Comments (2)
I think that would have worked, but I ended up settling on something that I thought was better for user experience. I'll share it here for anyone else interested in locking the user to certain scales:
const snapZoomDefault = () => {
const snapPoints = [0.5, 1, 2, 3];
const currentScale = this.viewport.scale.x;
const snapScale = snapPoints.reduce((prev, curr) =>
Math.abs(curr - currentScale) < Math.abs(prev - currentScale) ? curr : prev
);
this.viewport.snapZoom({
width: this.viewport.screenWidth / snapScale,
time: 500,
});
};
this.viewport.on("pinch-end", () => {
snapZoomDefault();
});
This lets the user resize freely, then snaps them to a nice-looking scale afterward. Has the secondary effect of a 'soft clamp', letting them temporarily zoom things in/out to get a look before it goes back to a more playable scale.
Thanks for your work on this excellent library.
from pixi-viewport.
Can't you just call it like this:
var worldWidth = 100;
var worldHeight = 100;
new Viewport({ worldWidth, worldHeight })
.clampZoom({ minWidth: worldWidth / 2, minHeight: worldHeight / 2, maxWidth: worldWidth * 2, maxHeight: worldHeight * 2 });
Or is your world size changing often that you prefer this is automated?
from pixi-viewport.
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from pixi-viewport.