forked from noxious/client
Refactor assetManager, renamed assetManager to assetStorage, renamed AssetT to AssetDataT, added better error handling in authentication service, continued working on dynamic asset loading for both maps and map editor
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@ -31,7 +31,7 @@ export function useGamePointerHandlers(scene: Phaser.Scene, layer: Phaser.Tilema
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const { worldX, worldY } = pointer
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updateWaypoint(worldX, worldY)
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if (gameStore.isPlayerDraggingCamera) {
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if (gameStore.game.isPlayerDraggingCamera) {
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const distance = Phaser.Math.Distance.Between(pointerStartPosition.value.x, pointerStartPosition.value.y, pointer.x, pointer.y)
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if (distance > dragThreshold) {
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