2015-02-17 05:15:04 +00:00
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Phaser.Component.FixedToCamera = function () {};
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Phaser.Component.FixedToCamera.postUpdate = function () {
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if (this.fixedToCamera)
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{
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this.position.x = (this.game.camera.view.x + this.cameraOffset.x) / this.game.camera.scale.x;
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this.position.y = (this.game.camera.view.y + this.cameraOffset.y) / this.game.camera.scale.y;
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}
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};
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Phaser.Component.FixedToCamera.prototype = {
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/**
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* A Sprite that is fixed to the camera uses its x/y coordinates as offsets from the top left of the camera. These are stored in Sprite.cameraOffset.
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* Note that the cameraOffset values are in addition to any parent in the display list.
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* So if this Sprite was in a Group that has x: 200, then this will be added to the cameraOffset.x
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* @property {boolean} fixedToCamera
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*/
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fixedToCamera: false,
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/**
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* @property {Phaser.Point} cameraOffset - If this object is fixedToCamera then this stores the x/y offset that it is drawn at. Values are relative to the top-left of the camera view.
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*/
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2015-02-17 05:59:54 +00:00
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cameraOffset: new Phaser.Point()
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2015-02-17 05:15:04 +00:00
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};
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