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 const SNAPSHOT_EVERY = 2000 // ms between periodic log snapshots /** * First test scene: observes pure Phaser default zoom behavior. * No custom scroll compensation — cam.setZoom() only, zoom anchors to camera center. * Logs zoom events and periodic snapshots to /api/log (written to game-test.log). * * 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 } private snapshotTimer = 0 constructor() { super({ key: 'ZoomTest' }) } create(): void { // Clear log file at scene start fetch('/api/log', { method: 'DELETE' }) this.writeLog('scene_start', { tileSize: TILE_SIZE, gridTiles: GRID_TILES }) 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. * Each zoom event is logged immediately with before/after state. */ 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 zoomBefore = cam.zoom const scrollXBefore = cam.scrollX const scrollYBefore = cam.scrollY const newZoom = Phaser.Math.Clamp(cam.zoom - Math.sign(dy) * ZOOM_STEP, MIN_ZOOM, MAX_ZOOM) cam.setZoom(newZoom) // Log after Phaser has applied the zoom (next microtask so values are updated) setTimeout(() => { this.writeLog('zoom', { direction: dy > 0 ? 'out' : 'in', zoomBefore: +zoomBefore.toFixed(4), zoomAfter: +cam.zoom.toFixed(4), scrollX_before: +scrollXBefore.toFixed(2), scrollY_before: +scrollYBefore.toFixed(2), scrollX_after: +cam.scrollX.toFixed(2), scrollY_after: +cam.scrollY.toFixed(2), scrollX_delta: +(cam.scrollX - scrollXBefore).toFixed(2), scrollY_delta: +(cam.scrollY - scrollYBefore).toFixed(2), mouseScreen: { x: +ptr.x.toFixed(1), y: +ptr.y.toFixed(1) }, mouseWorld: { x: +ptr.worldX.toFixed(2), y: +ptr.worldY.toFixed(2) }, centerWorld_after: { x: +(cam.scrollX + (cam.width / cam.zoom) / 2).toFixed(2), y: +(cam.scrollY + (cam.height / cam.zoom) / 2).toFixed(2), }, vpTiles_after: { w: +((cam.width / cam.zoom) / TILE_SIZE).toFixed(3), h: +((cam.height / cam.zoom) / TILE_SIZE).toFixed(3), }, }) }, 0) }) } /** * 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() // Periodic snapshot this.snapshotTimer += delta if (this.snapshotTimer >= SNAPSHOT_EVERY) { this.snapshotTimer = 0 this.writeSnapshot() } } /** * 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)['roundPixels']}`, `Renderer: ${renderer}`, '', '[Scroll] Zoom [WASD / ↑↓←→] Pan', ] this.logText.setText(lines) } /** * Writes a periodic full-state snapshot to the log. */ private writeSnapshot(): void { const cam = this.cameras.main const ptr = this.input.activePointer const vpW = cam.width / cam.zoom const vpH = cam.height / cam.zoom this.writeLog('snapshot', { zoom: +cam.zoom.toFixed(4), scrollX: +cam.scrollX.toFixed(2), scrollY: +cam.scrollY.toFixed(2), vpScreen: { w: cam.width, h: cam.height }, vpWorld: { w: +vpW.toFixed(2), h: +vpH.toFixed(2) }, vpTiles: { w: +((vpW / TILE_SIZE).toFixed(3)), h: +((vpH / TILE_SIZE).toFixed(3)) }, centerWorld: { x: +(cam.scrollX + vpW / 2).toFixed(2), y: +(cam.scrollY + vpH / 2).toFixed(2), }, mouse: { screen: { x: +ptr.x.toFixed(1), y: +ptr.y.toFixed(1) }, world: { x: +ptr.worldX.toFixed(2), y: +ptr.worldY.toFixed(2) }, }, }) } /** * POSTs a structured log entry to the Vite dev server middleware. * Written to game-test.log in the project root. * @param event - Event type label * @param data - Payload object to serialize as JSON */ private writeLog(event: string, data: Record): void { const entry = JSON.stringify({ t: Date.now(), event, ...data }) fetch('/api/log', { method: 'POST', headers: { 'Content-Type': 'text/plain' }, body: entry, }).catch(() => { /* swallow if dev server not running */ }) } }