Issue #5: Mouse handling — zoom-to-mouse + middle-click pan #10

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tekki merged 21 commits from feature/mouse-handling into master 2026-03-21 14:06:45 +00:00
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@@ -54,19 +54,20 @@ export class CameraSystem {
// Scroll wheel zoom — zoom toward mouse pointer position // Scroll wheel zoom — zoom toward mouse pointer position
this.scene.input.on('wheel', (ptr: Phaser.Input.Pointer, _objs: unknown, _dx: number, dy: number) => { this.scene.input.on('wheel', (ptr: Phaser.Input.Pointer, _objs: unknown, _dx: number, dy: number) => {
const oldZoom = cam.zoom const newZoom = Phaser.Math.Clamp(cam.zoom - Math.sign(dy) * ZOOM_STEP, MIN_ZOOM, MAX_ZOOM)
const newZoom = Phaser.Math.Clamp(oldZoom - Math.sign(dy) * ZOOM_STEP, MIN_ZOOM, MAX_ZOOM) if (newZoom === cam.zoom) return
if (newZoom === oldZoom) return
// World point under mouse before zoom // Sample the world point under the mouse BEFORE the zoom change
const worldX = cam.scrollX + ptr.x / oldZoom const before = cam.getWorldPoint(ptr.x, ptr.y)
const worldY = cam.scrollY + ptr.y / oldZoom
cam.setZoom(newZoom) cam.setZoom(newZoom)
// Adjust scroll so the same world point stays under the mouse // Sample the same screen position AFTER zoom — it now maps to a different world point
cam.scrollX = worldX - ptr.x / newZoom const after = cam.getWorldPoint(ptr.x, ptr.y)
cam.scrollY = worldY - ptr.y / newZoom
// Shift scroll by the difference so the original world point snaps back under the mouse
cam.scrollX -= after.x - before.x
cam.scrollY -= after.y - before.y
}) })
// Middle-click pan: start on button down // Middle-click pan: start on button down