Fixed lint errors.

This commit is contained in:
Chris Andrew 2018-06-20 07:29:42 +01:00
parent 9f23818c40
commit 2d67342ae5

View file

@ -152,7 +152,7 @@ var Camera = new Class({
/**
* Is this Camera visible or not?
*
*
* A visible camera will render and perform input tests.
* An invisible camera will not render anything and will skip input tests.
*
@ -347,7 +347,7 @@ var Camera = new Class({
/**
* The mid-point of the Camera in 'world' coordinates.
*
*
* This value is updated in the preRender method, after the scroll values and follower
* update have been calculated.
*
@ -768,6 +768,7 @@ var Camera = new Class({
this.scrollX = Linear(fx, deadzone.x, this.lerp.x) / zoom;
this.scrollX -= deadzone.x;
console.log(this.scrollX);
// debugger;
}
else if (fx >= deadzone.right)
@ -775,6 +776,7 @@ var Camera = new Class({
this.scrollX = Linear(fx, deadzone.right, this.lerp.x) / zoom;
this.scrollX -= deadzone.right;
console.log(this.scrollX);
// debugger;
}
@ -1181,14 +1183,14 @@ var Camera = new Class({
/**
* Sets the visibility of this Camera.
*
*
* An invisible Camera will skip rendering and input tests of everything it can see.
*
* @method Phaser.Cameras.Scene2D.Camera#setVisible
* @since 3.10.0
*
* @param {boolean} value - The visible state of the Camera.
*
*
* @return {this} This Camera instance.
*/
setVisible: function (value)