fixed canvasBounds being wrongly calculated due to the resize / setZoom execution order
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@ -41,8 +41,8 @@ export class WaScaleManager {
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this.actualZoom = realSize.width / gameSize.width / devicePixelRatio;
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}
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this.scaleManager.setZoom(this.actualZoom);
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this.scaleManager.resize(gameSize.width, gameSize.height);
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this.scaleManager.setZoom(this.actualZoom);
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// Override bug in canvas resizing in Phaser. Let's resize the canvas ourselves
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const style = this.scaleManager.canvas.style;
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