this.phys = physics.kinematic; this.dir_view2world = function(dir) { return dir.scale(this.realzoom()); }; this.view2world = function(pos) { return render.view2world(pos); }; this.world2view = function(pos) { return render.world2view(pos); }; this.realzoom = function() { return render.get_zoom(); }; this.right = function() { return this.pos.x + (window.rendersize.x/2); } this.left = function() { return this.pos.x - (window.rendersize.x/2); } this.mixin({ get zoom() { // var z = game.native.y / window.dimensions.y; return render.get_zoom(); // /z }, set zoom(x) { x = Math.clamp(x,0.1,10); // var z = game.native.y / window.dimensions.y; // z *= x; render.add_zoom(x); }, });