feat: remove camera follow

This commit is contained in:
tiennm99 committed 2025-05-03 14:31:04 +07:00
1 parent df5c0c051c
commit 8d0ff8ff03
1 file changed
+7 -20
+7 -20
View File
@@ -26,7 +26,7 @@ export class Game extends Phaser.Scene {
this.inputCooldown = 0;
this.isPaused = false;
this.isFinalLevel = false;
this.cameraFollowsPlayer = true; // Enable camera following player
this.cameraFollowsPlayer = false; // Disable camera following player
}
init(data) {
@@ -113,21 +113,12 @@ export class Game extends Phaser.Scene {
this.worldContainer.x = 0;
this.worldContainer.y = 0;
// Start following the player
this.cameras.main.startFollow(
this.player.sprite, // Target to follow
true, // Round pixels
0.1, // Lerp X (smoothing)
0.1 // Lerp Y (smoothing)
);
// Center the camera on the grid instead of following the player
const gridCenterX = this.gridOffsetX + (this.gridSize * this.cellSize) / 2;
const gridCenterY = this.gridOffsetY + (this.gridSize * this.cellSize) / 2;
this.cameras.main.centerOn(gridCenterX, gridCenterY);
// No deadzone - camera always centers on player
this.cameras.main.setDeadzone(0, 0);
// Set follow offset to center the player
this.cameras.main.followOffset.set(0, 0);
console.log("Camera setup complete - following player");
console.log("Camera setup complete - centered on grid");
}
update() {
@@ -146,11 +137,7 @@ export class Game extends Phaser.Scene {
// Update player position
this.player.update();
// Check if camera is not following the player
if (!this.cameras.main.following) {
console.log("Camera not following - restarting follow");
this.setupCamera();
}
// No need to check camera following anymore as we're using a static camera
}
}
}