# Camera zoom changes rotation behaviour?

**URL:** <https://phaser.discourse.group/t/camera-zoom-changes-rotation-behaviour/4072>\
**Category:** Phaser 3\
**Created:** [October 28, 2019, 3:12pm UTC](https://phaser.discourse.group/t/camera-zoom-changes-rotation-behaviour/4072 "2019-10-28T15:12:32Z")\
**Posts on this page:** 1\
**Page:** 1

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**Author:** ![funnythat](https://avatars.discourse-cdn.com/v4/letter/f/6de8d8/32.png) [@funnythat](https://phaser.discourse.group/u/funnythat)\
**Post date:** [October 28, 2019, 3:12pm UTC](https://phaser.discourse.group/t/camera-zoom-changes-rotation-behaviour/4072/1 "2019-10-28T15:12:32Z")

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Hi all,

When i set my main camera’s zoom to 0.75 it changes the behavior of these three lines that are used to rotate a sprite towards the mouse pointer. It seems to move the x and y locations of the ship and it rotates around a random point that changes when i scroll.

```
let cursor = this.input.activePointer;
let angleToPointer = Phaser.Math.Angle.Between(this.ship.x , this.ship.y, cursor.x + (this.cameras.main.scrollX), cursor.y + (this.cameras.main.scrollY));
let angleDelta = Phaser.Math.Angle.Wrap(angleToPointer - this.ship.rotation);

```

Do i need to multiple any x and y locations by the camera’s zoom or something?

Thanks
