.Input.Keyboard.Key
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}
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constructor() {
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super({ key: 'ZoomTest' })
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}
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create(): void {
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this.drawGrid()
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this.setupCamera()
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this.setupInput()
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this.createOverlay()
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}
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/**
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* Draws the static world grid into world space.
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* - Faint tile lines on every tile boundary
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* - Small green crosshairs every MARKER_EVERY tiles
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* - Yellow labeled crosshairs every LABEL_EVERY tiles
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* - Red world border
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*/
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private drawGrid(): void {
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const worldPx = GRID_TILES * TILE_SIZE
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const g = this.add.graphics()
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// Background fill
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g.fillStyle(0x111811)
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g.fillRect(0, 0, worldPx, worldPx)
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// Tile grid lines
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g.lineStyle(1, 0x223322, 0.5)
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for (let i = 0; i <= GRID_TILES; i++) {
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const p = i * TILE_SIZE
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g.lineBetween(p, 0, p, worldPx)
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g.lineBetween(0, p, worldPx, p)
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}
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// Crosshair markers
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for (let tx = 0; tx <= GRID_TILES; tx += MARKER_EVERY) {
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for (let ty = 0; ty <= GRID_TILES; ty += MARKER_EVERY) {
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const px = tx * TILE_SIZE
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const py = ty * TILE_SIZE
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const isLabel = tx % LABEL_EVERY === 0 && ty % LABEL_EVERY === 0
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const color = isLabel ? 0xffff00 : 0x00ff88
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const arm = isLabel ? 10 : 6
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g.lineStyle(1, color, isLabel ? 1.0 : 0.7)
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g.lineBetween(px - arm, py, px + arm, py)
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g.lineBetween(px, py - arm, px, py + arm)
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g.fillStyle(color, 1.0)
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g.fillCircle(px, py, isLabel ? 2.5 : 1.5)
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}
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}
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// Coordinate labels at LABEL_EVERY intersections
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for (let tx = 0; tx <= GRID_TILES; tx += LABEL_EVERY) {
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for (let ty = 0; ty <= GRID_TILES; ty += LABEL_EVERY) {
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this.add.text(
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tx * TILE_SIZE + 4,
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ty * TILE_SIZE + 4,
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`${tx},${ty}`,
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{ fontSize: '9px', color: '#ffff88', fontFamily: 'monospace' }
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).setDepth(1)
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}
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}
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// World border
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g.lineStyle(2, 0xff4444, 1.0)
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g.strokeRect(0, 0, worldPx, worldPx)
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}
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/**
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* Sets camera bounds and centers the view on the world.
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*/
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private setupCamera(): void {
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const cam = this.cameras.main
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const worldPx = GRID_TILES * TILE_SIZE
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cam.setBounds(0, 0, worldPx, worldPx)
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cam.scrollX = worldPx / 2 - cam.width / 2
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cam.scrollY = worldPx / 2 - cam.height / 2
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}
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/**
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* Registers scroll wheel zoom and stores keyboard key references.
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* Zoom uses cam.setZoom() only — pure Phaser default, anchors to camera center.
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*/
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private setupInput(): void {
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const cam = this.cameras.main
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const kb = this.input.keyboard!
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this.keys = {
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up: kb.addKey(Phaser.Input.Keyboard.KeyCodes.UP),
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down: kb.addKey(Phaser.Input.Keyboard.KeyCodes.DOWN),
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left: kb.addKey(Phaser.Input.Keyboard.KeyCodes.LEFT),
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right: kb.addKey(Phaser.Input.Keyboard.KeyCodes.RIGHT),
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w: kb.addKey(Phaser.Input.Keyboard.KeyCodes.W),
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s: kb.addKey(Phaser.Input.Keyboard.KeyCodes.S),
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a: kb.addKey(Phaser.Input.Keyboard.KeyCodes.A),
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d: kb.addKey(Phaser.Input.Keyboard.KeyCodes.D),
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}
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this.input.on('wheel', (
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_ptr: Phaser.Input.Pointer,
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_objs: unknown,
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_dx: number,
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dy: number
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) => {
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const newZoom = Phaser.Math.Clamp(cam.zoom - Math.sign(dy) * ZOOM_STEP, MIN_ZOOM, MAX_ZOOM)
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cam.setZoom(newZoom)
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})
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}
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/**
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* Creates the fixed HUD text overlay (scroll factor 0 = screen space).
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*/
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private createOverlay(): void {
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this.logText = this.add.text(10, 10, '', {
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fontSize: '13px',
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color: '#e8e8e8',
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backgroundColor: '#000000bb',
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padding: { x: 10, y: 8 },
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lineSpacing: 3,
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fontFamily: 'monospace',
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})
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.setScrollFactor(0)
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.setDepth(100)
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}
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update(_time: number, delta: number): void {
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this.handleKeyboard(delta)
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this.updateOverlay()
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}
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/**
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* Moves camera with WASD / arrow keys at CAMERA_SPEED px/s (world space).
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* @param delta - Frame delta in milliseconds
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*/
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private handleKeyboard(delta: number): void {
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const cam = this.cameras.main
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const speed = CAMERA_SPEED * (delta / 1000) / cam.zoom
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const worldPx = GRID_TILES * TILE_SIZE
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let dx = 0, dy = 0
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if (this.keys.left.isDown || this.keys.a.isDown) dx -= speed
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if (this.keys.right.isDown || this.keys.d.isDown) dx += speed
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if (this.keys.up.isDown || this.keys.w.isDown) dy -= speed
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if (this.keys.down.isDown || this.keys.s.isDown) dy += speed
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if (dx !== 0 && dy !== 0) { dx *= 0.707; dy *= 0.707 }
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cam.scrollX = Phaser.Math.Clamp(cam.scrollX + dx, 0, worldPx - cam.width / cam.zoom)
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cam.scrollY = Phaser.Math.Clamp(cam.scrollY + dy, 0, worldPx - cam.height / cam.zoom)
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}
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/**
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* Recomputes and renders all diagnostic values to the HUD overlay each frame.
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*/
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private updateOverlay(): void {
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const cam = this.cameras.main
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const ptr = this.input.activePointer
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// Viewport size in world pixels (what is actually visible)
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const vpWidthPx = cam.width / cam.zoom
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const vpHeightPx = cam.height / cam.zoom
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// Viewport size in tiles
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const vpWidthTiles = vpWidthPx / TILE_SIZE
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const vpHeightTiles = vpHeightPx / TILE_SIZE
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// Camera center in world coords
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const centerWorldX = cam.scrollX + vpWidthPx / 2
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const centerWorldY = cam.scrollY + vpHeightPx / 2
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// Tile under mouse
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const mouseTileX = Math.floor(ptr.worldX / TILE_SIZE)
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const mouseTileY = Math.floor(ptr.worldY / TILE_SIZE)
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// Tile at camera center
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const centerTileX = Math.floor(centerWorldX / TILE_SIZE)
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const centerTileY = Math.floor(centerWorldY / TILE_SIZE)
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const renderer = this.game.renderer.type === Phaser.WEBGL ? 'WebGL' : 'Canvas'
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const lines = [
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'── ZOOM TEST [Phaser default] ──',
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'',
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`Zoom: ${cam.zoom.toFixed(4)}`,
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`scrollX / scrollY: ${cam.scrollX.toFixed(2)} / ${cam.scrollY.toFixed(2)}`,
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'',
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`Viewport (screen): ${cam.width} × ${cam.height} px`,
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`Viewport (world): ${vpWidthPx.toFixed(2)} × ${vpHeightPx.toFixed(2)} px`,
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`Viewport (tiles): ${vpWidthTiles.toFixed(3)} × ${vpHeightTiles.toFixed(3)}`,
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'',
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`Center world: ${centerWorldX.toFixed(2)}, ${centerWorldY.toFixed(2)}`,
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`Center tile: ${centerTileX}, ${centerTileY}`,
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'',
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`Mouse screen: ${ptr.x.toFixed(1)}, ${ptr.y.toFixed(1)}`,
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`Mouse world: ${ptr.worldX.toFixed(2)}, ${ptr.worldY.toFixed(2)}`,
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`Mouse tile: ${mouseTileX}, ${mouseTileY}`,
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'',
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`Canvas: ${this.scale.width} × ${this.scale.height} px`,
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`TILE_SIZE: ${TILE_SIZE} px`,
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`roundPixels: ${(this.game.renderer.config as Record<string, unknown>)['roundPixels']}`,
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`Renderer: ${renderer}`,
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'',
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'[Scroll] Zoom [WASD / ↑↓←→] Pan',
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]
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this.logText.setText(lines)
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}
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}
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21
src/test/main.ts
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21
src/test/main.ts
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import Phaser from 'phaser'
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import { ZoomTestScene } from './ZoomTestScene'
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const config: Phaser.Types.Core.GameConfig = {
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type: Phaser.AUTO,
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width: window.innerWidth,
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height: window.innerHeight,
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backgroundColor: '#0d1a0d',
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scene: [ZoomTestScene],
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scale: {
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mode: Phaser.Scale.RESIZE,
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autoCenter: Phaser.Scale.CENTER_BOTH,
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},
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render: {
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pixelArt: false,
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antialias: true,
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roundPixels: true,
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},
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}
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new Phaser.Game(config)
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16
test.html
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16
test.html
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<!DOCTYPE html>
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<html lang="en">
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<head>
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<meta charset="UTF-8" />
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<meta name="viewport" content="width=device-width, initial-scale=1.0" />
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<title>Game — Test Scenes</title>
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<style>
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* { margin: 0; padding: 0; box-sizing: border-box; }
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body { background: #000; overflow: hidden; display: flex; justify-content: center; align-items: center; height: 100vh; }
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canvas { display: block; }
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</style>
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</head>
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<body>
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<script type="module" src="/src/test/main.ts"></script>
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</body>
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</html>
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@@ -1,4 +1,5 @@
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import { defineConfig } from 'vite'
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import { defineConfig } from 'vite'
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import { resolve } from 'path'
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export default defineConfig({
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export default defineConfig({
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server: {
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server: {
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@@ -7,6 +8,12 @@ export default defineConfig({
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},
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},
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build: {
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build: {
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outDir: 'dist',
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outDir: 'dist',
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assetsInlineLimit: 0
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assetsInlineLimit: 0,
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}
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rollupOptions: {
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input: {
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main: resolve(__dirname, 'index.html'),
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test: resolve(__dirname, 'test.html'),
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},
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},
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},
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})
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})
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Reference in New Issue
Block a user