From cccfd9ba731ca536ce746b657ca841c12bb06817 Mon Sep 17 00:00:00 2001 From: tekki mariani Date: Fri, 20 Mar 2026 20:21:49 +0000 Subject: [PATCH] =?UTF-8?q?=E2=99=BB=EF=B8=8F=20revert=20zoom=20to=20simpl?= =?UTF-8?q?e=20center=20zoom,=20remove=20mouse=20targeting?= MIME-Version: 1.0 Content-Type: text/plain; charset=UTF-8 Content-Transfer-Encoding: 8bit --- src/systems/CameraSystem.ts | 13 ++----------- 1 file changed, 2 insertions(+), 11 deletions(-) diff --git a/src/systems/CameraSystem.ts b/src/systems/CameraSystem.ts index a463c75..a41b456 100644 --- a/src/systems/CameraSystem.ts +++ b/src/systems/CameraSystem.ts @@ -52,19 +52,10 @@ export class CameraSystem { d: kb.addKey(Phaser.Input.Keyboard.KeyCodes.D), } - // Scroll wheel zoom — zoom toward mouse pointer - this.scene.input.on('wheel', (ptr: Phaser.Input.Pointer, _objs: unknown, _dx: number, dy: number) => { + // Scroll wheel zoom + 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 - - // 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