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https://github.com/photonstorm/phaser
synced 2025-02-19 23:48:33 +00:00
Fixed lint error. Minor documentation fix in 2D camera.
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c2bfc52987
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2 changed files with 52 additions and 53 deletions
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@ -128,7 +128,7 @@ var Camera = new Class({
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/**
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* The width of the Camera viewport, in pixels.
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*
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*
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* The viewport is the area into which the Camera renders. Setting the viewport does
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* not restrict where the Camera can scroll to.
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*
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@ -140,7 +140,7 @@ var Camera = new Class({
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/**
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* The height of the Camera viewport, in pixels.
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*
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*
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* The viewport is the area into which the Camera renders. Setting the viewport does
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* not restrict where the Camera can scroll to.
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*
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@ -175,7 +175,7 @@ var Camera = new Class({
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/**
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* Is this Camera using a bounds to restrict scrolling movement?
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*
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*
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* Set this property along with the bounds via `Camera.setBounds`.
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*
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* @name Phaser.Cameras.Scene2D.Camera#useBounds
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@ -207,12 +207,12 @@ var Camera = new Class({
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/**
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* The horizontal scroll position of this Camera.
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*
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*
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* Change this value to cause the Camera to scroll around your Scene.
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*
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*
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* Alternatively, setting the Camera to follow a Game Object, via the `startFollow` method,
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* will automatically adjust the Camera scroll values accordingly.
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*
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*
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* You can set the bounds within which the Camera can scroll via the `setBounds` method.
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*
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* @name Phaser.Cameras.Scene2D.Camera#scrollX
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@ -224,12 +224,12 @@ var Camera = new Class({
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/**
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* The vertical scroll position of this Camera.
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*
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*
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* Change this value to cause the Camera to scroll around your Scene.
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*
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*
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* Alternatively, setting the Camera to follow a Game Object, via the `startFollow` method,
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* will automatically adjust the Camera scroll values accordingly.
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*
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*
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* You can set the bounds within which the Camera can scroll via the `setBounds` method.
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*
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* @name Phaser.Cameras.Scene2D.Camera#scrollY
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@ -241,13 +241,13 @@ var Camera = new Class({
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/**
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* The Camera zoom value. Change this value to zoom in, or out of, a Scene.
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*
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*
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* A value of 0.5 would zoom the Camera out, so you can now see twice as much
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* of the Scene as before. A value of 2 would zoom the Camera in, so every pixel
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* now takes up 2 pixels when rendered.
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*
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*
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* Set to 1 to return to the default zoom level.
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*
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*
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* Be careful to never set this value to zero.
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*
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* @name Phaser.Cameras.Scene2D.Camera#zoom
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@ -259,10 +259,10 @@ var Camera = new Class({
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/**
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* The rotation of the Camera in radians.
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*
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*
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* Camera rotation always takes place based on the Camera viewport. By default, rotation happens
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* in the center of the viewport. You can adjust this with the `originX` and `originY` properties.
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*
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*
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* Rotation influences the rendering of _all_ Game Objects visible by this Camera. However, it does not
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* rotate the Camera viewport itself, which always remains an axis-aligned rectangle.
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*
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@ -344,7 +344,7 @@ var Camera = new Class({
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/**
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* The Camera Zoom effect handler.
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* To pan this camera see the `Camera.zoom` method.
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* To zoom this camera see the `Camera.zoom` method.
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*
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* @name Phaser.Cameras.Scene2D.Camera#zoomEffect
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* @type {Phaser.Cameras.Scene2D.Effects.Zoom}
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@ -405,11 +405,11 @@ var Camera = new Class({
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/**
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* The mid-point of the Camera in 'world' coordinates.
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*
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*
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* Use it to obtain exactly where in the world the center of the camera is currently looking.
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*
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*
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* This value is updated in the preRender method, after the scroll values and follower
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* have been processed.
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* have been processed.
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*
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* @name Phaser.Cameras.Scene2D.Camera#midPoint
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* @type {Phaser.Math.Vector2}
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@ -420,12 +420,12 @@ var Camera = new Class({
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/**
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* The horizontal origin of rotation for this Camera.
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*
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*
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* By default the camera rotates around the center of the viewport.
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*
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*
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* Changing the origin allows you to adjust the point in the viewport from which rotation happens.
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* A value of 0 would rotate from the top-left of the viewport. A value of 1 from the bottom right.
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*
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*
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* See `setOrigin` to set both origins in a single, chainable call.
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*
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* @name Phaser.Cameras.Scene2D.Camera#originX
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@ -437,12 +437,12 @@ var Camera = new Class({
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/**
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* The vertical origin of rotation for this Camera.
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*
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*
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* By default the camera rotates around the center of the viewport.
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*
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*
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* Changing the origin allows you to adjust the point in the viewport from which rotation happens.
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* A value of 0 would rotate from the top-left of the viewport. A value of 1 from the bottom right.
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*
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*
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* See `setOrigin` to set both origins in a single, chainable call.
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*
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* @name Phaser.Cameras.Scene2D.Camera#originY
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@ -454,20 +454,20 @@ var Camera = new Class({
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/**
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* The Camera dead zone.
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*
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*
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* The deadzone is only used when the camera is following a target.
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*
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*
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* It defines a rectangular region within which if the target is present, the camera will not scroll.
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* If the target moves outside of this area, the camera will begin scrolling in order to follow it.
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*
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*
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* The `lerp` values that you can set for a follower target also apply when using a deadzone.
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*
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*
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* You can directly set this property to be an instance of a Rectangle. Or, you can use the
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* `setDeadzone` method for a chainable approach.
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*
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*
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* The rectangle you provide can have its dimensions adjusted dynamically, however, please
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* note that its position is updated every frame, as it is constantly re-centered on the cameras mid point.
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*
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*
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* Calling `setDeadzone` with no arguments will reset an active deadzone, as will setting this property
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* to `null`.
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*
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@ -504,9 +504,9 @@ var Camera = new Class({
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* Sets the rotation origin of this Camera.
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*
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* The values are given in the range 0 to 1 and are only used when calculating Camera rotation.
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*
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*
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* By default the camera rotates around the center of the viewport.
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*
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*
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* Changing the origin allows you to adjust the point in the viewport from which rotation happens.
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* A value of 0 would rotate from the top-left of the viewport. A value of 1 from the bottom right.
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*
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@ -531,23 +531,23 @@ var Camera = new Class({
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/**
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* Sets the Camera dead zone.
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*
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*
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* The deadzone is only used when the camera is following a target.
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*
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*
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* It defines a rectangular region within which if the target is present, the camera will not scroll.
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* If the target moves outside of this area, the camera will begin scrolling in order to follow it.
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*
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*
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* The deadzone rectangle is re-positioned every frame so that it is centered on the mid-point
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* of the camera. This allows you to use the object for additional game related checks, such as
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* testing if an object is within it or not via a Rectangle.contains call.
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*
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*
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* The `lerp` values that you can set for a follower target also apply when using a deadzone.
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*
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*
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* Calling this method with no arguments will reset an active deadzone.
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*
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* @method Phaser.Cameras.Scene2D.Camera#setDeadzone
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* @since 3.11.0
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*
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*
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* @param {number} [width] - The width of the deadzone rectangle in pixels. If not specified the deadzone is removed.
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* @param {number} [height] - The height of the deadzone rectangle in pixels.
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*
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@ -580,7 +580,7 @@ var Camera = new Class({
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var fy = this._follow.y - this.followOffset.y;
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this.midPoint.set(fx, fy);
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this.scrollX = fx - originX;
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this.scrollY = fy - originY;
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}
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@ -598,7 +598,7 @@ var Camera = new Class({
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*
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* @method Phaser.Cameras.Scene2D.Camera#getScroll
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* @since 3.11.0
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*
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*
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* @param {number} x - The horizontal coordinate to center on.
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* @param {number} y - The vertical coordinate to center on.
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* @param {Phaser.Math.Vector2} [out] - A Vec2 to store the values in. If not given a new Vec2 is created.
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@ -629,7 +629,7 @@ var Camera = new Class({
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*
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* @method Phaser.Cameras.Scene2D.Camera#centerOn
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* @since 3.11.0
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*
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*
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* @param {number} x - The horizontal coordinate to center on.
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* @param {number} y - The vertical coordinate to center on.
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*
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@ -669,7 +669,7 @@ var Camera = new Class({
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var bounds = this._bounds;
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var originX = this.width * 0.5;
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var originY = this.height * 0.5;
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this.midPoint.set(bounds.centerX, bounds.centerY);
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this.scrollX = bounds.centerX - originX;
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@ -1139,7 +1139,7 @@ var Camera = new Class({
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*
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* @method Phaser.Cameras.Scene2D.Camera#clampX
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* @since 3.11.0
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*
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*
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* @param {number} x - The value to horizontally scroll clamp.
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*
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* @return {number} The adjusted value to use as scrollX.
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@ -1171,7 +1171,7 @@ var Camera = new Class({
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*
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* @method Phaser.Cameras.Scene2D.Camera#clampY
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* @since 3.11.0
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*
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*
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* @param {number} y - The value to vertically scroll clamp.
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*
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* @return {number} The adjusted value to use as scrollY.
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@ -1794,10 +1794,10 @@ var Camera = new Class({
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/**
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* The displayed width of the camera viewport, factoring in the camera zoom level.
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*
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*
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* If a camera has a viewport width of 800 and a zoom of 0.5 then its display width
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* would be 1600, as it's displaying twice as many pixels as zoom level 1.
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*
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*
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* Equally, a camera with a width of 800 and zoom of 2 would have a display width
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* of 400 pixels.
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*
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@ -1817,10 +1817,10 @@ var Camera = new Class({
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/**
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* The displayed height of the camera viewport, factoring in the camera zoom level.
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*
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*
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* If a camera has a viewport height of 600 and a zoom of 0.5 then its display height
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* would be 1200, as it's displaying twice as many pixels as zoom level 1.
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*
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*
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* Equally, a camera with a height of 600 and zoom of 2 would have a display height
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* of 300 pixels.
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*
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@ -6,7 +6,6 @@
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var Clamp = require('../../../math/Clamp');
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var Class = require('../../../utils/Class');
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var Vector2 = require('../../../math/Vector2');
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var EaseMap = require('../../../math/easing/EaseMap');
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/**
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@ -65,7 +64,7 @@ var Zoom = new Class({
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/**
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* The starting zoom value;
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*
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*
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* @name Phaser.Cameras.Scene2D.Effects.Zoom#source
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* @type {number}
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* @since 3.11.0
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@ -74,7 +73,7 @@ var Zoom = new Class({
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/**
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* The destination zoom value.
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*
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*
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* @name Phaser.Cameras.Scene2D.Effects.Zoom#destination
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* @type {number}
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* @since 3.11.0
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@ -83,7 +82,7 @@ var Zoom = new Class({
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/**
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* The ease function to use during the zoom.
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*
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*
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* @name Phaser.Cameras.Scene2D.Effects.Zoom#ease
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* @type {function}
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* @since 3.11.0
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@ -258,7 +257,7 @@ var Zoom = new Class({
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{
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this._onUpdate.call(this._onUpdateScope, this.camera, this.progress, this.destination);
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}
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this.effectComplete();
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}
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},
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