🐛 zoom-to-mouse: use ptr.worldX/Y + set scroll after setZoom

This commit is contained in:
2026-03-20 20:15:13 +00:00
parent b5130169bd
commit 216c70dbd9

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@@ -52,16 +52,19 @@ export class CameraSystem {
d: kb.addKey(Phaser.Input.Keyboard.KeyCodes.D),
}
// Scroll wheel zoom — centers the world point under the mouse, then zooms
// Scroll wheel zoom — zoom toward mouse pointer
this.scene.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)
if (newZoom === cam.zoom) return
// Move the world point under the mouse to the viewport center, then zoom toward it
const wp = cam.getWorldPoint(ptr.x, ptr.y)
cam.scrollX = wp.x - cam.width / (2 * newZoom)
cam.scrollY = wp.y - cam.height / (2 * newZoom)
// ptr.worldX/Y is pre-computed by Phaser and represents the world position under the pointer
const worldX = ptr.worldX
const worldY = ptr.worldY
// Apply zoom first, then reposition scroll so worldX stays under ptr.x
cam.setZoom(newZoom)
cam.scrollX = worldX - ptr.x / newZoom
cam.scrollY = worldY - ptr.y / newZoom
})
// Middle-click pan: start on button down