From 738ed2aeaa2ab30f7a4fb5a7754ca106c43757b0 Mon Sep 17 00:00:00 2001 From: Paolo Brasolin <paolo.brasolin@eurac.edu> Date: Wed, 6 Apr 2022 10:41:29 +0200 Subject: [PATCH] feat: #fe responsive critter size --- frontend/src/js/critter.ts | 13 +++++-------- 1 file changed, 5 insertions(+), 8 deletions(-) diff --git a/frontend/src/js/critter.ts b/frontend/src/js/critter.ts index 4e81eb4..539baea 100644 --- a/frontend/src/js/critter.ts +++ b/frontend/src/js/critter.ts @@ -25,18 +25,15 @@ class Critter extends Phaser.Physics.Arcade.Sprite { this.species = species; this.baseVelocity = baseVelocity; - let scale = 2; - if (this.species === "deer") { - scale = 2.5; - } else if (this.species === "bear") { - scale = 3; - } - this.body = new Phaser.Physics.Arcade.Body(this.scene.physics.world, this); this.scene.physics.world.add(this.body); this.setCollideWorldBounds(true); - this.setScale(scale); + // NOTE: our sprites widths are in the 52-72 range; average: 62. + // NOTE: the idea is to fit 5 critters onscreen, tail to tail + const averageWidth = 62; + const targetAverageWidth = this.scene.cameras.main.width * 0.2; + this.setScale(targetAverageWidth / averageWidth); // NOTE: just outside the bound and above the ground this.setPosition( -- GitLab