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Enable pointer lock filters and disable them when debug draw is on
- Enable ENABLE_POINTER_LOCK_FILTER in Settings.js - Add debug mode check in onPointerLockChange to disable filters when debug is on - Add onToggleDebugMode override to remove active filters when debug is enabled - Reduce debug draw line thickness to 0.25 for cleaner visualization
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3 changed files with 19 additions and 3 deletions
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@ -65,7 +65,7 @@ function (Settings, PIXI) {
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fillColor = 0x0000FF; // Blue for kinematic bodies
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lineColor = 0x0000FF; // Blue stroke
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}
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lineWidth = 1;
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lineWidth = 0.25;
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}
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this.drawShape(shape, transform, isSensor, fillColor, lineColor, lineWidth);
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@ -190,7 +190,7 @@ function (Settings, PIXI) {
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var size = 0.05; // Made much smaller (was 0.2)
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// Draw a cross at the center of mass
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this.graphics.lineStyle(1, 0xFFFF00); // Yellow color for center of mass
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this.graphics.lineStyle(0.25, 0xFFFF00); // Yellow color for center of mass
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// Horizontal line
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this.graphics.moveTo((centerX - size) * this.scale, centerY * this.scale);
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@ -142,6 +142,9 @@ function (Parent, domController, PIXI, Settings, nc, Exception, GameStats, Layer
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PixiView.prototype.onPointerLockChange = function(isLocked, options) {
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if (!Settings.ENABLE_POINTER_LOCK_FILTER) return;
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// Disable pointer lock filters when debug mode is on
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if (this.debugMode) return;
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if(isLocked) {
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this.removeFilters(this.pointerLockFilters);
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@ -297,6 +300,19 @@ function (Parent, domController, PIXI, Settings, nc, Exception, GameStats, Layer
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return textures;
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};
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PixiView.prototype.onToggleDebugMode = function(debugMode) {
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// Call parent method first
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Parent.prototype.onToggleDebugMode.call(this, debugMode);
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// Remove pointer lock filters when debug mode is enabled
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if (debugMode && this.pointerLockFilters) {
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this.removeFilters(this.pointerLockFilters);
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if (this.clickToEnable) {
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this.clickToEnable.visible = false;
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}
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}
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};
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PixiView.prototype.destroy = function() {
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this.layerManager.destroy(); // also calls all layers destroy
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@ -39,7 +39,7 @@ function () {
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VIEW_CONTROLLER: 0 ? "Three" : "Pixi",
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ARROW_GLIDE: 20, // % of the way per frame
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SHOW_LAYER_INFO: false,
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ENABLE_POINTER_LOCK_FILTER: false,
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ENABLE_POINTER_LOCK_FILTER: true,
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DEBUG_DRAW_SENSORS: true,
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// GAME PLAY
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