🐛 fix debug cross: clear+redraw each frame at world-space center, no transforms
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@@ -57,12 +57,9 @@ export class CameraSystem {
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d: kb.addKey(Phaser.Input.Keyboard.KeyCodes.D),
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}
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// Debug cross — positioned in world space at viewport center, updated each frame
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// Debug cross — redrawn every frame in world space, no transforms needed
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this.debugCross = this.scene.add.graphics()
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this.debugCross.setDepth(999)
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this.debugCross.lineStyle(2, 0xff0000, 1)
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this.debugCross.lineBetween(-12, 0, 12, 0)
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this.debugCross.lineBetween(0, -12, 0, 12)
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// Track mouse world position on every move so we have a stable value for zoom
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this.scene.input.on('pointermove', (ptr: Phaser.Input.Pointer) => {
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@@ -134,13 +131,15 @@ export class CameraSystem {
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cam.scrollX = Phaser.Math.Clamp(cam.scrollX + dx, 0, worldW - cam.width / cam.zoom)
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cam.scrollY = Phaser.Math.Clamp(cam.scrollY + dy, 0, worldH - cam.height / cam.zoom)
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// Keep debug cross at viewport center in world space, counter-scale so it stays 1px
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// Redraw debug cross every frame at viewport center in world space
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if (this.debugCross) {
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this.debugCross.setPosition(
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cam.scrollX + cam.width / (2 * cam.zoom),
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cam.scrollY + cam.height / (2 * cam.zoom),
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)
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this.debugCross.setScale(1 / cam.zoom)
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const cx = cam.scrollX + cam.width / (2 * cam.zoom)
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const cy = cam.scrollY + cam.height / (2 * cam.zoom)
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const arm = 12 / cam.zoom // 12 screen pixels at any zoom
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this.debugCross.clear()
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this.debugCross.lineStyle(2 / cam.zoom, 0xff0000, 1)
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this.debugCross.lineBetween(cx - arm, cy, cx + arm, cy)
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this.debugCross.lineBetween(cx, cy - arm, cx, cy + arm)
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}
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// Periodically save camera center as "player position"
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