🐛 zoom-to-mouse: ptr.worldX/Y formula, debug log still active
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@@ -62,13 +62,16 @@ export class CameraSystem {
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this.debugCross.lineBetween(cx - 12, cy, cx + 12, cy)
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this.debugCross.lineBetween(cx - 12, cy, cx + 12, cy)
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this.debugCross.lineBetween(cx, cy - 12, cx, cy + 12)
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this.debugCross.lineBetween(cx, cy - 12, cx, cy + 12)
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// Scroll wheel zoom
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// Scroll wheel zoom — zoom toward mouse pointer
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this.scene.input.on('wheel', (ptr: Phaser.Input.Pointer, _objs: unknown, _dx: number, dy: number) => {
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this.scene.input.on('wheel', (ptr: Phaser.Input.Pointer, _objs: unknown, _dx: number, dy: number) => {
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const newZoom = Phaser.Math.Clamp(cam.zoom - Math.sign(dy) * ZOOM_STEP, MIN_ZOOM, MAX_ZOOM)
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const newZoom = Phaser.Math.Clamp(cam.zoom - Math.sign(dy) * ZOOM_STEP, MIN_ZOOM, MAX_ZOOM)
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if (newZoom === cam.zoom) return
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cam.setZoom(newZoom)
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cam.setZoom(newZoom)
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cam.scrollX = ptr.worldX - ptr.x / newZoom
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cam.scrollY = ptr.worldY - ptr.y / newZoom
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const centerX = cam.scrollX + cam.width / (2 * cam.zoom)
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const centerX = cam.scrollX + cam.width / (2 * cam.zoom)
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const centerY = cam.scrollY + cam.height / (2 * cam.zoom)
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const centerY = cam.scrollY + cam.height / (2 * cam.zoom)
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console.log(`[zoom] ptr.x=${ptr.x.toFixed(0)} ptr.y=${ptr.y.toFixed(0)} | ptr.worldX=${ptr.worldX.toFixed(0)} ptr.worldY=${ptr.worldY.toFixed(0)} | center=(${centerX.toFixed(0)}, ${centerY.toFixed(0)}) zoom=${cam.zoom.toFixed(2)}`)
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console.log(`[zoom] ptr=(${ptr.x.toFixed(0)},${ptr.y.toFixed(0)}) world=(${ptr.worldX.toFixed(0)},${ptr.worldY.toFixed(0)}) center=(${centerX.toFixed(0)},${centerY.toFixed(0)}) zoom=${cam.zoom.toFixed(2)}`)
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})
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})
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// Middle-click pan: start on button down
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// Middle-click pan: start on button down
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