diff --git a/index.html b/index.html index ad29eb8..dba5657 100644 --- a/index.html +++ b/index.html @@ -1798,7 +1798,7 @@ ); // Create player as sprite - player = this.add.sprite(400, 300, 'hacker', 0); + player = this.add.sprite(250, 200, 'hacker', 20); this.physics.add.existing(player); // Scale the character up by 25% @@ -1813,13 +1813,13 @@ player.body.setDrag(0); player.body.setFriction(0); - // Enable physics debug to see the collision box - this.physics.world.debugGraphic.clear(); - this.physics.world.drawDebug = true; + // // Enable physics debug to see the collision box + // this.physics.world.debugGraphic.clear(); + // this.physics.world.drawDebug = true; - // Force debug display to be visible and on top - this.physics.world.debugGraphic.setVisible(true); - this.physics.world.debugGraphic.setDepth(9999); + // // Force debug display to be visible and on top + // this.physics.world.debugGraphic.setVisible(true); + // this.physics.world.debugGraphic.setDepth(9999); // Set player depth to ensure it renders above most objects player.setDepth(2000); @@ -1924,7 +1924,7 @@ // Setup camera this.cameras.main.startFollow(player); - this.cameras.main.setZoom(1); + this.cameras.main.setZoom(1.5); // Setup input with proper context this.input.on('pointerdown', (pointer) => { @@ -2008,7 +2008,7 @@ function update() { // Make sure debug is always enabled - this.physics.world.drawDebug = true; + // this.physics.world.drawDebug = true; // updates the player's movement updatePlayerMovement.call(this);