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forked from noxious/client

npm run format

This commit is contained in:
2025-01-09 16:02:17 +01:00
parent 7b1dcf7ce3
commit fb18841c91
13 changed files with 39 additions and 70 deletions

View File

@ -34,32 +34,19 @@ export function useGamePointerHandlers(scene: Phaser.Scene, layer: Phaser.Tilema
if (!gameStore.game.isPlayerDraggingCamera) return
const distance = Phaser.Math.Distance.Between(
pointerStartPosition.value.x,
pointerStartPosition.value.y,
pointer.x,
pointer.y
)
const distance = Phaser.Math.Distance.Between(pointerStartPosition.value.x, pointerStartPosition.value.y, pointer.x, pointer.y)
// If the distance is less than the drag threshold, return
// We do this to prevent the camera from scrolling too quickly
if (distance <= dragThreshold) return
camera.setScroll(
camera.scrollX - (pointer.x - pointer.prevPosition.x) / camera.zoom,
camera.scrollY - (pointer.y - pointer.prevPosition.y) / camera.zoom
)
camera.setScroll(camera.scrollX - (pointer.x - pointer.prevPosition.x) / camera.zoom, camera.scrollY - (pointer.y - pointer.prevPosition.y) / camera.zoom)
}
function handlePointerUp(pointer: Phaser.Input.Pointer) {
gameStore.setPlayerDraggingCamera(false)
const distance = Phaser.Math.Distance.Between(
pointerStartPosition.value.x,
pointerStartPosition.value.y,
pointer.x,
pointer.y
)
const distance = Phaser.Math.Distance.Between(pointerStartPosition.value.x, pointerStartPosition.value.y, pointer.x, pointer.y)
// If the distance is greater than the drag threshold, return
// We do this to prevent the camera from scrolling too quickly