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);