@umicat/phaser-sdk 1.0.21 → 1.0.22

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@@ -1822,10 +1822,22 @@ export class EditorOverlayScene extends Phaser.Scene {
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  // World mode → the camera viewport rect: where the runtime camera
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  // looks + how much it sees (intrinsic/zoom). Small inside a larger
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  // world for farming/RPG; coincides with world bounds for Tetris etc.
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- const camW = intrinsicW / worldSceneCam.zoom;
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- const camH = intrinsicH / worldSceneCam.zoom;
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+ const z = worldSceneCam.zoom;
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+ const camW = intrinsicW / z;
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+ const camH = intrinsicH / z;
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+ // Phaser zooms around the camera's viewport CENTRE (default origin
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+ // 0.5), so the world coord at the camera's top-left is
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+ // `scrollX + (intrinsicW/2)(1 - 1/z)`, NOT scrollX. At z=1 the term is
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+ // 0 (unchanged — Tetris/Space-Invaders etc. are unaffected); at any
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+ // other zoom this keeps the rect aligned with what cameras.main really
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+ // frames — and with the editor rulers/axes, which apply the same
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+ // correction. Computed manually rather than reading
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+ // `worldSceneCam.worldView` because the runtime cam is hidden in edit
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+ // mode and may not preRender, so its worldView can be stale.
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+ const viewX = camX + (intrinsicW / 2) * (1 - 1 / z);
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+ const viewY = camY + (intrinsicH / 2) * (1 - 1 / z);
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  this.graphics.lineStyle(CAMERA_VIEWPORT_LINE_WIDTH, CAMERA_VIEWPORT_COLOR, CAMERA_VIEWPORT_ALPHA);
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- this.graphics.strokeRect(camX, camY, camW, camH);
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+ this.graphics.strokeRect(viewX, viewY, camW, camH);
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  }
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  }
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  const selectedId = getSelection(this.game);
package/package.json CHANGED
@@ -1,6 +1,6 @@
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  {
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  "name": "@umicat/phaser-sdk",
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- "version": "1.0.21",
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+ "version": "1.0.22",
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  "description": "Umicat Phaser 3 SDK — game infrastructure for the Umicat platform",
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  "main": "dist/index.js",
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  "types": "dist/index.d.ts",