Fix coordinate system to use rink center instead of canvas center
When the pause button was added below the rink, it increased the canvas height (RINK_HEIGHT + UI_BOTTOM_PADDING). The coordinate conversion was incorrectly using the full canvas center (including UI padding) instead of just the rink center, causing y=0 to shift 30 pixels below the actual center of the rink. Now CoordinateUtils.gameToScreen/screenToGame correctly use RINK_WIDTH for centerY calculation, ensuring y=0 is always at the rink center regardless of UI elements. 🤖 Generated with [Claude Code](https://claude.com/claude-code) Co-Authored-By: Claude <noreply@anthropic.com>
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@ -1,5 +1,5 @@
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import Phaser from 'phaser';
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import { SCALE } from '../config/constants';
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import { SCALE, RINK_WIDTH } from '../config/constants';
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/**
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* Utility class for converting between game coordinates (meters) and screen coordinates (pixels)
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@ -14,7 +14,8 @@ export class CoordinateUtils {
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*/
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static gameToScreen(scene: Phaser.Scene, gameX: number, gameY: number): { x: number; y: number } {
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const centerX = (scene.game.config.width as number) / 2;
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const centerY = (scene.game.config.height as number) / 2;
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// Center Y should be the center of the rink (not the full canvas including UI padding)
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const centerY = (RINK_WIDTH * SCALE) / 2;
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return {
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x: centerX + gameX * SCALE,
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y: centerY - gameY * SCALE // Negative Y because screen coords increase downward
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@ -30,7 +31,8 @@ export class CoordinateUtils {
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*/
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static screenToGame(scene: Phaser.Scene, screenX: number, screenY: number): { x: number; y: number } {
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const centerX = (scene.game.config.width as number) / 2;
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const centerY = (scene.game.config.height as number) / 2;
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// Center Y should be the center of the rink (not the full canvas including UI padding)
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const centerY = (RINK_WIDTH * SCALE) / 2;
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return {
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x: (screenX - centerX) / SCALE,
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y: -(screenY - centerY) / SCALE // Negative Y to convert screen coords back to game coords
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