diff --git a/src/game/scenes/Game.js b/src/game/scenes/Game.js index 31dfcbc..3365bd5 100644 --- a/src/game/scenes/Game.js +++ b/src/game/scenes/Game.js @@ -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 } } }